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PostPosted: Wed Dec 16, 2015 8:58 am 
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That's the deck I go 15-1 with, before the changes. Can we talk about your tweaks ? I think the Foundry is a mistake. You never want more than five lands on the board. The rest I save in my hand for an eventual Vortex. I agree with cutting a Rogues Passage though.

Dragon has been good for me but there's so much removal that I don't blame you. Does Firebird have haste and cost four? If so, I agree with that change.

It's the best burn deck I've ever played, btw


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PostPosted: Wed Dec 16, 2015 2:31 pm 
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Hey guys! First post

Here's what I've been rolling with, and having good success:

3x Goblin Glory Chaser
4x Lavastep Raider
4x Goblin Arsonist
2x Molten Vortex
4x Fiery Impulse
4x Titan's Strength
4x Mage-Ring Bully
3x Call of the Full Moon
3x Infectious Bloodlust
1x Chandra, Fire of Kaladesh
2x Exquisite Firecraft
4x Touch of the Void
1x Akoum Firebird
1x Avaricious Dragon

3x Rogue's Passage
17x Mountain


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PostPosted: Wed Dec 16, 2015 2:54 pm 
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Well I have no idea how these red decks are working, on steam I am getting absolutely crushed by so many other types of decks... 0-5 against UB Smother, Sacdos, B/W life gain... etc etc. Maybe okay against ramp but not much else.

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PostPosted: Wed Dec 16, 2015 2:56 pm 
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just OKAY against Ramp? Man you should be going 9-1 against ramp all day long with most mono red stuffs


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PostPosted: Wed Dec 16, 2015 2:59 pm 
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just OKAY against Ramp? Man you should be going 9-1 against ramp all day long with most mono red stuffs


Naya Ramp can pack up to 10.. yes TEN sweepers. 13 if you count 3x Rolling Thunder. I think you're underestimating ramp's card pool.. there's also mad lifegain.

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PostPosted: Wed Dec 16, 2015 3:21 pm 
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just OKAY against Ramp? Man you should be going 9-1 against ramp all day long with most mono red stuffs


Naya Ramp can pack up to 10.. yes TEN sweepers. 13 if you count 3x Rolling Thunder. I think you're underestimating ramp's card pool.. there's also mad lifegain.


Indeed I think mono red is <50% win chance in the steam meta.

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PostPosted: Wed Dec 16, 2015 11:32 pm 
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If your at 20 and your opponent is at 8-10 life by turn 4, your doing it right, otherwise, I suggest to take your deck back to the factory.

By turn 5-6 you should NEVER be interacting with your opponent but rather thinking how your going to sneak those few extra points in. Chandra does 5, Firecraft does 4, Molten Vortex can do 2-6 points on average, and Titan's Strength can do 3 if you get a 1/1 in there.

The fastest lifegain Naya has is Jaddi Offshoot. Other than that it has Blisterpod which you almost never want to attack into. In terms of sweepers, Radiant Flames is the only real one that should get you. The others require large amounts of mana like Rolling Thunder. Chandra's Ignition has a set-up cost which you can play around with Fiery Impulse, and Planar Outburst should also come online too little too late.

If your playing Mono R, your deck needs to threaten Goblin Glory Chaser + Call of the Full Moon or Foundry Street Denizen + Dragon Fodder or many 1 mana goblins. Also, your Chandra NEEDS to flip on the very next turn. I've found that pointing burn at creatures is a dumb idea unless your can output more damage with your creatures. Your opponent should be on defense for the entire game until you wait to draw your endgame burn.


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PostPosted: Thu Dec 17, 2015 12:37 am 
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If your at 20 and your opponent is at 8-10 life by turn 4, your doing it right, otherwise, I suggest to take your deck back to the factory.

By turn 5-6 you should NEVER be interacting with your opponent but rather thinking how your going to sneak those few extra points in. Chandra does 5, Firecraft does 4, Molten Vortex can do 2-6 points on average, and Titan's Strength can do 3 if you get a 1/1 in there.

The fastest lifegain Naya has is Jaddi Offshoot. Other than that it has Blisterpod which you almost never want to attack into. In terms of sweepers, Radiant Flames is the only real one that should get you. The others require large amounts of mana like Rolling Thunder. Chandra's Ignition has a set-up cost which you can play around with Fiery Impulse, and Planar Outburst should also come online too little too late.

If your playing Mono R, your deck needs to threaten Goblin Glory Chaser + Call of the Full Moon or Foundry Street Denizen + Dragon Fodder or many 1 mana goblins. Also, your Chandra NEEDS to flip on the very next turn. I've found that pointing burn at creatures is a dumb idea unless your can output more damage with your creatures. Your opponent should be on defense for the entire game until you wait to draw your endgame burn.


This is very true and has been the core strategy for mono-red since Sligh. :thumbsup:


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PostPosted: Thu Dec 17, 2015 3:49 am 
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5 mana is a lot for a ramp deck? By turn 4 you wipe the board with one of the 4 sweepers. If I'm facing a lot of mono red I switch my Naya to 2x Woodland Wanderer instead of Omnath, Locus of Rage and Emeria Shepherd. That's a 5/5 vigilance trampler by turn 4, and then I have the Chandra's Ignitions which can be used on turn 5.

The real problem is Goblin Glory Chaser into Call of the Full Moon as it's 4 toughness takes it out of reach of Radiant Flames and you're left with only 4 sweepers. That's why Woodland Wanderer is a great roadblock + setup for ignition.


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PostPosted: Thu Dec 17, 2015 7:31 am 
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If Mono-red manages to get a T1/2 Chaser-moon combo to land then it has a much higher chance of winning if it doesn't then it does not have enough fire power to end the game soon enough right now.

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PostPosted: Thu Dec 17, 2015 10:25 am 
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DJ0045 wrote:
Mono Red Wins

Red: 40
3 x Goblin Glory Chaser
4 x Foundry Street Denizen
3 x Fiery Impulse
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Mage-Ring Bully
4 x Infectious Bloodlust
4 x Dragon Fodder
1 x Chandra, Fire of Kaladesh
3 x Firemantle Mage
2 x Exquisite Firecraft
4 x Touch of the Void
1 x Akoum Firebird
1 x Avaricious Dragon

Land: 20
16 x Mountain
4 x Looming Spires


Some thoughts: It's fast enough, and can handle a lot of the realistic builds you will encounter in the long run. Had a decent record, and will do well enough. But, RDW still needs about 8-12 cards from another set to be the real deal. It's at least good enough now, IMO, to bother building a deck. But, it's not going to be in the top tier yet.

Note: devoid doesn't trigger Chandra. I mention this because it came up and it probably lost me the game. Don't make that mistake. Other than that, I'm pretty certain Firemantle Mage is a great card, in this and many other builds. Keep it in mind - not just for RDW.

p.s.: good luck Barney <3


So, I think -4 touch of the void, +4 Act of Treason is the next version I'm going to test. Really wish fiery impulse were shock, but oh well. Close enough for duels.

It doesn't take much, and based on some of these conversation, act totally sounds like the answer to the answers posted here. It will look like its GG, and then, whoops act.


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PostPosted: Thu Dec 17, 2015 4:57 pm 
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DJ0045 wrote:
DJ0045 wrote:
Mono Red Wins

Red: 40
3 x Goblin Glory Chaser
4 x Foundry Street Denizen
3 x Fiery Impulse
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Mage-Ring Bully
4 x Infectious Bloodlust
4 x Dragon Fodder
1 x Chandra, Fire of Kaladesh
3 x Firemantle Mage
2 x Exquisite Firecraft
4 x Touch of the Void
1 x Akoum Firebird
1 x Avaricious Dragon

Land: 20
16 x Mountain
4 x Looming Spires


Some thoughts: It's fast enough, and can handle a lot of the realistic builds you will encounter in the long run. Had a decent record, and will do well enough. But, RDW still needs about 8-12 cards from another set to be the real deal. It's at least good enough now, IMO, to bother building a deck. But, it's not going to be in the top tier yet.

Note: devoid doesn't trigger Chandra. I mention this because it came up and it probably lost me the game. Don't make that mistake. Other than that, I'm pretty certain Firemantle Mage is a great card, in this and many other builds. Keep it in mind - not just for RDW.

p.s.: good luck Barney <3


So, I think -4 touch of the void, +4 Act of Treason is the next version I'm going to test. Really wish fiery impulse were shock, but oh well. Close enough for duels.

It doesn't take much, and based on some of these conversation, act totally sounds like the answer to the answers posted here. It will look like its GG, and then, whoops act.


Yeah, Act of Treason is a really good card to play in RDW. Your opponets never expect it really. Might add a couple in my deck.

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PostPosted: Fri Dec 18, 2015 6:43 pm 
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Good looking mono red list there pure and barney. I'll be giving it the go.

Still haven't had the time to fully crack in on duels origins again. But I will.

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PostPosted: Fri Dec 18, 2015 11:17 pm 
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just OKAY against Ramp? Man you should be going 9-1 against ramp all day long with most mono red stuffs


Naya Ramp can pack up to 10.. yes TEN sweepers. 13 if you count 3x Rolling Thunder. I think you're underestimating ramp's card pool.. there's also mad lifegain.


Higher tier ramp lists don't run that many sweepers currently. Here are some of my records in the higher ranks:

mono red: 79% (22-6), 5-2 against ramp decks (all different color combos)
jund ramp: 74% (23-8), 3-1 against mono red
BUG midrange: 77% (23-7), 1-1 against mono red

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PostPosted: Sat Dec 19, 2015 1:07 am 
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Barney akoum firebird is indeed hasty at 4 mana! I could go either way on the thopter land as I've topdecked it with refuge and 4 mountains, but redundancy says another mountain works too. When they have haste it's usually the 2 damage + x, with x being more damage through combat or nalaar, and board stall as well. Situational, yes. Typing on the phone so I'll be brief, but sometimes it's faster than waiting for vortex, and of course burns just the same to vortex.

One thing I want to point out also is people misplay against the deck often. You play goblins, and they waste turns on board wipes and removal, thinking you're playing rdw wienies. Meanwhile, you're switching gears to burn to the face. GG. You can outrace anything but wienies, from my experience. That's an easy win with twinbolt, arsonist, and perilous myr-der, however.

For anyone unfamiliar with burn strategy, google modern burn primer and check out the starcity article to get started. Infamous Gemini spelled it out already, though.

Combo decks win when you're opponent can't interact with you, which is usually how this deck rolls. I'm not saying tier this or that, but I don't see any decks with enough lifegain to win that don't also lose to the rest of the meta(sic).

Editing to say that regardless of human opponents, this deck will wreck the Ai for quick gold. Just keep mana open to sack things for damage when it plays 3 copies of roil spout or whatever it is.


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PostPosted: Sat Dec 19, 2015 6:41 am 
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Hello!

So, I'd like to share my take on mono-red burn. I'd appreciate your comments!

Creatures (20):
3x Goblin Glory Chaser
4x Foundry Street Denizen

2x Abbot of Keral Keep
4x Mage-Ring Bully
4x Makindi Sliderunner

1x Chandra, Fire of Kaladesh

1x Akoum Firebird
1x Avaricious Dragon


Non-creature spells (19):
2x Molten Vortex
4x Titan's Strength

3x Call of the Full Moon
4x Infectious Bloodlust
4x Twin Bolt

2x Exquisite Firecraft


Lands (21):
17x Mountain
4x Looming Spires


Sideboard/Maybeboard:
Goblin Arsonist: If seven 1-drops are not enough for you, this guy should be the way to go. Best 1-drop to draw lategame, as he ist going to get hs 1 damage off, except your opponent plays a Wall. Lacks a bit of early-game punch, though.
Dragon Fodder: Solid card, gives your enchantments two possible targets and is a nice team-pump (Foundry Street and the Prowess guys like it a lot).
Act of Treason: Decent finisher if some of these don't suit your taste.


EDIT: Card images woohoo!

EDIT #2: Added the third Looming Spires. Not 100% sure if I also want the fourth; I'll definitely test once I have the chance. No luck with the Firebird so far though...

EDIT #3: Looming Spires; Akoum Firebird; 4x Twin Bolt > 2x Mountain; 4x Goblin Arsonist.
Twin Bolt is amazing vs. token-based strategies like Thopters or Aristocrats, works really well with the deck (mainly with Looming Spires and Call of the Full Moon) and is just a very flexible card in general.
Goblin Arsonist was the weakest 1-drop early and while it was the best 1-drop late, Twin Bolt just does the late-game job better. You may want to mulligan a bit more aggressively for a 1-drop now.

EDIT #4: +4 Makindi Sliderunner, -4 Dragon Fodder.
Trample is a very relevant keyword, especially with the buffs in the deck. Gives this deck a bit more explosiveness at the cost of making it a bit weaker to Twin Bolt. Currently like the change, but might switch back.
Also edited the layout of the post a bit.

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Last edited by Modulo on Sun Mar 06, 2016 1:42 pm, edited 5 times in total.

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PostPosted: Sat Dec 19, 2015 8:46 am 
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Hey Modulo, nice list!

Personally don't like having lands that come into play tapped in RDW since I feel it slows you down too much, so don't like running Looming Spires. I find that RDW runs just fine on 20 lands, even though my list (near top of page) has a slightly higher curve than yours. If you do decide to replace Looming Spires, another good non-basic land would be Rogue's Passage (have 2 or 3), it just allows you to sneak in those last few points of damage. Also if you do decide to take out Denizen for Lavastep you should also take out the Dragon Fodder and replace with some burn, like Fiery Impulse or Touch of the Void.

Happy Brewing!


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PostPosted: Sat Dec 19, 2015 9:37 am 
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Hey Finski, thanks for your comment!

I personally am not very high on Rogue's Passage in this type of list, though it is nice late-game utility (especially if you don't just discard every land exceeding the fourth) and at least the first one seems kinda free.
Running 3 seems a bit too greedy for an effect you don't always want to rely on; somewhere between 1 and 2 should be the way to go.

Looming Spires have done nice work for me. Yes, they slow you down a bit, but I found that sometimes your best play does not require all of your mana (this is especially true with Call of the Full Moon, which is a threat you sometimes may want to preserve), in which case scoring an extra point of damage at worstis a nice bonus. It may be possible that running the playset could make for some awkward hands, but you should be able to run 2-3 without slowing down too much; especially if you are running 21-22 lands.

Yup, Dragon Fodder is in there for the Denizen mainly, though the Goblins have also proven to make nice enchantment targets in a cinch. Even with the Denizen the choice between Dragon Fodder and Twin Bolt was very close and I'll happily add the Bolts over the Fodders if I decide to cut the Denizens.

Touch of the Void seems rather unexciting to me without Devoid or Ingest synergies (in fact, Devoid is a little bit of a non-bo in this deck as Touch does not untap Chandra).
Fiery Impulse is okay, my complaint with it is that you can't use it on your opponent's face (which makes it a dead draw in the later stages of the game).
I definitely like Twin Bolt better than both of these cards; if I find I need more burn after adding Twin Bolt, maybe Fiery Impulse gets a shot.


Your list looks pretty cool as well. May I ask why you don't run Abbot of Keral Keep? I found this card to be really good.

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PostPosted: Sat Dec 19, 2015 5:26 pm 
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Initially I didn't like Abbot because I didn't really like the idea of playing him on two, as if his ability doesn't play a card that turn there are more powerful cards in that slot. Also having played mono-red early when Duels came out, when it was a much slower deck with Embermaw and stuff, Abbot would often find cards that were too expensive and I just hated the threat of exiling some of the few cards with the quality to win the game. Have just now reintroduced Abbot, and he is doing ok so far. Cut 1 Impulse and 1 Void. It is a bummer that Void doesn't activate Chandra, but I feel it just has the most impact of the cards left. Could perhaps use Ember Hauler instead of it.

Thank you for the suggestion!


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PostPosted: Sun Dec 20, 2015 10:39 am 
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