Hey everyone, ShowTime_ here, currently tied for trophy lead this new modern season on mtgo using Pyro Prison or "Free Win Red" as I call it, and I'm trying to keep it up! Been working closely with Muddy15 since his lists from the previous season, feel we have landed on the *best* possible list currently:
Planeswalker (4)
4 Chandra, Torch of Defiance
Creature (18)
4 Eidolon of the Great Revel
4 Goblin Rabblemaster
1 Hazoret the Fervent
1 Jaya Ballard, Task Mage
4 Legion Warboss
4 Simian Spirit Guide
Instant (5)
4 Desperate Ritual
1 Pyretic Ritual
Artifact (8)
4 Chalice of the Void
4 Ensnaring Bridge
Enchantment (4)
4 Blood Moon
Land (21)
3 Gemstone Caverns
13 Mountain
1 Mutavault
4 Ramunap Ruins
Sideboard (15)
2 Abrade
4 Anger of the Gods
1 Damping Sphere
1 Trinisphere
4 Leyline of the Void
1 Sorcerous Spyglass
1 Spellskite
1 Torpor Orb
I am here to provide any help I can and cultivate the archetype. I may provide Sideboard and matchup analysis if there is enough interest. Cheers!
- jokerstyle00
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Member for 8 years, 8 months, and 30 days
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ShowTime_Mtg posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard DeckPosted in: Control -
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We've been testing Benthic Biomancer, and I must say that I'm impressed. I was initially skeptical, but it's nice to have a 1-drop to curve out with again, and the loot has been pretty darn good (turning a topdecked Vial or a late land into a live draw never gets old). It's also freed my curve up to test bigger counterspells like Mana Leak, which has also been impressive. This is the list I've been jamming of late. It's preliminary, but I feel good about it.Posted in: Aggro & Tempo -
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Raystack posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard DeckAmok22 --- Dude, so good to hear your voice again. I remember your wisdom playing a role in my undefeated 1K run a couple years ago. As for a decklist to give a run, I believe my current list can hold its own out there.Posted in: Control
Mtgthewary --- https://discordapp.com/channels/442575196700934144/442575197397057557
Pyro Prison || MaximumMagic OnlineOCTGN2ApprenticeBuy These Cards Power Locks (12)
4 Ensnaring Bridge
4 Chalice of the Void
4 Blood Moon
Creatures (14)
4 Goblin Rabblemaster
2 Legion Warboss
4 Eidolon of the Great Revel
2 Hazoret the Fervent
1 Goblin Cratermaker
1 Scab-Clan BerserkerPlaneswalkers (2)
2 Chandra, Torch of Defiance
Sweeper Removal (3)
2 Slagstorm
1 Collective Defiance
Accelerators (8)
4 Simian Spirit Guide
4 Desperate Ritual
Lands (21)
14 Mountains
3 Gemstone Caverns
3 Ramunap Ruins
1 MutavaultSIDEBOARD
2 Anger of the Gods
1 Abrade
2 Damping Matrix
2 Torpor Orb
2 Grafdigger's Cage
1 Sorcerous Spyglass
1 Damping Sphere
1 Spellskite
1 Witchbane Orb
1 Ravenous Trap
1 Magus of the Moon
Again, 'Maximum' because it employs the 4th wall of the soft-lock prison in the main deck: Eidolon of the Great Revel. Beyond that, recent evolutions have a 5th eidolon in the main deck: Scab-Clan Berserker. Chaining-Spell Combo decks are devastated by this mechanic, and for those decks that ramp slowly? They are also punished by an early drop 'bear' that has shocking repercussions. Finally, if it's a creature heavy deck, then Eidolon will often trade in blocks which slows their swarm attack.
The sly advantage of running Eidolon in the main deck is that it frees up 4 slots in the sideboard. So, by front loading all of the Pyro Prison threats into the main deck, the sideboard becomes a toolbox. Go-Wide answers that all but eliminate the need for spot removal. Of which this decks runs exactly 1 spell. One. An abrade in the 15.
This is possible because of the pressure. Consider 'Free-Win Red'. It has almost no pressure. It relies upon locks and planeswalkers. That's it. 'Pyro Prison' employs creature based win conditions, and even more locks in the sideboard. Now, this doesn't come without an expense. Eidolon will burn you, but it does so on an attrition based metric. Trust that some of our locks will blank and some will hit with tiger uppercut force. Threat density is at a maximum in Pyro Prison || Maximum. Leave behind the extra Chandras, Abrades, Anger of the Gods, and Pia and Kirans. Come play with fire! -
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Natehill61 posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard DeckPosted in: ControlQuote from jokerstyle00 »On a random note, can someone offer some advice on when I should mull with this deck? My experience with Skred has taught me to keep a hand with some form of interaction in it, but Pyro Prison seems more concerned with amassing lockdown pieces.
Hey Joker, so to answer your question, in the blind you always mull a one land hand. My one exception is unless it’s a turn 1 chandra. My reasoning on that is that dreadbore and assassin’s trophy are the premium planeswalkers removal spells in the format. Both cost two, so they give you at least a turn with chandra out, trophy is by far more popular and will give you a land, and depending on your build, everything you’d ever want to cast (besides second chandra) costs 3, chandra ticks up for the mana to cast the things. Second rule of thumb is always mull a hand that does nothing. In the blind 4 lands SSG Ritual bridge is a snap mull in my opinion. In that scenario if it was blood moon I’d be a little more tempted but I still would mulligan. I would personally keep that hand if my action card was Chandra, but that’s probably incorrect, I just have a soft spot for my red headed girl. Another scenario of a hand that does nothing is 2 lands 2 chandra Bridge Moon Slagstorm. This looks like it may have everything you want, and I’ll admit that I keep hands like this, but I usually get punished. Best case my humans opponent over extends with meddling mages and Mantis Riders, you top deck a land and slagstorm (could be bridge depending on the situation) into Moon. Worst case your infect/storm opponent kills you on turn 2. You are not doing anything before turn 3, usually you want to keep a hand with a turn 2 play. Modern is a very fast format and hands that do nothing will lose you the game regardless what you’re playing. Hope this helps in learning how to mulligan! -
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Raystack posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard Deck@jokerstyle: '12 Moon' is a quirky update of Saffron's 'Free Win Red' deck of which Pyro Prison is 1/2 based. The other half is 'Bloody Humans'...the evolution is all in the official primer. Anyhoo, good luck at FNM this week.Posted in: Control
Card Spotlight: Chalice of the Void
As for your Chalice question: 1. Set it to 1. Primarily because we are not impeded by that play in any way, and there is no deck out there (except us) that doesn't run any 1 drops. That's the simple answer.
The more involved answer speaks to what Ski_AoP said. More specifically:
Set it to 2 against U/R Storm.
Set it to 2 against B/G Rock.
Set it to 0 against Living End
If you've set your first Chalice of the Void to 1, then your second chalice should be set to 2 unless you're facing:
Titanshift: set it to 0 to stop a summoner's pact to get a reclamation sage or, if you can, 3 to stop the sage.
KCI: Set it to 0 to stop their engine (if you can).
Ad Nauseam: Set it to 0 to stop their Lotus Bloom - maybe 2 to stop their Pentad Prison
Grixis Death's Shadow: Set it to 2. But in game 2, set it to 3 to stop Kolaghan's Command
As for Fluffy's encyclopedic offering. It...is...illuminating. There are some straight up bad matches like we've never seen before (i.e. extremely resilient to our pre-AND-sideboard tech), but some definite positive ones as well. Lately, I've been throwing any manner of deck ideas against the cave wall just to see what might stick. I think the split is either 8-Rabble or something that curves high, has a lot of card filtering, and spotlights Pia and Kiran Nalaar. I think they're back and I also think Spellskite might make a return as the '5th' lock - sideboard.
Bottom Line: Like Fluffy said, do not be afraid to mainboard cards which seem like strictly sideboard material if your meta calls for it. That is the ethos of Pyro Prison anyway. It started with the Power Lock Suite, and now it may be time to push it even further out. Hell, I am doing a main deck Witchbane Orb EDIT: Since the Baltimore Event has permeated the event: I have moved away from WO in the main deck... for now
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Skia_AoP posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard DeckPosted in: ControlQuote from jokerstyle00 »Dumb question since I've finally got all the pieces together and plan on running Pyro Prison this Friday.
How do you know what to set Chalice on versus decks? Just from experience? I know setting it on one hoses a lot of early game plays, and that two is devastating against Merfolk and I think Humans too? Just looking for some general advice as well for a first timer.
Experience plays a huge role. As an example: When playing against certain colors/decks, from experience you just know sometimes there are only 'x' number of cards that can kill my Ensnaring Bridge. Of those cards, almost all of them are converted mana cost 'x' and you just set your Chalice to that. Or playing against certain decks you know that 70% of their threats are converted mana cost 1, so you set it to that. Even a Chalice on 0 is the right play sometimes. You just need to learn what you are playing against. Control decks/prison decks are decks that get a lot better with experience in the format.
If I am completely blind and have a turn 1 Chalice on 1 available, I usually just do it unless I have a better play. At least you will be shutting of some of their deck as I can't think of many decks that just don't run 1 drops besides us. -
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WickedApp posted a message on [Primer] Soul SistersPosted in: Aggro & TempoQuote from jokerstyle00 »So my LGS has no combo except for KCI and no Storm or Infect either. People play either control decks like Blue Moon, Jeskai, or UR Thing, midrange like Jund, and creature tribal like Humans or Elves. How would people approach building a Sisters list for this kind of meta? I have the Modern Event Deck cards and I can splash for either Black or White.
I would start with 2 Eidolon of Rhetoric try to slow down tempo, spirits are great blockers spectral procession or Linguaring souls .
2 worship Thalia, Heretic Cathar , maybe a fog effect instant vs elves, 1 mana tith to keep them honest, Kambal, Consul of Allocation vs control.
Well thats my 2 cents worth. Most of the match ups I have had vs those decks have been 60-40 in my favor. Jund and Elves being the harder match ups. If elves does not explode early it becomes a huge grind out match with SS wining due to huge life shield and better flyers and a monstrous Cat. -
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Skia_AoP posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard DeckI had to contemplate an opening hand today of Mountain, Chandra, Torch of Defiance, Simian Spirit Guide, Simian Spirit Guide, Desperate Ritual, Abrade, and Chalice of the Void.Posted in: Control
I knew I was against UB Faeries. I am also on the draw. I knew a quick threat would mean a huge upper hand to me. Everything inside me was screaming Mulligan because this is such a risky hand but I just couldn't help but think that Chandra is a house even on turn 3 or 4 let alone turn 1. 'But if you play Chandra turn 1, add two mana and play Chalice on 1 it might be enough to just take the game,' I thought to myself. But I also might never be able to play another spell after I make that decision. Would it really be enough?
"I'll keep."
Oh God. We're in this now. Opponent plays Island, go.
Mountain, tap, Exile Spirit Guide, Ritual, Exile Spirit Guide, Chandra, Torch of Defiance. Resolves. +1, add two red, Chalice of the Void on 1.
Spell Snare.
*****. Now Chandra better be enough. Chalice just got snared. Opponent plays a land, taps, plays a small threat. Go.
I don't draw a land. I come to terms that I won't see another land the rest of this game. I have to win with what I have. I drew Sarkhan, Fireblood.
+1 Chandra (to 6), add two red, Abrade your threat, go.
Opponent plays land, go.
I don't draw a land.
+1 Chandra (to 7), add two red, tap Mountain, play Sarkhan, Fireblood.
Mana Leak.
No Sarkhan for me... Opponent draws. Doesn't draw a way to prevent Chandra's ult. Scoops.
Sigh of relief. Chandra just stole that damn game. Also, I apparently enjoy taking unnecessary risks that lead to extremely stressful games.
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Raystack posted a message on Pyro Prison || Goblinized Mono-Red Control : The Sideboard DeckWelcome to Jokerstyle and ZigurotPrime! I'm sure your Skred chops will serve you well in transferring over to Pyro Prison, Joker. I like the build - Sarkhan + Glorybringer will wreck, but no Avaricious lovin'? Heh. If I had any suggestions, it would be load more anger of the gods into the sideboard. Otherwise, looks tight.Posted in: Control
@ZigurotPrime - Fluffy's list is very sound. Speaking of lists, I thought I would post up a few versions that I've been running in the MODO laboratory. They vary in Goblin type/count, Eidolon Main or Side, Filter/Dig cards, and Ritual count. I've offered up all of these styles before, but here are the most up to date versions of my Pyro Prison decks.
Pyro Prison Carousel
My Current Tournament Deck: 8 Rabble -- It's a balanced assemblage with no real surprise cards. The 1 Goblin Cratermaker is an outlier; a step slower than abrade, but I like the removal-on-a-stick. And, the block/shock stack when attacked by 2 creatures. Of course, killing TKS and Tronwalkers are a nice touch. Witchbane Orb is the pre-emptive strike against decks which do not have artifact removal in game 1, and rely upon non-creature damage to win (combo) or non-creature damage/effects for extra reach (bolt/conflagrate/lavamancer/liliana/ballista/scapeshift/lightning storm/lantern/jace/grapeshot). Besides, Witchbane has always been my 16th Sideboard card, and this way I can include it in the 75.
Pyro Prison || 8 RabbleMagic OnlineOCTGN2ApprenticeBuy These Cards Power Locks (13)
4 Ensnaring Bridge
4 Chalice of the Void
4 Blood Moon
1 Witchbane Orb
Creatures (10)
4 Goblin Rabblemaster
4 Legion Warboss
1 Goblin Cratermaker
1 Hazoret the Fervent
Planeswalkers (4)
4 Chandra, Torch of DefianceRemoval (3)
1 Abrade
1 Slagstorm
1 Anger of the Gods
Accelerators (9)
4 Simian Spirit Guide
4 Desperate Ritual
1 Pyretic Ritual
Lands (21)
15 Mountains
3 Gemstone Caverns
2 Ramunap Ruins
1 Scavenger GroundsSIDEBOARD
3 Eidolon of the Great Revel
3 Anger of the Gods
2 Damping Matrix
2 Torpor Orb
2 Grafdigger's Cage
1 Sorcerous Spyglass
1 Abrade
1 Hazoret the Fervent
The Voice -- This deck incorporates a trick used in my 1K winning deck from a year and a half ago: (3) Tormenting Voice. Also, 2 Sarkhan provide for filter assistance. The removal cards and chandra count are slightly slimmed in count. Hazoret count is increased because...well, she is a god. This deck is a little less mid-rangey, and opts to find the silver bullet cards faster. If I could squeeze in a 61st card, it would definitely be a 3rd Anger.
Pyro Prison || The VoiceMagic OnlineOCTGN2ApprenticeBuy These Cards Power Locks (13)
4 Ensnaring Bridge
4 Chalice of the Void
4 Blood Moon
1 Witchbane Orb
Creatures (6)
4 Goblin Rabblemaster
2 Hazoret the Fervent
Planeswalkers (5)
3 Chandra, Torch of Defiance
2 Sarkhan, Fireblood
Removal (3)
1 Abrade
2 Anger of the GodsAccelerators (12)
4 Simian Spirit Guide
4 Desperate Ritual
1 Pyretic Ritual
3 Tormenting Voice
Lands (21)
14 Mountains
3 Gemstone Caverns
2 Ramunap Ruins
1 Scavenger Grounds
1 MutavaultSIDEBOARD
3 Eidolon of the Great Revel
2 Anger of the Gods
2 Damping Matrix
2 Torpor Orb
2 Grafdigger's Cage
1 Sorcerous Spyglass
1 Abrade
1 Hazoret the Fervent
1 Ravenous Trap
Goblin Gun -- This is a greedy deck. It attempts to get by without the necessary underpinnings of 4 bridge and multiple removal spells. Instead, it tries to overwhelm with creatures, ala a Gatling Gun or Goblin' Gun. Like any deck, with the right matchup this can crush. BUT, to think that I can 'out creature' a creature deck is foolhardy. 4 Bridges are a must in Pyro Prison. Note: I do really like Pia and Kiran Nalaar in this build.
Pyro Prison || Goblin' GunMagic OnlineOCTGN2ApprenticeBuy These Cards Power Locks (10)
2 Ensnaring Bridge
4 Chalice of the Void
4 Blood Moon
Creatures (17)
4 Goblin Rabblemaster
3 Legion Warboss
2 Goblin Chainwhirler
4 Eidolon of the Great Revel
1 Pia and Kiran Nalaar
1 Magus of the Moon
2 Hazoret the FerventPlaneswalkers (2)
2 Chandra, Torch of Defiance
Removal (2)
2 Anger of the Gods
Accelerators (8)
4 Simian Spirit Guide
4 Desperate Ritual
Lands (21)
15 Mountains
3 Gemstone Caverns
3 Ramunap RuinsSIDEBOARD
2 Ensnaring Bridge
1 Anger of the Gods
2 Damping Matrix
2 Torpor Orb
3 Grafdigger's Cage
2 Molten Rain
1 Ravenous Trap
1 Sorcerous Spyglass
1 Bonfire of the Damned
Trash Dragons -- No Littering? Ain't nobody got time for that! This deck is pretty far from 'green'. Red is rummage, scry, loot, discard, and exile. This deck runs hard ritual counts and a very high 4-cmc ramp since those cards are the most impactful - note the use of Z. Void in the land count. This deck is terrific at locating and deploying threats at a high expense of card economy. That can be excellent against unfair decks, but terrible against counterspell or fair decks since they will punish you for being light on threats. Nonetheless, this might be the most fun deck to pilot.
Pyro Prison || Trash DragonsMagic OnlineOCTGN2ApprenticeBuy These Cards Power Locks (13)
4 Ensnaring Bridge
4 Chalice of the Void
4 Blood Moon
1 Witchbane Orb
Creatures (6)
4 Goblin Rabblemaster
1 Avaricious Dragon
1 Hazoret the Fervent
Planeswalkers (6)
4 Chandra, Torch of Defiance
2 Sarkhan, FirebloodRemoval (3)
1 Abrade
2 Anger of the Gods
Accelerators (11)
4 Simian Spirit Guide
4 Desperate Ritual
2 Pyretic Ritual
1 Faithless Looting
Lands (21)
15 Mountains
3 Gemstone Caverns
3 Zhalfirin VoidSIDEBOARD
3 Eidolon of the Great Revel
2 Anger of the Gods
2 Damping Matrix
2 Torpor Orb
2 Grafdigger's Cage
1 Sorcerous Spyglass
1 Abrade
1 Spellskite
1 Hazoret the Fervent
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Posted in: Aggro & TempoQuote from jokerstyle00 »Here's my attempt at making a minimal white splash stompy. Also wondering if Razorverge Thicket can replace the last two fetches of ten since Zendikar fetches are $$$. Also based on cards I already own.
You can use 2 Flooded strand as fetch 9-10, as they can also find temple gardens. Just remember how many temple gardens are left in your deck, so that you don't run out of temple gardens to fetch with the strands. - To post a comment, please login or register a new account.
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Back from hiatus and playing MTG again, and I am VERY excited to see we have some new converts to Ele-Combo/Shotgun.
Honestly, I don't run white in my build. I just use Apostle's Blessing. 2 life isn't as big a a deal as being able to stick to a more stable manabase, plus most of the time (at least from my experience), you only really need one of your dudes to have protection after they're pumped up. If anyone's interested in my build, I can repost it.
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7 Plains
4 Swamp
4 Isolated Chapel
3 Windswept Heath
3 Windbrisk Heights
2 Godless Shrine
1 Vault of the Archangel
Creatures
2 Tidehollow Sculler
Spells
4 Inquisition of Kozilek
4 Path to Exile
4 Lingering Souls
4 Spectral Procession
4 Raise the Alarm
4 Intangible Virtue
3 Honor of the Pure
3 Zealous Persecution
2 Thoughtseize
2 Elspeth, Knight-Errant
2 Auriok Champion
2 Burrenton Forge-Tender
2 Relic of Progenitus
2 Dismember
2 Stony Silence
2 Mirran Crusader
2 Hero of Bladehold
1 Sword of Feast and Famine
I'm aware I should get more fetches and more Godless Shrines, but I'm currently limited by budget and by what I own...groceries on a college budget take precedence, unfortunately. Gotta eat.
I did start by using a Modern Event Deck 2014 and by building from there; even with a jacked up price nowadays, it's still a heap of great value.
As for my actual games, the first Delver deck was an odd combo variation that was attempting to either cripple me with Blood Moon and/or cast this massive GW Wurm whose name currently escapes me. I took the Wurm first game using Tidehollow Sculler and he wasn't able to draw into any red sources to get rid of it, strangely enough. The second game went a little more bumpily, but I eventually just overwhelmed him with tokens.
Elves was a decently challenging match, but I was eventually able to get anthems both games, and after siding in second game, I took him down using a pumped up Mirran Crusader.
Grixis Delver was probably my most challenging matchup, but even so, it went relatively well. First game, we spent the first three or four turns trading off tokens and Delvers; he oddly wasn't able to flip until turn 3, which worked in my favor. Second game, he got rid of my first Relic but I drew a second one immediately afterwards. He also had to use the majority of his K. Commands and Bolts in order to remove my spirits, which worked in my favor. Eventually it came down to topdecking Elspeth my second game for a perfect 7 damage to round out the match.
As for personal thoughts, I severely underestimated the usefulness of Zealous Persecution. That thing saved my butt numerous times against Delver. On other notes, I really like the disruption I can use with Inquisition of Kozilek and Thoughtseize; there were several times during both Delver games where both players decided to counter it, so I got my two for one either way. The Grixis Delver player especially didn't want me to see his hand it seems.
Anyways, that was my first event using this deck, and I got to say, I really enjoyed playing BW Tokens. Yes, it may not be as ridiculously unfair or combo-y as some other decks, but I like how it can still win using its own strategies.
So those are my two cents!
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I'm back in the US and I was playing at my local store with this list:
4 Bloodstained Mire
4 Steam Vents
4 Blood Crypt
5 Mountain
1 Wooded Foothills
Creatures (10)
4 Nivmagus Elemental
4 Kiln Fiend
2 Flamekin Harbinger
4 Apostle's Blessing
4 Mutagenic Growth
4 Assault Strobe
4 Slaughter Pact
4 Ground Rift
4 Gitaxian Probe
3 Distortion Strike
3 Tainted Strike
2 Gut Shot
3 Dismember
2 Rending Volley
2 Hurkyl's Recall
2 Rakdos Charm
2 Spell Pierce
2 Tormod's Crypt
2 Dragon's Claw
I went 2-0 against what appeared to be a budget Artifact-themed build, 2-0 against Bloom Titan, and 2-1 against Monoblue Tron. Besides the one loss against Tron, all my games ended in three turns or less.
I'm very satisfied with the current iteration of this deck; I rarely have to mulligan, and when I do, I can still go off fairly easily. In addition, it just feels extremely smooth to play, and it's intensely satisfying to end multiple games by turn 3 despite my opponents' best efforts. I was honestly surprised I did so well against Monoblue Tron though; that deck is usually an uphill battle for me.
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*EDIT*
Got crushed, due to having an unstable land base. Even with the Spirit Guides, 16 lands is just too few. In addition, Tainted Strike wasn't popping up at the right times for me and I played against two terrible matchups: BW Tokens and Mononblue Tron. Stupid Chalice Of The Void.
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I actually started writing a primer for a Blue-Red version of this deck before I stumbled onto this thread.
This is a mostly budget version that clocks in around $150, and it's pretty fun to play.
I've piloted my version into two Modern events so far and I did reasonably well, at least with the first event. Went 2-1 last Friday and 1-2 today. Here's my list.
2 Bloodstained Mire
1 Wooded Foothills
4 Steam Vents
4 Sulfur Falls
2 Island
5 Mountain
Creatures (10)
4 Nivmagus Elemental
4 Kiln Fiend
2 Flamekin Harbinger
2 Artful Dodge
2 Gut Shot
4 Assault Strobe
4 Gitaxian Probe
4 Serum Visions
4 Mutagenic Growth
4 Ground Rift
4 Lightning Bolt
4 Apostle's Blessing
3 Dismember
3 Rending Volley
2 Pyroclasm
2 Tormod's Crypt
2 Spell Pierce
2 Hurkyl's Recall
1 Dragon's Claw
Last Friday, I played Affinity, Griselbrand Shoal, and Jund in that order. I annihilated Affinity thanks to the guy having terrible luck with mulligans, and I was able to outrace Griselbrand Shoal 2/3 of our games. The main problem is Jund, thanks to their abundant removal, discard, and cards like Tarmogoyf and Liliana of the Veil. I either sacrificed, discarded or lost Kiln Fiend and Nivmagus Elemental games two and three, although I was able to outrace them on game one.
Tonight was unfortunate in that I almost beat out monoblue Tron except they got Karn, Liberated out game three. Game one I hit em with a turn two kill (perfect god hand, good grief), and game two I mulliganed down to 5, hence losing out to their Platinum Angel. Game three, I almost sealed the deal with a Lightning Bolt but they countered it at the last moment. Match two was a lot better; I played against a guy using a Bitterblossom based token deck. He didn't realize until after he played Bitterblossom that I was playing Elemental Combo, and he burned himself to death after I hit him for 18 over two turns. Game two was the same; he even still played Bitterblossom, which really surprised me. Match three was Affinity's revenge though. In some cruel twist of fate I ended up playing the shop owner and he wiped me out first game with a pumped up Inkmoth Nexus and then game two with a pumped up Etched Champion.
What I've noticed (and this is probably blatantly obvious but I'll say it anyways) is that we don't seem to have any answers to evasive creatures besides praying we get a Lightning Bolt, and that we really have no resistance to removal or discard. Blue helps with some cheap counterspells though. Having played the primer's Black-Red version and the original list created by the SCG Blue Team, though, blue-red seems to be a lot more stable than red-black. Sure we get to have Tainted Strike, Death's Shadow, and even Inquisition of Kozilek, but like one of the above posters said, we don't have a long-term game plan. In the games I've played this in addition to the aforementioned events, more than 75 percent of the time, if the game dragged on past turn 4 or 5, I fizzled out. That being said, I've been able to last longer and get more reliable output from the deck by running blue over black, thanks to the addition of Serum Visions and Artful Dodge. Makes me wonder if we should try siding in cards like Fling or Rite of Consumption (if we happen to run black) to get some emergency direct damage in.
I don't know, this is just my two cents and experiences so far with the archetype. What are everyone's thoughts?
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