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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.
|Have (18)||Jelatinator , Wasteland_Hero , xzavierx , Comicalflop , shadowhound14 , Zerafiall , Talos , ljs54321 , DNSolver , kerrirae13 , Epochalyptik , Katarkind , ichiroftw , swagtron7 , Timocalypse , Username83 , DjinnjerVitis , lincolk|
|Want (11)||colin13 , pedrogsena , lincolk , TheHorse , randomerdenu , thyhax , vishnarg , 8vomit , blackdragonetm , Spinalripper , BiggRedd54|
Skullcrack to prevent the life gain
Chandra, Pyromaster is a better fit for this deck than Chandra, the Firebrand imo also if your goal to count to 20 as fast as possible with instants and sorcery spells i would take out cards like Shock , Magma Jet , and Staggershock in favor of cards like Rift Bolt , Shard Volley , Skullcrack , and Lava Spike . Basically any burn spell for 3 damage with a cheap mana cost.
with the creatures, i understand why you have Young Pyromancer but i feel like its too slow for this deck. by the time youve built up enough tokens to do anything with you should have killed them with burn. i would replace it with something like Spark Elemental . Guttersnipe is a good option for this deck and can probably do really well, however i am personally kind of partial to the red creatures with trample and haste and i would probably replace it with Ball Lightning thats just me though.
My biggest question is what precisely do you want out of the deck? If the goal is to put out a ton of little guys and then swing for massive damage, you should look into pumps such as Spear of Heliod and Righteous Charge .
If the goal is to burn people to death using Purphoros, God of the Forge and tokens entering, then I would steer the deck more towards that by including things like Shock , Magma Jet , Lightning Strike , Skullcrack , and creatures like Precinct Captain and focus on making tokens with Molten Birth , Goblin Rally , and Young Pyromancer . My friend has a deck like the later, and it's obnoxiously hard to deal with because even if you kill the tokens or the Young Pyromancer , Molten Birth is 4 damage with Purphoros, God of the Forge out, and Goblin Rally is 8.
My vote would be move towards the second, but either is cool. I would just say focus on one path or the other and try to avoid attempting both, as you will usually land somewhere in the middle in terms of success.
Depends on how heavy your local meta is on decks that use a lot of spot removal spells. In terms of what stuff you'd be looking to side out, it would be the 2 Madcap Skills
. So you could start with 2 in the sideboard. Stormbreath Dragon
and Heliod, God of the Sun
can likely both get the axe. In a 20 land deck, they are just not going to come out in a timely manner, and you're not going to be generating enough devotion to get Heliod, God of the Sun
online without more double and triple W.
That said, a lot of your sideboard space is currently just running alternate creatures. While some creatures might be better in some match-up than others, like say Banisher Priest . I'd recommend starting with your most aggressive suite, and save the sideboard for retooling to meet certain needs. So like move the Daring Skyjek Firedrinker Satyr to the mainboard, and pull the Skullcrack and Legion Loyalist to the side.
@APPLE01DOJ - Thanks for the feedback! I haven't play tested against any golgari decks yet, but I can see that being a weakness. In that case I would side board some of the enchantments out for Skullcrack and Dissolve to make it more aggressive and prevent you from getting your bombs out. I have been play testing quite a lot though and haven't run into any mana issues with the exception of 1 game, but that can happen in any deck regardless the amount of mana. The games with this deck tend go to on for a while, so if my opponent doesn't have draw then I can quickly make them run out of steam, and that's kind of what I'm aiming for.
Just wanted to say that I really, really like the Izzet Charm tech... it's probably the best card against RDW right now that I can think of because it lets me take out those pesky early drops like Ash Zealot and still be able to effectively counter Lightning Strike or Skullcrack . And if I really, really need a board wipe, I can still use it to draw.
another nifty feature of Skullcrack is also that you can kill off a master of waves with it, since it removes the damage protection he get from protection red, for instance you can also throw it out in a blocking case for an easy kill :)
Anything 5 mana cost or higher should go. RDW wins by max turn 4-5 and should be winning at those turns EVERY game, so cards designed for late game aren't really worth it. The problem with Vexing Devil is that 1-for-1'ing anything doesn't put you ahead of the game, you say you're completely fine letting them spend a turn killing it, but that means that they are now one turn closer to victory, and when games tend to last on turn 4 that one turn difference is crucial. Basically, playing Vexing Devil in a build like this when your opponent will be side-boarding in creature hate, means it becomes a lot more weaker than what it should be, as your opponent will easily be able to determine what you want Vexing Devil to be, and will choose the other option.
I would remove the Burning-Tree Emissary as it isn't fast enough. A turn 3 2/2 attacker is unreliable when they are much stronger alternatives. It isn't even that good if you rely on Lightning Mauler as you could be running Rakdos Cackler and be guaranteeing a turn 2 2/2 swing, or Keldon Marauders for a turn 2 3/3 plus one extra damage.
Ball Lightning is really nice because it has trample, so even if they do block it, either damage will still go through and I kill a creature or I just killed numerous creatures. You shouldn't care if they block it because it is going to die anyways.
Spark Elemental or Hellspark Elemental are some more things to look at. You should also remove the Nykthos, Shrine to Nyx , it's good in standard, but not in modern RDW when by the time it has a sufficient enough output the game has already been decided. You also don't want to be ruining that turn one play, so having 20 mountains is enough.
The thing with burn spells, is that they are more efficient than a majority of your creatures. They can either be removal or instant direct damage that most creatures won't be able to deal till much later. By turn 2, you can deal 9 damage with burn spells, no creature will be able to match that. Since most decks run shocks and fetches, you can easily win on turn 3 if you have more burn. The spells I suggested are cheap, less than a buck each, though I forgot to mention Rift Bolt , which when used effectively, can be very powerful. Skullcrack helps against life-gain and bypasses protection, and Magma Jet sets up your next two turns.
|Avg. draft pick||11.97|
|Avg. cube pick||2.89|
|Commander / EDH||Legal|