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PostPosted: Wed Jul 15, 2015 3:22 pm 
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2bestest wrote:
My issue with running both though is that your significantly increasing your odds for someone to, two for one you with removal. That is my biggest concern in general with enchantments and why I never want too many of them in any given deck in a meta that doesn't have much to protect your investment.


Risk vs. Reward, IMO. Yes you increase your chance of being 2-1'ed, but you also decrease the deck's clock tremendously. Also, both cards have immediate effects when played correctly. Haste makes an empty board into a permanent threat. Trample makes a current creature able to push through damage right now. With Call, you really only need to hit once for it to have justified it's damage, it's a really bad searing spear. Anything more than that is bonus, IMO. With the other, you can't really be 2-1'ed because it will replace itself.


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PostPosted: Sat Jul 18, 2015 11:23 am 
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Was trying to build a red sligh but I find that my deck attempts ran out of steam easily while the opponent is still at 7-9 life. I end up breaking the curve slightly and incorporated a lot of artifact creatures to synergize with Chief of the Foundry for buff, Thopter Engineer for haste and Pia and Kiran Nalaar for burn.

The deck has a decent feel to it and would like to get some feedback from you peeps. Played as a tempo beatdown deck using critters as your damage source and burn spell for removal. You should always keep the pressure on early game, making good trades and dealing damage. Pia and Kiran or Molten Vortex or Avaricious Dragon are your late game cards if the duel drags on.

Creatures (26 - 7 x 1cc, 10 x 2cc, 5 x 3cc, 4 x 4cc)
4 x Bonded Construct (not being able to attack alone is an acceptable draw back for me, 2 Bonded Constructs can attack together)
3 x Goblin Glory Seeker (best 1cc red critter, imo)
3 x Runed Servitor (artifact critter that fits the curve)
4 x Perilous Myr (artifact critter that fits the curve)
3 x Ember Hauler (critter cum burn)
3 x Chief of the Foundry (synergy for artifact critter)
2 x Thopter Engineer (synergy for artifact critter, only need 1 in play)
1 x Avaricious Dragon (best with Molten Vortex)
1 x Juggernaut (swappable, if anyone has a good alternative)
2 x Pia and Kiran Nalaar (synergy for artifact critter, only need 1 in play)

Removal (12)
2 x Molten Vortex (make good use of excess lands, chose this instead of X spells)
4 x Fiery Impulse (not much choice for burn spell)
4 x Twin Bolt (not much choice for burn spell)
2 x Exquisite Firecraft (not much choice for burn spell)

Land (22)
4 x Evolving Wilds (for thinning the deck)
18 x Mountain (only need 4 in play, put more in play if you have plans with the excess mana)

Tried
Other 1cc critter - don't find myself having enough mana for Bellows Lizard pump, the 2 other gobs are pretty meh.
Use of aura - 2 for 1 chance for opponent
Chandra - too slow and this deck has reduced red spell
Ghirapur AEther Grid - too slow
Ghirapur Gearcrafter - the 3cc critters in place are better
Firefiend Elemental - too weak for 4cc
Embermaw Hellion - too slow and this deck has limited red source

Greatly appreciate all comments. Thanks!!


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PostPosted: Sat Jul 18, 2015 11:49 am 
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Evolving wilds is a very bad choice in a mono-color deck. Yes you gain a marginal benefit, if you play it and there are 20 lands and 30 cards left in your deck you are now at 19 and 30, the difference is very small. On the other hand you are guaranteed to have a land that comes into play tapped. The cost vs. benefit just isn't worth it.

I can't give you great suggestions without playing the game, but Thopter Foundry is completely obvious here. Single color deck? Check. You can afford to have a little colorless mana. Artifact synergy? Check. You have multiple cards that will make these guys better.


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PostPosted: Sat Jul 18, 2015 12:09 pm 
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Hmm... No such card, Thopter Foundry.

Maybe I'll try using Foundry of the Consuls, even thou' the 5 mana activation cost seems high.

Thanks!


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PostPosted: Sat Jul 18, 2015 4:32 pm 
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Zen wrote:
Hmm... No such card, Thopter Foundry.

Maybe I'll try using Foundry of the Consuls, even thou' the 5 mana activation cost seems high.

Thanks!


It's even a 6 mana cost if you take into account that the Foundry needs to tap aswell and can't be used for mana.


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PostPosted: Mon Jul 20, 2015 9:30 pm 
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PostPosted: Mon Jul 20, 2015 10:32 pm 
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So is mono-red goblins the only viable deck for mono red? Cuz that's all I've seen so far. I'm too lazy and uncreative to look at the pool and see other viable decks. Is there a burn deck in there somewhere?


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PostPosted: Mon Jul 20, 2015 11:10 pm 
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PostPosted: Tue Jul 21, 2015 12:29 am 
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Okay, so Flaring Flame-Kin is really good. You guys should consider adding him to the plan. It's a weird RDW card, but it's surprisingly good.

Becomes a fire-breathing 6/5 trample with Infectious Bloodlust. That's no joke for turn 4.


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PostPosted: Tue Jul 21, 2015 8:17 am 
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DJ0045 wrote:
Okay, so Flaring Flame-Kin is really good. You guys should consider adding him to the plan. It's a weird RDW card, but it's surprisingly good.

Becomes a fire-breathing 6/5 trample with Infectious Bloodlust. That's no joke for turn 4.


The only downside to the guy is that he makes your opponents expect enchantments. That doesn't make him bad, but I'd be very careful to buff him when your opponent has red or blue mana open.


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PostPosted: Tue Jul 21, 2015 8:53 am 
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Gegliosch wrote:
DJ0045 wrote:
Okay, so Flaring Flame-Kin is really good. You guys should consider adding him to the plan. It's a weird RDW card, but it's surprisingly good.

Becomes a fire-breathing 6/5 trample with Infectious Bloodlust. That's no joke for turn 4.


The only downside to the guy is that he makes your opponents expect enchantments. That doesn't make him bad, but I'd be very careful to buff him when your opponent has red or blue mana open.


And that's definitely a flaw, but yesterday I was playing online using some test decks, and that kept coming up, and it kept being too fast for my decks. Cost me 2 or 3 games. Mind you, to me, that was exposing flaws in my builds, not necessarily demonstrating great offensive potential in the other decks, but I think it's worth mentioning here, because that's an extremely fast clock for a turn 4 play. There's not a lot of removal options if it resolves, and only a couple while its resolving.


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PostPosted: Tue Jul 21, 2015 1:07 pm 
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Yes, it's nasty and the main reason I favor Izzet for early defense. Nothing kills enchantment happy aggro decks like full sets of Disperse, Twin Bolt and Fiery Impulse.


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PostPosted: Tue Jul 21, 2015 1:23 pm 
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Curve considerations.

Until we get the game it'll be difficult to know whether the extra reach is necessary. It really depends on the meta and how slow other decks in the format are. At the moment the deck seems solid that's why I am sharing it. If you want to add them, go for it, I'm just laying a foundation for people who actually have access to the game.

By the way, http://tappedout.net/mtg-decks/20-07-15-mono-r/ here's the tappedout.net version. I played around with the "play test" feature multiple times and it seems to curve very consistently. That's probably the biggest reason I would play Mono-R atm. It's not reliant on any rare/mythics to win the game. It curves out quickly and has very powerful early game synergies like Goblin Glory Chaser + Subterranean Scout, Foundry Street Denizen + Dragon Fodder, or one-drop turn one, two-drop turn two, and turn three Act of Treason. Rogue's Passage helps Chandra, Fire of Kaladesh get through. Foundry of the Consuls helps recover against Languish or bypass board stalls. 22 lands is minimum required to 'guarantee' two lands by turn 2 before you start seeing diminishing returns and flooding.

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PostPosted: Sun Jul 26, 2015 1:04 pm 
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I put the latest iteration of my grinding deck here. It started life prior to starting the grinding and as I unlocked I have adjusted it.

AvaAggro

3 x Goblin Arsonist
3 x Titan's Strength

4 x Perilous Myr
3 x Ember Hauler
1 x Veteran's Sidearm
2 x Inferno Fist
4 x Twin Bolt
1 x Sigil of Valor

2 x Bottle Gnomes
2 x Akroan Sergeant
1 x Strider Harness

1 x Firefiend Elemental
1 x Avaricious Dragon
3 x Scrapyard Mongrel
1 x Flameshadow Conjuring
3 x Traitorous Instinct
1 x Pia and Kiran Nalaar

2 x Chandra's ignition

18 x Mountain
2 x Rogue's Passage
2 x Foundry of the Consuls


The latest changes were to put the Chandra's ignitions in both as a board wipe and finisher. Although it's designed to be fast and aggro in nature the changes allow it to close out games if the aggro stalls though it is important to get a decent lead before getting to that stage. I find the Ember Hauler is the best 2 drop after the arsonist as the only real 1 drop playable. So often there is not a 1 drop so it's not pure aggro from that perspective. The reversal with the Traitorous Instincts tends to be key as after early drops there is normally a blocker that cannot get through. The Akroan Sargeant although prone for removal once buffed with artifacts and renowned or better yet loaded with inferno fist can hold back a strong board. The artifacts are to support the mongrel but useful to add to early creatures. The Sigil as a 1 off can be handy to on the Sargeant. There is decent removal via twin bolts, ember hauler and Myrs in early game and the ignition late game. There is a thopter sub theme with the Foundry and Pia. The conjuring again is not really fast enough but can be used well in correct situation.
It's designed as a grinding deck where it works very well. The earlier iteration was not very successful in MP matches but with the later edition of the 2 ignitions I will test it at some point in MP and with the board wipe it may do better. There are a few of the artifacts that could probably change and the strider harness for example was from initial build with Chandra that was unlocked in the initial unlock after completing story mode. Overall it's a decent grinding deck with best record 10 straight wins maybe more versus a range of AI decks including an early T4 languish wipe out. It also recovers well from the blue return enchantment due to the early turn lo curve casts.

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Last edited by SquiderDragon on Mon Jul 27, 2015 6:07 am, edited 8 times in total.

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PostPosted: Mon Jul 27, 2015 5:50 am 
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I put the latest iteration of my grinding deck here. It started life prior to starting the grinding and as I unlocked I have adjusted it.


Could you please add [ deck ] [ /deck ] (without the spaces) above and under your deck to enable the autocard? I guess not everyone is familiar with the whole pool yet :)

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PostPosted: Mon Jul 27, 2015 5:56 am 
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Lexxx20 wrote:
I put the latest iteration of my grinding deck here. It started life prior to starting the grinding and as I unlocked I have adjusted it.


Could you please add [ deck ] [ /deck ] (without the spaces) above and under your deck to enable the autocard? I guess not everyone is familiar with the whole pool yet :)


Thanks for the tip :)

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https://www.youtube.com/channel/UC29hO5 ... 71kNpJmjKg


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PostPosted: Thu Jul 30, 2015 8:02 am 
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A deck for Goblins
60 Cards. 40 nonlands (16 creatures, 24 spells). 20 Lands (20 ).

Creature 16
-- 4x Foundry Street Denizen
-- 4x Goblin Arsonist
-- 3x Goblin Glory Chaser
-- 3x Ember Hauler
-- 1x Chandra, Fire of Kaladesh
-- 1x Avaricious Dragon

Spell 24
-- 4x Fiery Impulse
-- 4x Titan's Strength
-- 3x Call of the Full Moon
-- 4x Dragon Fodder
-- 3x Fiery Conclusion
-- 4x Twin Bolt
-- 2x Exquisite Firecraft

Land 20
-- 20x Mountain


Last edited by InFaMoUsGeMiNi on Sat Aug 15, 2015 6:00 am, edited 1 time in total.

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PostPosted: Mon Aug 03, 2015 7:18 am 
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My RDW

1cmc

3x Goblin Glory Chaser
4x Goblin Arsonist
4x Foundry Street Denizen
4x Fiery Impulse
4x Titan's Strength

2cmc

2x Abbot of Keral Keep (this guy is really good)
3x Ember Hauler
3x Mage Ring Bully (also really good)
4x Subterranean Scout
2x Call of the Full Moon (if you can keep from casting a second spell.. this thing racks up damage)
4x Infectious Bloodlust

3cmc

1x Chandra
2x Exquisite Firecraft

4cmc

1x Avaricious Dragon

19x Mountains

It's pretty standard stuff here. Mage Ring Bully and Abbot of Keral Keep really suprised me. Finding Call of the Full Moon was an accident. I must've misclicked my controller or something, but I topdecked it and was all 'wtf is that?' I played it and rode it to victory. It's not something you wanna play on turn 2.. but, T1 Goblin Glory Chaser into T2 Call of the Full Moon is gonna get you a 4/3 trampler whose about to become a 5/4 trampler with menace. It's a pretty sick opening.

Mage Ring Bully looks pretty good with auras on him too.. and the Prowess mechanic messes up combat math a lot for the opponent.

Abbott of Keral Keep is great.. gives you a body with Prowess and more gas. Avaricious Dragon is the only slot I'm not sure about. He has been dead in my hand a few times.. and never actually done anything, but I figure he is my out to a stall.

For what it's worth.. I rode this deck from rank 32 to 40 earlier tonight with only one loss.. that coming to a Boros deck with Flameshadow Conjuring out. He played an Abbot of Keral Keep, got a token out of it and access to two spells which let him come from behind in a tight race where I had him dead to rights next turn. That's how I learned about the Abbot lol. He went in my deck and has performed admirably.

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PostPosted: Wed Aug 05, 2015 3:34 pm 
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Furnace

[list]
3 goblin glory chaser
4 goblin arsonist
3 ember hauler
4 perilous myr
3 thopter engineer
2 ghirapur gearcrafter
2 pia and Kiran nalaar
1 Chandra, fire of kaladesh
1 avaricious dragon

2 molten vortex
2 call of the full moon
4 volcanic fist
4 twin bolt
2 exquisite firecraft


3 rogue's passage
20 mountain [/list

This deck wins and is fun and doesn't care if you play evolpea or weenies and stuff. Level 40 til the next "free" game comes out and it's not meta so people think they're playing against rdw until you burn them out. And stuff. Like for real stuff.


Last edited by PureSynesthesia on Sat Aug 29, 2015 12:08 pm, edited 2 times in total.

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PostPosted: Thu Aug 06, 2015 9:49 am 
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25-0 versus humans or AI?

Really like your build, man.


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