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I wouldn't have expected anything less than fantastic quotes from Ib.
Mike94: Thanks Mike, I'm glad you like it!
August 18, 2017 4 p.m.
Taking out Lightning Crafter and Thornbite Staff for now. This removes all of the infinites that are possible with the deck, but I never had fun doing those anyway, and they were definitely win-more cards with the way the rest of the deck is balanced. These, along with Mana Web/Stranglehold/Manabarbs, may make it back in for FNM outside of my regular playgroup.
This opened up slots for the fantastic Curse of Opulence and Kindred Charge from C17. The curse will fill the ramp spot that removing Treasonous Ogre made (without any negatives!), and Kindred Charge is just straight up stupid in any red tribal deck.
Still looking for a slot for Disrupt Decorum. Not only is it a really strong card, but it also fits this deck's playstyle very well.
I want to playtest Surveyor's Scope. The exile aspect is rough, but since I can all but guarantee that I can have less land that the other players, this is basically "free" goblins and landfall triggers for Valakut, the Molten Pinnacle. Put it on the stack and then crack a fetch in response and you are already at -1. In my regular playgroup this is good for 3-5 basic lands. You can use Rings of Brighthearth on it as well, so that helps.
I need a little more protection for the more important creatures, so getting a Swiftfoot Boots in to backup the Lightning Greaves is probably my best option in MonoRed. Not sure what to cut for it though.
As always, if you have any suggestions or criticisms, start screaming them at me!
August 18, 2017 3:49 p.m.
Sideboarding Stranglehold for now. It is really good whenever you play it, but the amount of hate it generates is something that is hard to prepare for. I prefer the kind of stax that I can work around more easily, and have an effect that compliments the rest of the deck more. This one just felt like a tacked on Stax effect that I can't justify anymore.
Testing Feldon of the Third Path in its slot.
August 11, 2017 12:45 p.m.
I think Feldon of the Third Path might be just the right form of "recursion" that this deck needs. I always had a hard time justifying something like Elixir of Immortality because it was too much of a hard reset late game when I really need selective recursion. Trading Post was too slow and expensive. It only got worse from there.
Being able to bring back a creature, even for a single turn, could be the difference between winning or losing a game in this deck. Getting Goblin King, Urabrask the Hidden, or Krenko, Mob Boss back into play could be invaluable.
Not sure what to cut for it, but definitely going to figure out how to fit him in.
August 11, 2017 12:29 p.m.
Testing Gravity Sphere again to see if it is the right way to go about countering my biggest creature weakness.
Testing Mind's Eye and Farsight Maskfor more draw. If I don't like the speed of them, I will put Reforge the Soul back in their place, unless I can find another big draw spell I like more. Wheels have been doing a lot of great work for me lately.
Treasonous Ogre - Great card, but I found myself not casting it a lot because I didn't need blistering ramp so much.
Godo, Bandit Warlord - I love this card, but the CMC makes it a hard include. The better my draw gets, the less I need highly costed tutors, but tutoring my Nemesis Mask, Basilisk Collar, or Thornbite Staffand freecasting it can be really nice. May find it's way back in.
Expedition Map - It's hard to quantify the benefit of this card. Sideboarding it until I notice I miss it.
August 11, 2017 12:25 p.m.
Dtowns: Thank you! I've spent a lot of time on it, so I really appreciate when people like it.
The fetch lands were an experiment that ended up being going better than I expected. They originally were only added for Crucible of Worlds (which is probably enough reason to include them on it's own), but I also found that it helped smooth out other interactions in the deck:
Scroll Rack (and previously Sensei's Divining Top) - once I put cards I don't want as much back on top of my deck, being able to shuffle them away is invaluable. This is the other major reason the fetches are there.
If a fetch is played later in the game, it means I can increase the likelihood of drawing a non-land card when I don't need land drops anymore. In a mono-colored deck this thinning has almost no observable benefit early, but 5 or 6 turns in when you could be 30 cards deep into your deck already, cracking the fetch and removing a land drop from the remaining cards makes a bigger statistical difference. This is probably the most minor of the benefits.
Against mill decks, if I know the top few cards for any reason (Goblin Recruiter, being forced to reveal or play with the top card revealed, etc..) I can use a fetch to tuck the spells I like back into the library instead of losing them to the GY where Red has a really hard time getting them back from.
Against control, if a card gets bounced to the top of my library in an attempt to control what I draw next turn, crack the fetch and shuffle it away.
Being able to guarantee that I can find fuel for Glacial Crevasses has allowed me to stall a game just long enough to win before.
So the benefits aren't extreme, but the drawbacks are so minor (only the life loss) that I just put them in. If someone wanted to make a budget version of this deck, the fetches would definitely be the easiest things to cut.
August 11, 2017 12:23 p.m.
Commander / EDH*
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