There was a thread a while back called BR "Sweet Dreams", running Underworld Dreams, Kederekt Parasite, and Runeflare Trap to combo out around turn 6. I played around with it for a while and came up with this list:
It's pretty solid, except...it has problems with anything running Maelstrom Pulse. That includes Jund. For a while, I tried to figure out the best way to improve the Jund matchup. I first contemplated going into Grixis colors for Swerve. Then I stuck Duress and Thought Hemorrhage in the board to try to keep them from playing Pulse. That didn't really work due to the broken-ness that is Cascade.
Blue gives me access to the tools I need to better combat Maelstrom Pulse, and it makes the manabase smoother. It also leaves me less open to Goblin Ruinblaster.
Pyroclasm maindeck due to being creatureless, and the Boros matchup is enough of a pain that it's necessary. If you can hold the fort long enough you can usually go off the turn before they kill you, but it's still hard. Jund is kept in check with Swerve and Mindbreak Trap, and the deck is slower than you are to begin with. Christmasland isn't too bad if you can just keep Lotus Cobra off the table.
The hard matchups are RDW and Elfdrazi as they empty their hand very fast and have so many ways to just..go off. Jacerator is a pain too cause they have Safe Passage and tons of counters.
I recommend posting the tried and true decklists here, instead of your homebrews which seem to not have any testing.
The first decklist is virtually the same as the original B/R list, but with a different sideboard. The second is a new idea I've only started testing a day or so ago.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
the RU one is nothing special, it has been around for quite a while, and T8'd a magic league master, the RB Seems new to me, but not as good as the RU one
also, take out the trapmaker's snares, and add time warps
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Standard RU Owling Mine (Runeflare Trap) RU
Recent FNM's
3-1 2nd
2-0 drop (Yeah, that is 2 wins and a drop...)
3-1 3rd
What does Time Warp do for this deck? Honestly I don't think it does much. Snare on the other hand serves as Runeflare Traps #5 and #6, and is really good after boards against blue decks. This basically turns into a weird version of Jacerator after boards, and the ability to search for traps is well worth it.
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A mere ten days after the Mending, a young knight of Valeron and a young ranger of Eos made a discovery that would change Alara forever.
I'd suggest popping in Call to Heel. Bounce and make them draw, then use Runeflare with those extra 2 cards in their hand. Much better than making yourself draw, imo.
Hmm, I'll consider it, but I like the utility of being able to put resolved Eldrazi Monuments and other nasty things back into their hands. Now if Call to Heel said permanent...
I like the lists with Goblin Guide. It provides early damage and can even add more cards to their hand. Theres two lists on deckcheck that made top 8's using Goblin Guide.
i suggest time warp, it + howling mine/font = I win, maybe goblin guide too, tho im not sold on that card yet, but with all the removal you have he's a great option for filling their hand. oh and jace... just saying.
-1 burst lightning, +1 Trapmaker's snare (people this card is SIIIIIIIICK, put lavaball trap and co. as 1-ofs in the SB for good times)
-1 Ponder, +1 Twincast, I know this seems strange, as ponder is a 1-drop, but you don't necessarily want two in your openining or even in the first 4 turns. Ponder is a GREAT mid to late game spell, maybe even better than an early play (tho i won't really argue this point, its good either way).
Also: Two cards i've been testing as tech are Silence and Duress... i'm really tempted to run two of both at the moment, as they are both good individually, but great against different decks and hate, and run a set of the BW sac lands and/or the Esper tap land (but tap no good for combo). As a combo deck i really do believe that protection MD is warrented, unfortunately gigadrowse is out Right now negate and swerve are in-color options, but i've had the 2cc bite me in the ass enough times, and no spell pierce doesn't cut it, they'll have at least two mana if they have ANY notion of whats coming, i'd rather have to fetch a "colorless" land (for most of my deck) to play a duress or silence to prevent disruption.
The only sound was the gentle clicking of the Faeries' wings. Then those intruders who were still standing turned and fled. One thing was certain: they didn't think the Scryb were very funny anymore.
Been running 'Combomasters' list posted on ML / Deckcheck...
Time warp with a font out can turn a game from a loss to a win in one turn. I'd suggest trying it out if you haven't
Being the combo deck it is, it's hit or miss... I'm not sure if I like burst lightning, I'd almost it rather be card draw. Possibly worldly counsul or something
Whenever I combo off my opponents normal reactions are; "wow noob, play a real deck", "noob" or just "player lost"
ive had this idea since i saw the card. I use blue/red with twincast, swerve and double negate. its hard to beat unless i get screwed on card draw or you play safe passages. this versus turbofog is funny to watch with all the card draw and DR. of course 4 HM and 4 FoM.
i play a more "burn" heavy version with hellspark elemental, goblin guide, lightning bolt, burst lightning, call to heel, trapmaker's snare, and a bunch of one-of traps.
but at fnm a few weeks ago, another guy brought out a monored version with elemental appeal and hell's thunder. i won about %70 (swerve from sideboard = mvp) but i think we played 20 games in 5 minutes.
Not much interest in this deck, I've been having a ton of fun with the same version I posted earlier..
I added 4 swerve to MD, normally I like to just play super aggressive at getting the combo but against jund with blightning/pulse to kill mine/font/jace I side in 4x swerve.
Going to be testing 4x Into the Roil over 4x Burst Lightning tonight.
I am really starting to look toward using goblin guides due to the fact they add cards in opponents hand for your combo and can give you early damage gives you a possible turn 3 win condition.
towards triggers-why are you scared of being hit with a blightning when it really takes there turn and only makes you lose two cards when you are drawing like crazy. Normally a good player would side them out after game 1
this deck NEEEDS time warp... i run 1x JarJar sphinx VS. GB maelstrom aggro, which totals this deck! the time warps are for sheer card advantage! turn 5 with a font and 2 mines will draw you 4 extra cards +1 for your normal draw, that is WAY bigger chance at getting your needed ruteflare trap/twincast...
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Standard RU Owling Mine (Runeflare Trap) RU
Recent FNM's
3-1 2nd
2-0 drop (Yeah, that is 2 wins and a drop...)
3-1 3rd
I'm not sure on the SB. I have problems mainly against Control, especially after SB, as by the time I can go off it's very likely they have drawn plenty Negates/Flashfreezes. Any ideas?
why are you scared of being hit with a blightning when it really takes there turn and only makes you lose two cards when you are drawing like crazy. Normally a good player would side them out after game 1
Ideally you're drawing a ton of cards, but that doesn't always happen. Maybe I just always have to keep crap hands against jund and they take advantage. Seems like I never get a good draw against em, or have to mull to 5 ( where turn 3 blightning wrecks you )
And yes, I really like goblin guide.. against slower decks he a power house, and of course adding cards to their hand is nice. What would be turn 3 win?
this deck NEEEDS time warp... i run 1x JarJar sphinx VS. GB maelstrom aggro, which totals this deck! the time warps are for sheer card advantage! turn 5 with a font and 2 mines will draw you 4 extra cards +1 for your normal draw, that is WAY bigger chance at getting your needed ruteflare trap/twincast...
No doubt, like I said earlier.. Timewarp can just pull games out of no where. Last night I was getting POUNDED by bant, he went noble, war monk, rafiq, finest hour... Luckily I had two Into the Roil's to slow down the finest hour. He ended up tapping out for something with me at 3 life him at 56. I had jace/font/mine out. I drew into a time warp, drew into another and twin casted it. Drawing into 3x traps and 2 more twincast, with all the jace counters and 2 goblin guides drawing lands he was at 15 cards on his upkeep... 75 damage for 7 mana? He only had 1 negate
I love this deck, Any thoughts on the new jace? Brainstorm every turn seems really good for this deck.
Also, thought on SB very decks likely to run counters? Maybe -4 bolt, +4 Spell Pierce
can this deck be considered as a competitive deck? im really liking U/R owl, has anyone taken this deck to top4s or 8s at their local tourny?thanks. am really interested in the deck.:cool:
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4 Dragonskull Summit
4 Akoum Refuge
4 Veinfire Borderpost
8 Swamp
3 Mountain
Creatures: 4
4 Kederekt Parasite
Spells: 33
4 Howling Mine
3 Font of Mythos
4 Sign in Blood
4 Lightning Bolt
3 Burst Lightning
4 Terminate
4 Underworld Dreams
3 Quest for Pure Flame
4 Runeflare Trap
4 Pyroclasm
3 Thought Hemorrhage
4 Deathmark
4 Duress
It's pretty solid, except...it has problems with anything running Maelstrom Pulse. That includes Jund. For a while, I tried to figure out the best way to improve the Jund matchup. I first contemplated going into Grixis colors for Swerve. Then I stuck Duress and Thought Hemorrhage in the board to try to keep them from playing Pulse. That didn't really work due to the broken-ness that is Cascade.
Then I had a revelation.
UUUUUUUUUUUUUUUUUU
9 Island
8 Mountain
4 Scalding Tarn
2 Reliquary Tower
Spells: 37
4 Runeflare Trap
4 Howling Mine
3 Font of Mythos
4 Pyroclasm
3 Twincast
4 Time Warp
4 Lightning Bolt
4 Into the Roil
3 Double Negative
2 Negate
3 Spell Pierce
4 Magma Spray
3 Mindbreak Trap
4 Dragon's Claw
3 Quest for Ancient Secrets
1 Negate
Blue gives me access to the tools I need to better combat Maelstrom Pulse, and it makes the manabase smoother. It also leaves me less open to Goblin Ruinblaster.
Pyroclasm maindeck due to being creatureless, and the Boros matchup is enough of a pain that it's necessary. If you can hold the fort long enough you can usually go off the turn before they kill you, but it's still hard. Jund is kept in check with Swerve and Mindbreak Trap, and the deck is slower than you are to begin with. Christmasland isn't too bad if you can just keep Lotus Cobra off the table.
The hard matchups are RDW and Elfdrazi as they empty their hand very fast and have so many ways to just..go off. Jacerator is a pain too cause they have Safe Passage and tons of counters.
Emille, Seven-Sting Dancer Shalin Nariya
The first decklist is virtually the same as the original B/R list, but with a different sideboard. The second is a new idea I've only started testing a day or so ago.
Emille, Seven-Sting Dancer Shalin Nariya
also, take out the trapmaker's snares, and add time warps
RU Owling Mine (Runeflare Trap) RU
Recent FNM's
3-1 2nd
2-0 drop (Yeah, that is 2 wins and a drop...)
3-1 3rd
Emille, Seven-Sting Dancer Shalin Nariya
Is what I do.
Emille, Seven-Sting Dancer Shalin Nariya
Is what I do.
I was playing a turbo fog Naya version... went a little something like this
4x Runeflare Trap
4x Angelsong
4x Safe passage
4x Fog
4x Lightning Bolt
4x Path to Exile
3x Naya Charm
2x Tanglesap
Artifact
4x Howling Mine
4x Font of Mythos
2x Ajani Vengeant
Land
4x Mountain
4x Plains
4x Arid Mesa
3x Forest
3x Rootbound Crag
3x Sunpetal Grove
1x Reliquary Tower
3x Goblin Ruinblaster
4x Unstable Footing
3x Tempest of Light
2x Pithing Needle
3x Day of Judgment
It did fairly well but I think if I went with some blue in there I would have been able to combat all the things that beat me down
What about a random Soulquake?
http://www.deckcheck.net/deck.php?id=30517
That list actually won first. Nice.
I like the trap toolbox you have in here.
i suggest time warp, it + howling mine/font = I win, maybe goblin guide too, tho im not sold on that card yet, but with all the removal you have he's a great option for filling their hand. oh and jace... just saying.
my suggestions:
-4 land, +4 Scalding tarn.... duh
-2 pyroclasm, -1 mountain, +3 Timewarp
-1 burst lightning, +1 Trapmaker's snare (people this card is SIIIIIIIICK, put lavaball trap and co. as 1-ofs in the SB for good times)
-1 Ponder, +1 Twincast, I know this seems strange, as ponder is a 1-drop, but you don't necessarily want two in your openining or even in the first 4 turns. Ponder is a GREAT mid to late game spell, maybe even better than an early play (tho i won't really argue this point, its good either way).
Also: Two cards i've been testing as tech are Silence and Duress... i'm really tempted to run two of both at the moment, as they are both good individually, but great against different decks and hate, and run a set of the BW sac lands and/or the Esper tap land (but tap no good for combo). As a combo deck i really do believe that protection MD is warrented, unfortunately gigadrowse is out Right now negate and swerve are in-color options, but i've had the 2cc bite me in the ass enough times, and no spell pierce doesn't cut it, they'll have at least two mana if they have ANY notion of whats coming, i'd rather have to fetch a "colorless" land (for most of my deck) to play a duress or silence to prevent disruption.
my 2 cents.
A Runeflare Trap Deck made 30th at the SCG $5k
http://www.starcitygames.com/magic/standard/18437_Too_Much_Information_St_Louis_Standard_Open.html
11 Island
8 Mountain
4 Scalding Tarn
// Spells
3 Time Warp
3 Twincast
4 Lightning Bolt
4 Burst Lightning
3 Jace Beleren
4 Ponder
4 Runeflare Trap
4 Howling Mine
4 Font of Mythos
4 Goblin Guide
Been running 'Combomasters' list posted on ML / Deckcheck...
Time warp with a font out can turn a game from a loss to a win in one turn. I'd suggest trying it out if you haven't
Being the combo deck it is, it's hit or miss... I'm not sure if I like burst lightning, I'd almost it rather be card draw. Possibly worldly counsul or something
Whenever I combo off my opponents normal reactions are; "wow noob, play a real deck", "noob" or just "player lost"
-4C StuffUWGR
-Time SieveWUB
-Mass PolymorphUG
Extended:
-Looking Foward to new extended except people that will try and play Jund
Legacy:
-HypergenesisWUBRG
EDH:
Niv MizzetUR
Zur, The EnchanterWUB
Rhys, The RedeemedWG
but at fnm a few weeks ago, another guy brought out a monored version with elemental appeal and hell's thunder. i won about %70 (swerve from sideboard = mvp) but i think we played 20 games in 5 minutes.
I added 4 swerve to MD, normally I like to just play super aggressive at getting the combo but against jund with blightning/pulse to kill mine/font/jace I side in 4x swerve.
Going to be testing 4x Into the Roil over 4x Burst Lightning tonight.
Emille, Seven-Sting Dancer Shalin Nariya
That was my thoughts exactly, It seemed like I was only using burst EOT for an extra 2 damage, kinda irrelevant in the grand scheme of the deck.
So far I'm loving Roil.. it his PW's, Orings, a lot of problem creatures.. etc etc
towards triggers-why are you scared of being hit with a blightning when it really takes there turn and only makes you lose two cards when you are drawing like crazy. Normally a good player would side them out after game 1
RU Owling Mine (Runeflare Trap) RU
Recent FNM's
3-1 2nd
2-0 drop (Yeah, that is 2 wins and a drop...)
3-1 3rd
4x Scalding Tarn
7x Mountain
12x Island
Spells
4x Ponder
3x Time Warp
3x Twincast
3x Jace Beleren
4x Burst Lightning
4x Lightning Bolt
4x Runeflare Trap
4x Howling Mine
4x Font of Mythos
4x Into the Roil
4x Pyroclasm
4x Flashfreeze
4x Dragon's Claw
3x Swerve
I'm not sure on the SB. I have problems mainly against Control, especially after SB, as by the time I can go off it's very likely they have drawn plenty Negates/Flashfreezes. Any ideas?
Ideally you're drawing a ton of cards, but that doesn't always happen. Maybe I just always have to keep crap hands against jund and they take advantage. Seems like I never get a good draw against em, or have to mull to 5 ( where turn 3 blightning wrecks you )
And yes, I really like goblin guide.. against slower decks he a power house, and of course adding cards to their hand is nice. What would be turn 3 win?
No doubt, like I said earlier.. Timewarp can just pull games out of no where. Last night I was getting POUNDED by bant, he went noble, war monk, rafiq, finest hour... Luckily I had two Into the Roil's to slow down the finest hour. He ended up tapping out for something with me at 3 life him at 56. I had jace/font/mine out. I drew into a time warp, drew into another and twin casted it. Drawing into 3x traps and 2 more twincast, with all the jace counters and 2 goblin guides drawing lands he was at 15 cards on his upkeep... 75 damage for 7 mana? He only had 1 negate
I love this deck, Any thoughts on the new jace? Brainstorm every turn seems really good for this deck.
Also, thought on SB very decks likely to run counters? Maybe -4 bolt, +4 Spell Pierce