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Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.
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I'd rather see the Maybeboarded Goblin Bushwhacker in the deck than Brute Force . Haste is an incredibly important ability for goblins, and fast red decks in general, and you can't always rely on Goblin Chieftain for it unless you have something like Goblin Matron to tutor for him.
Obelisk of Urd
, even with Convoke, slows you down too much. Sure you can tap tokens, but would you rather do 12 damage now, or 24 damage next turn? 12 damage will win you most games, you don't need to do 24.
I'd also cut Krenko for similar reasons, except he's much easier to kill off in addition to being slow. with 4 slots open from losing those two, your most expensive cards in the deck I might add, I'd add 4 copies of either Krenko's Command , Dragon Fodder , or more burn like Magma Spray , or Skullcrack .
Part of what makes red strong is its reach. I'm willing to bet most of the games you lose are from your opponent stabilizing and shutting out your offense at around 6 life. With more burn spells you have a higher chance of getting that last burn spell for those last few points of damage.
also if you lose the Obelisk and Krenko, your deck is mostly composed of cheap 1 and 2 mana cards, so you could probably drop a Mountain or two for more burn and/or creatures.
sorry for writing a novel here, but maybe you got some ideas. Nice deck man :)
I agree that maybe putting in another low cost creature in place of a main deck Skullcrack might be better. Something like Goblin Rabblemaster might be a nice addition as well. It's stronger in a goblin deck of course, but still would give your deck another method of keeping the pressure on even if they managed to clear out your one/two drops.
Since you've only got 8 pump cards in this deck, and are trying to curve up to 5 drops, I do not like Satyr Hoplite . I almost like another two drop like Borderland Marauder , as it does more work than an unenchanted satyr, the same kind of damage as one Madcap Skills enchanted or Titan's Strength pumped satyr, stays alive against more problematic blockers, and stays relevant when drawn on later turns.
If you feel you really want to keep a one drop you might try Firedrinker Satyr .
First things first: cut your deck down to 60 cards. Some of your cards are better than others and you'll want to draw them more frequently. I'm sure you're never sad to see a Genesis Hydra , but hate when you draw Give / Take .
Second, you're a fast aggro deck that wants to get as much damage as possible. You need to have consistent draws in order to get a full 20 damage in. That means more four-ofs. Slaughterhorn , Ghor-Clan Rampager , Kalonian Tusker , and Burning-Tree Emissary are good starts. Some of these are rotating, so you may have to find other alternatives. Swordwise Centaur and Bassara Tower Archer are good alternatives. They get even better if you have Nykthos, Shrine to Nyx .
To sum up:
That leaves you with three slots open. I'd recommend filling them with one-drops. Firedrinker Satyr , Rakdos Cackler , Experiment One , and Dryad Militant are good options. This way, you can play a threat on turn one, or Elvish Mystic to play a three-drop. That will allow you to get damage in with bloodrush.
You'll also notice I pulled cards out of your sideboard and moved out some removal. You'll use these changes to make a new sideboard. Shock , for example, is a decent enough card, but you'll only want it against weenie decks. Your sideboard should probably look something like:
1x Clan Defiance (general purpose removal spell)3x Magma Spray (vs. decks that rely on graveyards, Voice of Resurgence or weenie decks)1x Phytotitan (vs. decks with a lot of destroy effects)2x Plummet (vs. Mono-Black Devotion and their pesky Desecration Demon s)2x Ranger's Guile (vs. any deck that plays lots of spot removal, like Hero's Downfall or Detention Sphere )2x Shock (vs. aggro/weenie)4x Skullcrack (vs. control with lifegain)
I like this deck, definitely. Not sure about the maindeck Skullcrack , they're mostly just a worse lightning strike against everything but UW. I know it's rotating soon, but Boros Reckoner is just a house in these decks.
I would also suggest 2 Skullcrack mainboard instead of 3.
I also forgot too mention to try and get Mana Confluence instead of City of Brass . While I don't recommend playing Urborg, Tomb of Yawgmoth with only 4 black cards, or even 7 if you include the draw cards, your opponent may play Urborg, Tomb of Yawgmoth if they are playing black. It creates a nice little damage evasion if you ever need to tap for colourless or black mana.
As for which one is better, Sign in Blood or Night's Whisper , you'll have to playtest. 10 black mana is a fair portion, and getting two out by turn 3-5 shouldn't be much of a problem, but it all boils down to how the numbers work out in your playtesting.
What I personally would do to your board is remove Vexing Devil flat out, Eidolon of the Great Revel gets sideboarded, and you lower Skullcrack and Lightning Helix by one to put in 3x Sign in Blood and any combination of the following for the other 5. Ball Lightning , Keldon Marauders and Elemental Appeal . Personally I would go 3/2 on the ball on appeal, but others may choose something different like 3/2 keldon and ball.
So I think Femme_Fatale is wrong about a couple of things and I'll point them out. Hopefully I do it more succinctly.
Eidolon of the Great Revel should be a 4-of. It's not bad at all. If UWR is going to Lightning Bolt you, they still take two damage to do it. That Tarmogoyf ? Costs 2 life. The Vendilion Clique ? Costs 2 life. You turn all their spells into liabilities (which is the real advantage), while applying pressure. Play four, and never look back.
The alternatives suggested to Molten Rain (especially Flashfires and Aven Mindcensor ) are god-awful in a Burn deck. The Molten Rain s are perfectly fine, and actually the sideboard cards of choice for your land destruction needs.
Anti-lifegain is fine, but not so good that you should commit entire card slots to it. You want the maximum number of your cards to deal damage, which the suggested cards do not do. Play a set of Skullcrack , and go no further. If you are set on anti-lifegain, Rain of Gore is probably the best option.
Rakdos Charm is another Affinity hate card that has applications elsewhere at the same time.
Card draw is useless in a burn deck, at least in my opinion. Erebos, God of the Dead is pretty horrible in terms of cost and actual usefulness. Having velocity is generally good, but not when that card-draw spell could be the last three points of burn or something. If the goal of Sign in Blood is to draw into something that was cut for Sign in Blood , what are you accomplishing?
Also, I think Femme_Fatale is giving too much consideration to Soul Sisters. That deck is unbeatable for Burn anyway, so I wouldn't bother devoting cards to beating it, especially since it's not too prevalent.
|Avg. draft pick||11.97|
|Avg. cube pick||2.89|
|Commander / EDH||Legal|