I've tried Ru, Rg, and mono-R with Terramorphic and Evolving Wildwoods and I've never had a problem with loss of speed. Could just use those in the RB build too?
I mean, it's no BBE to Blightning, but Blightning and Kiln Fiend is pretty gnarly.
Alright on to my games: GWU Turbo Turns: 2-0
It was a bad match-up for him. I just ignored his planeswalkers and went for the face. The extra draws always helped me more, and whatever beast tokens or walls he dropped were just avoided or burned away.
His deck went on to massacre the rest of tourney by taking like 8 turns in a row. Pure Silliness.
Vamps: 2-0
I was really scared to face this deck. Vamps has decent speed with tons of removal, but luck was on my side. He wasn't running alot of removal main deck due to the meta and had no idea about my deck.
I cleaned up first game quickly and he promptly sided in TWELVE additional removal spells. In game 2, for some crazy crazy reason, he drew 0 removal. None. So I swept house again.
I told him that I was writing this up for forums and he insisted I play one more game for fun, just to showcase what his deck can do. He definitely hit removal in the next game: Goblin Guide? Vendetta, Plated geopede? Urge to Feed, Kiln Fiend? Gatekeeper. I finally try to save the game with a massive Devastating Summons. Double Doom Blade. FML.
Mono-Green Beats: 2-1
First game played pretty standard for me. Guides, Fiends, Bolts and Strikes; Win. Second game he got some crazy accel. Hit every land drop, two llanowars, harrow and explore. Floating 9 green turn 4 is hard to beat. He dropped acidic slimes, Deadly Recluse, and Khalni Hydra. That was game.
Last game was a race. I kept distortioning around his guys, but he kept beating face. I ended the game at 2 life with a wind zendikon and a kiln fiend out, and him with a hydra, 3 llanowar, 2 leatherback baloths and 2 acidic slimes. I was sweating all game.
In Summary
- Ruinous Minotaur was bad. The extra damage was nice, but never totally game changing. The saccing lands is not fun.
- Devastating Summons was a blast. Even if it was just to mess with the opponent by switching strategies away from the fiend. Its a great "Every-thing-else-has-failed" card.
- Staggershock was very good. Good good good.
- Wind Zendikon was the major game changer for me, people just couldn't handle the flying. Most games started with a Goblin Guide, then next turn flying, hastey Wind Zendikon for 4 damage. It doesn't even really slow down the deck at all. Great combo with Devastating Summons, by saccing the enchanted lands, you get to return them to your hand!
- I'm really torn on Flame Slash over Burst Lightning, I think I'm going to run a 3-2 split
- Always mulligan until you have a creature, and both colors of land. Trust me.
- People are scared of goblin arsonists attacking into 2/2s. Use this to squeeze as much damage in as you can.
- Don't worry about taking damage. This deck is one of the fastest in the format. You will always win in the damage race.
- I dropped a few 'pedes to rely less on tapped fetches, making the deck alittle faster. Freeing up the 2-slot for the Kiln Fiends was very nice.
- I think 18 creatures is a good number for the deck. 16 was alright, but the deck really needs dudes on the field.
So at FNM tonight I decided at the last minute to try this deck out instead of B/R Runeflare trap. It was definitely a blast to play and took everyone in the room by surprise. I ended up going 3-1, 4th out of 30 people due to good tiebreakers.
R1: GBW Junk 2-1
G1: On play: I dropped Kiln on 2, he tapped out for a tap land and a birds. T3, Distortion, and a burst lighting the birds. 8 Damage and rocked his mana...awesome. T4, he drops a channelers of mul daya, showing a land. I rebound distorting and flame slash his channelers, swinging in for 8 more. Next turn, bolt G to the G.
G2: T1 Tap land, gob guide, T2 Kor Firewalker, Distortion on guide swing, T3 Student of warfare, level up, Rebound distortion and play a spellblade, T4 Vengevine, play a spellblade, T5, Vengevine, swing in....draw hellspark, bolt his student, swing in with everything. I net a card and some damage, but his vengevines are overwhelming as I stare at my 2x Negate. I do swerve an inquisition of kozileck back at him which was great but I he has it. Kor firewalker won that game for him easy
G3: We are both slightly mana-screwed. I get Manabarbs out on T5...and just send all my burn at his face. Every creature he gets down, hurts him badly and I flame slash my way to victory.
Junk wasn't too bad at all. Negate wasn't very strong in the match-up.
R2: Vampires 2-1
G1: On draw: I get a gob guide and a kiln going, but he gets a gatekeeper t3 and feast of blood t4 + 2/2 drain 2 life vampire. T5 Malakir bloodwitch followed by T6 vampire that 2x the black mana. My burn isn't enough to control his creatures and he dominates the match.
G2: I am on the play...gob guide gets in for 3 attacks. He drops some medium sized vamps, which I flame slash the ☺☺☺☺ out of. I get back to back Hellsparks to set him in the red zone...unearth + teetering peak ftw.
G3: I keep this hand: Teetering peaks, island, 3x flame slash, 1x Bolt, 1x Punishing Fire. I draw a kiln and promptly burn everything he drops, swinging in brutally with Kiln. No prob
Vampires can be tough if they get any life gain on you...nonetheless, flame slash is an all star and punishing fire is a reasonable answer to their life gain.
R3: BR Goblins 1-2
G1: He has a good hand...dropping guide, dragon fodder, chieftain, and instigator. I burn his gobs out 1-1, but this is a losing strategy. I don't see any creatures at all and I end up again staring at a 2x negate, 1x distortion in my hand with nothing on the board.
G2: I open with gob guide, he responds with gob guide, I distort and leave mana open, he swings in and I bolt guide. I drop kiln and start burning his face instead of his goblins. Better idea...I win at 5 life
G3: I get him down to 4 with me at 11. Both in top-deck mode. He gets siege-gang out on board, I topdeck bolt...bolt his siege gang, he swings in for 3...I get land, he swings in for 3, I get hellspark, put him at 1, he swings in for 3 and forked bolts me for the win. Extremely close game he wins due to earlier blightning.
R4: WW 2-0
G1: I get kiln out, he swings in a bunch with steppe lynx...every other dude he drops, I bolt and swing in. I win the attrition war and stagger shock for the win after he gets Elspeth online
G2: T2 Firewalker,T2 Kiln, T3 Firewalker (....fuuuuuuck) T3 Distortion swing in. He continues to slowly build his position up by getting basilisk color and dread statuaries out. I sit on my hand. He finally makes a mistake by swinging in with one of the firewalkers. Next turn, forked bolt to face for 0, distorting, swing in...he paths and I swerve the path to the firewalker with the collar on it (!!!!). He slowly puts path and firewalker into the yard and takes 11 to the face. Next turn he drops an Elspeth, but I rebound and teetering peaks for the win. Sick.
Overall:
-Best cards: Kiln, gob guide, swerve, staggershock, flame slash, manabarbs, Teetering peaks
-Worst cards: Surrakar Spellblade (he drew 1 card all night and was the 2x UU was hard on the mana-base, I'll probably either move to board (good against control) or remove entirely), Searing blaze (not enough fetches, too conditional), Negate (4x is way too many...each time spell pierce would have made no difference either).
20 land is slightly too few. The deck runs fairly effective on 2, but it is nice to see 3 or 4. The deck desperately needs some sort of card draw however. Divination is pretty trashy, but might fit the bill I'm not sure. Spellblade just wasn't good enough for the job. Stagger shock was the nuts all night, while distortion was sometimes great sometimes a whiff. Swerve is an all-star and never fails to completely turn games around. Kor Firewalker is a huge problem...unsummon or more into the roil in the board seems like a handy solution.
I've also been thinking about black for removal and virulent swipe. I'm not sure....blue protection wasn't as nice as I hoped, but swerve and distortion strike are hot. I want to get creatures out on T1 and T2 instead of waiting for counter back-up. Black also offers some recursion if you play fetch lands + grim discovery or cards like cadaver imp to get back a kiln. Honestly, I just want to play 12 kilns in the deck and 8 gob guides in the deck and call it a night...
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Updated deck as of 5/2/10
Was becoming increasingly disappointed with Hellspark Elemental...it didn't have a very good interaction with distortion, and often met walls. I tested geopede and hated how inconsistent it was. Increasing CIPT lands via terramorphic expanse slowed the deck down too much. I racked my brain for another creature to get in there...though about calcite snapper, but the 2x UU is too difficult. Remembered liking Welkin Tern in limited...and tested it. Love it. They never want to "waste" their removal on the flier and it gets in there nicely. It tested better than Wind Zendikon, since I don't want to continue to use a land to attack.
Divination is a necessary evil...works pretty well to at least help restore some of the cards in hand.
Kor Firewalker is a serious beating for the deck, as is Wall of Reverence and Baneslayer. Often you can race one, but not in multiples or together. I put in Mind Control and an extra island to try and combat this problem. Overall, loving the face people give me when Kiln gets in for 8-11 on T3, or the roll of they eyes when I play a Welkin Tern, which ends up going the distance.
I know it's not really that good, but has anyone tested Panic Attack, Goblin Shortcutter, or to a lesser extent Ice Cage as more ways around opposing dudes? Panic Attack seems like the best of the 3 as it pumps the Fiend, but it does cost 2R and that's a little much for this deck.. but it could make for a 2 of SB against token generators, and things like WW. Thoughts?
Alright, so, that mentioned Black version of the deck has me curious. I may have to try that out. Either way I'm going to sit down and build mine tomorrow.
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Cyme we inne frið, fram the grip of deaþ to lif inne ðis smylte land.
The deck is subject to change as far as what cards I can acquire, especially for my sideboard...possibly run more ruinblasters. Or an eldrazi titan, some kid usually brings a mill deck and those are annoying as all getout.
This is a breakdown of my meta and what I'm expecting to come up against, and my general sideboard plans.
1 Jund + Ruinblasters, flashfreeze. -geopedes
1 Boss Naya +merfolk, flashfreeze, -geopedes, -manabarbs
1 no removal Nayallies haha...oh i'll race you with my maindeck.
1 Mythic (or Junk...whatever) also a match i'm not worried about.
1 mid-range Vamps MOAR BURN
1 Poly-drazi combo +volcanic fallout, maybe. fairly certain I can get the kill before it goes off.
2 mono green beats Not worried
1-2 Cruel Control GRB is my best defense here. - some burn1 homebrew U/W control (but a very skilled player) GRB comes in again in this match.
1 tapout control +into the roil, GRB
1 phoenix collar combo OR eldrazi monument +acquisitioner, into the roil, not sure what i'll take out--spell pierce possibly
POSSIBLY 1 RDW splashed black (bloodquake? termiquake? I don't know the archetype's name) More ruinblasters, again. -manabarbs, possibly drop the distortion strikes for this match for flashfreezes, cause this deck doesn't maintain ANY board presence.
Any comments or suggestions before tonight would be greatly appreciated!
Hey, I just wanted to post and say that I went to the semifinals with the UR version of this deck at my local FNM, minus Surrokar Spellblade and Staggershock. If ya'll want a decklist I can post one but it really wasn't much different than what most of you are running. I'm going to make a few comments at the risk of repeating what's already been said.
Welkin Tern is just amazing, especially against people who like to sideboard those annoying Firewalkers and Claws. I didn't run any fetch lands because I'm cheap, so I know this hurts my credibility a lot, but every time I had a Geopede I would have rather had a Welkin Tern. I ran two Ball Lightning, and they did well enough for me to at least keep them mainboarded for next time. I can see why you'd take them out though. And I wish I ran 4 Flame Slash. It kills so much.
I personally am testing a few wind zendikon in the deck. Not the best turn 1 stuff, but later you have a 2 mana 2/2 flier with haste. And you toss it on a teetering peaks or something so if it dies then you get a spell land back.
I think Guul Draz Vampire could prove to be useful or at the very least annoying for the opponent since this is a fast burn type deck they should hit 10 or below fast making it a 3/2 intimidate for 1. Not a bad first turn play if you can't get a guide out.
Nighthawk is definitely a good one to consider I just like Shambling Remains too much I guess. 4/3 for three with unearth is tasty.
I like the idea of black over blue mostly because Virulent Swipe is instant making your attacks more of a "pick your poison" affair.
Not sure on a sideboard but I know Terminate should be in there for heavy black decks. I did not main it simply to keep most of the spells cheap at 1 cmc with shambling remains and blightning being the only exceptions.
distortion strike>virulent swipe. Virulent is more of a surprise hey my weenie just got your big guy and then most likely another weenie will get some good damage few. With this deck and kiln fiend we want to get a kiln fiend with a very large power to connect. If it has 5+ power it is going to kill anything so the deathtouch is basically irrelevant. then the unblockable is better than the extra power because they want to stop the beats. They will block it, trade and have the same health. That is not what we want, they want to stall not us. So the distortion allows the damage to get through no matter what. Virulent gives them more choices.
I'm testing a version of the Rwu, and it just destroyed a mono blue control and also a mono green midrange.
I'm actually having problems with the plated geopede, it just hasn't even done anything for me.
What could replace it that doesn't die at end of turn?
EDIT
Just did another test against some turbo wall fog deck, went tons of turns into it, ended up dealing 136 damage in one turn.
This guy just wouldn't scoop! G2, he was mana screwed, and i won turn 4.
A strange addition i put in there is Survival Cache, usually my opponent is lower than me anyways, and the extra card has almost always been helpful.
Yeah the black version is pretty jank I will admit (at least mine). I just threw it out there as food for thought. Black just seems a better pair for this kind of aggressive deck.
Still gonna test it when I can get around to making it.
I'm gonna start testing the black version because I enjoy the synergies. Losing Strike is a pain in the ass, but I think there are enough synergies to make it work. My biggest trouble right now is in finding the right 2-drop to compliment Fiend.
I'm considering removing the Reaches and working in Smoldering Spires, but I'm uncertain at the moment. The Mountains might need to go +1 with the Swamps dropping -1, but with so many black 1-drops, I wanted to guarantee an early Swamp. Speaking of which, what do y'all think of Pulse Tracker as a sleeper one-drop? Unblocked, he swings for two. He sucks against real creatures, but does well enough against Wall of Omens.
EDIT: I'm taking out Guul and trying Pulse already. Just looks more consistent. Also going with the Mountain/ Swamp switch.
Considering that the RU version has various good results in this thread and the BR one is sorta trying to steal its concept from RbDW, I'd go with RU for now. Testing both doesn't hurt, either.
I just think they are very different deck styles even though they look similar in nature. I love the RU because i feel it works by dropping quick and efficient beaters and then the cheap counters we have allow us to either work up our field or destroy some of theirs and be able to counter their spells. This field of awesomeness only lasts until turn 5 or 6 because then a spell pierce on elspeth no longer stops her, but during that realm you are in complete control: throwing giant creatures that can be unblockable, slinging a vast amount of powerful spells at them and still being able to tell them that they can't play their strongest spells.
These are my first thoughts on a black variant for devastating summons and kiln fiend. The sideboard I am not sure of, but I have 8 total answers for the firewalker, and 7 for a BSA. Manabarbs for the control if needed, and flame slash if you need to clear a 4 tough blocker.
It has 8 hasty possibles and the 4 summons, but I am thinking 4 may be too much.
I put the geopedes back in after some testing, realizing that i was just playing them wrong. O_o
I've tested both the UR and the URW versions, and i have found the URW to be better in most match ups.
I've tested some more since my last post and now am 8/1.
First matchup was against Esper control, a variation of UW control. First game he made the mistake of thinking i was monored, spreading seas my mountains, which fixed my mana and allowed me to double distortion strike on my GG, and Kiln fiend.
G2: I sided in manabarbs and played it turn five, locking him out of the game while i drew into my staggershocks, with no creatures on the board, after a DoJ, i played 2 and a lightning bolt, putting him at one. He scoops.
Next up was Valakut Ramp.
G1: He just gets crap and doesn't draw into his map or his valakut, and i take him out turn 5.
G2: He wipes me with removal, and i can't topdeck a threat, he activates his valakut, and i have no way to deal with it.
G3: I just go complete aggro on him, turn one GG, turn two geopede, turn three arid mesa into plains, emerge unscathed, distortion strike, and lightning bolt. turn four pop another fetch, and win the match.
In summary, Valakut is a pretty hard matchup if they get good draws, and this deck completely tears through control as long as you side in manabarbs.
I could see this deck being more steady in mid-game than the original U/R Sneaky Deck, but it loses the buzz of rebounding, unblockable Kiln Fiends. Substitutes with trample instead.
One thing I really love about this type is that it not only has potential of bigger creatures that fit the theme, but it has a functional Planeswalker to go with the style.
Going to try and get this deck together and try it with my original U/R Sneak deck, see how it runs. Thinking it'll be rather nice to not have the expensive Fetch Lands, but the cost is sadly countered by Rootbound Crag and the planeswalker, Sarkhan Vol.
So, its turn 2. Do you play Kiln Fiend no matter what for it to eat removal, or do you wait till turn 3 where you can have Spell Pierce backup?
For me it depends on the matchup. I just played W/G enchantress and i had a turn two kiln fiend in my hand, but they have so much cheap aura removal i found it better to drop geopede first then spell pierce back up. But best play was turn two hellspark so they have nothing to enchant then drop kiln fiend. Then draw unified will's from sb to let my guy keep smashing face
But generally my hand tells me what to do. Kiln fiend isnt always my turn two play even if i have it. Sometimes i will be able to get better mileage out of my geopede because of saclands and i feel turn 3 kiln is better. Sometimes i know their deck is gonna go slow and go kiln fiend turn two. Sometimes i just hope for the best and it gets killed. I have found as awesome as the fiend is, this deck can win without it. Sure the kiln does the amazing swings for 7 to like 12 damage, but without them the games can still be pulled out with unblockables and burn.
Any chance of splashing white for steppe lynx, some other white permanents, and... view from above ?
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Some facts of magic:
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
4 Vampire Lacertor
4 Kiln Fiend
4 Plated Geopede
4 Terminate
4 Lightning Bolt
4 Staggershock
4 Duress (or Inquisition of Kozilek)
2 Consuming Vapors
I mean, it's no BBE to Blightning, but Blightning and Kiln Fiend is pretty gnarly.
Here's the deck I was running:
3 Goblin Guide
3 Goblin Arsonist
4 Kiln Fiend
2 Plated Geopede
3 Wind Zendikon
1 Ruinous Minotaur
4 Distortion Strike
4 Lightning Bolt
4 Flame Slash
2 Staggershock
3 Ponder
3 Spell Pierce
2 Devastating Summons
4 Scalding Tarn
11 Mountain
7 Islands
Alright on to my games:
GWU Turbo Turns: 2-0
It was a bad match-up for him. I just ignored his planeswalkers and went for the face. The extra draws always helped me more, and whatever beast tokens or walls he dropped were just avoided or burned away.
His deck went on to massacre the rest of tourney by taking like 8 turns in a row. Pure Silliness.
Vamps: 2-0
I was really scared to face this deck. Vamps has decent speed with tons of removal, but luck was on my side. He wasn't running alot of removal main deck due to the meta and had no idea about my deck.
I cleaned up first game quickly and he promptly sided in TWELVE additional removal spells. In game 2, for some crazy crazy reason, he drew 0 removal. None. So I swept house again.
I told him that I was writing this up for forums and he insisted I play one more game for fun, just to showcase what his deck can do. He definitely hit removal in the next game: Goblin Guide? Vendetta, Plated geopede? Urge to Feed, Kiln Fiend? Gatekeeper. I finally try to save the game with a massive Devastating Summons. Double Doom Blade. FML.
Mono-Green Beats: 2-1
First game played pretty standard for me. Guides, Fiends, Bolts and Strikes; Win. Second game he got some crazy accel. Hit every land drop, two llanowars, harrow and explore. Floating 9 green turn 4 is hard to beat. He dropped acidic slimes, Deadly Recluse, and Khalni Hydra. That was game.
Last game was a race. I kept distortioning around his guys, but he kept beating face. I ended the game at 2 life with a wind zendikon and a kiln fiend out, and him with a hydra, 3 llanowar, 2 leatherback baloths and 2 acidic slimes. I was sweating all game.
In Summary
- Ruinous Minotaur was bad. The extra damage was nice, but never totally game changing. The saccing lands is not fun.
- Devastating Summons was a blast. Even if it was just to mess with the opponent by switching strategies away from the fiend. Its a great "Every-thing-else-has-failed" card.
- Staggershock was very good. Good good good.
- Wind Zendikon was the major game changer for me, people just couldn't handle the flying. Most games started with a Goblin Guide, then next turn flying, hastey Wind Zendikon for 4 damage. It doesn't even really slow down the deck at all. Great combo with Devastating Summons, by saccing the enchanted lands, you get to return them to your hand!
- I'm really torn on Flame Slash over Burst Lightning, I think I'm going to run a 3-2 split
- Always mulligan until you have a creature, and both colors of land. Trust me.
- People are scared of goblin arsonists attacking into 2/2s. Use this to squeeze as much damage in as you can.
- Don't worry about taking damage. This deck is one of the fastest in the format. You will always win in the damage race.
- I dropped a few 'pedes to rely less on tapped fetches, making the deck alittle faster. Freeing up the 2-slot for the Kiln Fiends was very nice.
- I think 18 creatures is a good number for the deck. 16 was alright, but the deck really needs dudes on the field.
How did everyone else do at FNM?
R1: GBW Junk 2-1
G1: On play: I dropped Kiln on 2, he tapped out for a tap land and a birds. T3, Distortion, and a burst lighting the birds. 8 Damage and rocked his mana...awesome. T4, he drops a channelers of mul daya, showing a land. I rebound distorting and flame slash his channelers, swinging in for 8 more. Next turn, bolt G to the G.
G2: T1 Tap land, gob guide, T2 Kor Firewalker, Distortion on guide swing, T3 Student of warfare, level up, Rebound distortion and play a spellblade, T4 Vengevine, play a spellblade, T5, Vengevine, swing in....draw hellspark, bolt his student, swing in with everything. I net a card and some damage, but his vengevines are overwhelming as I stare at my 2x Negate. I do swerve an inquisition of kozileck back at him which was great but I he has it. Kor firewalker won that game for him easy
G3: We are both slightly mana-screwed. I get Manabarbs out on T5...and just send all my burn at his face. Every creature he gets down, hurts him badly and I flame slash my way to victory.
Junk wasn't too bad at all. Negate wasn't very strong in the match-up.
R2: Vampires 2-1
G1: On draw: I get a gob guide and a kiln going, but he gets a gatekeeper t3 and feast of blood t4 + 2/2 drain 2 life vampire. T5 Malakir bloodwitch followed by T6 vampire that 2x the black mana. My burn isn't enough to control his creatures and he dominates the match.
G2: I am on the play...gob guide gets in for 3 attacks. He drops some medium sized vamps, which I flame slash the ☺☺☺☺ out of. I get back to back Hellsparks to set him in the red zone...unearth + teetering peak ftw.
G3: I keep this hand: Teetering peaks, island, 3x flame slash, 1x Bolt, 1x Punishing Fire. I draw a kiln and promptly burn everything he drops, swinging in brutally with Kiln. No prob
Vampires can be tough if they get any life gain on you...nonetheless, flame slash is an all star and punishing fire is a reasonable answer to their life gain.
R3: BR Goblins 1-2
G1: He has a good hand...dropping guide, dragon fodder, chieftain, and instigator. I burn his gobs out 1-1, but this is a losing strategy. I don't see any creatures at all and I end up again staring at a 2x negate, 1x distortion in my hand with nothing on the board.
G2: I open with gob guide, he responds with gob guide, I distort and leave mana open, he swings in and I bolt guide. I drop kiln and start burning his face instead of his goblins. Better idea...I win at 5 life
G3: I get him down to 4 with me at 11. Both in top-deck mode. He gets siege-gang out on board, I topdeck bolt...bolt his siege gang, he swings in for 3...I get land, he swings in for 3, I get hellspark, put him at 1, he swings in for 3 and forked bolts me for the win. Extremely close game he wins due to earlier blightning.
R4: WW 2-0
G1: I get kiln out, he swings in a bunch with steppe lynx...every other dude he drops, I bolt and swing in. I win the attrition war and stagger shock for the win after he gets Elspeth online
G2: T2 Firewalker,T2 Kiln, T3 Firewalker (....fuuuuuuck) T3 Distortion swing in. He continues to slowly build his position up by getting basilisk color and dread statuaries out. I sit on my hand. He finally makes a mistake by swinging in with one of the firewalkers. Next turn, forked bolt to face for 0, distorting, swing in...he paths and I swerve the path to the firewalker with the collar on it (!!!!). He slowly puts path and firewalker into the yard and takes 11 to the face. Next turn he drops an Elspeth, but I rebound and teetering peaks for the win. Sick.
Overall:
-Best cards: Kiln, gob guide, swerve, staggershock, flame slash, manabarbs, Teetering peaks
-Worst cards: Surrakar Spellblade (he drew 1 card all night and was the 2x UU was hard on the mana-base, I'll probably either move to board (good against control) or remove entirely), Searing blaze (not enough fetches, too conditional), Negate (4x is way too many...each time spell pierce would have made no difference either).
20 land is slightly too few. The deck runs fairly effective on 2, but it is nice to see 3 or 4. The deck desperately needs some sort of card draw however. Divination is pretty trashy, but might fit the bill I'm not sure. Spellblade just wasn't good enough for the job. Stagger shock was the nuts all night, while distortion was sometimes great sometimes a whiff. Swerve is an all-star and never fails to completely turn games around. Kor Firewalker is a huge problem...unsummon or more into the roil in the board seems like a handy solution.
A few cards I've been thinking of: Soul's fire (on pumped kiln? Seems good), Act of Treason, Divination, Mind Spring, Roiling Terrain.
I've also been thinking about black for removal and virulent swipe. I'm not sure....blue protection wasn't as nice as I hoped, but swerve and distortion strike are hot. I want to get creatures out on T1 and T2 instead of waiting for counter back-up. Black also offers some recursion if you play fetch lands + grim discovery or cards like cadaver imp to get back a kiln. Honestly, I just want to play 12 kilns in the deck and 8 gob guides in the deck and call it a night...
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Updated deck as of 5/2/10
Was becoming increasingly disappointed with Hellspark Elemental...it didn't have a very good interaction with distortion, and often met walls. I tested geopede and hated how inconsistent it was. Increasing CIPT lands via terramorphic expanse slowed the deck down too much. I racked my brain for another creature to get in there...though about calcite snapper, but the 2x UU is too difficult. Remembered liking Welkin Tern in limited...and tested it. Love it. They never want to "waste" their removal on the flier and it gets in there nicely. It tested better than Wind Zendikon, since I don't want to continue to use a land to attack.
Divination is a necessary evil...works pretty well to at least help restore some of the cards in hand.
Kor Firewalker is a serious beating for the deck, as is Wall of Reverence and Baneslayer. Often you can race one, but not in multiples or together. I put in Mind Control and an extra island to try and combat this problem. Overall, loving the face people give me when Kiln gets in for 8-11 on T3, or the roll of they eyes when I play a Welkin Tern, which ends up going the distance.
5x Island
4x Scalding Tarn
4x Teetering Peaks
4x Goblin Guide
4x Kiln Fiend
3x Welkin Tern
3x Hell's Thunder
4x Bolt
3x Staggershock
3x Flame Slash
2x Forked Bolt
1x Soul's Fire
3x Distortion Strike
2x Swerve
2x Into the Roil
1x Dispel
1x Negate
3x Roiling Terrain
3x Burst Lightning
2x Volcanic Fallout
2x Manabarbs
2x Mind control
1x Negate
1x Surrakar Spellblade
1x Island
Standard
Blows
Modern
BWUTeachingsBWU
GUGU TempoGU
WLifeW
RWValakut ControlRW
UBModern MillUB
Legacy
UMUCU
BPoxB
BWRTokensBWR
Pauper
UBGRW Domain UBGRW
Vintage
RVise-Burn!R
"Out of the crooked timber of humanity, nothing straight was ever made" - Immanuel Kant
And Colossal Might +7/+2 and Trample seems good also...
And we have :
WR seems also good. Ajani+elspeth+Gideon+steppe lynx
4x kiln fiend
4x goblin guide
2x surrakar spellblade
4x plated geopede
Lands:
4x scalding tarn
4x evolving wilds
8x island
6x mountain
4x lightning bolt
4x burst lightning
4x distortion strike
3x staggershock
2x manabarbs
3x spell pierce
2x ponder
2x forked bolt
3x goblin ruinblaster
2x Thada Adel, Acquisitor
3x flame slash
2x into the roil
2x cosi's trickster
1x volcanic fallout
2x flashfreeze
The deck is subject to change as far as what cards I can acquire, especially for my sideboard...possibly run more ruinblasters. Or an eldrazi titan, some kid usually brings a mill deck and those are annoying as all getout.
This is a breakdown of my meta and what I'm expecting to come up against, and my general sideboard plans.
1 Jund + Ruinblasters, flashfreeze. -geopedes
1 Boss Naya +merfolk, flashfreeze, -geopedes, -manabarbs
1 no removal Nayallies haha...oh i'll race you with my maindeck.
1 Mythic (or Junk...whatever) also a match i'm not worried about.
1 mid-range Vamps MOAR BURN
1 Poly-drazi combo +volcanic fallout, maybe. fairly certain I can get the kill before it goes off.
2 mono green beats Not worried
1-2 Cruel Control GRB is my best defense here. - some burn1 homebrew U/W control (but a very skilled player) GRB comes in again in this match.
1 tapout control +into the roil, GRB
1 phoenix collar combo OR eldrazi monument +acquisitioner, into the roil, not sure what i'll take out--spell pierce possibly
POSSIBLY 1 RDW splashed black (bloodquake? termiquake? I don't know the archetype's name) More ruinblasters, again. -manabarbs, possibly drop the distortion strikes for this match for flashfreezes, cause this deck doesn't maintain ANY board presence.
Any comments or suggestions before tonight would be greatly appreciated!
GRValakut RampRG
Welkin Tern is just amazing, especially against people who like to sideboard those annoying Firewalkers and Claws. I didn't run any fetch lands because I'm cheap, so I know this hurts my credibility a lot, but every time I had a Geopede I would have rather had a Welkin Tern. I ran two Ball Lightning, and they did well enough for me to at least keep them mainboarded for next time. I can see why you'd take them out though. And I wish I ran 4 Flame Slash. It kills so much.
4 Kiln Fiend
3 Shambling Remains
4 Guul Draz Vampire
4 Lightning Bolt
4 Virulent Swipe
3 Vendetta
4 Burst Lightning
2 Forked Bolt
3 Blightning
3 Inquisition of Kozilek
6 Swamp
4 Terramorphic Expanse
4 Dragonskull Summit
I think Guul Draz Vampire could prove to be useful or at the very least annoying for the opponent since this is a fast burn type deck they should hit 10 or below fast making it a 3/2 intimidate for 1. Not a bad first turn play if you can't get a guide out.
Could be wrong there are quite a few options for cheap black beaters. If not him Death's Shadow, Vampire Lacerator, or Ruthless Cullblade could be used.
Nighthawk is definitely a good one to consider I just like Shambling Remains too much I guess. 4/3 for three with unearth is tasty.
I like the idea of black over blue mostly because Virulent Swipe is instant making your attacks more of a "pick your poison" affair.
Not sure on a sideboard but I know Terminate should be in there for heavy black decks. I did not main it simply to keep most of the spells cheap at 1 cmc with shambling remains and blightning being the only exceptions.
I'm actually having problems with the plated geopede, it just hasn't even done anything for me.
What could replace it that doesn't die at end of turn?
EDIT
Just did another test against some turbo wall fog deck, went tons of turns into it, ended up dealing 136 damage in one turn.
This guy just wouldn't scoop! G2, he was mana screwed, and i won turn 4.
A strange addition i put in there is Survival Cache, usually my opponent is lower than me anyways, and the extra card has almost always been helpful.
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
Still gonna test it when I can get around to making it.
Here's the list I'm working with:
3 Pulse Tracker
4 Vampire Lacerator
4 Goblin Guide
4 Kiln Fiend
4 Goblin Shortcutter
4 Virulent Swipe
4 Lightning Bolt
4 Staggershock
4 Blightning
3 Demonic Dread
2 Lavaclaw Reaches
4 Dragonskull Summit
7 Swamp
9 Mountain
I'm considering removing the Reaches and working in Smoldering Spires, but I'm uncertain at the moment. The Mountains might need to go +1 with the Swamps dropping -1, but with so many black 1-drops, I wanted to guarantee an early Swamp. Speaking of which, what do y'all think of Pulse Tracker as a sleeper one-drop? Unblocked, he swings for two. He sucks against real creatures, but does well enough against Wall of Omens.
EDIT: I'm taking out Guul and trying Pulse already. Just looks more consistent. Also going with the Mountain/ Swamp switch.
My Mafia Stats - My Helpdesk
G Omnath, Locus of Mana U Arcum Dagsson BUG The Mimeoplasm GW Gaddock Teeg X Karn, Silver Golem
4 Kiln Fiend
4 Goblin Bushwhacker
4 Guul Draz Vampire
4 Goblin Guide
Spells (23)
4 Lightning Bolt
4 Devastating Summons
3 Virulent Swipe
3 Grim Discovery
3 Burst Lightning
2 Vendetta
4 Burst of Speed
9 Swamp
9 Mountain
3 Dragonskull Summit
4 Deathmark
3 Mark of Mutiny
3 Manabarbs
2 Smother
3 Flame Slash
These are my first thoughts on a black variant for devastating summons and kiln fiend. The sideboard I am not sure of, but I have 8 total answers for the firewalker, and 7 for a BSA. Manabarbs for the control if needed, and flame slash if you need to clear a 4 tough blocker.
It has 8 hasty possibles and the 4 summons, but I am thinking 4 may be too much.
WBG Karador GBW
R Daretti R
RG Omnath GR
WRG Modern Burn GRW
WB Modern Tokens BW
DCI Rules Advisor as of 5/18/2015
I've tested both the UR and the URW versions, and i have found the URW to be better in most match ups.
I've tested some more since my last post and now am 8/1.
First matchup was against Esper control, a variation of UW control. First game he made the mistake of thinking i was monored, spreading seas my mountains, which fixed my mana and allowed me to double distortion strike on my GG, and Kiln fiend.
G2: I sided in manabarbs and played it turn five, locking him out of the game while i drew into my staggershocks, with no creatures on the board, after a DoJ, i played 2 and a lightning bolt, putting him at one. He scoops.
Next up was Valakut Ramp.
G1: He just gets crap and doesn't draw into his map or his valakut, and i take him out turn 5.
G2: He wipes me with removal, and i can't topdeck a threat, he activates his valakut, and i have no way to deal with it.
G3: I just go complete aggro on him, turn one GG, turn two geopede, turn three arid mesa into plains, emerge unscathed, distortion strike, and lightning bolt. turn four pop another fetch, and win the match.
In summary, Valakut is a pretty hard matchup if they get good draws, and this deck completely tears through control as long as you side in manabarbs.
Heres my current decklist.
Sideboard:
T2
GRMistcutter GrullGR
Modern
UGRSelkie GoodstuffUGR
BRLavaclaw ComboBR
Thanks to Venser, Shaper Savant for the signature!
4x Kiln Fiend
4x Bloodbraid Elf
4x Goblin Guide
3x Goblin Bushwhacker
2x Blitz Hellion
3x Rip-Clan Crasher
Land
6x Forest
11x Mountain
2x Raging Ravine
4x Rootbound Crag
2x Sarkhan Vol
Spells
4x Colossal Might
4x Lightning Bolt
4x Vines of Vastwood
3x Violent Outburst
4x Vithian Renegades
4x Manabarbs
3x Soul's Fire
4x Unstable Footing
I could see this deck being more steady in mid-game than the original U/R Sneaky Deck, but it loses the buzz of rebounding, unblockable Kiln Fiends. Substitutes with trample instead.
One thing I really love about this type is that it not only has potential of bigger creatures that fit the theme, but it has a functional Planeswalker to go with the style.
Going to try and get this deck together and try it with my original U/R Sneak deck, see how it runs. Thinking it'll be rather nice to not have the expensive Fetch Lands, but the cost is sadly countered by Rootbound Crag and the planeswalker, Sarkhan Vol.
For me it depends on the matchup. I just played W/G enchantress and i had a turn two kiln fiend in my hand, but they have so much cheap aura removal i found it better to drop geopede first then spell pierce back up. But best play was turn two hellspark so they have nothing to enchant then drop kiln fiend. Then draw unified will's from sb to let my guy keep smashing face
But generally my hand tells me what to do. Kiln fiend isnt always my turn two play even if i have it. Sometimes i will be able to get better mileage out of my geopede because of saclands and i feel turn 3 kiln is better. Sometimes i know their deck is gonna go slow and go kiln fiend turn two. Sometimes i just hope for the best and it gets killed. I have found as awesome as the fiend is, this deck can win without it. Sure the kiln does the amazing swings for 7 to like 12 damage, but without them the games can still be pulled out with unblockables and burn.
view from above ?
-Terror is an emotion which, when experienced, results in death.
-The pox was a disease notorious for having killed one-third, rounded up, of Europe’s population. Smallpox, on the other hand, killed only a single person.
-A person riding a horse cannot be stopped by foot soldiers, large animals, walls, archers, or even catapults.
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