Yeah, I'm tossing around the idea of putting Rakdos Shred-Freak in the deck.
I guess my biggest issue is that I went into building RDW with the idea of playing super burn style, but there really isn't enough good burn to make that a real deck. So now it's going to come down to finding the best creatures to just beat face with (though obviously I think some burn needs to stick around).
I do have a couple of Krenkos laying around from M13 drafts, it may be possible to go monored goblins, but that's not exactly aggro enough for me.
I love me some goblins, but without Goblin Chieftain it just doesn't seem worth it to me.
There isn't really a lot of good burn right now, that's why most of the RDW decks are pretty creature heavy. My build is running four of on Pillar of Flame, Searing Spear, and Brimstone Volley and the rest is creatures.
I love me some goblins, but without Goblin Chieftain it just doesn't seem worth it to me.
There isn't really a lot of good burn right now, that's why most of the RDW decks are pretty creature heavy. My build is running four of on Pillar of Flame, Searing Spear, and Brimstone Volley and the rest is creatures.
Have you had much success in standard?
Also, why isn't Mizzium Mortars more popular? It's the same mana as searing spear for four damage instead of three, and it can be overloaded to wipe the board.
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currently playing UWGbant flashGWU UBdimir mill-controlBU
I have seen deck lists some with Stromkirk Noble, Some with Hellrider, and some with Vexing Devil..... But I dont see decks with all three.... Why not?
Ah, didnt realize RDW was aggro, thought it was just for mono reds.. musta misread the original post. Infernal Plunge just activates snipes, adds mana for more spells. That + reverberate + Krenko's Command + Searing Spear with 2 Guttersnipe on the board = 22 damage to the noggin with only 4 mountains tapped.
Edit: As a sidenote, if someone does have a Witchbane Orb, Guttersnipe would still deal damage as it isn't targeting them correct?
Guttersnipe get's past hexproof players because it doesn't target.
edit I didn't see the other reply...
@reckonerX the reason Mizzium Mortars aren't used of searing spear is because spear is more adaptable. You can kill a creature or burn a player out. Mortars can overload to kill the entire board, yes, but it costs 6 mana to do so. I almost never get 6 land on the field.
Also, why isn't Mizzium Mortars more popular? It's the same mana as searing spear for four damage instead of three, and it can be overloaded to wipe the board.
I'm doing all right in standard, I don't think RDW has enough right now to be over the top good, but it can get there.
Mortars is a sorcery and only hits creatures, Spear is an instant and can hit players too.
Also, why isn't Mizzium Mortars more popular? It's the same mana as searing spear for four damage instead of three, and it can be overloaded to wipe the board.
Have you?
Everything Naginata said was correct.
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Do not use Hellion Crucible. It looks good on paper, but the risk of getting stuck with a 2 land game with no double red for your Ash Zealot is so terrible.
Do not use Hellion Crucible. It looks good on paper, but the risk of getting stuck with a 2 land game with no double red for your Ash Zealot is so terrible.
I had that happen to me today for the first time, not fun. I do still like Hellion Crucible though, I only run two so it's not going to be that common and that Hellion token can be a real threat.
Creatures
4x Stromkirk Noble
4x Rakdos Cackler
4x Ash Zealot
4x Rakdos Shred-Freak
3x Vexing Devil
3x Guttersnipe
2x Hellrider
Instant/Sorcery
4x Pillar of Flame
4x Searing Spear
3x Thunderbolt
3x Bonfire of the Damned
3x Dynacharge
My sideboard isn't set in stone yet but I figure I'll run some pithing needles for planeswalkers and guildmages, artifact destruction, graveyard hate, and some more specific burn ie: mizzium mortars.
Any suggestions or ideas would be welcome!
Creatures
4x Stromkirk Noble
4x Rakdos Cackler
4x Ash Zealot
4x Rakdos Shred-Freak
3x Vexing Devil
3x Guttersnipe
2x Hellrider
Instant/Sorcery
4x Pillar of Flame
4x Searing Spear
3x Thunderbolt
3x Bonfire of the Damned
3x Dynacharge
My sideboard isn't set in stone yet but I figure I'll run some pithing needles for planeswalkers and guildmages, artifact destruction, graveyard hate, and some more specific burn ie: mizzium mortars.
Any suggestions or ideas would be welcome!
I really like this deck. How do you find Dynacharge to be working? does your opponent let enough creatures through for this to be worthwhile?
I'm not sure about Cryptborn Horror. It's suposed to enter the battlefield at least as a 4/4 (thanks to Vexing Devil), but sometimes just sits in my hand because I can't play it.
I think you should know that Cryptborn Horror is unplayable. Rest of the deck looks good though.
Thanks. I thought about him as a way to resist a T4 Mutilate (MBC is a pain at my LGS), as it can potentially enter the battlefield as a 6/6 or more. What would you run in its place?
Thanks. I thought about him as a way to resist a T4 Mutilate (MBC is a pain at my LGS), as it can potentially enter the battlefield as a 6/6 or more. What would you run in its place?
I would mainboard Thundermaw hellkite tbh just because of much thragtusk / resto angel is being played. It effectively cancels out thragtusk lifegain and you can race at that point due to you being RDW and having already dealt significant damage by the time midrange hits.
Because I don't like to play 100% copies of net-decks.
they play t4 thragtusk....
I play turn 4 mark of mutiny, then swing at them with their 6/4 thrag and all my dudes...then I cast infernal plunge, sac their thrag and cast my roughly 10/10 cryptborn horror and get their 3/3 token to boot. Then I hope they don't top deck a terminus, cuz its the only thing that will save them.
I personally prefer rakdos deck wins though. so I like tricksy jank :-p
Round 1
I killed all of his walls and ramp creatures before he could do anything
Round 2
I ran out of gas and the man played a Stormtide Leviathan at 5 life, but I topdecked a Thundermaw for the win
Game 2
American Control
Round 1
I run out of gas too fast drawing nothing but direct damage, he detention spheres my dudes and swings with a pair of Angel tokens for the win
Round 2
Sideboarded in Rootbound Crags and Thragtusk
I get more dudes, he removes them, I start playing thragtusks while he looks for answers after spending them all up on little dudes. He takes damage from an Ash Zealot flashbacking for answers with Think twice, burn him to death with good topdecks.
Round 3
I side out all of my stuff back to the original deck +2 mizzium mortars for angel tokens
I get him down to 2 life and he times me out to the last 5 rounds, previous to the 5 rounds we had 7 minutes which he took a supple amount of time to shuffle, mulligan, and play.
Game 3
U/W/G Midrange control
Round 1
I open my hand with Rackdos cackler/vexing devil/ash zealot/gorehouse/mountain/2 burn spells and play it, draw a land second turn and laugh meniacally as he cannot remove all of my creatures. After two terminus's he gets down to 2 life and starts playing Tamiyo and thragtusk. I manage to topdeck Thundermaw and a burn spell to take the hard earned win, as he also brought me down to 2 life.
Round 2
I bring him down to 5, run out of gas, he seemingly has drawn nothing but ramp, topdecks an Entreat of the Angels and makes 5 4/4 tokens and swings for the win
Round 3
I goldfish all of my hasty creatures, and he draws too slowly to be in the game
Game 4
G/W Midrange
Supposed to be the scariest deck right?
I goldfished every creature with haste both games, and he never played a threat of any kind both rounds.
Game 5
R/G Combo deck Homebrew
Game 1
He ramps into 2x Guild Feuds after I bring him down to 6, at the beginning of his turn he starts making my small dudes fight his thragtusks, huntmasters, and Worldspine Wurm. Thankfully he never got to swing before I topdecked a thundermaw after getting one off of Guild Feud, I really expected to lose...
Game 2
Side in Thragtusks, Rootbound Crags, Naturalizes, Zealous conscripts, mizzium mortars, expecting to either benefit from his rediculous enchantment, or to destroy it.
Never see the enchantments, we both play thragtusks, I wipe the board with mizzium, play Thundermaw and swing, he zealous conscripts my thragtusk, swings, and flings my thragtusk at my thundermaw, and gets a token.
We keep on trading beats but he ultimately wins out after I topdeck nothing a couple rounds.
Game 3
I never see the enchantments, get 11 damage inside, we both start playing thragtusk, he plays a thundermaw, I play a thundermaw, I clean his board, he conscripts my thundermaw and flings it at my thragtusk. I end up topdecking vexing devils and ash zealots, but his tokens from thrags beat my attackers and he just keeps topdecking threats. He ended up using Kessig Wolf Run to pump one guy he got through to end the game
Score: 3-1-1 got 6th place out of 30 participants, feelsgoodman.jpg
I built the deck with the cards I had. I had a blast playing the deck, I favored Vexing Devils over Stromkirk Nobles because nobody here is playing Zombies, everyone is playing control, and I had no Nobles. I feel that the early drops can be useful but crappy if topdecked, so I felt good about having a 4 damage to the face on a stick. And since I run heavy on burn, I felt good about topdecking the thundermaws too because of the instant hasty damage they provide.
Hellion Crucible sucks, dont play it.
I dont know how to sideboard, but Thragtusk is good in any deck, and so when I showed my sideboard to my friend when I was losing to American Control, he said, "That is not stupid, THAT IS TECH, PLAY THAT." And I won my round, and tied. I felt that only control would be the issue against this deck so enchantments were a problem and being outlasted by healing was a problem, so why not? Every time I sided in Thragtusk he was played and he was useful.
In this build, 1 drops that attack are few because of the less aggro, more burn method of RDW. In this format, everyone is designing to deal with aggro, so why play more creatures when you don't have to? Once Thrag hits the table, you might as well start burnin.
I dont know if I will change this deck, it got me packs tonight, it almost got me 2nd place!
Dont go with many 1 drops folks, control is the meta, 3 toughness is the meta, we exile zombies, so aim for thragtusks with your deck not zombies.
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The red mage lives by the variance and dies by the variance. May the variance be with you, always.
I ran the following list last night at FNM and went 4-0 taking first place out of roughly 20 people.
I faced zombies, 2 UW aggro decks and a GWr ramp deck with a bunch of fatties and Heretic's Punishment. He never got it out against me, but it was an interesting build.
I only lost one game the whole night, which was against one of the UW builds because he landed a GoST and I didn't have a way to deal with it.
No one really expected red and it came out of the gates really quick (as it should) and won most games turn 4-5 or so I would say.
One of the most fun plays the deck has is turn 3 Vexing Devil into Lightning Mauler and swing for 6 (plus whatever other creatures are on the field). I had this happen twice last night as the opponent thought they could deal with the Devil on their turn so they let it stick.
Another all star was Archwing Dragon. This card is great in this deck as is dodges sorcery speed removal and in my case last night, was just about always getting in for 4 every time he landed. For now, I like him better than Hellrider in that slot.
With the 3 Wild Guess, most times I was able to pitch a land for more valuable cards. I am glad I decided on throwing these in.
Overall, I really like the way the deck played and not sure I would make any changes to the MB. I thought about Mizzium Mortars for the side, but with running 22 land, I will rarely see 6 mana before its too late.
Thanks for reading, and feel free to comment or offer up suggestions.
Another all star was Archwing Dragon. This card is great in this deck as is dodges sorcery speed removal and in my case last night, was just about always getting in for 4 every time he landed. For now, I like him better than Hellrider in that slot.
Thanks. I thought about him as a way to resist a T4 Mutilate (MBC is a pain at my LGS), as it can potentially enter the battlefield as a 6/6 or more. What would you run in its place?
More 2 drops or more 4 drops. The problem with Cryptborn is that it is either amazing or completely game-losingly awful; and as a red deck, you need consistency above all else.
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Want to play better magic? Come join us at diestoremoval.com
More 2 drops or more 4 drops. The problem with Cryptborn is that it is either amazing or completely game-losingly awful; and as a red deck, you need consistency above all else.
Thanks for your advice. I finally replaced them with 2 Freaks and 1 Volley.
I am considering swapping the Thundermaw and 1 other card for 3 Hellrider's in the SB. Depends on how the meta pans out I guess. So far I love the consistency of the deck. I am also testing around with 21 lands and adding 1 bonfire, not sure yet though, or mayeb a Conscripts even. The land base is solid, but there are certain times that I get slightly flooded. Feel free ot leave feedback. I am also playing a Rakdos aggro variant.
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I love me some goblins, but without Goblin Chieftain it just doesn't seem worth it to me.
There isn't really a lot of good burn right now, that's why most of the RDW decks are pretty creature heavy. My build is running four of on Pillar of Flame, Searing Spear, and Brimstone Volley and the rest is creatures.
Yes, Guttersnipe would still deal damage because it says "each opponent" not "target opponent."
Have you had much success in standard?
Also, why isn't Mizzium Mortars more popular? It's the same mana as searing spear for four damage instead of three, and it can be overloaded to wipe the board.
UWGbant flashGWU
UBdimir mill-controlBU
Guttersnipe get's past hexproof players because it doesn't target.
edit I didn't see the other reply...
@reckonerX the reason Mizzium Mortars aren't used of searing spear is because spear is more adaptable. You can kill a creature or burn a player out. Mortars can overload to kill the entire board, yes, but it costs 6 mana to do so. I almost never get 6 land on the field.
Also instant speed is important
I'm doing all right in standard, I don't think RDW has enough right now to be over the top good, but it can get there.
Mortars is a sorcery and only hits creatures, Spear is an instant and can hit players too.
Have you?
Everything Naginata said was correct.
Want to see me in action? Check out my stream! Currently broadcasting Boros Burn in Standard. Full archive available.
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Do not use Hellion Crucible. It looks good on paper, but the risk of getting stuck with a 2 land game with no double red for your Ash Zealot is so terrible.
I had that happen to me today for the first time, not fun. I do still like Hellion Crucible though, I only run two so it's not going to be that common and that Hellion token can be a real threat.
4x Stromkirk Noble
4x Rakdos Cackler
4x Ash Zealot
4x Rakdos Shred-Freak
3x Vexing Devil
3x Guttersnipe
2x Hellrider
Instant/Sorcery
4x Pillar of Flame
4x Searing Spear
3x Thunderbolt
3x Bonfire of the Damned
3x Dynacharge
My sideboard isn't set in stone yet but I figure I'll run some pithing needles for planeswalkers and guildmages, artifact destruction, graveyard hate, and some more specific burn ie: mizzium mortars.
Any suggestions or ideas would be welcome!
I really like this deck. How do you find Dynacharge to be working? does your opponent let enough creatures through for this to be worthwhile?
No... I just got into standard and RDW. It was an innocent question, I don't understand the hostility.
UWGbant flashGWU
UBdimir mill-controlBU
I was asking because your question seemed hostile towards him.
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2 Hellion Crucible
20 Mountain
Creatures (24)
4 Rakdos Cackler
4 Stromkirk Noble
3 Vexing Devil
4 Ash Zealot
3 Cryptborn Horror
4 Hellrider
2 Zealous Conscripts
2 Brimstone Volley
3 Flames of the Firebrand
4 Searing Spear
3 Pillar of Flame
2 Bonfire of the Damned
1 Flames of the Firebrand
1 Pillar of Flame
2 Thunderbolt
2 Vandalblast
2 Reforge the Sould
3 Archwing Dragon
2 Mindclaw Shaman
2 Cards I don't remember
I'm not sure about Cryptborn Horror. It's suposed to enter the battlefield at least as a 4/4 (thanks to Vexing Devil), but sometimes just sits in my hand because I can't play it.
What do you think?
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Thanks. I thought about him as a way to resist a T4 Mutilate (MBC is a pain at my LGS), as it can potentially enter the battlefield as a 6/6 or more. What would you run in its place?
And how do you guys solve the Thragtusk issue?
I would mainboard Thundermaw hellkite tbh just because of much thragtusk / resto angel is being played. It effectively cancels out thragtusk lifegain and you can race at that point due to you being RDW and having already dealt significant damage by the time midrange hits.
4x Ash zealot
4x stormkirk noble
4x Rakdos Cackler
3x Stormwright
3x Lightning mauler
3x Gore House Chainwalker
4x Hellrider
4x Searing spear
4x Pillar of flames
3x brimstone volley
2x Flames of firebrand
2x Hellion crucible
20x mountain
What should i cut if i want to put vexing devil?
they play t4 thragtusk....
I play turn 4 mark of mutiny, then swing at them with their 6/4 thrag and all my dudes...then I cast infernal plunge, sac their thrag and cast my roughly 10/10 cryptborn horror and get their 3/3 token to boot. Then I hope they don't top deck a terminus, cuz its the only thing that will save them.
I personally prefer rakdos deck wins though. so I like tricksy jank :-p
4 Vexing Devil
4 Gore-House Chainwalker
4 Ash Zealot
3 Rakdos Shred-Freak
2 Rakdos Cackler
2 Mogg Flunkies
2 Stonewrite
3 Thundermaw Hellkite
4 Pillar of Flame
4 Searing Spear
4 Brimstone Volley
1 Thunderous Wrath
Lands
22 Mountain
1 Hellion Crucible
4 Rootbound Crag
4 Thragtusk
4 Naturalize
2 Mizzium Mortars
1 Zealous Conscripts
Game 1
Defenders Combo 4cc Homebrew
Round 1
I killed all of his walls and ramp creatures before he could do anything
Round 2
I ran out of gas and the man played a Stormtide Leviathan at 5 life, but I topdecked a Thundermaw for the win
Game 2
American Control
Round 1
I run out of gas too fast drawing nothing but direct damage, he detention spheres my dudes and swings with a pair of Angel tokens for the win
Round 2
Sideboarded in Rootbound Crags and Thragtusk
I get more dudes, he removes them, I start playing thragtusks while he looks for answers after spending them all up on little dudes. He takes damage from an Ash Zealot flashbacking for answers with Think twice, burn him to death with good topdecks.
Round 3
I side out all of my stuff back to the original deck +2 mizzium mortars for angel tokens
I get him down to 2 life and he times me out to the last 5 rounds, previous to the 5 rounds we had 7 minutes which he took a supple amount of time to shuffle, mulligan, and play.
Game 3
U/W/G Midrange control
Round 1
I open my hand with Rackdos cackler/vexing devil/ash zealot/gorehouse/mountain/2 burn spells and play it, draw a land second turn and laugh meniacally as he cannot remove all of my creatures. After two terminus's he gets down to 2 life and starts playing Tamiyo and thragtusk. I manage to topdeck Thundermaw and a burn spell to take the hard earned win, as he also brought me down to 2 life.
Round 2
I bring him down to 5, run out of gas, he seemingly has drawn nothing but ramp, topdecks an Entreat of the Angels and makes 5 4/4 tokens and swings for the win
Round 3
I goldfish all of my hasty creatures, and he draws too slowly to be in the game
Game 4
G/W Midrange
Supposed to be the scariest deck right?
I goldfished every creature with haste both games, and he never played a threat of any kind both rounds.
Game 5
R/G Combo deck Homebrew
Game 1
He ramps into 2x Guild Feuds after I bring him down to 6, at the beginning of his turn he starts making my small dudes fight his thragtusks, huntmasters, and Worldspine Wurm. Thankfully he never got to swing before I topdecked a thundermaw after getting one off of Guild Feud, I really expected to lose...
Game 2
Side in Thragtusks, Rootbound Crags, Naturalizes, Zealous conscripts, mizzium mortars, expecting to either benefit from his rediculous enchantment, or to destroy it.
Never see the enchantments, we both play thragtusks, I wipe the board with mizzium, play Thundermaw and swing, he zealous conscripts my thragtusk, swings, and flings my thragtusk at my thundermaw, and gets a token.
We keep on trading beats but he ultimately wins out after I topdeck nothing a couple rounds.
Game 3
I never see the enchantments, get 11 damage inside, we both start playing thragtusk, he plays a thundermaw, I play a thundermaw, I clean his board, he conscripts my thundermaw and flings it at my thragtusk. I end up topdecking vexing devils and ash zealots, but his tokens from thrags beat my attackers and he just keeps topdecking threats. He ended up using Kessig Wolf Run to pump one guy he got through to end the game
Score: 3-1-1 got 6th place out of 30 participants, feelsgoodman.jpg
I built the deck with the cards I had. I had a blast playing the deck, I favored Vexing Devils over Stromkirk Nobles because nobody here is playing Zombies, everyone is playing control, and I had no Nobles. I feel that the early drops can be useful but crappy if topdecked, so I felt good about having a 4 damage to the face on a stick. And since I run heavy on burn, I felt good about topdecking the thundermaws too because of the instant hasty damage they provide.
Hellion Crucible sucks, dont play it.
I dont know how to sideboard, but Thragtusk is good in any deck, and so when I showed my sideboard to my friend when I was losing to American Control, he said, "That is not stupid, THAT IS TECH, PLAY THAT." And I won my round, and tied. I felt that only control would be the issue against this deck so enchantments were a problem and being outlasted by healing was a problem, so why not? Every time I sided in Thragtusk he was played and he was useful.
In this build, 1 drops that attack are few because of the less aggro, more burn method of RDW. In this format, everyone is designing to deal with aggro, so why play more creatures when you don't have to? Once Thrag hits the table, you might as well start burnin.
I dont know if I will change this deck, it got me packs tonight, it almost got me 2nd place!
Dont go with many 1 drops folks, control is the meta, 3 toughness is the meta, we exile zombies, so aim for thragtusks with your deck not zombies.
I faced zombies, 2 UW aggro decks and a GWr ramp deck with a bunch of fatties and Heretic's Punishment. He never got it out against me, but it was an interesting build.
I only lost one game the whole night, which was against one of the UW builds because he landed a GoST and I didn't have a way to deal with it.
No one really expected red and it came out of the gates really quick (as it should) and won most games turn 4-5 or so I would say.
One of the most fun plays the deck has is turn 3 Vexing Devil into Lightning Mauler and swing for 6 (plus whatever other creatures are on the field). I had this happen twice last night as the opponent thought they could deal with the Devil on their turn so they let it stick.
Another all star was Archwing Dragon. This card is great in this deck as is dodges sorcery speed removal and in my case last night, was just about always getting in for 4 every time he landed. For now, I like him better than Hellrider in that slot.
With the 3 Wild Guess, most times I was able to pitch a land for more valuable cards. I am glad I decided on throwing these in.
Overall, I really like the way the deck played and not sure I would make any changes to the MB. I thought about Mizzium Mortars for the side, but with running 22 land, I will rarely see 6 mana before its too late.
Thanks for reading, and feel free to comment or offer up suggestions.
4 Vexing Devil
4 Stromkirk Noble
4 Ash Zealot
4 Lightning Mauler
3 Archwing Dragon
4 Searing Spear
4 Brimstone Volley
3 Wild Guess
22 Mountain
3 Flames of the Firebrand
3 Thunderbolt
2 Smelt
2 Traitorous Blood
3 Tormod's Crypt
2 Pithing Needle
That's what I said about it a week ago:
Glad to see someone showing I was right :).
More 2 drops or more 4 drops. The problem with Cryptborn is that it is either amazing or completely game-losingly awful; and as a red deck, you need consistency above all else.
Want to see me in action? Check out my stream! Currently broadcasting Boros Burn in Standard. Full archive available.
Want to play better magic? Come join us at diestoremoval.com
Thanks for your advice. I finally replaced them with 2 Freaks and 1 Volley.
4 Rakdos Cackler
4 Rakdos Shred-Freak
4 vexing Devil
3 Archwing Dragon
4 Searing Spear
4 Flames of the Firebrand
4 Pillar of Flames
3 Wild Guess
2 Tormod's Crypt
2 thundermaw hellkite
2 Annihilating Fire
3 Electrickery
3 Thunderbolt
3 Traitorous Blood
I am considering swapping the Thundermaw and 1 other card for 3 Hellrider's in the SB. Depends on how the meta pans out I guess. So far I love the consistency of the deck. I am also testing around with 21 lands and adding 1 bonfire, not sure yet though, or mayeb a Conscripts even. The land base is solid, but there are certain times that I get slightly flooded. Feel free ot leave feedback. I am also playing a Rakdos aggro variant.