|Commander / EDH||Legal|
Printings View all
|Magic Origins (ORI)||Rare|
Combos Browse all
Abbot of Keral Keep
Creature — Human Monk
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Abbot of Keral Keep enters the battlefield, exile the top card of your library. Until end of turn, you may play that card.
Price & Acquistion Set Price Alerts
|Have (27)||Njc12345 , ironax , NobleSlay3r , Va1mar , Yawkcorb , CastleSiege , Vasbear1 , Gabeph , Myllyes314 , PhotogenicParasympathetic , Dyobsemaj , saj0219 , mazrimtaim , jstn.mrrtt , duff87 , mymanpotsandpans , nakni , ToolmasterOfBrainerd , mziter501 , tragic_slip , Roadhog , Lindough , acbooster , Ellyreia , Dawnsly , TehDelta , thetechzombie|
|Want (2)||ryuzaki32667 , chrishuffman95|
Abbot of Keral Keep Discussion
1 month ago
No red deck is really complete without a full set of Lightning Bolts. You just don't get it better than 3 damage for 1 mana, to any target at almost any time (it is exactly as Lightning Strike, but at half cost).
Your creatures belong in two different decks: One that goes wide, with a lot creatures that you then buff (Memnite and Signal Pest) and one that burns opponent to death (Guttersnipe and Spark Elemental). Since these two plans actually are rather different, drawing a couple of cards from both means that you can't carry out either of them. If you want to go wide, you need more smaller creatures or tokens (Dragon Fodder and Mogg War Marshal are good cards for this strategy). Tyrant of Discord has no business at all being in a deck with only 20 lands, since you plan on the game being over long before turn 14, which is when you'd be most likely to play it.
I've never really liked Guttersnipe, since it's a 3 mana creatures, that doesn't do anything on its own... and it belongs in a fast deck. That is, a fast deck where you don't mind spending your 3rd turn just playing a rather small creature, and not doing anything else. Of course you could wait until you have some more mana, so you could play some spells in the same turn... but what are you then doing until then? My guess is, that you'd then just end up playing the very same spells that you'd otherwise want to use for triggering Guttersnipe, and when you finally play it, you are more or less empty-handed. But if it has to be, you should play "free" spells, like Mutagenic Growth and Gut Shot... and since you'd then be playing free spells anyway, you might as well pick up the best prowess creature for fast deck - Monastery Swiftspear - and maybe you could get some real value out of Abbot of Keral Keep, since it both has prowess and gives you a card.
Anyway, you should probably make up your mind in regards to creatures, and stick to one plan.
Shrine of Burning Rage also likes free spells, but only as long as they are red... I'm not too happy having 4 of it in a deck. If there's one on the opening hand, it's fine, but drawing it later is a really under-powered draw. Perhaps it's better in decks, that can get rid of it - like if you played a looter (you know - "draw a card-discard a card") of some kind.
1 month ago
If I was going to build boros aggro on a budget I would play like
20-23 creatures: curving out at like 3-4 mana with stuff like,
and then some basics
The rest of the deck being:
This will give you a functioning deck that you could take to FNM and later be upgraded, your list is great for casual play but unfortunately lacks raw card value to really play in modern
1 month ago
Thats a good observation xyr0s i think the deck will need to include mutiple elements if DanTheBear wants to keep it MONORED and cheap, but it can forsurely be more focused. I would say either go Burn&8whack with it or Burn&Prowess the second being my recommendation.
Burn elements of your deck:
Prowess elements of your deck:
8whack elements of your deck: (disclaimer i dont know much about 8whack so take this part with a grain of salt)
2 months ago
So, card advantage in is tricky ... Bob is the usual answer, but he's SUPER-pricey, so almost certainly not what you're looking for. Maybe some combo of Phyrexian Arena, Sign in Blood, Faithless Looting, or Abbot of Keral Keep?
And frankly, I don't know the best way to approach the manabase ... the challenge of reliably getting on Turn 1 (for Inquisition of Kozilek) and then on Turn 2 or 3 (for Molten Rain) is TOUGH. It seems like Fastlands would be great, but the price on Blackcleave Cliffs is pretty insane. Graven Cairns or Sulfurous Springs, maybe?
Finally, I have no idea if they're actually any good, but it seems like some Demigod of Revenge might be fun in the deck.
Good luck (and good skill) with the brew!
2 months ago
That's a lot of land, for a deck that tries to count out 20 damage as fast as possible. About 20 lands should be enough (that means you get to hit the first 3 land drops, and adjust mana curve correspondingly).
You don't get to play red aggro (or any other red) in modern without Lightning Bolt. My personal limit on how low you can go with a budgetdeck is: "If it's too budget for Lightning Bolt, it's not going to be any good anyway". And that might sound arrogant, but then... this deck is tagged "competitive" and it would definitely be more competitive with a set of bolts.
Ember-Eye Wolf has a bit of a no-no: It requires you to spend mana. But since you presumable tap out to play new cards every turn, until you win or run out of cards, its pumping ability will never be relevant. You could play Abbot of Keral Keep instead.
Is "pay 4 mana: Target creature gains double strike" really what you want to do on turn 4 with an aggressive red deck? Blood Mist will turn out to be exactly that, most often. It's not a bad card in a budget deck, but you'd probably rather play it in a deck that goes for a longer game, and which fewer attackers with higher impact.
2 months ago
Lightning Berserker or Village Messenger Flip over Monastery Swiftspear? In particular the first of them seems like a downgrade; you pay 1 mana to dash-play, then attack, and boost for 1 more mana with berserker (but you can potentially do this many times of course, you just have to get to the part of the game where you have a lot of mana). Swiftspear, you pay one to cast, then one mana for a Lightning Bolt and still attack with 2 power. Pers'n'ly I'm a lot more afraid of seeing opponent play Monastery Swiftspear turn 1 on the play, since if I don't have a 1 cmc blocker, they can then go Lightning Bolt/Lava Spike X 2 in turn 2, and attack for another 3. Net result is 10 damage by turn 2.
For variation, you can exchange Bomat Courier for Abbot of Keral Keep. Abbot is a "late-game" play for RDW - turn 3 or 4. It's lacking haste, which is a real drawback, but prowess is pretty good, even one turn later. Anyway, it's another card that tries to keep the attack going for red decks. If it's real card advantage you want, you could go for a slightly longer game, and play Smuggler's Copter and Bedlam Reveler (copter helps stock the graveyard with relevant cards for reveler - and if you wanna go real deep on this synergy, you add Flame Jab, since it can play from your graveyard, and triggers prowess), but in a deck with this many creatures, I don't think it would work.
Skred - instant speed is a plus, but otherwise, it's questionable if it's better than Flame Slash before you get so late in the game, that it doesn't matter anymore. You could play Skullcrack instead - doesn't really do the same, but cutting opponent of from lifegain can be a real gameturner.
Same calculation for Blaze vs. Lava Spike, just without the instant speed - yes, you can potentially hit harder with blaze... when you have 5 lands in play. I guess that there is some advantage to being able to target both opponents face and creatures, but I can't recall having seen any modern RDW play x-spells, and that is probably because they play everything else at very low casting cost, and has few lands, and therefore the x-spells never become very impressive. Also, they are horrible on your opening hand.
Someone else wrote that Furnace of Rath was a bad choice. That was pretty much spot on.
Actually Consuming Fervor is pretty interesting. I mean... I wouldn't splash blue to play Unstable Mutation but when it's colorshifted into red, it might be ok. Slow speed makes it easier for opponent to respond to than a buffing instant, otoh it stays for a while.
Valakut, the Molten Pinnacle is a pretty iffy choice here. It doesn't turn your lands into Lightning Bolts until you play your 6th mountain, and has valakut in play. I'm not an RDW afficionado, but I have played it every now and then, and played against it too, and a game where you have 7 lands in play, is a game that has gone twice as long as supposed to. If valakut didn't enter the battlefield tapped, it wouldn't matter, but it does, and that is a definite no-no, since it might show up in your opening hand.
Sorry for suggesting overplayed and boring cards.
3 months ago
Having been back and look at bit at it, I think you can make a really funny RG deck which is all about your topdeck and card advantage.
4 Bloodbraid Elf (that's what it was all about from the start, right?)
4 Courser of Kruphix (normally I would be careful about playing more than 1, but since the top card is really important, 4 is ok)
2 Vizier of the Menagerie (topdecks matter)
2 Domri Rade (like I said, the topdeck is important)
X Temple of Abandon (to manipulate the topdeck)
X Tireless Tracker (that's the last echo of your landfall theme, would be better with fetches, though)
There's some 5 cmc creatures that could also be useful in a deck like this - Thragtusk, Glorybringer... anything else, that would give you some sort of semi-card advantage. But the main problem will most likely be the early turns of the game against fast decks, so a bit of Pyroclasm could also be necessary. Anyway, there's plenty of space left, so if you have anything particular, you'd like to cascade into, you can easily add that.
3 months ago
I like the brew! A few things I would bring up as questions or suggestions or whatnot:
- Gifted Aetherborn seems awkward as a BB two drop when you want to have R by turn two most likely. I feel like Abbot of Keral Keep could be a good replacement if you plan to not play them turn 2 anyways, fits with Young Pyromancer and gives a tad bit of card advantage.
- Are Fatal Pushes not available due to price? If you can get them, they fit nicely and get rid of most modern threats.
- I don't necessarily feel a need for the Mind Stone as opposed to something like Night's Whisper for the immediate card draw.