Worthless since any benefit it provides it also gives to your enemy, there's way too many aggro decks out there. Plus it's another colorless land and it takes too much space in the sideboard.
Oh FUUUU, i forgot about that, then i guess Angelic destiny is useless in our deck, i was going to buy Sword of war and peace when they where around 25$ then the very next day they went up another 25$...standard kinda sucks....
Agreed, loosing ornithopter was the worst hit, i havent tried chimeric mass, my biggest beef is him not having evasion, but i was thinking maybe siding two angelic destinies for some match ups. imagine this guy played for 3, is a 7/7 flying first strike, then with a tempered steel is 9/9 lol. I know is wishful thinking but id like to try this in casual. Plus sucks we dont have any big guys to threathen people with hehe.
Mox Opal is needed the first 3 turns no matter what, it makes your deck one turn faster. This is how you end the game turn 4/5. Turn 6 for us is too late and it gets us stomped. The legend rule doesn't matter after wards, you just want to make sure you hit a Mox early. With us that run RW (were the few and the proud) The Mox has the extra purpose of giving us a red source.
Running mountains is incredibly dangerous because if you get one during the first 3 turns you will play Tempered Steel a turn later, this is the same for Inkmoth and even Clifftop (sometimes) by adding the 2 mountains that is 10 possible "one turn" delays or more.
The first 3 turns decide if were gona win or loose with this deck, thats why people rage at splashing red, for me is a calculated risk but by adding mountains your tipping the scale against you
PS
As an incentive consider this:
During Turn six and up you may meet some friendly cards such as:
In my opinion, Moorland Haunt is nice, it provides blockers for cheap. The only reason i dont like it is because of the need for Seachromes, adding 100$ more to your deck just to pop a couple of chump blockers. Plus, if you run out of creatures in your graveyard you cant use it anymore. With all the removal now days 1/1 blockers can be easily taken care of. Gavony Township would be perfect if it didnt cost 5 to activate. It doesnt work for me since im normally left with 2 maybe 3 creatures, i think Gavony would be better with a lot of tokens.
I like RW and Monowhite even without special lands, for monowhite i would trow in a couple of peace swords (they pown on any deck, plus we have fliers) but i dont care to pay 50$ for a card lol, and we have a lot of sweeper resistance naturally with inkmoth and idol, not to mention our sideboard.
So if i know my opponent is packing lots of artifact hate (ex. Mono Green) Faith's Shield would be a valid option? The problem is what to trade them for? We cant take out our removal spells...
You could use a counterspell like Cancel, as for redirect, it just chnages the targets of an instant or sorcery spell, so everytime a spell says "target" you can change it. If its not a targetting spell it doesn't work.
Im a bit sad i have 2 metamorphs and never seen to use them. The problem is that we are so hard pressed for space, is very hard to afford the slots to fit him in. Against creatures with Hex proof Dispense Justice is nice because you can get rid of 2, and it's instant, plus they'll think twice if they know your running it witch will make them make mistakes and not attack you with everything. Psychological warfare ftw!
Cons against metamorph; situational,the mana cost and taking a creature slot. Even vs Legends, you pay 4 mana/3 +2life for the removal when dispatch does it for 1. I think the best thing you could do is copy a Sword of War and Peace or a Wurmcoil Engine, but playing defensively like this youll probably get overwhelmed. I rather have their creatures die so they cant equip the sword or Exile the Wurmcoil while keeping up the speed.
Speed is key, hopefully we can win before turn 6 and metamorph is kinda slow.
^ This is almost the same build im running, except i use Whipflare instead of Galvanic and also run Dispatch. You should remove the single mountain since it could ruin your opening hand and replace it with a plains. Add the 4th Mox Opal instead of the Oblivion ring and now you have 8 possible sources for red.
Running Galvanic, Dispatch, Whipflare, depends on what your facing, i also like Dispense Justice and Revoke Existence but 2 of each is not enough, keep at least 3 of each, and the Dispatch, exile is important and exile for 1 is awesome.
He's also running 62 cards by my count so I would cut the Volt Charges (they don't really do anything other than 3 damage without Curse at which point they may as well be Brimstone Volley) to get down to 60 cards in addition to the changes you suggested.
^ This deck looks really nice, i always wanted to try the curse but i like Rally the Peasants a lot, i would advise against running two single mountains but since curse is mono red i think is alright.
You could really use the 4 Mox Opals plus Glint Hawk is even more powerful for you, i would change:
Your removal/burn will be 2 Galvanic, +2 Volt (Since they do basically the same) and 3 Dispatch since you compensate with the burn. Now you have more creatures to press your attack and a very important defender, Etched Champion. I would advise in changing the 2 remaining Galvanics for 2 Whipflare they have always been better than Galvanic and your only vulnerable creature (Glint Hawk) can survive it with the Curse!
Nice guide, Spellbomb does a little bit of everything we need. Metalcraft, blocker, draw engine etc. Is a jack of all trades although i consider it a bit slow.
Dispense Justice Is a card i have been using a lot lately and i havent mentioned even on my sideboard, this card is amazing, expecially against creatures with Hexproof. I side it in vs Dungrove Elder and the last Troll but it works in many situations. It still useful without metalcraft and people never see it coming. I side out Dispatch for these, incases i cant keep metal craft easily or vs Hexproof.
Running mountains is incredibly dangerous because if you get one during the first 3 turns you will play Tempered Steel a turn later, this is the same for Inkmoth and even Clifftop (sometimes) by adding the 2 mountains that is 10 possible "one turn" delays or more.
The first 3 turns decide if were gona win or loose with this deck, thats why people rage at splashing red, for me is a calculated risk but by adding mountains your tipping the scale against you
PS
As an incentive consider this:
During Turn six and up you may meet some friendly cards such as:
Elesh Norn, Grand Cenobite
Sword of War and Peace (Dropped and equipped)
Call to the Grave
Every Single Titan
A pissed off Dungrove Elder
Every Single Sun Zenith
Wurmcoil Engine
Among other things
I like RW and Monowhite even without special lands, for monowhite i would trow in a couple of peace swords (they pown on any deck, plus we have fliers) but i dont care to pay 50$ for a card lol, and we have a lot of sweeper resistance naturally with inkmoth and idol, not to mention our sideboard.
my 2 cents
Cons against metamorph; situational,the mana cost and taking a creature slot. Even vs Legends, you pay 4 mana/3 +2life for the removal when dispatch does it for 1. I think the best thing you could do is copy a Sword of War and Peace or a Wurmcoil Engine, but playing defensively like this youll probably get overwhelmed. I rather have their creatures die so they cant equip the sword or Exile the Wurmcoil while keeping up the speed.
Speed is key, hopefully we can win before turn 6 and metamorph is kinda slow.
PS Loving your Avatar
Running Galvanic, Dispatch, Whipflare, depends on what your facing, i also like Dispense Justice and Revoke Existence but 2 of each is not enough, keep at least 3 of each, and the Dispatch, exile is important and exile for 1 is awesome.
lol 62 cards, didn't notice good catch
You could really use the 4 Mox Opals plus Glint Hawk is even more powerful for you, i would change:
-2 Galvanic Blast, -1 Dispatch, -1 Spellskite / +1 Mox Opal, +1 Glint Hawk, +1 Glint Hawk Idol + 1 Etched Champion
Your removal/burn will be 2 Galvanic, +2 Volt (Since they do basically the same) and 3 Dispatch since you compensate with the burn. Now you have more creatures to press your attack and a very important defender, Etched Champion. I would advise in changing the 2 remaining Galvanics for 2 Whipflare they have always been better than Galvanic and your only vulnerable creature (Glint Hawk) can survive it with the Curse!
Altough AD doesnt have synergy in our deck...