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Creature — Dragon
You may exert Glorybringer as it attacks. When you do, it deals 4 damage to target non-Dragon creature an opponent controls.
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2 days ago
I would remove the Jet Medallion as the black dragons you have are few and far between. You can replace it with something like Fellwar Stone. You are in RB so you should not need a lot of mana fixing. Reliable 2CMC mana rocks will be good, best have at least 8 sources of ramp that costs 2 mana or less.
Next, your dragons are very top heavy. I'd recommend trimming some of the bigger dragons for some solid 5mana ones. You are missing Glorybringer, Thundermaw Hellkite and last but DEFINITELY not least, Scourge of Valkas. The Scourge of Valkas is extremely important as it gives you a devastating Plan B.
That Plan B is mass reanimation spells like Living End and Patriarch's Bidding. Now, if you reanimate Scourge of Valkas along with a whole bunch of dragons, thats a huge amount of damage that can put the game away on the spot. You already have a Dragon Tempest in the deck, the effect stacks to really bring on the pain. Reanimating 4 dragons (INCLUDING Scourge of Valkas) with Dragon Tempest out is already 32 points of damage.
1 week ago
They aren't as threatening as some of the other Creatures in there but they are extremely useful if Kaalia keeps getting returned to the sin bin. (Is that a saying in the US?)
1 week ago
Yeah, being able to play Trogdar, the Burninator is what origianlly drew to me Ponza in Modern. It's always at least solid, and is absolutely amazing in some metas. Sometimes (e.g., a creature-heavy meta, but where few of them are White) Glorybringer can be just a little better (especially since it can Exert every turn with Arlinn Flip), but even then I like a split ...
1 week ago
No Glorybringer? You can copy it and exert them on alternating turns ;)
2 weeks ago
I'm still trying to find the perfect (i.e., an even semi-decent) Ponza deck ... Land Destruction is pretty meh now in Modern though, so I'm moving more and more RGx Mid-range.
I passed on Pre-release this season. I generally love playing Izzet, but I've had really bad luck with UR Spells in Limited. So I'm holding out for the next set, where I love all the Guilds!
The Vivien Reid story was fun, but a little light for me. I couldn't help but think of her as a Planeswalking Steve Irwin, and that made it a little hard to take her seriously. Best part of the arc, for me, was the end when she started thinking about Dragons ... if anyone's going to be able to spot the missing scale that will allow the Fellowship to kill Smaugh, er, Gatewatch to kill Bolas, it's going to be Vivien :-)
3 weeks ago
Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:
1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.
2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.
3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?
3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.
General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.
I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?
3 weeks ago
Pinkie_Satanas: Hey, thanks! It's pretty sweet to find out that my list has inspired you to create one of your own. I still play this deck every once in a while but I've not had much time to update it. I think many of your suggestions make a lot of sense. As a general rule of thumb, anything that creates tokens is something we should always consider adding to this deck because tokens mean extra grenzo triggers. Loyal Apprentice is definitely a good suggestion (I think there's another token generator goblin now, too) and I'd play it in addition to Young Pyromancer--might cut Moggcatcher instead of pyro tho. I also like Stolen Strategy as another way of keeping up with our opponents in grindy games but think we should play it in addition to Outpost Siege--would probably cut Thorn of Amethyst, which I honestly don't think belongs to this deck (I tried a tax theme once but it just doesn't work as well as I wanted).
I'm not sure about Glorybringer. I don't think the haste thing matters a whole lot and the 4 dmg is not an ETB ability, so our opponents might kill it (path, swords, black removals) bfore we get a chance to deal 4 dmg to a creature. Also, you definitely do not want to play Geier Reach Sanitarium and valakut. Geier enables reanimate strategies and you cant do shit about it and with all the moon and land destruction spells, we'll rarely get to use valakut multiple times (it also has bad synergy with Extraplanar Lens). Other than that, I completely agree with your suggestions and as the other sets come out, feel free to chime in with new suggestions.
As I said in my last update, I don't have a lot of time to play mtg anymore, owing to my job responsibilities and family. So, if you really enjoy this deck, I can add a link in the description to your version of it (a more up-to-date version), as long as you keep the general principles. Best of luck testing your list! It's high variance but it's pretty fun when it gets out of control.
4 weeks ago
Hello ^^ I built this deck in paper with some proxis to play with my friends, and i'm very excited about it :D I cut mishra's workshop tho, cause i cannot realistically expect to get, and put Temple of the False God in its place instead, although i am also considering Crystal Vein there for ramp, or Valakut, the Molten Pinnacle and Geier Reach Sanitarium cause value. Besides that, i'm playing exactly the same decklist as you, and i'd love to read your thoughts on some cards i think might be good in the deck:
Glorybringer it's kind of a hasty evasive repetible flametongue kavu for 1 more mana. Haste and evasion is relevant to get to goad or exile some cards from opponents. I know costing extra mana is huge. What do you think?
Loyal Apprentice maybe this card flew under your radar cause it came out in august, but the few times i've played it seemed super good with low to the ground commanders. The fact that she pops out thopters with haste is huge, so you can get immediate value from her with grenzo in play. She and her thopters also have haste so it could help speed up the game, which could be good considering this deck has no haste enablers. I was considering put her in instead of Young Pyromancer cause i feel the psynergy with grenzo is better, although more volatile. Young pyromancer seems like adds more value on average, but with a lower cealing. Another card i considered to cut is Moggcatcher, as it's slow, but i'm still not sure if the loss of one tutor would damage the deck.
The last card i wanted to show you is Stolen Strategy, also a fairly recent one. I see this as a "catch-up" card on theme with the deck that helps to recover after a board wipe. Like Outpost Siege would do but on steroids. The problem i see is that this effect for 5 mana feels inefficient and the fact that doesn't let you play lands is kind of an issue.
That's all ^^ i'll be testing the deck and see how it goes. For now i had a bunch of 1vs1 games with and one multiplayer that was a blast, although my attackers only exiled lands with the grenzo triggers xd Thank you very much for putting so much effort in this list, explained it and showcasing it. I really wanted to have a good grenzo deck and i felt kind of helpless to build it.