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PostPosted: Sun Aug 30, 2015 11:47 am 
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So Blue, I'm liking this deck, but am having some mana issues. Idea on the fix?


Mulligan aggressively. :party:

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PostPosted: Sun Aug 30, 2015 6:54 pm 
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Here's my take at RDW. It wins 5 out of 6 games at rank 40 (Currenty: 23-4)

------------------------------
Creatures (24)
------------------------------

3 x Goblin Glory Chaser
4 x Perilous Myr
1 x Abbot of Keral Keep
4 x Mage-Ring Bully
3 x Chief of the Foundry
1 x Chandra, Fire of Kaladesh
2 x Thopter Engineer
3 x Flaring Flame-Kin
1 x Avaricious Dragon
2 x Pia and Kiran Nalaar

------------------------------
Burn (10)
------------------------------

4 x Fiery Impulse
4 x Twin Bolt
2 x Exquisite Firecraft

------------------------------
Boost (8)
------------------------------

2 x Throwing Knife
3 x Call of the Full Moon
3 x Infectious Bloodlust

------------------------------
Land (18)
------------------------------

18 x Mountain

------------------------------


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PostPosted: Fri Sep 04, 2015 10:09 am 
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zzmorg82 wrote:


So Blue, I'm liking this deck, but am having some mana issues. Idea on the fix?


Mulligan aggressively. :party:


What he said! Sorry I missed this last week.

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PostPosted: Sun Sep 06, 2015 6:52 am 
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You have to love RDW for keeping all the Control decks honest.

I wanted to build a ramp deck in mono-red that drops more threats than the opponent can remove, but has a little versatility in terms of being able to interact with the opponent's board.

I'd appreciate some advice please.

Big Red
3 x Goblin Glory Chaser
1 x Goblin Arsonist
1 x Molten Vortex
4 x Fiery Impulse
2 x Abbot of Keral Keep
4 x Infectious Bloodlust
1 x Ravaging Blaze
2 x Chief of the Foundry
1 x Chandra, Fire of Kaladesh
3 x Thopter Engineer
2 x Exquisite Firecraft
3 x Juggernaut
1 x Pia and Kiran Nalaar
2 x Scrapyard Mongrel
1 x Flameshadow Conjuring
2 x Embermaw Hellion
2 x Chandra's Ignition

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


While it has been fairly consistent, I don't know if it would be better to ramp up the Artifact synergy with the full complement of Chief of the Foundry, Scrapyard Mongrel, and Foundry of the Consuls, or to ditch the artifacts and go with Avaricious Dragon and more enchantments such as Call of the Full Moon

I like having card's in hand and being able to respond to an opponent's play with instants.

And I want to be able to disrupt all the Mill and EvilPea control decks.

Keen to hear your thoughts.

Cheers

Nish


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PostPosted: Sun Sep 06, 2015 12:30 pm 
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NishDaFish wrote:
I wanted to build a ramp deck in mono-red

I don't think you know what that word means


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PostPosted: Sun Sep 06, 2015 6:38 pm 
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NishDaFish wrote:
While it has been fairly consistent, I don't know if it would be better to ramp up the Artifact synergy with the full complement of Chief of the Foundry, Scrapyard Mongrel, and Foundry of the Consuls, or to ditch the artifacts and go with Avaricious Dragon and more enchantments such as Call of the Full Moon


I'd go full artifact.

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PostPosted: Tue Sep 08, 2015 6:36 am 
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@babassoonist You're right, probably I don't. But I am on the forums to learn. Can you point me at a post?

I understood it to mean decks that drop creatures on the curve, and "ramp" up to the fatties as quickly as possible.

The idea I was exploring to see if I could make a mono-red deck that kept dropping threats faster than the control decks could remove them.

My inspiration was @DH50 's "Dragon" deck from DOTP. That was an awesome deck

viewtopic.php?f=50&t=3882&start=160#p266722


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PostPosted: Tue Sep 08, 2015 6:44 am 
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what ramp means is taking land from your library and playing it on the field to get to your fatties ahead of schedule

the word your looking for is aggro or tempo


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PostPosted: Tue Sep 08, 2015 9:30 am 
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Nissa's Passage = Ramp

Wolf Run Ramp = Ramp Deck

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PostPosted: Tue Sep 08, 2015 10:02 am 
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wolf run ramp... was that the 2011 championship deck running kessig wolf run?


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PostPosted: Tue Sep 08, 2015 10:11 am 
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wolf run ramp... was that the 2011 championship deck running kessig wolf run?



Yup, and purest form of a Ramp deck there is imo. Then again, I played it into the ground. So I'm biased.

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PostPosted: Tue Sep 08, 2015 10:24 am 
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yeah iirc the main win condition was kessig on inkmoth nexus no?


grrrr stupid infect decks ;P


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PostPosted: Tue Sep 08, 2015 10:27 am 
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yeah iirc the main win condition was kessig on inkmoth nexus no?


grrrr stupid infect decks ;P


It was, very sneaky way of doing it too. Ramp out land, make Inkmoth a creature, mana pump it to 10/10, and Win.

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PostPosted: Tue Sep 08, 2015 10:31 am 
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:g::r::x: flying trample infect haste(kinda) x/x totally balanced


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PostPosted: Tue Sep 08, 2015 10:34 am 
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It was broken and I was King of the Store. I loved every second of it.

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PostPosted: Tue Sep 08, 2015 10:36 am 
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folds over to LD tho


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PostPosted: Tue Sep 08, 2015 10:38 am 
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folds over to LD tho


True, but there was so much ramp in that deck! You could LD every turn and I could mana pump a 1/1 token into a raging 7/7 trampler.

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PostPosted: Tue Sep 08, 2015 10:40 am 
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that 1/1 token is a land tho ;p wasteland comes to mind as the hard counter


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PostPosted: Tue Sep 08, 2015 10:43 am 
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that 1/1 token is a land tho ;p wasteland comes to mind as the hard counter


Okay, I could make a Birds of Paradise a 6/7 Flyer. It was had to race it with LD.

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PostPosted: Tue Sep 08, 2015 10:51 am 
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but my LD deck still beats that

liquimetal coating is quite OP


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