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PostPosted: Tue Jul 14, 2015 8:52 am 
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2bestest wrote:

I think Chandra could be valuable here personally. RDW needs ways to close out games and if you can transform her, she can do so.


This deck is trying to win very fast and Chandra will only waste precious time. If your strategy is a little more slow, then she can become a welcomed addition.

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4 x Foundry Street Denizen
3 x Goblin Glory Chaser
4 x Titan's Strength
3 x Ember Hauler
4 x Mage-Ring Bully
2 x Abbot of Keral Keep
4 x Twin Bolt
3 x Ravaging Blaze
1 x Chandra, Fire of Kaladesh
2 x Exquisite Firecraft
4 x Firefiend Elemental
1 x Avaricious Dragon
2 x Embermaw Hellion


21x Mountain
2x Rogue's Passage

Embermaw Hellion is a lord in this deck, but he has the double benefit of lording over your creatures and your spells. Even Chandra's abilities.


Decks like this, but add Chandra back in. Edit: whoops she's already back in... Yeah so this one, but you can probably drop to 22 land, if there's even a card worth playing, possibly the sac dagger (although it's going to be best in 2/3 color decks), IMO. Edit2: damn, I didn't realize hellion is 5 cmc, scratch that, you need 23 land. Hmmmmm... (It's early, and I didn't sleep well, lol)


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PostPosted: Tue Jul 14, 2015 9:17 am 
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Does Twin Bolt with Embermaw Hellion on the field deal 3 or 4 damage if you point it at 1 target?

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Last edited by -DarkShock- on Tue Jul 14, 2015 9:19 am, edited 1 time in total.

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PostPosted: Tue Jul 14, 2015 9:18 am 
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Ideally you want to be playing Chandra turn 3 and then playing 2 red spells turn 4 to flip her. That's doesn't seem like it'll be hard in a deck filled with 1 and 2 drops and will be 5 damage to the face or 3 damage to face and killing a creature. That's about as fast as a card get's in this meta and after that you have a planeswalker on the board that both works as a clock and as removal.

Getting her to combo with Embermaw Hellion is without a doubt strong, but you will be able to flip her more consistant and earlier in a fast deck.


The problem is she herself is not fast, despite flipping her fast, she will not help a lot with the deck strategy.


Dealing a guaranteed 2 extra damage a turn, removing creatures to make it easier for your own creatures to connect and the potential to eventually dealing 9 damage in a "turn". It seems like she's doing exactly what a RDW wants to be doing.

Even if she gets killed immediately after flipping, you will still have gotten 5 damage to the face or 3 damage to the face and 2 damage to a creature from her. That's better immediate value than any other red 3 drop in the game.


Still you will waste time casting her and trying to flip her, when you could be doing damage. She is extremely slow for pure RDW, don't matter how useful she can be.


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PostPosted: Tue Jul 14, 2015 9:19 am 
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Should be 4 I think. Not sure what happens if you target the same permanent twice though. Pretty sure still 4.

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PostPosted: Tue Jul 14, 2015 10:45 am 
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Chandra is basially a free twin bolt every turn, that's pretty good for a 3-drop. This deck is so weak against instant removal, I'd feel much better with some standalone threats like this.


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PostPosted: Tue Jul 14, 2015 11:33 am 
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The problem is she herself is not fast, despite flipping her fast, she will not help a lot with the deck strategy.


Dealing a guaranteed 2 extra damage a turn, removing creatures to make it easier for your own creatures to connect and the potential to eventually dealing 9 damage in a "turn". It seems like she's doing exactly what a RDW wants to be doing.

Even if she gets killed immediately after flipping, you will still have gotten 5 damage to the face or 3 damage to the face and 2 damage to a creature from her. That's better immediate value than any other red 3 drop in the game.


Still you will waste time casting her and trying to flip her, when you could be doing damage. She is extremely slow for pure RDW, don't matter how useful she can be.


Doing damage instead with what exactly? Red doesn't have any cards with better damage potential in the pool. If she was getting picked over real cards like Flames of the Blood Hand or Scab-Clan Berserker you might have a point, but that simply isn't the case. Doing 5 garanteed damage after one turn on the board (and maybe something after that) is as good as it gets here.


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PostPosted: Tue Jul 14, 2015 12:47 pm 
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RDW by Harmless Brew

20x Mountain

Creatures
4x Foundry Street Denizen
4x Goblin Arsonist
3x Goblin Glory Chaser
4x Mage-Ring Bully
4x Subterranean Scout
3x Ember Hauler
2x Abbot of Keral Keep
1x Chandra, Fire of Kaladesh
1x Avaricious Dragon

Spells
4x Titan's Strength
4x Twinbolt
4x Dragon Fodder
2x Exquisite Firecraft

I think the new red prowess creatures are going to be excellent with Titan's Strength and Dragon Fodder. I believe with the curve (15, 21, 3, 1), 20 land should be right. I'll need to test how adequate Chandra is as she may only end up being a 2/2 creature for 3 with how fast the deck is. She seems too good to miss out. I wonder if Mage-Ring Bully will be poor. Prowess triggers and Subterranean Scout seem like they could make it alright. Goblin Piker could be the better choice if the upside of prowess doesn't hold.


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PostPosted: Tue Jul 14, 2015 12:59 pm 
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Well while we are doing RDW, here is where I am:

BESTEST RDW

19 x Mountain

4 x Fiery Impulse
4 x Foundry Street Denizen
4 x Goblin Arsonist
3 x Goblin Glory Chaser
2 x Molten Vortex
4 x Titan's Strength
2 x Abbot of Keral Keep
4 x Dragon Fodder
3 x Ember Hauler
4 x Subterranean Scout
4 x Infectious Bloodlust
2 x Exquisite Firecraft
1 x Chandra, Fire of Kaladesh


I may cut 1 or 2 subterranean for a firey conclusion or two. Running two molten vortex currently even though you would never want the second, so I am more likely to have it on the table.

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PostPosted: Tue Jul 14, 2015 1:45 pm 
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You only have 19 lands, why would you want to play Molten Vortex at all? If you think drawing excess land is bad, try drawing Molten Vortex. Maybe it has a place somewhere, but you have to realize that the first "Shock" just cost you two mana and two cards.

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Last edited by Hakeem928 on Tue Jul 14, 2015 1:49 pm, edited 1 time in total.

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PostPosted: Tue Jul 14, 2015 1:48 pm 
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RDW by Harmless Brew

20x Mountain

Creatures
4x Foundry Street Denizen
4x Goblin Arsonist
3x Goblin Glory Chaser
4x Mage-Ring Bully
4x Subterranean Scout
3x Ember Hauler
2x Abbot of Keral Keep
1x Chandra, Fire of Kaladesh
1x Avaricious Dragon

Spells
4x Titan's Strength
4x Twinbolt
4x Dragon Fodder
2x Exquisite Firecraft

I think the new red prowess creatures are going to be excellent with Titan's Strength and Dragon Fodder. I believe with the curve (15, 21, 3, 1), 20 land should be right. I'll need to test how adequate Chandra is as she may only end up being a 2/2 creature for 3 with how fast the deck is. She seems too good to miss out. I wonder if Mage-Ring Bully will be poor. Prowess triggers and Subterranean Scout seem like they could make it alright. Goblin Piker could be the better choice if the upside of prowess doesn't hold.


With 16 enablers for Bully, you should be fine. It's a pity 6 of them are sorceries, but what can you do? I think you're pretty close to where RDW wants to be in this pool, so if Chandra doesn't work out then maybe cut her for another Mountain so you can play creatures and casts spells while making Avaricious Dragon a bit easier to cast.

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PostPosted: Tue Jul 14, 2015 2:10 pm 
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Hakeem928 wrote:
RDW by Harmless Brew

20x Mountain

Creatures
4x Foundry Street Denizen
4x Goblin Arsonist
3x Goblin Glory Chaser
4x Mage-Ring Bully
4x Subterranean Scout
3x Ember Hauler
2x Abbot of Keral Keep
1x Chandra, Fire of Kaladesh
1x Avaricious Dragon

Spells
4x Titan's Strength
4x Twinbolt
4x Dragon Fodder
2x Exquisite Firecraft

I think the new red prowess creatures are going to be excellent with Titan's Strength and Dragon Fodder. I believe with the curve (15, 21, 3, 1), 20 land should be right. I'll need to test how adequate Chandra is as she may only end up being a 2/2 creature for 3 with how fast the deck is. She seems too good to miss out. I wonder if Mage-Ring Bully will be poor. Prowess triggers and Subterranean Scout seem like they could make it alright. Goblin Piker could be the better choice if the upside of prowess doesn't hold.


With 16 enablers for Bully, you should be fine. It's a pity 6 of them are sorceries, but what can you do? I think you're pretty close to where RDW wants to be in this pool, so if Chandra doesn't work out then maybe cut her for another Mountain so you can play creatures and casts spells while making Avaricious Dragon a bit easier to cast.


I hadn't really considered the prowess creatures. This looks really good to me too. Note: you can render Chandra unblockable with subterranean scout. That should be enough to flip her on the turn after she is played in a lot of situations, in case you didn't know. I mean, it won't happen often or anything, but it's definitely viable, and it's in the deck.


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PostPosted: Tue Jul 14, 2015 3:36 pm 
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I am curious why no one is running at least a singleton of Foundry of the Consuls. It's a five mana spell, but, mono-decks can afford it with their manabase. It's great for recovering against Languish and helps add evasion to otherwise ground-base game. I think Foundry of the Consuls will really help close out games that are already lost because the opponent put down a large wall or a bunch of small blockers. At worst, it's better than an additional mountain in top decking mode, and at best it's a 5 mana instant speed finisher when you run out of cards in hand.

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PostPosted: Tue Jul 14, 2015 3:53 pm 
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Hakeem928 wrote:
RDW by Harmless Brew

20x Mountain

Creatures
4x Foundry Street Denizen
4x Goblin Arsonist
3x Goblin Glory Chaser
4x Mage-Ring Bully
4x Subterranean Scout
3x Ember Hauler
2x Abbot of Keral Keep
1x Chandra, Fire of Kaladesh
1x Avaricious Dragon

Spells
4x Titan's Strength
4x Twinbolt
4x Dragon Fodder
2x Exquisite Firecraft

I think the new red prowess creatures are going to be excellent with Titan's Strength and Dragon Fodder. I believe with the curve (15, 21, 3, 1), 20 land should be right. I'll need to test how adequate Chandra is as she may only end up being a 2/2 creature for 3 with how fast the deck is. She seems too good to miss out. I wonder if Mage-Ring Bully will be poor. Prowess triggers and Subterranean Scout seem like they could make it alright. Goblin Piker could be the better choice if the upside of prowess doesn't hold.


With 16 enablers for Bully, you should be fine. It's a pity 6 of them are sorceries, but what can you do? I think you're pretty close to where RDW wants to be in this pool, so if Chandra doesn't work out then maybe cut her for another Mountain so you can play creatures and casts spells while making Avaricious Dragon a bit easier to cast.


Yeah an extra mountain could be right here. I like the idea of playing Chandra into Scout, swinging with Chandra and then casting a spell to untap her to ping for one and flip her. She could do some work but not sure if she or the game will last long enough to go off.


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PostPosted: Tue Jul 14, 2015 4:11 pm 
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You could also ping with Chandra, cast scout and then attack ;-)


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PostPosted: Tue Jul 14, 2015 6:56 pm 
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Hakeem928 wrote:
You only have 19 lands, why would you want to play Molten Vortex at all? If you think drawing excess land is bad, try drawing Molten Vortex. Maybe it has a place somewhere, but you have to realize that the first "Shock" just cost you two mana and two cards.


My thought behind it is that it turns excess lands into something usefull. Adds another way to finish off weekend opponents or remove creatures, something that versatile is hard to find currently in the meta.

It has been really helpful so far and I don't know what I would rather have. I originally only ran one but it has been helpful or I felt it would have been helpful when I didn't have it, several times. I actually started with one and felt I wanted to have more potential of drawing one in more games. What would you feel you would rather have?

I am curious why no one is running at least a singleton of Foundry of the Consuls. It's a five mana spell, but, mono-decks can afford it with their manabase. It's great for recovering against Languish and helps add evasion to otherwise ground-base game. I think Foundry of the Consuls will really help close out games that are already lost because the opponent put down a large wall or a bunch of small blockers. At worst, it's better than an additional mountain in top decking mode, and at best it's a 5 mana instant speed finisher when you run out of cards in hand.


I don't because personally, I never want to have 5 mana. 3 is all I ever want.

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Last edited by 2bestest on Tue Jul 14, 2015 7:02 pm, edited 2 times in total.

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PostPosted: Tue Jul 14, 2015 7:00 pm 
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In a 19 land deck, you rarely need more than 3 lands. Molten Vortex lets you do something with that 1/4th of your deck that is dead weight.


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PostPosted: Tue Jul 14, 2015 7:02 pm 
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mjack33 wrote:
In a 19 land deck, you rarely need more than 3 lands. Molten Vortex lets you do something with that 1/4th of your deck that is dead weight.

Exactly what he said^

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PostPosted: Tue Jul 14, 2015 7:06 pm 
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In my opinion you are increasing the dead weight by choosing that card. One copy may be right in some lists, I'd have to test it out, but the second copy does nothing.

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PostPosted: Tue Jul 14, 2015 7:10 pm 
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Hakeem928 wrote:
In my opinion you are increasing the dead weight by choosing that card. One copy may be right in some lists, I'd have to test it out, but the second copy does nothing.

Except for increase your odds of drawing one copy in an increased number of games.

From playing I feel the versatility the card offers is really helpful. This years game isn't very versatile. There aren't loads of cards that read "Target creature or player". And the ability to dump my extra mana into it means my opponents clock is shortened by that much more. Aggro's weakness is pushing through that last little damage. This card greatly helps do so.

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PostPosted: Tue Jul 14, 2015 7:12 pm 
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Auunj wrote:
You could also ping with Chandra, cast scout and then attack ;-)


Doesn't work, the final thing she does has to be her tap effect. Make sure you don't mess that up when playing, you'll be sad face. :'(


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