Creature — Kor Soldier
Protection from red
Whenever a player casts a red spell, you may gain 1 life.
|Have (2)||orzhov_is_relatively_okay819 , Zelpoke|
Printings View all
|Mystery Booster (MYS1)||None|
|Masters 25 (A25)||None|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Kor Firewalker occurrence in decks from the last year
All decks: 0.0%
Kor Firewalker Discussion
1 month ago
Most of the good hatebears have been mentioned already. Here are some more annyoing cards I can add to the list hereabove: Tithe Taker, Suppression Field, Angel of Jubilation, Eidolon of Obstruction, Eidolon of Rhetoric, True Believer, Leyline of Sanctity, Auriok Champion, Kor Firewalker and Aegis of the Gods.
Note that, though I find the archetype very cool, Hatebears - just like DnT - isn't very good in Modern. You have many degenerate strategies going around so unless you know the local meta like no one else, it'll be very hard for you to pull off results at big tournaments. Now if your goal is to have fun and/or try to win your LGS's FNM's then that's totally fine ;)
1 month ago
You miss Devastating Summons. I've been playing this deck also in major tournaments, and this combo Summons + Whacker is the main kill of the deck. I would not play less than 3 Summons.
As you splash black, you have a all-indicated companion to play : Lurrus of the Dream-Den.
Your land choice are not the best clearly. I would recommend to play Auntie's Hovel, Blood Crypt and Blackcleave Cliffs alongside basic mountains. For budget issue, replace cliffs by your Unclaimed Territory why not, but do not play Dragonskull Summit because you have many non-mountain lands.
I am unsure about Munitions Expert and Light Up the Stage. The expert is situational and needs conditions, while the sorcery spell is not triggered before combat so it slows down our main plan. Since we play black, I wonder me if a Thoughtseize effect would not be better for not being disrupted in our game plan which allows at our opponent to play. The question would be Thoughtseize or Inquisition of Kozilek ?
Finally, I am happy to see no Burning-Tree Emissary as they are bad with Goblin Bushwhacker. In my opinion, they are great when we play Manamorphose to fix mana issue as well as digging for the combo.
In sideboard, I think that you want some Fatal Push to defend yourself against Kor Firewalker etc, Thoughtseize effect against combo, some graveyard answers like Nihil Spellbomb which can be recast with Lurrus, some anti-Chalice of the Void like Smash to Smithereens.
I will start with a list like that : (18 lands) 4 Auntie's hovel, 4 Blood crypt, 4 Blackcleave cliffs, 2 Bloodstained mire, 4 Mountains. // (28 creatures) 4 Goblin guide, 4 Foundry street denizen, 4 Mogg fanatic, 4 SPike jester, 4 Legion loyalist, 8 Bushwhackers. // (14 spells) 4 Lightning bolt, 4 Goblin grenade, 3 Devastating summons, 3 Inquisition of Kozilek or Thoughtseize (meta call). // Sideboard: Lurrus of the dream-den, 4 Fatal push, 2 Thoughtseize, 4 Nihil spellbomb, 4 Smash to smithereens.
I hope I would help you fellow goblin ! What do you think about all that ? :)
2 months ago
Creatures are your win condition, you need to have at least 10
On the other hand Kiln Fiend is a big hitter but dies easily for the 2 mana, it is NOT a bad choice though, red prowess has always run this
The deck only needs 18 -19 lands
With Lurrus Seal of Fire is also great
Where is Mishra's Bauble?
Where is Manamorphose?
Also with the mix I just proposed maybe include Fight as One although that would be less competitive more for fun (you could exxclude 2 boros charm and put in 2 of these for example)
You need 3x Kor Firewalker in your SB
hope this helps!
2 months ago
This might be a bit late, but I hope it helps.
The list you posted earlier in the thread has 6 solid anti burn cards. I think the problem is less "not the right cards" and more "don't know how to use the cards".
There are 3 boxes to check if you want to beat burn:
1) 5+ life
2) Larger board state. Make sure they can't attack without losing creatures.
3) The burn player has an empty hand.
Then, once those three points are complete, you need to kill them ASAP.
You are Zoo. Point 2 and killing them shouldn't be very hard; they're built into your deck. Burn is actively emptying their hand, so it's just a matter of time. All you need are some pointers on 1.
Guide and Nacatl, as well as Pelt Collector are great for turn one.
Turn two, you should either use Bonecrusher Giant's Stomp to kill one of their creatures or flood the board even more. Don't attack yet.
Turn three, you want to resolve Knight or Finks. At this point, they should have played ~5 cards and be at ~2-3 cards in hand. If you followed the above instructions, you should be at 10+ life, as they've likely only player 2-3 actual burn spells and you didn't take more than 1-2 damage from creatures(if they went first). Also you should have gained 3-4 life. Alternatively, you can play Bonecrusher here if you Stomped something t2. Still don't attack quite yet, unless your board is 2+ creatures larger than theirs, which is possible with Emissary.
Turn 4: their hand should be essentially gone. If you've played it right, they can't get through your wall. This is where you start attacking. Leave 1-2 creatures on defense in case they attack, preferably the smaller ones like Knight, or leave Finks back because they will never attack into a Finks. It means game over if they kill Finks.
At turn 4, they've likely gotten themselves to 17 or less because of shocks, painlands etc. That extra free Bolt or more will help you when you go on the attack. Because you play Zoo, you should be able to kill them by turn 6. If all goes according to plan, you should end with 5+ life pretty easily.
If you do switch lists, adapt that basic synopsis for the new deck.
Also, here's a couple extra rules:
You want to go 1st 2/3 games, so it helps a lot to win g1. They have a huge advantage when going first. However, don't give up if you lose g1: The most they can do with their SB is have the full playset of Skullcrack. Path is no better against you than Bolt, and they run 18 removal that hurts you anyways.
They might be running Kor Firewalker or another anti-mirror card in their SB. Only about half your creatures are Red, so you can fight through it.
Vexing Devil is horrendous against burn. They will always take the damage. It's like saying "here, I'll just pay 1 mana to discard a card" most of the time. The damage won't matter til turns 4-6, and even then it's not worth it. Burn loves Devil being played against them.
Hope that helps.
3 months ago
META CHANGE / DECK CHANGE
Update at 03/2020
4 months ago
I am so glad to see Project Melira alive and well. :)
Murderous Rider is a bit mana-hungry. I personally prefer Mindslicer in order to hose control decks.
Walking Ballista and Shalai don't make a lot of sense, unfortunately.
Kor Firewalker is an easy way to hose red decks, which usually gave Melira builds the most trouble (and are more popular online than in person).
I personally prefer Gavony Township over Castle Lochtwain. You don't really want to cause yourself to lose life. Your opponents will do that for you regularly enough.
You probably won't play much of Wheel of Sun and Moon....for a better multi-colored option to wish for, try Varolz, the Scar-Striped
5 months ago
For additional mainboard hate, maybe a few Scavenging Ooze. Helps to apply some pressure while also keeping you healthy.