Going low is probably the best way. Though, Path of Mettle does look pretty interesting. Being able to cut the colorless deserts makes it a bit easier to get the white source count where it would need to be. I'm thinking along the lines of the below:
Everything has Haste or First Strike or in the case of Soul-Scar enough toughness to survive the Path of Mettle damage. In fact, Soul-Scar gives the otherwise marginal trigger a bit more lasting effects, turning the damage into -1/-1 counters.
Manabase might be a bit shaky with Aether Hub, but I remember the Red Black Copter decks would run a somewhat similar setup.
Ferocidon would be in the sideboard for that list. You could cut the Abrades and a Shock to include 3 main board if you think necessary.
Main thing to enable Buccaneer is to keep the Pirate Count high. The inclusion of Rigging Runner then further requires a bunch of other 1-drops to turn it on early.
I’m not as high on Firebrand. It’s not quite as good as it’s Goblin cousin, and I’m not so sure that the Goblin would see play these days either.
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.
Blood Sun looks interesting potentially as a sideboard tech, troublesome that it would shut down our own Ramunap Ruins.
Edit: Arch of Orazca also looks like it could have potential. Looks a bit like a Sea Gate Wreckage. Blessing doesn’t seem too difficult, but the activation is pricy.
Yes. Damage can be sent at Planeswalkers. Technically you target your opponent and then redirect to the planeswalker on resolution. Also note that loss of life works differently and cannot be redirected.
For a win on turn 4, magma jet is just as good as any of the cards i mentioned above, isnt it?
No. And that is pretty explicit. I think Darkview looks at analysis the best way. Though 1.7 damage for the scry seems generous. I’d be interested in seeing how he came to that figure. Either way, that “damage” is delayed.
Yeah, Main suggestion I would have regards Eidolon. Eidolon took Burn from a gimmick deck to a legitimately competitive deck. The other choices are debatable. Eidolon is not. Though, I vaguely remember this being discussed last time as well.
Modern Burn usually runs 17-20x 2-drops. In comparison, Legacy Burn runs 8-11x 2-drops and has 4x “free” spells. To be fair, sometimes we have a couple of 3-drops, but I think the lists on 18x lands don’t run Vortex.
I don’t necessarily agree with the number. I’m more inclined to 19 lands. But there is no disputing that many decks have run 18 lands and had competitive level success.
Also, the curve on the Modern deck is significantly higher, so the comparison is not very useful.
The consensus I suppose is the frequency of decks that place. The vast majority are Mono Red.
It’s really a numbers game. Many decks run Wasteland, so the splash will lose you a significant percentage of games due to screw from Wasteland. In order for the splash to be worthwhile, you need to be improving your overall EV more than that. I just can’t see that being the case with the 2-3 cards cards you get from the other colour. For one, you are only positively impacting the post sideboard games, and the cards are likely only relevant against a handful of decks, which likely only account for a few percentage points of the meta.
If you want to splash a colour, my suggestion would be to keep limited to the sideboard, and in fact keep the dual land there to bring in along with the off colour cards.
4 Bomat Courier
4 Soul-Scar Mage
4 Dire Fleet Daredevil
4 Earthshaker Khenra
4 Ahn-Crop Crasher
3 Hazoret the Fervent
4 Shock
1 Abrade
4 Lightning Strike
4 Path of Mettle
4 Inspiring Vantage
4 Aether Hub
11 Mountain
4 Plains
Everything has Haste or First Strike or in the case of Soul-Scar enough toughness to survive the Path of Mettle damage. In fact, Soul-Scar gives the otherwise marginal trigger a bit more lasting effects, turning the damage into -1/-1 counters.
Manabase might be a bit shaky with Aether Hub, but I remember the Red Black Copter decks would run a somewhat similar setup.
Main thing to enable Buccaneer is to keep the Pirate Count high. The inclusion of Rigging Runner then further requires a bunch of other 1-drops to turn it on early.
I’m not as high on Firebrand. It’s not quite as good as it’s Goblin cousin, and I’m not so sure that the Goblin would see play these days either.
Something like this:
4 Bomat Courier
4 Rigging Runner
4 Daring Buccaneer
4 Earthshaker Khenra
4 Dire Fleet Daredevil
3 Kari Zev, Skyship Raider
3 Hazoret the Fervent
4 Shock
2 Abrade
4 Lightning Strike
Lands:24
14 Mountain
4 Ramunap Ruins
2 Arch of Orazca
4 Sunscorched Desert
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.
Blood Sun looks interesting potentially as a sideboard tech, troublesome that it would shut down our own Ramunap Ruins.
Edit: Arch of Orazca also looks like it could have potential. Looks a bit like a Sea Gate Wreckage. Blessing doesn’t seem too difficult, but the activation is pricy.
No. And that is pretty explicit. I think Darkview looks at analysis the best way. Though 1.7 damage for the scry seems generous. I’d be interested in seeing how he came to that figure. Either way, that “damage” is delayed.
Couple other lists with good performances:
3 Ahn-Crop Crasher
4 Bomat Courier
4 Earthshaker Khenra
2 Harsh Mentor
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
2 Rampaging Ferocidon
4 Soul-Scar Mage
2 Abrade
4 Lightning Strike
4 Shock
Land (24)
14 Mountain
4 Ramunap Ruins
2 Scavenger Grounds
4 Sunscorched Desert
2 Rampaging Ferocidon
2 Abrade
2 Aethersphere Harvester
2 Chandra, Torch of Defiance
2 Chandra's Defeat
2 Glorybringer
3 Pia Nalaar
1 Chandra, Torch of Defiance
Creature (23)
4 Ahn-Crop Crasher
4 Bomat Courier
4 Earthshaker Khenra
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
4 Soul-Scar Mage
4 Shock
4 Lightning Strike
4 Abrade
Land (24)
16 Mountain
4 Ramunap Ruins
4 Sunscorched Desert
2 Chandra, Torch of Defiance
3 Pia Nalaar
2 Aethersphere Harvester
4 Rampaging Ferocidon
2 Dual Shot
2 Invigorated Rampage
Also, the curve on the Modern deck is significantly higher, so the comparison is not very useful.
Basically, the core shell of the deck includes full sets of Guide, Eidolon, Bolt, Chain, Rift, Spike, Price, and Blast. The rest is flex slots.
It’s really a numbers game. Many decks run Wasteland, so the splash will lose you a significant percentage of games due to screw from Wasteland. In order for the splash to be worthwhile, you need to be improving your overall EV more than that. I just can’t see that being the case with the 2-3 cards cards you get from the other colour. For one, you are only positively impacting the post sideboard games, and the cards are likely only relevant against a handful of decks, which likely only account for a few percentage points of the meta.
If you want to splash a colour, my suggestion would be to keep limited to the sideboard, and in fact keep the dual land there to bring in along with the off colour cards.