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PostPosted: Thu Jul 09, 2015 5:25 pm 
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Mono-Red Decklists


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Colourless Cards


Non-Basic Lands

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Last edited by Garren_Windspear on Sun Oct 23, 2016 3:05 pm, edited 7 times in total.

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PostPosted: Sat Jul 11, 2015 2:38 pm 
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19 x Mountain
4 x Fiery Impulse
4 x Foundry Street Denizen
4 x Goblin Arsonist
4 x Goblin Glory Chaser
1 x Molten Vortex
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Dragon Fodder
4 x Ember Hauler
3 x Fiery Conclusion
4 x Infectious Bloodlust
2 x Exquisite Firecraft
1 x Chandra, Fire of Kaladesh


Here is my first attempt at RDW. As always a lot of cheap spells with upside. I will probably use this to unlock most of my stuff.


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PostPosted: Sat Jul 11, 2015 2:55 pm 
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No Twin Bolt?


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PostPosted: Sat Jul 11, 2015 2:55 pm 
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Great deck for abbot of keral keep. However, before including a card like fiery conclusion I would look at some artifacts. I would rather use the sigil equipment to get damage through instead of fiery conclusion, and the 1 mana 2/1 would be good here.


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PostPosted: Sat Jul 11, 2015 8:01 pm 
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HARBiNG3R wrote:
19 x Mountain
4 x Fiery Impulse
4 x Foundry Street Denizen
4 x Goblin Arsonist
4 x Goblin Glory Chaser
1 x Molten Vortex
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Dragon Fodder
4 x Ember Hauler
3 x Fiery Conclusion
4 x Infectious Bloodlust
2 x Exquisite Firecraft
1 x Chandra, Fire of Kaladesh


Here is my first attempt at RDW. As always a lot of cheap spells with upside. I will probably use this to unlock most of my stuff.


Uhh.. Ember Hauler and Goblin Glory Chaser are both 3of. Good looking list though, this is what I was looking at in terms of RDW as well so kudos!

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PostPosted: Sun Jul 12, 2015 7:17 am 
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HARBiNG3R wrote:
19 x Mountain
4 x Fiery Impulse
4 x Foundry Street Denizen
4 x Goblin Arsonist
4 x Goblin Glory Chaser
1 x Molten Vortex
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Dragon Fodder
4 x Ember Hauler
3 x Fiery Conclusion
4 x Infectious Bloodlust
2 x Exquisite Firecraft
1 x Chandra, Fire of Kaladesh


Here is my first attempt at RDW. As always a lot of cheap spells with upside. I will probably use this to unlock most of my stuff.


I would remove Fiery Conclusion and Chandra; and add at least a second Molten Vortex to increase the odds of drawing it. Other than that good list.


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PostPosted: Mon Jul 13, 2015 11:32 am 
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HARBiNG3R wrote:
19 x Mountain
4 x Fiery Impulse
4 x Foundry Street Denizen
4 x Goblin Arsonist
4 x Goblin Glory Chaser
1 x Molten Vortex
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Dragon Fodder
4 x Ember Hauler
3 x Fiery Conclusion
4 x Infectious Bloodlust
2 x Exquisite Firecraft
1 x Chandra, Fire of Kaladesh


Here is my first attempt at RDW. As always a lot of cheap spells with upside. I will probably use this to unlock most of my stuff.


I would remove Fiery Conclusion and Chandra; and add at least a second Molten Vortex to increase the odds of drawing it. Other than that good list.


I think Chandra could be valuable here personally. RDW needs ways to close out games and if you can transform her, she can do so.

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PostPosted: Mon Jul 13, 2015 4:50 pm 
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Chandra is a good choice for this deck, don't take her out. Easy to flip her and she gives you some reach. But I miss the Avaricious Dragon here. Isn't this the kind of deck he was made for?


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PostPosted: Mon Jul 13, 2015 7:24 pm 
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I'm pretty sure throwing knife belongs in RDW. So does the dragon. Throwing knife is MUCH better than people will likely believe at first glance. I got my a** handed to me by the card when live play was still going on. When I build my aggro deck, I will at least try it out. It's got my respect already, after just one person using it against me.


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PostPosted: Mon Jul 13, 2015 11:09 pm 
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I personally don't really like it. Maybe in a white aggro deck because there isn't many options of a similar effect, but in rdw I feel there are better options.

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PostPosted: Tue Jul 14, 2015 1:14 am 
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Cool RDW deck! :) I too think that dragon belongs here, he would fit perfectly. Because it's such a pain in the ass when you've already played all your cards on turn 4 and hope to top-deck into something decent. Happened to me all the time with Monk's goblins last year. Chandra and Vortex are also perfect additions to last year's goblins pool.

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PostPosted: Tue Jul 14, 2015 1:59 am 
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It's almost funny how you can have that many goblins and 0 tribal synergy.

I have a sneaking suspicion that Call of the Full Moon, as bad as it seems, is playable in RDW.
In any case, those Fiery Conclusions should probably be Inferno Fists, at least.

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PostPosted: Tue Jul 14, 2015 5:07 am 
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So this seems kinda dumb since I don't even have the game yet, but I love me some RDW and thought I would share this theoretical deck list since I think it looks pretty strong based on the meta.

4 x Goblin Arsonist
4 x Foundry Street Denizen
3 x Goblin Glory Chaser
4 x Titan's Strength
3 x Ember Hauler
3 x Mage-Ring Bully
3 x Subterranean Scout
2 x Abbot of Keral Keep
4 x Dragon Fodder
4 x Twin Bolt
2 x Fiery Conclusion
2 x Sigil of Valor
1 x Chandra, Fire of Kaladesh
2 x Exquisite Firecraft
1 x Avaricious Dragon

18 x Mountain
2 x Rogue's Passage

The idea here should be obvious. Be as fast and aggressive as possible and use you spells in combination with your prowess creatures to deal a lot of damage fast. Subterranean Scout and Rogue's Passage are there to give the deck some reach and push the last damage through if your opponent stabilizes. They work great together with Sigil of Valor, but also especially with Titan's Strength. Using Subterranean Scout on Mage Ring-Bully and then pumping him with 2 Titan's Strength is 10 damage right there.

The only card I'm not really in love with is Twin Bolt since it's a pretty bad card as burn goes. But I'd still rather play something that's hits face than Fiery Impulse. Depending on the meta, exchanging a couple of them for Act of Treason might be better though.

Edit: Took out 2 Sigil of Valor for 2 Fiery Conclusion. The Johnny in me really likes the Sigil and how it lets the deck completly change up the game plan, but Conclusion might just a more consistant play as a "kills pretty much everything" type of card (what I would't give for a Goblin Grenade though!).


Last edited by Dragon_puncher on Tue Jul 14, 2015 7:26 am, edited 5 times in total.

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PostPosted: Tue Jul 14, 2015 6:15 am 
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2bestest wrote:

I think Chandra could be valuable here personally. RDW needs ways to close out games and if you can transform her, she can do so.


This deck is trying to win very fast and Chandra will only waste precious time. If your strategy is a little more slow, then she can become a welcomed addition.

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4 x Foundry Street Denizen
3 x Goblin Glory Chaser
4 x Titan's Strength
3 x Ember Hauler
4 x Mage-Ring Bully
2 x Abbot of Keral Keep
4 x Twin Bolt
3 x Ravaging Blaze
1 x Chandra, Fire of Kaladesh
2 x Exquisite Firecraft
4 x Firefiend Elemental
1 x Avaricious Dragon
2 x Embermaw Hellion


21x Mountain
2x Rogue's Passage

Embermaw Hellion is a lord in this deck, but he has the double benefit of lording over your creatures and your spells. Even Chandra's abilities.


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PostPosted: Tue Jul 14, 2015 6:20 am 
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The only card I'm not really in love with is Twin Bolt since it's a pretty bad card as burn goes. But I'd still rather play something that's hits face than Fiery Impulse. Depending on the meta, exchanging a couple of them for Act of Treason might be better though.
I don't hate Fiery Impulse since it's cheap, but I'll concede the lack of face melting hurts in cases (it would be so good though). My love for Twin Bolt hinges on how many X/1's pollute the format and maybe X/2's too (more interested in ones that cost more than 2CMC). I suppose there's the chance that midrange and control decks that try and invalidate either of the two could get popular. Guess I'd favor Twin Bolt there for the ability to hit face, but I'm not sure how many copies.

I think Subterranean Scout could be a 4-of based on how favorably it interacts with your creature base, but I'm not sure on a great swap. My initial gut reaction suggests Goblin Arsonist, but I've never been thrilled about that card anywhere yet currently helps act as curve filler.

I'm probably more excited about the future of mono color with expansion additions. It's pretty rough filling out some of these lists. Mono white and red seem to come out at a decent level, but they still kind of have holes I feel.


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PostPosted: Tue Jul 14, 2015 6:22 am 
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@Dragon_puncher

Will you ever be able to afford the five mana to activate the Passage? I wouldn't play it in a 20-land deck, and definitely not two copies. Also Sigil of Valor looks pretty out of place since if you have a bunch of creatures you probably aren't swinging with just one and if you have just one then you won't get any bonus. I can see corner cases where you equip it and cast Subterranean Scout to sneak in damage through a stall, but overall I don't think it's where you want to be in RDW.

I would have a look at Bonded Construct and Fiery Conclusion. The Construct has good stats even though he can't get going if you cast him on the first turn. I'm looking forward to playing with him to see if his drawback actually matters, I think he's definitely worth a test. The Conclusion doesn't hit face unfortunately, but you are going to have some obsolete Mage-Ring Bullies and Dragon Fodder tokens so being able to clear blockers isn't the worst thing in the world. It can also let you crack open your Arsonist on-demand to kill a one toughness dude or just force through that last point of damage to the face if you need it. If it were a sorcery I'd probably pass, but as an instant I think it's playable.

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PostPosted: Tue Jul 14, 2015 6:37 am 
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2bestest wrote:

I think Chandra could be valuable here personally. RDW needs ways to close out games and if you can transform her, she can do so.


This deck is trying to win very fast and Chandra will only waste precious time. If your strategy is a little more slow, then she can become a welcomed addition.

Blazing Dreams ()

4 x Foundry Street Denizen
3 x Goblin Glory Chaser
4 x Titan's Strength
3 x Ember Hauler
4 x Mage-Ring Bully
2 x Abbot of Keral Keep
4 x Twin Bolt
3 x Ravaging Blaze
1 x Chandra, Fire of Kaladesh
2 x Exquisite Firecraft
4 x Firefiend Elemental
1 x Avaricious Dragon
2 x Embermaw Hellion


21x Mountain
2x Rogue's Passage

Embermaw Hellion is a lord in this deck, but he has the double benefit of lording over your creatures and your spells. Even Chandra's abilities.


Ideally you want to be playing Chandra turn 3 and then playing 2 red spells turn 4 to flip her. That's doesn't seem like it'll be hard in a deck filled with 1 and 2 drops and will be 5 damage to the face or 3 damage to face and killing a creature. That's about as fast as a card get's in this meta and after that you have a planeswalker on the board that both works as a clock and as removal.

Getting her to combo with Embermaw Hellion is without a doubt strong, but you will be able to flip her more consistant and earlier in a fast deck.

Hakeem928 wrote:
@Dragon_puncher

Will you ever be able to afford the five mana to activate the Passage? I wouldn't play it in a 20-land deck, and definitely not two copies. Also Sigil of Valor looks pretty out of place since if you have a bunch of creatures you probably aren't swinging with just one and if you have just one then you won't get any bonus. I can see corner cases where you equip it and cast Subterranean Scout to sneak in damage through a stall, but overall I don't think it's where you want to be in RDW.

I would have a look at Bonded Construct and Fiery Conclusion. The Construct has good stats even though he can't get going if you cast him on the first turn. I'm looking forward to playing with him to see if his drawback actually matters, I think he's definitely worth a test. The Conclusion doesn't hit face unfortunately, but you are going to have some obsolete Mage-Ring Bullies and Dragon Fodder tokens so being able to clear blockers isn't the worst thing in the world. It can also let you crack open your Arsonist on-demand to kill a one toughness dude or just force through that last point of damage to the face if you need it. If it were a sorcery I'd probably pass, but as an instant I think it's playable.


Bonded Construct is still worse than the 3 other 1 drops and a card you would ideally want to play on turn 1, but can't since you have no haste creature on turn 2. You can play it later, but by then it rarely does a lot and any of the other 1 drops would be better. I guess if you want to play more 1 drops it's an option, but I feel like 11 should be enough, especially when the options aren't better.

If playing two colorless lands actually matter in a negative sense on the manabase is something that's really hard to figure out without just playing the deck a lot. Except the one drops, the only pure red creature is Ember Hauler, so I don't think it'll make a big difference.
The way I see it the biggest problem RDWs has right now, is that the burn is pretty bad, so the changes of stalling out and not having any reach to finish the game is bigger than usual. Therefore you need something to counter that and here the Sigil is great since it means your opponent can't just eat your small creatures, but are forced your to chump a big or make bad blocks to stay alive + you get to keep your own creatures back to chump if needed.

It's kinda hard to know anything for certain as long as the meta is as undefined as it is now. But Fiery Conclusion is a great card here I agree and it might just be a more consistant way to get damage through than the sigil. So I think I'm changing that for now, thanks for that :)


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PostPosted: Tue Jul 14, 2015 8:16 am 
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Ideally you want to be playing Chandra turn 3 and then playing 2 red spells turn 4 to flip her. That's doesn't seem like it'll be hard in a deck filled with 1 and 2 drops and will be 5 damage to the face or 3 damage to face and killing a creature. That's about as fast as a card get's in this meta and after that you have a planeswalker on the board that both works as a clock and as removal.

Getting her to combo with Embermaw Hellion is without a doubt strong, but you will be able to flip her more consistant and earlier in a fast deck.


The problem is she herself is not fast, despite flipping her fast, she will not help a lot with the deck strategy.


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PostPosted: Tue Jul 14, 2015 8:31 am 
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Ideally you want to be playing Chandra turn 3 and then playing 2 red spells turn 4 to flip her. That's doesn't seem like it'll be hard in a deck filled with 1 and 2 drops and will be 5 damage to the face or 3 damage to face and killing a creature. That's about as fast as a card get's in this meta and after that you have a planeswalker on the board that both works as a clock and as removal.

Getting her to combo with Embermaw Hellion is without a doubt strong, but you will be able to flip her more consistant and earlier in a fast deck.


The problem is she herself is not fast, despite flipping her fast, she will not help a lot with the deck strategy.


Dealing a guaranteed 2 extra damage a turn, removing creatures to make it easier for your own creatures to connect and the potential to eventually dealing 9 damage in a "turn". It seems like she's doing exactly what a RDW wants to be doing.

Even if she gets killed immediately after flipping, you will still have gotten 5 damage to the face or 3 damage to the face and 2 damage to a creature from her. That's better immediate value than any other red 3 drop in the game.


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PostPosted: Tue Jul 14, 2015 8:51 am 
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Personally, I don't think a super low curve deck will work with red this year. I think aggro will be evasive this year, rather than pure speed. This is largely due to a lack of any good burn to the face. Don't get me wrong, before everyone unlocks all of their cards, something quick may work, but after, I have my doubts.

Consequently, I think rather than 19-20 land decks (topping at 3 CMC), we should be looking at 21-22 land decks (topping at 4 CMC). I suspect RDW still won't be that great though.


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