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PostPosted: Mon Mar 06, 2017 5:16 pm 
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Actually, I'd cut the revelers for the hellions. 13 instants and sorceries seems to me a little low to get reveler out cheap.
If I added anything, it would be more burn. Either a singleton Hungry Flames or Collective Defiance.
Key to the City has really been really crazy with the low curve and madness. It really works like drawing 2 cards each turn.
Shock underperformed a little.
Never been a big fan of the youths, but in a Fatal push-centric meta, they do gain value. I might try one out for the Reckless Racer, that hasn't convinced me yet.

I do keep getting an urge to splash black for Scroungers and Unlicensed Disintegration...

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PostPosted: Mon Mar 06, 2017 5:26 pm 
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is Vert an idiot? Incorrigable Youths will almost always cost 3 with 19 discard outlets and it sticks around. Much better than Hellion.

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PostPosted: Mon Mar 06, 2017 5:30 pm 
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is Vert an idiot? Incorrigable Youths will almost always cost 3 with 19 discard outlets and it sticks around. Much better than Hellion.

Why not both?

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PostPosted: Mon Mar 06, 2017 5:31 pm 
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yes, you can play Incorrigable Youths and Vert can be an idiot at the same time. I agree.

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PostPosted: Mon Mar 06, 2017 5:49 pm 
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yes, you can play Incorrigable Youths and Vert can be an idiot at the same time. I agree.

Lol...
Vert was suggesting hellions in modulo's deck, not mine.
And my post was a little unclear too as I made suggestions to his deck aswell and talked a bit about my experience with my version.
I think you owe vert an apology. :p

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PostPosted: Mon Mar 06, 2017 5:54 pm 
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yes, you can play Incorrigable Youths and Vert can be an idiot at the same time. I agree.


Huh. So *THIS* is what happens when Barney tries to participate in deck building.

Image

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Day 1,000 of the never-ending Vert monarchy.

viewtopic.php?f=38&t=16077

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PostPosted: Wed Mar 15, 2017 3:04 am 
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divinevert wrote:
yes, you can play Incorrigable Youths and Vert can be an idiot at the same time. I agree.


Huh. So *THIS* is what happens when Barney tries to participate in deck building.

Image

Tee hee

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PostPosted: Wed Mar 15, 2017 5:40 am 
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yes, you can play Incorrigable Youths and Vert can be an idiot at the same time. I agree.


Best post I've seen for a long time :D


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PostPosted: Fri Mar 24, 2017 8:14 am 
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It seems we have many 1-drop creatures that are bad top-decks. I think running more vehicles with Crew 1 can improve the deck.

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PostPosted: Fri Mar 24, 2017 10:48 am 
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Red Acuda wrote:
It seems we have many 1-drop creatures that are bad top-decks. I think running more vehicles with Crew 1 can improve the deck.

If you get into a top decking war, you've already lost unless they are in burn range.

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viewtopic.php?f=38&t=16077

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PostPosted: Fri Mar 31, 2017 3:58 am 
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Hey all.

Has anyone made new version (new set) of Haven-pt's El Loco Rdw aggro 3.0 ?
Any success?

Rgds,
OneI


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PostPosted: Mon Apr 24, 2017 8:16 am 
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Modulo wrote:
I promised I'd post my list:

Creatures (20)
2 x Bomat Courier
4 x Insolent Neonate
2 x Abbot of Keral Keep
3 x Furyblade Vampire
4 x Bloodmad Vampire
3 x Incorrigible Youths
2 x Bedlam Reveler

Instant(11)
3 x Lightning Axe
4 x Shock
4 x Fiery Temper

Sorcery(2)
2 x Avacyn's Judgment

Artifact(4)
2 x Smuggler's Copter
2 x Key to the City

Land(23)
19 x Mountain
4 x Looming Spires


The curve goes up a bit higher than Haven's deck which is why I feel fine running 23 lands (which are also good discard fodder); I could see cutting one Looming Spires though (though I wouldn't know what for; maybe one of the Chandras).


I had the "cast 15 red or green spells in versus battles" quest so I tried your deck. I'm going to say, it's terrible. You have 20 creatures, seven of which are bad if cast normally (the Bloodmad Vampires and Incorrigible Youths), and two that won't be playable until late in the game. You have spells like Fiery Temper and Avacyn's Judgment, and no reliable way to madness them out. Finally you're running 23 lands, which makes for easy flooding out.

A lot of the games I played effectively ended if my opponent had a removal for my first creature, since the rest of the deck is so unwieldy. I remember thinking that if this is what monored is like in AER, then I really should not fear playing against it, it was that bad. Even divinevert's fix does not help: the deck simply has fundamental problems.

Then I gave Haven_pt's version a try and was much more impressed. I suggest playing his list as a starting point, and tuning it from there.


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PostPosted: Tue May 09, 2017 11:57 pm 
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So I've only been playing Magic Duels (again) for a month or two so I don't have a lot of the cards, but this is the RDW deck I've been using for grinding gold on days when I don't have much time. It has changed a lot as I've gone and still needs a bit more work but it works really well for me and has some surprising additions that you guys might like.

DECKLIST:
3 x Goblin Glory Chaser
2 x Bomat Courier
1 x Kari Zev, Skyship Raider
1 x Harsh Mentor
3 x Speedway Fanatic
2 x Mage-Ring Bully
2 x Scrapheap Scrounger
2 x Lathnu Hellion
2 x Hanweir Garrison
3 x Brazen Scourge
2 x Ahn-Crop Crasher

2 x Cartouche of Zeal
1 x Rush of Adrenaline
2 x Shock
2 x Smuggler's Copter
3 x Invigorated Rampage
2 x Twin Bolt
2 x Exquisite Firecraft
2 x Ghirapur Orrery
1 x Chandra, Torch of Defiance

16 x Mountain
2 x Dragonskull Summit
2 x Sunscorched Desert


Running the deck is simple. Point your creatures at your opponent until they die. Don't be afraid to trade on the attack as long as you get some damage in. Don't block unless you won't lose anything (educated guess on combat tricks) or the damage would be fatal; you only need one life to win. Always ignore Planeswalkers except for Lili, as she will systematically tear your deck apart.

Evasion:
2 x Ahn-Crop Crasher
2 x Cartouche of Zeal
3 x Goblin Glory Chaser
1 x Kari Zev, Skyship Raider

Ahn-Crop Crasher was a surprising addition for me. I didn't think much of the exert mechanic but he has definitely been pulling his weight, and he's a three-power hasted creature. The Cartouche has been working well both to give others haste and remove obstructions for a bit. The Goblin is always first choice for turn one drop, even over the Courier. And Kari is just great value.

Speedsters:
2 x Ahn-Crop Crasher
2 x Bomat Courier
3 x Brazen Scourge
2 x Cartouche of Zeal
2 x Lathnu Hellion
3 x Speedway Fanatic

These guys all do their job of getting in damage ASAP.

Draw:
2 x Bomat Courier
1 x Chandra, Torch of Defiance
2 x Ghirapur Orrery
2 x Smuggler's Copter

This is where my deck differs from standard RDW. These cards give it legs if the game drags out past turn 4 or 5. In these scenarios (and the do happen) it is sometimes a choice between activating a Courier, if one is still alive, or dropping the Ghirapur Orrery, which is always the last card out of your hand. These cards are also the reason I run 20 land over 18 or so that earlier version had.

Combat Tricks:
3 x Invigorated Rampage
1 x Rush of Adrenaline

What better than trample to push through more damage.

Burn/Removal:
1 x Chandra, Torch of Defiance
2 x Exquisite Firecraft
2 x Shock
2 x Twin Bolt

Always prioritize burn that can hit both creatures and players in RDW. The Twin Bolts will most likely be replaced by Shocks when I get them.

Other
2 x Hanweir Garrison
1 x Harsh Mentor
2 x Mage-Ring Bully
2 x Scrapheap Scrounger

Surprisingly, Hanweir Garrison and Mage-Ring Bully have been underperforming in this deck. They will likely be cut for more copies of Ahn-Crop Crasher and the like when I get them. Harsh Mentor is just there as filler at the moment. Scrapheap Scrounger is a value vanilla creature with a chance at recursion thanks to Dragonskull Summit.

Land:
16 x Mountain
2 x Dragonskull Summit
2 x Sunscorched Desert

Pretty happy with the mana-base here. I don't know how people can use Looming Spires in RDW; it's far too slow.

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PostPosted: Wed May 10, 2017 7:37 am 
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Lack of battlements is surprising since with the Onnery it looks like you're getting ready for the midgame

With bomat and copter you might want to think about fiery temper

Cartouche with Hanweir Garrison is living the dream

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PostPosted: Wed May 10, 2017 7:52 am 
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Lack of battlements is surprising since with the Onnery it looks like you're getting ready for the midgame

With bomat and copter you might want to think about fiery temper

Cartouche with Hanweir Garrison is living the dream

Haven't picked up much from Innistrad yet so don't have the Battlements yet and only have one Fiery Temper.

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PostPosted: Wed May 10, 2017 2:29 pm 
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Haven-PiT, have you updated your El Loco RDW (which really should be called El rojo loco) with the new Amonkhet reds, yet? You know your ongoing series can't just be a trilogy. Give me more!

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PostPosted: Wed May 10, 2017 3:24 pm 
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soupcannon wrote:
Haven-PiT, have you updated your El Loco RDW (which really should be called El rojo loco) with the new Amonkhet reds, yet? You know your ongoing series can't just be a trilogy. Give me more!

Lol
I actually took the Last build El Loco Extreme without a single Amonkhet card to the ladder and went on my best run so far this season. It won 8 games straight before finally taking a loss, even surviving some heavy mana screws (2 of the games I won with only 2 lands). I really don't know too many decks that can pull that off...
I've tried some stuff out, but nothing that is worthy of the franchise so far...

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PostPosted: Sun May 14, 2017 4:58 am 
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I am proud to announce the return of El Loco!

I put this deck together to test some possible new additions to the El Loco beatdown philosophy and wow...
It went 8-2 on the ladder (1 loss was mostly due to a really stupid misclick on my part and the other was a mulligan to 4, that I nearly won)

I'll do a card by card analysis, even though this isn't really a final build yet:
El Loco RDW 4.0

Creature(21)
2x Bomat Courier (early hitter and card advantage. Great for drawing removal away from bigger threats. Don't be afraid to ditch your hand if your holding crap or it will net you more cards than you currently have)
2x Insolent Neonate (A prime 1-drop in a madness build, the more mid-range version of El Loco ran out of room for a full set)
1x Flameblade Adept (competes with the neonate and Glory seeker, who didn't make the cut. The deck has enough Discard to make it do work)
2x Scourge Wolf (Here's a card people have forgotten. 2cc 2/2 with first strike is good by itself, double-strike which is very attainable with all the Discard is sweet. Has already won me a couple of games, especially with Insult)
2x Kari Zev, Skyship Raider (another removal lightning rod, that nearly always gets some damage in. You gotta love the monkey... Beware caravans)
3x Ahn-Crop Crasher (So much better than I expected. Great for killing walkers who try to protect themselves with tokens and getting menace damage in.
2x Lathnu Hellion (just like a Firecraft that hits twice. When youropponent uses removal on it, you know he's in trouble)
1x Chandra, Fire of Kaladesh (mono-red... Draw out that removal or ping-flip ftw. Only flipped her once in the 10 games, but it was fairly easy)
2x Impetuous Devils (how I missed the Devils... Nothing like a 6/1 trampler to lower that lifetotal)
1x Akoum Firebird (with all the haste in the deck, current into the birdies on T4 puts you into a very good place)
1x Hazoret the Fervent (hasn't shown up much, but she's indestructable... Dithching cards shouldn't be too hard)
2x Glorybringer (Glorybringer isn't good. Its a f@cking monster. With all the must remove threats the deck plays, he sticks around much longer than you'd believe. And the exert is really interesting, because your opponent usually refrains from killing it when it doesn't untap, only to come to regretting it later... Also a card opponents don't really expect in RDW)

Instant(6)
2x Lightning Axe (got to have something that kills Skysovereign. I've been wrecked too many times by the flying boat to not respect it. Really good with a temper)
4x Fiery Temper (Copter's best friend. Kept a hand with 3 tempers, Insult and 3 lands. I was playing against boros humans. Poor sod...)

Sorcery(6)
3x Distemper of the Blood (not a stellar card, but effective and great madness value. One game I had Glorybringer on the board, I cast Insult and Distemper on the Glorybringer... He was at 13 life. He went to 1, Injury did the coup-de-grace next turn.)
2x Exquisite Firecraft (another forgotten golden oldie... Uncounterable... Never forget)
1x Collective Defiance (still good even though its outclassed by Unlicensed Disintegration, but this is mono-red)

Split(1)
1x Insult (Has worked great so far, but I wouldn't play more than a singleton)

Artifact(4)
2x Key to the City (key to the card advantage)
2x Smuggler's Copter (The most Common T2 play in Duels)

Land(22) (I used to Dread seeing more than 4 lands with precious el loco builds. Not anymore)
18x Mountain
3x Looming Spires (0cc pump? Extra damage? First strike? Sign me up!)
1x Sunscorched Desert (why not? The negate impact is minimize and its an extra uncounterable point of damage that may just win you the game or least put you that little bit closer to winning)

To view this deck go to: https://www.magicduelshelper.com/deckli ... 92170e7a29

Created using Magic Duels Helper: http://www.magicduelshelper.com

I'm currently testing an Avacyn's Judgment for a Distemper. I'd really like to put a Bloodmad vamp or 2 in there. They're really nasty in the el loco Extreme build and work really well with the keys and crashers.

Enjoy!

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PostPosted: Mon May 15, 2017 4:13 pm 
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El loco took me to R40 for the first time this season. I lost count, but it went something like 16-5.
For some reason, 22 lands has always been enough for Glorybringer. Can't complain.
Only card that hasn't convinced me is Scourge Wolf, who has been good, but I've been winning before I get delirium on-line. Still, 2/2 First Strike for :r::r: is nothing to scoff at, but I put them in because I was planning to add more pumps originally. Not sure what to trade it for at 2cc, Brawler doesn't seem like a good fit, so maybe some vamps... I wanted to avoid 1 toughness because lilly eats those guys alive... Might even try ember hauler.
Only loses that worried me were to Jeskai and azorius control, but I was on the play both games and against the azorius deck I mulled to 5 (I managed to kill the hulk and Disciple, but ended up dying to awakened Land)
Still, control has a f@ck load of answers now. Not good.
The singleton Avacyn's Judgement actually won me a game, so I'll keep it for now.

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PostPosted: Mon May 15, 2017 10:45 pm 
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In my inaugural post here on NGA I'd like to bow down to my new Haven_pt Overlord for building the "El Loco", even with 50% SOI the deck was so much fun I just had to open my wallet and buy the rest of Innistrad, it also set alight my long dead love for aggro decks, basically turning me into a degenerate. Too bad the deck travelled to Egypt but I guess I can still have fun with the older brew for a while. At any pace it really makes me wonder whether the new version is actually better, judging by the sheer number of 4+ cards, I think the beauty of Mono Red is to deal massive amounts of damage early and close with haste or a burn spell.

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