Now that I've got time I'm going to throw a bunch of stuff together and explain the reasoning behind my choices, as well as pointing out how the deck works.
Win Conditions:
This is a pretty good threat density, considering all the support that they have in the form of burn, and supporting creatures. Lavaclaw Reaches is the unexpected one added. I think that it doesn't get enough credit, and as a manland for this deck has won me as many games as Koth and Dragonlord have.
Helpers:
Again, along with the high finisher density there is a large amount of helpers that can give you the extra push, or just outright seal the game. Lightning Bolt and Staggershock ride the line between 'helper' and 'utility' for me, as they can be used as both (though all the instants and sorceries complement the Kiln Fiend.) Kiln Fiend rides the line between 'helper' and 'win con' and the only reason it doesn't belong with the latter is its fragility.
Utility:
This is where the true strength of splashing black shows itself. The ability to doom blade something is invaluable to an aggro deck like this, especially when staring down a BSA or Wurmcoil. All of a sudden you can kill those lifelinkers that really stick a thorn in your side, and in the case of Wurmcoil you put the second life linker into bolt range. It's beautiful. Consuming Vapors can help against black opponents, and other aggro decks (or stuff like Eldrazi and Valakut.) The Duress/Inquisition/Ricochet Trap combination turns RDW's worst match-up into a favorable one. I have yet to play a control deck that can deal with that trifecta on top of the pressure from Dragonlord/Lavaclaw/Koth. Arc Trail works great in tandem with Kiln Fiend, and is overall a utility card that can also end games.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards | ||
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Planeswalkers 3x Koth of the Hammer Creatures 4x Goblin Guide 4x Kiln Fiend 4x Kargan Dragonlord 3x Inferno Titan Spells 4x Lightning Bolt 4x Duress 4x Doom Blade 3x Arc Trail 3x Staggershock | Land 4x Dragonskull Summit 4x Lavaclaw Reaches 2x Swamp 14x Mountain | Sideboard 4x Ricochet Trap 4x Inquisition of Kozilek 4x Tunnel Ignus 3x Consuming Vapors |
Sideboard to taste. I like it in its current incarnation, but I'm always open to suggestions. I find this has a hand up on the traditional RDW or Koth Deck Wins because of the black splash. Duress, Inquisition, Doom Blade and Lavaclaw Reaches make this deck so much better than a plain red. It also doesn't give up any power in Kargan Dragonlord's realm, and actually makes the match-up against control favorable.
Goblin Guide: Easily the best one drop available to red. It’s hasty, and it can work extra advantage in allowing you to see your opponent’s top card. It can potentially go against you in giving your opponent CA, but the early damage is usually worth it.
Kiln Fiend: This creature’s a beast. With all the spells in your deck (minus Koth) being sorceries or instants that also do damage or remove the creature that may be stopping Kiln Fiend from hitting…this guy can get big and hit hard.
Kargan Dragonlord: MVP of the deck, in my opinion. If you drop this guy on turn 2 he’s an immediate kill or be killed card. Within 3 turns, usually he can be an 8/8 Trampling Pumping Flier…and that’s pretty nasty considering. If the opponent has no answer for him they usually lose.
Inferno Titan: Icing on the cake. Whether the game makes it far enough for him to be useful is questionable, but he’s a pretty crazy addition. On top of being a forking lightning bolt he’s also a 6/6. Can deal that last push of damage needed to finish the job, eliminate chump blockers, stop an opposing titan, etc.
Lightning Bolt: Do I really need to explain this one? The best burn spell there is, baby. 3 damage on 1 red. Bolt is just super versatile.
Duress: One of the reasons I splashed black in the first place. This either draws out counterspells, takes out counterspells, or can take out the removal they may be packing to get rid of your Dragonlord or Inferno Titan. Not only that, but it gives you a vast amount of information about your opponent’s hand allowing you to prepare for the future.
Doom Blade: Gives red an answer to those big creatures we can’t burn to the ground and may be stopping us from killing, or threatening us with death themselves. BSA, Wurmcoil, Baloth, WoO etc. They all become manageable with this in the deck.
Arc Trail: Great for going against other aggro decks (with creatures), and awesome for dealing that extra point of damage that you sometimes need to kill a creature, and still get 2 through to the dome. It’s a very underrated burn spell that is definitely very useful.
Staggershock: I know it’s only 4 damage for 3 mana, not that that’s horrible, but it’s also split up over 2 possible targets if you so desire, and it helps guarantee that your Kiln Fiend will be decently sized at least twice. Another aggro killer, or dome shooter. Two for ones make me happy.
Koth of the Hammer: I don’t think I have to explain this one – he lays down the beats. A 4/4 haster at the very least, he can add that extra mana to make Dragonlord disgusting, and he can give you timmy mountains that will usually end the game for you.
Lavaclaw Reaches: This manland has been a house. When you’re done trading or burning all of your creatures, or the enemy creatures, and you need something to finish the job off this is always available. Being able to pump its offensive output is a huge bonus, and let’s you get away with matches you might not normally win. This is one of the other reasons to splash black.
Ricochet Trap: I’ve always heard that control is the worst MU for aggro, usually. That said, Ricochet trap is a great answer to the permission heavy control decks that are rampant in the current metagame. It lets you get that Koth out unimpeded, or that Dragonlord you need to stick badly so that you can end the game.
Inquisition of Kozilek: Same deal as duress. Helps you draw out those counters, but the beauty of this one is that you can side it in against aggro over Duress and take out their creatures (Ezuri, Archdruid, Dragonlord, etc.) It, again, improves most match-ups and gives you invaluable hand information to digest.
Tunnel Ignus: Having the misfortune of facing this with my ramp deck, I can legitimately say this thing hurts ramp hard. With a metagame just full of ramp this can easily be the extra push needed before they can combo off.
Consuming Vapors: Nasty black creatures avoiding doom blade and whatnot. Not to mention rebound working with Kiln Fiend, and gaining life. A two for one is always good in magic.
Win:
- b/g poison 2-0
- Valakut 2-1
- U/W control 2-1
Loss:
- U/B spagnolo list 0-2
The loss to U/B really hurt. Both game I got him down to 4 but he survived and stabilized with elixir, tar pits as blockers and frost titans.
A few things about the deck after FNM:
1. Through the whole event I didn't cast a single inferno titan. It's always either I already won or it's too late and he wouldn't make a difference anyways. I agree with you on masticore there. Maybe replace 2 with masticore and leave 1 in the deck. Unfortunately I traded my only masticore for 2 dragonlords not a bad trade but now I have to search for one.
2. The same thing happened with ricochet trap. Because this deck is fast and playing pretty heavy discard I really don't feel the need to play ricochet trap. We have so many threats that even if they counter one of our earlier threats it really doesn't matter. I think replacing them with either memoricide to hose them even more or burst lightning for more speed would be better. Especially if the meta is U/B heavy burst lightning is very useful to stop those pesky tar pits.
3. I'm playing with some blackcleave cliffs to enable a 1st turn duress/inquisition but now I start to wonder if this is the right play? If I have a duress and kiln fiend in my opening hand should I wait and play the fiend first before duressing to maximize the potential of kiln fiend? Any thought on this?
4. Speaking of kiln fiend I feel like he's very subpar and underpowered. Maybe I misplayed him like I mentioned above but I'm right now to the point where maybe I'll just replace him with masticore or ember hauler or even plated geopede for a less explosive but more reliable and consistent beat.
Hopefully I can go to gameday tomorrow with this deck and I'll write a full detail on the event.
It just means that my threats won't be killed/countered as often, and coupled with the burn there's a really good chance that I can win fairly easily.
Also Koth is very difficult for control to deal with, so when you can get rid of their counters and/or Hexmage (inquisition) Koth runs all over them.
Something else I was kind of forced into testing was Molten-Tail Masticore...and I have to say it's really good. I may replace Inferno Titan with it (just because it's easier to get out, and it's harder to remove.)
But yeah, tomorrow will be kind of a trial by fire. Here's hoping for good results.
I started with the Sarkhan builds but its so bad in so many ways.
Yeah I came to the conclusion that I had so much work to do on it... that I'd have to spend a dedicated week or so re-building it.
I've been mostly using this in the interim.
Mid Red
Main Deck:
4 Goblin Guide
2 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
4 Molten-Tail Masticore
4 Plated Geopede
4 Lightning Bolt
4 Searing Blaze
4 Arid Mesa
15 Mountain
4 Scalding Tarn
2 Teetering Peaks
Sideboard:
4 Flame Slash
2 Forked Bolt
1 Leyline of Punishment
4 Manic Vandal
Which is a deck by Conrad Kolos which has holes in it and is pre-states.
as several variants of Black. I'd been looking for that sweet spot, you might have found it there. gratz.
We really neded aggro-control lists.
edit: Considered "Hideous End"?
Tunnel Ignus may yet go for Ratchet Bomb for pesky Leyline of Sanctity users.
Edit:
I really want to run Bloodghast, and 3 tectonic edge and I believe that mana base is the only thing that upsets me... it like I'm constantly trying to do to much.
I think being familiar with the deck is important. Even if I went on a losing streak now, or ended up not doing well at Gameday from what I've seen so far I think I would try and tweak the deck, or just play it more to become more familiar with it. Like some of the game losses in my matches were just due to keeping bad hands that don't benefit the deck at all (for example once keeping 4 land 2 Inferno Titans and 1 Goblin Guide, dunno what I was thinking there.)
Here's hoping for the best.
Every deck has a weakness, and I dunno if this is a true format breaker. I'll find some time to test it and see for myself.
Honestly I haven't lost with this deck yet, and it works really well. I'll be piloting it at gameday this weekend and we'll see how it works against everything else.