I feel like big red was an extremely strong deck, but lost its edge after Rite of Flame was banned. 1-2 Turning Koth's, Demigod's, and Calamities were insanely awesome, but not anymore =/
So I have been out of modern for a couple months and I am trying to see where this deck stands. To me, it seems that currently heavy burn versions, both mono red and with a small black splash, are doing the best. It seems that this deck's place in the format is to be too fast for other decks to handle, hence the lack of Confidant in many decks as he is too slow. Burn heavy also seems like it was the best because of all the removal in the format including Punishing Grove. However, now that is gone. I wonder how this may effect things, specifically white splash. With less repeatable removal, adding Steppe Lynx and in turn Geopede seem more viable. Even if it's just Lynx the extra boost early could be very helpful. What are people's thoughts? Is the white splash still viable or is the black splash just superior?
Haven't posted in a while, but I just wanted to share this with you guys. Placed 2nd in a 10-man tournament not too long ago with a deck list based off of Petr Brozek's Extended Quest list from yesteryear:
Game 2
I mulligan once to find three Leyline of Punishment in my hand. Wtf? I drop all three before play begins and open with Quest. He opens with Soul Attendant. I cast Keldon Marauders and ping the Attendant down. He plays Martyr of Sands. I drop Goblin Guide and swing for 5. He blocks the Marauders with the Martyr. He draws, plays a land and takes a while to analyze the board. He concedes, revealing two Leonin Relic-Warders in his hand. I still can't believe that game.
Game 3
At this point I'm feeling pretty lucky. My opening hand had 2 Goblin Guides and 2 Quests. I get him down to 4 but he manages to stabilize after popping Martyr and playing another. I never see my Leylines and by the time I get Figure on the board and pump it up to an 8/8, his Ascendants are active and punching me in the neck.
1-1; 3-2
Round Three vs. Affinity
Game 1
I get a pretty explosive start with Goblin Guide followed by Hellspark Elemental, then Quest and Bolts. My opponent's Arcbound Ravager gets big enough to eat my Guide and Marauders before I top deck a Magma Jet and Scry two Mountains away to the bottom of my library to topdeck a Flame Javelin and win. I was at 2 life.
Game 3
I mulligan down to five with a terrible hand to push offensively with. I try to play mono-red control with Smash to Smithereens and Slagstorm for a while. I eventually draw into a Figure and begin to level him up until it gets Dispatched. My opponent is at 6 life and I'm at 11 when I topdeck Hellspark Elemental and bring him down to 3. The board is nearly empty. My opponent draws a card and shows it to me: Darksteel Citadel.
2-1; 5-3
At that point I had to leave but I ended up splitting four packs with someone else. I loved playing with Quest, it was just utterly explosive. In a few pre-game matches with some of the guys I ended up winning on turn four pretty consistently.
I'm seriously thinking about adding in stuff like Needle Drop or Gut Shot to get Quest activated much sooner. Keldon Megaliths is another option. Teetering Peaks was an obvious inclusion at the time but I found it rather lackluster in the late game. It doesn't help Quest and it relies on your creatures living through the ridiculous amounts of removal in this format. Also, the burn package could probably use some tweaking. Flame Javelin is very top-heavy but potentially dealing 8 damage in one go is really, really good.
The sideboard could use a lot of work, though. I feel like I haven't even begun to touch on the true potential of that extra 15 yet.
I'm trying to get into modern with RDW since it's the cheapest entry point. Haven't seen much discussion about Stormblood Berserker, so he must not be as good as I think. Just seems there are a lot of ways to get the Bloodthirst to kick in.
Advantages: A 3/3 for two with attack evasion helps to push damage through, free activation from the marauders.
Disadvantages: rarely a t2 drop unless your t1 guide gets in twice the first two turns, so usually plays t3 or 4.
Does the disadvantage of him being more of a t3 or 4 guy just outweigh the potential benefits?
Also, I don't see Shrine in a lot of lists, no good for this format?
I want to try a RDWish build because the problem I see with the burn heavy ones, at least if you stick with mono red is that you start playing inefficient spells for the sake of playing moar burn.
What do you think about it? I was also looking at stormblood berserker, warren instigator and goblin wardriver as possible additions to the deck. Can anyone explain to me why these cards weren't included in the discussion?
INstigator requires heavy goblins to be worth it. Maybe with punishing fires gone, goblins will step up their game. Wardriver just.. doesnt cut it unless you run a ton of cheap stuff. Berserker is not a bad inclusion though, but you have to run enough one drops to make it trigger. Rift bolt is nice for that.
What do you think about it? I was also looking at stormblood berserker, warren instigator and goblin wardriver as possible additions to the deck. Can anyone explain to me why these cards weren't included in the discussion?
Warren is only good if you have Great Goblins that can be abuse, but all we have now is Seige Gang Commander, I don't feel that is needed for RDW
Stormblood and Wardriver doesn't immediately do damage. You can compare the two creatures to Keldon Mauraders. Mauraders does 2-5 Damage no matter what. Stormblood can do 0->3->6 damage by attacking twice and Wardriver gets 0 -> 2+ -> 4+ (Wardriver deals more damage for every creature it attacks with). If you don't get 2 attacks with Stormblood or Wardriver, it becomes a dead creature.
There is no doubt that you can play Stormblood and Wardriver, but remind yourself that if can't deal more damage than a Hellspark Elemental, Spark Elemental, Goblin Guide, or Keldon Maurader, then you shouldn't play it.
Got 2nd in a 3-person "tournament" last night, losing to Melira Pod and beating Storm. Flames of the Bloodhand just seems really good against decks with Kitchen Finks. Bob performs spectacularly.
Blood Moon was being sided in every game so I maindecked it. It cripples really everything: Fetches, Duals, Mutavault, Inkmoth Nexus, Blinkmoth Nexus. Have you seen those across the table much? Yep.
Burst Lightning is baby Lightning Bolt or a Finisher. Forked Bolt can be a blowout vs a couple 1 toughness creatures (surprisingly common with delver, Bob, heirarch, etc). Smoldering Spires gets through that creature that they thought was going to save them.
Burn goes to creatures unless it is the finishing turn.
Mindbreak for Storm
Leyline for lifegain of any kind but mostly Kitchen Finks
Faerie Macabre for unfair graveyard crap.
Shattering Spree for Affinity.
Combust for Twin
Hey guys,
I went to MO and decided to start with modern RDW. I'm pretty low on a budget, so could you help me make my deck better without wasting lots of tickets?
The idea is a little splash - I really hate that "Leyline, Martyr, go" so I put white to get Disenchant to get rid of those nasty leylines and some more enchantments. Also I'm thinking about splashing green for Krosan Grip, BBE and Boggart Ram-Gang. The third way is Monored way, but I don't really like it
So I have 20 empty slots to fill. Please, give me a piece of advise, I wanna play dailies =)
P.S What combination of lands would be better if I splash? There are three possible cards for WR - painlands, filters and ISD stabilization and 4 possibilities for GR - painlands, filters, M12 stabilization and SOM lands. Please help! Is it possible to play monodeck with Countryside Crushers? I have no fetchlands and lavamancers, so there is no way to waste the amounts of lands I draw. I lost a lot of games just because of manaflood
P.P.S. - Mystical Teachings is a very bad matchup, how can I fix it? Without wasting much space in SB. Maybe GR Vexing Shusher/Guttural Responce?
P.S What combination of lands would be better if I splash? There are three possible cards for WR - painlands, filters and ISD stabilization and 4 possibilities for GR - painlands, filters, M12 stabilization and SOM lands. Please help! Is it possible to play monodeck with Countryside Crushers? I have no fetchlands and lavamancers, so there is no way to waste the amounts of lands I draw. I lost a lot of games just because of manaflood
If splashing a color, don't use filter lands. RDW (or in your case boros-ish RDW) thrives on its 1 drops and easy mana. If you see a hand with more than 1 filter you will be a sad panda.
With that being said,
Filter->shockland is THE best way to splash in Modern. Even with the life loss, you essentially draw two land, it's the colors you need, AND can enter untapped. The next best idea is SOM lands, but they currently don't come in RW combination. which leads us to the M10 lands.
Clifftop Retreat is ok, but you will run into the same problem of "what if my opening hand has two and no basics?" odds are you will have to mull it away to avoid being swept by faster/more disruptive decks.
This kinda leaves you with battlefield forge. Yes it will harm you a lot and yes that will make for problematic mirrors. But you won't have as many unnecessary mulligans as filter lands. For any kind of RDW turn one goblin guide is the BEST opening play and pain lands can achieve this.
This kinda leaves you with battlefield forge. Yes it will harm you a lot and yes that will make for problematic mirrors. But you won't have as many unnecessary mulligans as filter lands. For any kind of RDW turn one goblin guide is the BEST opening play and pain lands can achieve this.
I also thought about this, and Lightning Helix can get lost life back
I have already tried and they just put their Leyline of Sanctity and then -> Ranger of Eos for Student of Warfare while I was tapped, the next turn student + level up, gg. She is a first striker who blocks all my creatures
I tried the list below and it didn't do well for me
I took the deck I posted above and somehow finished 4th, but I didn't see anything that looked tier 1. Looks like most people had decks that were $100 or less so maybe the place I went to isn't that competitive. Still, I was hoping just to win even one round. Will have to take it back next week and see how much of a fluke that was.
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I don't fear the man who has played 10,000 decks once. I fear the man who played one deck 10,000 times.
My idea is to attack in different ways. Shrine, Creatures, Burn and Recur Chandra´s Phoenix. I tried to pick the most mana effective burn spells to be in theme with shrine.
I guess that that a rough sideboard would be:
4 Blood Moon
4 Leyline of Punishment
4 Slagstorm
3 more cards.
Hey, what do people think about Faithless Looting? Seems like it would be good in RDW, what with Unearth creatures and a way to turn lands into usable cards (or draw lands in case of mana screw), not to mention providing Lavamancer with fodder. It doesn't replace itself and is thus card disadvantage of a sort, but I see it as sacrificing card quantity for card quality, and if you're discarding lands, Unearth creatures, and other Faithless Lootings that can be flashed back later, you're not really losing anything. You could also go a slower route with discarding and recurring Chandra's Phoenix, but I'm not sure that's viable. Anyway, here's what I'm thinking of:
Hey, what do people think about Faithless Looting? Seems like it would be good in RDW, what with Unearth creatures and a way to turn lands into usable cards (or draw lands in case of mana screw), not to mention providing Lavamancer with fodder. It doesn't replace itself and is thus card disadvantage of a sort, but I see it as sacrificing card quantity for card quality, and if you're discarding lands, Unearth creatures, and other Faithless Lootings that can be flashed back later, you're not really losing anything. You could also go a slower route with discarding and recurring Chandra's Phoenix, but I'm not sure that's viable. Anyway, here's what I'm thinking of:
I realise that RDW usually runs out of gas after turn 4, but I strongly feel that faithless looting is going to give us that extra push and affords us the ability to run Demigod of Revenge.
I realise that RDW usually runs out of gas after turn 4, but I strongly feel that faithless looting is going to give us that extra push and affords us the ability to run Demigod of Revenge.
I never even thought of Demigod of Revenge, but that could be interesting. Probably taking the deck in a midrangish direction. I've decided to take Hell's Thunder out for Chandra's Phoenix, and now I'm calling my deck "Phoenix Force". Just out of curiosity, how do we win the Storm combo match? I was thinking of Thorn of Amethyst in the sideboard, but maybe someone knows a better option? Or is that just a really bad matchup?
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Currently playing:
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
I never even thought of Demigod of Revenge, but that could be interesting. Probably taking the deck in a midrangish direction. I've decided to take Hell's Thunder out for Chandra's Phoenix, and now I'm calling my deck "Phoenix Force". Just out of curiosity, how do we win the Storm combo match? I was thinking of Thorn of Amethyst in the sideboard, but maybe someone knows a better option? Or is that just a really bad matchup?
Demigod makes a great finisher and can be very difficult for even the most experienced opponents that pilot fairies if they don't counter it properly with it's trigger. Also being able to cheat one potentially two demigods of revenge into play with faithless looting just seems down right mean.
Personally I like both Hell's Thunder and Chandra's phoenix and by not having anything in the 4 drop I feel it affords me the ability to run both of them.
Lastly storm isn't very present in my meta currently, but if i had to make changes to the sideboard i would likely cut one leyline and one ancient grudge for two surgical extraction.
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2 Greater Gargadon
4 Spark Elemental
4 Hellspark Elemental
4 Boggart Ram-Gang
3 Solifuge
4 Demigod Of Revenge
4 Rift Bolt
4 Lightning Bolt
4 Incinerate
4 Flame Javelin
11 Mountain
4 Arid Mesa
4 Scalding Tarn
2 Teetering Peaks
4 Hellspark Elemental
4 Grim Lavamancer
4 Goblin Guide
4 Figure of Destiny
4 Keldon Marauders
4 Rift Bolt
4 Lightning Bolt
4 Lava Spike
4 Searing Blaze
3 Shrine of Burning Rage
Just a rough draft based off my legacy list.
4 Figure of Destiny
4 Goblin Guide
4 Hellspark Elemental
4 Keldon Marauders
Spells (24)
4 Lava Spike
4 Lightning Bolt
4 Quest for Pure Flame
4 Magma Jet
4 Rift Bolt
4 Flame Javelin
16 Mountain
4 Teetering Peaks
4 Magus of the Moon
4 Leyline of Punishment
4 Slagstorm
3 Smash to Smithereens
Round 1 vs. Metalcraft
Game 1
I win the roll and drop Quest for Pure Flame. He drops Glimmervoid, Memnite, Mox Opal, Springleaf Drum and Carapace Forger. Ugh. I drop Figure of Destiny and Lightning Bolt him. He eventually gets me down to 2 and I have a fully active Quest while he still sits at 17. I topdeck a Lava Spike, pop the Quest, and cast Lava Spike, Lava Spike, and Rift Bolt to drop him to 0. Whew.
Game 2
He opens up with an Ornithopter and two Memnites. I drop Figure of Destiny first, then Quest for Pure Flame and level my Figure up the next turn. He drops Tempered Steel and swings for 8. I topdeck Slagstorm then level up my Figure again who's now a 4/4. He swings with everything. I block a Memnite and take 5 to the gut. He drops a Signal Pest and an Auriok Sunchaser. I cast Slagstorm to clear the board. Figure attacks for 4, then I cast Lightning Bolt, Lava Spike, and Magma Jet, activating Quest. My opponent draws then concedes.
1-0; 2-0
Round Two vs. Soul Sisters
Game 1
He wins the roll and opens with Soul Warden. I open up with Guide. He plays Serra Ascendant. I play another Goblin Guide which gets Path to Exiled immediately then I suspend Rift Bolt. He drops Ajani's Pridemate and attacks with Ascendant. I play Hellspark Elemental and swing with it to drop him to 21. He plays Ranger of Eos searching for more Ascendants. After he drops a couple of Attendants I scoop.
Game 2
I mulligan once to find three Leyline of Punishment in my hand. Wtf? I drop all three before play begins and open with Quest. He opens with Soul Attendant. I cast Keldon Marauders and ping the Attendant down. He plays Martyr of Sands. I drop Goblin Guide and swing for 5. He blocks the Marauders with the Martyr. He draws, plays a land and takes a while to analyze the board. He concedes, revealing two Leonin Relic-Warders in his hand. I still can't believe that game.
Game 3
At this point I'm feeling pretty lucky. My opening hand had 2 Goblin Guides and 2 Quests. I get him down to 4 but he manages to stabilize after popping Martyr and playing another. I never see my Leylines and by the time I get Figure on the board and pump it up to an 8/8, his Ascendants are active and punching me in the neck.
1-1; 3-2
Round Three vs. Affinity
Game 1
I get a pretty explosive start with Goblin Guide followed by Hellspark Elemental, then Quest and Bolts. My opponent's Arcbound Ravager gets big enough to eat my Guide and Marauders before I top deck a Magma Jet and Scry two Mountains away to the bottom of my library to topdeck a Flame Javelin and win. I was at 2 life.
Game 2
Magus of the Moon locks him out of the game early but I run out of gas pretty quickly. He uses Springleaf Drum to cast a Dispatch on it. Cranial Plating on top of an Inkmoth Nexus nails me out of nowhere. I come to realize that I had not sided in my Smash to Smithereens this game. Doh.
Game 3
I mulligan down to five with a terrible hand to push offensively with. I try to play mono-red control with Smash to Smithereens and Slagstorm for a while. I eventually draw into a Figure and begin to level him up until it gets Dispatched. My opponent is at 6 life and I'm at 11 when I topdeck Hellspark Elemental and bring him down to 3. The board is nearly empty. My opponent draws a card and shows it to me: Darksteel Citadel.
2-1; 5-3
At that point I had to leave but I ended up splitting four packs with someone else. I loved playing with Quest, it was just utterly explosive. In a few pre-game matches with some of the guys I ended up winning on turn four pretty consistently.
I'm seriously thinking about adding in stuff like Needle Drop or Gut Shot to get Quest activated much sooner. Keldon Megaliths is another option. Teetering Peaks was an obvious inclusion at the time but I found it rather lackluster in the late game. It doesn't help Quest and it relies on your creatures living through the ridiculous amounts of removal in this format. Also, the burn package could probably use some tweaking. Flame Javelin is very top-heavy but potentially dealing 8 damage in one go is really, really good.
The sideboard could use a lot of work, though. I feel like I haven't even begun to touch on the true potential of that extra 15 yet.
Ruin's Trading Post
Advantages: A 3/3 for two with attack evasion helps to push damage through, free activation from the marauders.
Disadvantages: rarely a t2 drop unless your t1 guide gets in twice the first two turns, so usually plays t3 or 4.
Does the disadvantage of him being more of a t3 or 4 guy just outweigh the potential benefits?
Also, I don't see Shrine in a lot of lists, no good for this format?
I want to try a RDWish build because the problem I see with the burn heavy ones, at least if you stick with mono red is that you start playing inefficient spells for the sake of playing moar burn.
I was thinking something like
If I seem willfully ignorant format it's because I am and I've never played Modern before.
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
4 [ZEN] Scalding Tarn
4 [ZEN] Arid Mesa
12 [RAV] Mountain
// Creatures
4 [REL] Figure of Destiny
4 [ZEN] Goblin Guide
4 [M12] Grim Lavamancer
4 [PD2] Hellspark Elemental
4 [PD2] Keldon Marauders
// Spells
4 [4E] Lightning Bolt
4 [CHK] Lava Spike
4 [FD] Magma Jet
4 [WWK] Searing Blaze
4 [TSP] Rift Bolt
What do you think about it? I was also looking at stormblood berserker, warren instigator and goblin wardriver as possible additions to the deck. Can anyone explain to me why these cards weren't included in the discussion?
Warren is only good if you have Great Goblins that can be abuse, but all we have now is Seige Gang Commander, I don't feel that is needed for RDW
Stormblood and Wardriver doesn't immediately do damage. You can compare the two creatures to Keldon Mauraders. Mauraders does 2-5 Damage no matter what. Stormblood can do 0->3->6 damage by attacking twice and Wardriver gets 0 -> 2+ -> 4+ (Wardriver deals more damage for every creature it attacks with). If you don't get 2 attacks with Stormblood or Wardriver, it becomes a dead creature.
There is no doubt that you can play Stormblood and Wardriver, but remind yourself that if can't deal more damage than a Hellspark Elemental, Spark Elemental, Goblin Guide, or Keldon Maurader, then you shouldn't play it.
4 Goblin Guide
4 Vexing Devil
4 Hellspark Elemental
4 Ball Lightning
4 Kiln Fiend
Burn (18)
4 Lightning Bolt
4 Forked Bolt
4 Burst Lightning
4 Pillar of Flame
2 Shock
2 Blood Moon
Land (20)
2 Teetering Peaks
2 Smoldering Spires
16 Mountain
4 Mindbreak Trap
4 Faerie Macabre
4 Shattering Spree
3 Combust
Blood Moon was being sided in every game so I maindecked it. It cripples really everything: Fetches, Duals, Mutavault, Inkmoth Nexus, Blinkmoth Nexus. Have you seen those across the table much? Yep.
Burst Lightning is baby Lightning Bolt or a Finisher. Forked Bolt can be a blowout vs a couple 1 toughness creatures (surprisingly common with delver, Bob, heirarch, etc). Smoldering Spires gets through that creature that they thought was going to save them.
Burn goes to creatures unless it is the finishing turn.
Mindbreak for Storm
Leyline for lifegain of any kind but mostly Kitchen Finks
Faerie Macabre for unfair graveyard crap.
Shattering Spree for Affinity.
Combust for Twin
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
I went to MO and decided to start with modern RDW. I'm pretty low on a budget, so could you help me make my deck better without wasting lots of tickets?
The idea is a little splash - I really hate that "Leyline, Martyr, go" so I put white to get Disenchant to get rid of those nasty leylines and some more enchantments. Also I'm thinking about splashing green for Krosan Grip, BBE and Boggart Ram-Gang. The third way is Monored way, but I don't really like it
The core is much the same
So I have 20 empty slots to fill. Please, give me a piece of advise, I wanna play dailies =)
P.S What combination of lands would be better if I splash? There are three possible cards for WR - painlands, filters and ISD stabilization and 4 possibilities for GR - painlands, filters, M12 stabilization and SOM lands. Please help! Is it possible to play monodeck with Countryside Crushers? I have no fetchlands and lavamancers, so there is no way to waste the amounts of lands I draw. I lost a lot of games just because of manaflood
P.P.S. - Mystical Teachings is a very bad matchup, how can I fix it? Without wasting much space in SB. Maybe GR Vexing Shusher/Guttural Responce?
If splashing a color, don't use filter lands. RDW (or in your case boros-ish RDW) thrives on its 1 drops and easy mana. If you see a hand with more than 1 filter you will be a sad panda.
With that being said,
Filter->shockland is THE best way to splash in Modern. Even with the life loss, you essentially draw two land, it's the colors you need, AND can enter untapped. The next best idea is SOM lands, but they currently don't come in RW combination. which leads us to the M10 lands.
Clifftop Retreat is ok, but you will run into the same problem of "what if my opening hand has two and no basics?" odds are you will have to mull it away to avoid being swept by faster/more disruptive decks.
This kinda leaves you with battlefield forge. Yes it will harm you a lot and yes that will make for problematic mirrors. But you won't have as many unnecessary mulligans as filter lands. For any kind of RDW turn one goblin guide is the BEST opening play and pain lands can achieve this.
Maybe leyline of punishment to slow Martyr-Proc?
Side note: you don't have to splash for Boggart Ram-Gang. That's just silly.
I also thought about this, and Lightning Helix can get lost life back
I have already tried and they just put their Leyline of Sanctity and then -> Ranger of Eos for Student of Warfare while I was tapped, the next turn student + level up, gg. She is a first striker who blocks all my creatures
I tried the list below and it didn't do well for me
4 Hellspark Elemental
4 Keldon Marauders
3 Stigma Lasher
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Shard Volley
4 Magma Jet
4 Incinerate
2 Slagstorm
2 Teetering Peaks
3 Shattering Spree
3 Combust
4 Leyline of Punishment
3 Relic of Progenitus
2 Volcanic Fallout
Slagstorm is a good card which saved me a lot of times. If neccessary, it can shoot last 3 life or can be played around locking Chalice of the Void
After splash its gonna look like that:
4 Hellspark Elemental
4 Keldon Marauders
3 Stigma Lasher
4 Lightning Bolt
4 Lava Spike
4 Rift Bolt
4 Shard Volley
4 Magma Jet
4 Lightning Helix
2 Slagstorm
4 Battlefield Forge
1 Shattering Spree
3 Combust
4 Leyline of Punishment
3 Relic of Progenitus
2 Volcanic Fallout
2 Disenchant
Is it worth it? Or maybe I should stick to mono version and try to make it better?
Anyhow, in mono, should I try some Hell's Thunders or countryside crushers? Maybe some more control cards? Arc Trail, Lavamancer?
4 Keldon Marauders
4 Hellspark Elemental
4 Chandra's Phoenix
4 Lightning Bolt
4 Gut Shot
4 Shard Volley
4 Rift Bolt
4 Flame Javelin
1 Smoldering Spires
16 Mountain
My idea is to attack in different ways. Shrine, Creatures, Burn and Recur Chandra´s Phoenix. I tried to pick the most mana effective burn spells to be in theme with shrine.
I guess that that a rough sideboard would be:
4 Blood Moon
4 Leyline of Punishment
4 Slagstorm
3 more cards.
thoughts?
12 Mountain
4 Scalding Tarn
4 Arid Mesa
Creatures: 20
4 Goblin Guide
4 Grim Lavamancer
4 Kargan Dragonlord
4 Hellspark Elemental
4 Hell's Thunder
4 Lightning Bolt
4 Faithless Looting
4 Incinerate
3 Rift Bolt
3 Flame Javelin
2 Burst Lightning
4 Leyline of Punishment
3 Slagstorm
3 Torpor Orb
3 Shattering Spree
2 Pithing Needle
Hell's Thunder could easily be substituted for Phoenixes, and the sideboard is just something I kind of threw together.
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
My NovelJoy author profile: http://www.noveljoy.com/userInfo?wid=189
I write mainly horror/scifi/fantasy type short stories. Please read and feel free to send me feedback.
I think faithless looting is going to give RDW enough gas to exceed expectations. here is what my build looks like once it becomes legal.
11 Snow Covered Mountain
4 Scalding Tarn
4 Arid Mesa
1 Stomping Ground
Creatures: 22
2 Grim Lavamancer
4 Figure of Destiny
4 Hellspark Elemental
4 Chandra's Phoenix
4 Hell's Thunder
4 Demigod of Revenge
4 Lightning Bolt
3 Faithless Looting
4 Incinerate
4 Flame Javelin
3 Skred
4 Leyline of Punishment
3 Volcanic Fallout
3 Combust
3 Ancient Grudge
2 Pithing Needle
I realise that RDW usually runs out of gas after turn 4, but I strongly feel that faithless looting is going to give us that extra push and affords us the ability to run Demigod of Revenge.
I never even thought of Demigod of Revenge, but that could be interesting. Probably taking the deck in a midrangish direction. I've decided to take Hell's Thunder out for Chandra's Phoenix, and now I'm calling my deck "Phoenix Force". Just out of curiosity, how do we win the Storm combo match? I was thinking of Thorn of Amethyst in the sideboard, but maybe someone knows a better option? Or is that just a really bad matchup?
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
My NovelJoy author profile: http://www.noveljoy.com/userInfo?wid=189
I write mainly horror/scifi/fantasy type short stories. Please read and feel free to send me feedback.
Demigod makes a great finisher and can be very difficult for even the most experienced opponents that pilot fairies if they don't counter it properly with it's trigger. Also being able to cheat one potentially two demigods of revenge into play with faithless looting just seems down right mean.
Personally I like both Hell's Thunder and Chandra's phoenix and by not having anything in the 4 drop I feel it affords me the ability to run both of them.
Lastly storm isn't very present in my meta currently, but if i had to make changes to the sideboard i would likely cut one leyline and one ancient grudge for two surgical extraction.