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  • posted a message on R/x Aggro
    huh. i never thought about Path of Mettle's synergy with Soul-Scar Mage. nice catch there.

    i do think, however, that path of Mettle is better for more midrangey decks (that top the curve with Glorybringer) as a way to grind out games.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    here's the deck i've been thinking about:



    This deck aims for a Turn 4 kill

    T1: Bomat Courier, attack, down to 19
    T2: Earthshaker Khenra, attack all, down to 16
    T3: Sunscorched Desert (down to 15), Ahn Crop Crasher, attack all, down to 9
    T4: attack all (down to 3), Lightning Strike, GG sir

    now, of course, that's goldfishing, but that's the potential of the deck. even if the opponent interacts, the deck gets delayed just a few more turns. with an aggressive start, combat tricks and burn, i am hoping it would be consistent enough to be competitive.

    what do you guys think?
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from Magic_Mike1 »
    Quote from PapaThor »
    Ramunap Ruins adds a lot of "invisible power" to the deck, often acting as a virtual reduction to the opponent's starting life total. It also provides a high level of inevitability in matchups that go long, such as against the blue-black control decks popular at last year's World Championship (which have since fallen out of favor, in part because of this). Without Ramunap Ruins, the general play pattern of the deck remains largely the same, but the deck will lose some amount of the free win percentage that this land contributed.

    Source.

    not thoroughly convinced about their explanation, but acceptable. red aggro shouldn't have a free way of winning late game.

    that Rampaging Ferocidon is banned is more troubling. what other card in Standard stops life gain as effectively? vampires and Approach decks would have a clear upper hand.


    i guess it's really time to develop a turn 4 kill red deck, but i am having trouble making it.

    Honestly I was mad for about a minute. I’ve been testing deck with 4 Path of Mettle. I really like it. It flips turn 3 and it does the same thing ruins does except better. 2 damage to creature or opponent and for 3 mana. Large creature removal for 4 mana. I run 4 vantage and 4 shefnet dunes as white sources. I run fanatical firebrand and bomat as my one drops. Plus I think that with Temur being ripped apart vampires and pirates and Merfolk will be a thing. Path clears their board. Path also kills any attacking creature. I planned on running it before the ban. Now it has to replace ramunap ruins

    i think Path of Mettle is a sleeper card. it just seems too good not to use. it's aggressively costed, can cause asymetric board wipe, and can do versatile things later on.

    i'll buy a set if my LGS will sell them at a reasonable price.

    one problem i see with it is that IF dinosaurs become commonplace, then its damage is actually detrimental if it triggers opponent's Enrage.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Ramunap Ruins adds a lot of "invisible power" to the deck, often acting as a virtual reduction to the opponent's starting life total. It also provides a high level of inevitability in matchups that go long, such as against the blue-black control decks popular at last year's World Championship (which have since fallen out of favor, in part because of this). Without Ramunap Ruins, the general play pattern of the deck remains largely the same, but the deck will lose some amount of the free win percentage that this land contributed.

    Source.

    not thoroughly convinced about their explanation, but acceptable. red aggro shouldn't have a free way of winning late game.

    that Rampaging Ferocidon is banned is more troubling. what other card in Standard stops life gain as effectively? vampires and Approach decks would have a clear upper hand.

    i guess it's really time to develop a turn 4 kill red deck, but i am having trouble making it.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from Nevelo »

    I like Daring Buccaneer as well, but only if we can get the pirate count up high enough to make it a 1-drop most of the time. Perhaps with Daredevil, Kari Zev, and another one like Rigging Runner, it could be enough.

    Rigging Runner suddenly looks more playable lol.

    Nevelo, i haven't gone through the numbers and theoreticals, but do you think it's possible to make an extremely low to the ground mono red deck that can kill on T4 with the new RIX cards?

    there's a bunch of one drops (many with haste) fast 2 drops (Earthshaker Khenra and Speedway Fanatic) and hasty 3 drops (Ahn Crop Crasher and Lathnu Hellion) to finish the opponent. combat tricks like Invigorated Rampage and Built to Smash for reach aside from burn.

    i am thinking 16 spells, 20 lands (16 mountains and 4 Sunscorched Desert) and the rest are creatures.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from JonInWherever »
    So, with the full spoiler out, are there any cards that stand out to people as additions to the RR lists? Mutiny seems an interesting sideboard card, and Blood Sun is, well, Blood Sun. Fanatical Firebrand could be an option for going back to a more 1-drop heavy list, but I don't think that Daring Buccaneer will make it in a "stock" RR list. Rekindling Phoenix could be good in control matches from the side, but competes with Chandra and Hazoret, so may not be worth running... yet.

    Anything else?

    Dire Fleet Daredevil seems to be the best Red card in RIX for me, but i am unsure if it fits in the RR deck.

    Rekindling Phoenix i can see in a U/R Fliers shell, a way to attack a meta that's heavy on ground combat.

    Quote from moctzal »
    Only card I see myself playing is Fanatical Firebrand. Going to start post set rotation with a pretty aggressive slant (10 1 drops, maindeck a Key to the City).

    Fanatical Firebrand seems interesting for a fast, low to the ground Red list. i can see myself playing that plus a host of other cheap creatures then use Invigorated Rampage and Built to Smash to deal damage quickly. my only worry is that maybe removal is too good for that deck this standard with the presence of Magma Spray, Shock and Fatal Push.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Shota Yasooka, a control player, used Ramunap Red at World Magic Cup. this is the final round vs U/W Cycling.

    how masterful is that?
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from JonInWherever »
    Current list has 3 Hazoret and one Chandra main (only own 3 of each). I'm also trying 3 Harsh Mentor, as my local store is heavily Temur and Control. Repeating Barrage hasn't been too bad, as it's nice to play around all the creature removal/counters by throwing out a bit more burn... Puncturing Blow is a concession to Scarab God. I'm toying with going up to two of them, and dropping Vance to one. HoD is my one out to opposing Hazorets, as a panic button.

    ah Puncturing Blow. neat tech you have there vs Scarab God.

    isn't Repeating Barrage already a bit too much? the deck already has Ramunap Ruins as mana sink.


    Has anyone had much success maining Ferocidon? I know the leader in trophies in the standard league runs RR and he is playing 4 Ferocidon and 2 Mentors MB.

    list of that please? thanks.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    so how many Hazorets and Chandras do you have in your deck? i have 3x Hazoret and 2x Chandra ToD.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Jim Davis's Ramunap Red (3rd place SCG Classic Cincinnati) has Harsh Mentors, Combat Celebrant and Hostile Desert mainboard

    an interesting take on RR.


    meanwhile, i see B/R lists making appearances once in a while in MTGO 5-0 lists. i made such a deck a few weeks ago but wasn't really much of a success, as it lacked the punch of Heart of Kiran current B/R decks have.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from Magic_Mike1 »
    Quote from PapaThor »

    Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.

    i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.

    but is that the best tech Red has against Temur, though? do we have other options? thanks!


    I’ve been running two Kari Zev expertise in the side. It’s been nice to steal a Scarab God, ripjaw raptor, longtusk cub with a few counters. I even stole a gear bulk. There was two occasions where I stole a 2/2 cub or servant when it was my opponents only creature but it was to swing back for close to game. I don’t know if it’s gimmicky yet. Ran a few dozen games and it’s done pretty good. We don’t have too many options against big creatures. Adding black for unlicensed disintegration could work. Swap soul scar for inventors apprentice. Swap Kari Zev for scrap heap. Cut two abrades for key to the city and cut one crasher for Pia Nalaar. Most games I’m losing the only card I usually want is unconditional removal witch Red really doesn’t have. Someone mentioned puncturing blow which is a 4 mana deal 5 and exile. Maybe that’s worth a try as a two of in the sb instead of the expertise

    that's actually quite an interesting tech. stealing opponent's Glorybringer seems sweet.

    there are 3 big red decks at today's MTGO results. is that the way for mono red going forward to combat decks such as Temur Energy? mainboard ability to go past Bristling Hydra with Glorybringer looks nice.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro

    Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.

    i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.

    but is that the best tech Red has against Temur, though? do we have other options? thanks!



    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    it's not really that inconsistent. through playtest i learned that. i think it was really just bad luck yesterday.

    anyway, lots of mono red lists at Worlds.

    taking a look at the the Champ PVDR's Hazored deck

    Harsh Mentor may just be what i need vs a Temur Energy heavy meta. "activate Longtusk Cub, Whirler Virtuoso or Bristling Hydra? take 2 damage, sir."

    especially Bristling Hydra, which usually drop when they are at 10 or less life already.

    i have to get me a playset.

    there's an interesting Red Deck by Donald Smith:
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    well, i should have brought in at least 2 ferocidons because the 4 color energy decks piloted by the best players have Cartouche of Ambition in the sideboard to be attached to Bristling Hydra. they removed Aethersphere Harvester from the SB because they reasoned it can just be hit with Abrade.

    went 2-2. i felt like i could have won the 4 color energy match had i not experienced color screw that disabled me from casting the 2 Unlicensed Disintegration from my hand.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from Nevelo »
    Quote from PapaThor »

    isn't playing around board wipes a requirement for aggro decks in general when facing control? Laughing

    i am still on the fence regarding Ferocidon, though. i think Lathnu Hellion's better. in my mind, closing the game early beats trying to prevent life gain, simply because U/W Approach can win in 8 turns.

    Playing around Settle is sort of a different affair than the standard Wrath of God style of boardwipe. Not only do we have to manage what we cast, because of Fumigate, but how we attack, since Settle is instant speed.

    Ferocidon is miles better than Hellion when it comes to UW Approach. If you stick it, the anti-life gain clause is going to net you more "damage" in the form of negated lifegain than Hellion could hope to. Between Authority, Caracal, Approach, Blessed Alliance, and Sunscourge Champion, I've had UW decks gain more than 20 life in a game.

    i see. well, i hope i never get to face such a deck at the LGS. i really hate lifegain when there's no Skullcrack.
    Posted in: Proven (Standard)
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