Wouldn't a few Mana dorks help? lets you get to your higher drops faster?
Hellrider is a good call, I forgot about that card, I'll definitely throw a couple in here. With Gut Shot being so widely played, mana dorks don't tend to stick around very long, so I thought fetching physical lands would make my land drops more consistent. But its still something I'm on the fence about, so I'll playtest it and see how it works. I may end up throwing in 4x Birds of Paradise instead.
you also have card like Sphere of the Suns andRampant Growth if your afraid that your mana dorks are just gonna bet blown up. and maybe take out the two Brimstone Volley to add in 2 more Pillar of Flame since undying is so popular.
Another Bonfire will be challanging, but I think I have one friend who has one for trade. I'll keep Prey Upon in the sideboard in case I run into a lot of creature removal
what use would Prey Upon give you verse a deck with alot of removal?
If my Ulvenwald Tracker s get removed I lose the Fight ability. Green doesn't have a whole lot of removal, and Fight is pretty effective (and cheap) so its something I want to keep around in case i need it
I have 2 Beast Within in my sideboard, maybe I'll move them to main. I'll have to play it more
Why not? I have them, but don't really have a deck to use them in, so I figured what the hell. They don't hurt the deck
on second thought, I just realized I want to put Rancor in here, so out they go lol
Vexing devil is one red For a 4/3 or just 4 direct damage ... I like rancor but the idea of a vexing devil on second turn with rancor on it is pretty nasty but that's just me
Vexing Devil is not a 4/3, if it is, you've already won the game, and thus you have no reason to cast any spells. It is a 4 damage Sorcery that sometimes deals 0 damage instead.
Thus it is only good in a deck that wants to trade cards for your opponents life, which isn't a general good idea because life is a much less valuable resource than cards, and you can generally take away your opponents life without losing cards for the privilege.
So if vexing devil hits the field which means the opponent didn't take the four damage which yes is toward the life it's worthless ? If they take the four damage on first turn that means I've wasted a turn ? Unless someone drops a life gain sorcery or creature that has life link they are down to 16 life before they even have the chance to play if it wasn't there turn first but what can drop for 1mana that does 4damage or a creature that's a 4(power) 3(toughness) early game and even if it drops 4th turn it's not a waste because it's only 1red mana in a deck that has some ramp. That's just the way I see it though especially seeing how abusivE it is at fnm in a huntmaster or someone using a deck that has red that wants it to be fast damaging with out wasting a turn. But that's just me.
Block of text, hard to read, and you need to learn punctuation and proper grammar, even harder to read.
What I'm saying is it's a punisher card, and punisher cards are horrible, since when you let your opponent choose, they always choose what is best for them (yeah, it's weird that way).
I admit that Vexing Devil looks to be all upside, but fact is, that if you land it on the battlefield, it's because your opponent isn't afraid of a 4/3 creature, or they're already dead (can't afford to pay the 4 life)
I repeat, Cards are worth more than life (until you're at 0), in fact, cards are the most valuable resource in magic (in almost any card game, really), there are decks where this is not true, for instance, the deck that starts with 4 Vexing Devil , 4 Goblin Arsonist , 4 Goblin Grenade , but it's a general rule, and Vexing Devil does nothing to help you get more cards than your opponent, or even remove their more valuable cards, when you play Vexing Devil you lose 1 card, and your opponent loses 0 cards, 1-0 to your opponent, and they haven't even had their first turn yet, yes, I'd gladly start every game on 16 life, if my opponent has to start on 6 cards in hand, even on 12 life if my opponent starts with 5 cards in hand.
Looks good! What about a card:Red Sun's Zenith or 2??
I thought about it, but when card:Green Sun's Zenith cycles out I'm gonna replace them with card:Devil's Plays. The Green Suns are too good to take out right now, so when I have to, those will definitely go in
@fibbe glasses? English class? Mad bro? Lol so are you serious with a deck this fast to deal 4damage on first turn is huge if you can't see that then idk I guess all you use are control decks trolling fnms, not sure and don't care. Also unless you have a "gain life" deck losing four life or letting a 4/3 creature hit the field is tough to handle. Simple rule of thumb really and you must've never entered a competition of mtg of any kind because then you would know speed is key or control of some type. End of discussion just to let you know because this isnt my comment area to keep talking to someone that doesn't matter. Not to sound like a jerk, just making a clear perspective for the person that actually wants to see comments about his deck not ours going back and forth.
How is Archwing Dragon treating you?
Spending what will probably be an entire turn dealing 4 damage without doing anything on the board doesn't seem that good, but the fact that you can repeat it every turn might make up for it?
I like Archwing Dragon in this deck as a 1-of. He has helped me out numerous occasions, nobody really expects a 4/4 flying haste in a ground assault deck. Plus the extra damage in tademn with Hellrider is always a plus. Its definitley been a asset not a hinderance
Alright, but wouldn't a fourth Hellrider be better? it hits for the same damage, and you get the bonus damage off any other creatures you have on the table, and you don't have to spend a turn not putting staying power on the board?
That may be true, but the one thing I like about Archwing Dragon is that he's not on the field when board-wipes are played. Some one can keep blowing up the field all they want and they're still getting hit for 4 damage every turn. Pretty solid card I think