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PostPosted: Thu Nov 19, 2015 12:26 pm 
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hence the "strange"

can't argue with that deck's results! lol

i love dropping that stupid thing on the battlefield. I remember Beast's reaction to it the first time. I think I've pumped it MAYBE once in dozens of games.

It's not the thing I dislike most about this deck though. I really don't like how Molten Vortex and Ravaging Blaze don't get along AT ALL

anyway the deck is all about Mage Ring Bully with the Fiery Impulse, Twin Bolt and Dragon Fodder setting him off. Ravaging Blaze is pretty fun tho.


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PostPosted: Thu Nov 19, 2015 12:30 pm 
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honestly if steam servers weren't down I would boot the game up right now to test your deck just because it seems very fun, or maybe thats the sleep deprivation it is like 0230 here


Last edited by babassoonist on Thu Nov 19, 2015 12:31 pm, edited 1 time in total.

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PostPosted: Thu Nov 19, 2015 12:30 pm 
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hence the "strange"

can't argue with that deck's results! lol

i love dropping that stupid thing on the battlefield. I remember Beast's reaction to it the first time. I think I've pumped it MAYBE once in dozens of games.

It's not the thing I dislike most about this deck though. I really don't like how Molten Vortex and Ravaging Blaze don't get along AT ALL

anyway the deck is all about Mage Ring Bully with the Fiery Impulse, Twin Bolt and Dragon Fodder setting him off. Ravaging Blaze is pretty fun tho.


Yeah, but why only 2 arsonists, 2 perilous myr, 2 ember hauler, 2 infectious bloodlust, 1 exquisite firecraft, 1 Pia and Kiran Nalaar?

I mean, all of those are better than Bellows, plus would make the deck more consistent. Just trying to get to the bottom of your madness, mate. :D

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PostPosted: Thu Nov 19, 2015 12:32 pm 
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brb making a deck of 4 bellows lizard and 56 lands to get full value out of it's ability :V


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PostPosted: Thu Nov 19, 2015 12:36 pm 
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brb making a deck of 4 bellows lizard and 56 lands to get full value out of it's ability :V


Find a way to give it First Strike, too!

Also, full playset of Rouge's Passage!

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PostPosted: Thu Nov 19, 2015 12:37 pm 
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better through in zendikar's roil and valor in akros for da real value


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PostPosted: Thu Nov 19, 2015 2:07 pm 
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Well this has been a sobering experience !! Lol

I just can't have dead draws with this deck, can't have it. Can't draw into two sets of parents, it's a disaster. The two bloodlusts is stolen from Mobius. He made a really strong case on why two is all you need. I usually throw them on myrs too, they aren’t essential.

I'm not going to get too married about defending this build cuz I don't think its as good as my burn deck but let me finish my run with the burn deck before judging. Right now I'm undefeated with it. I need more games tho.

The weakest mono red build is the aggro one with denizens. This version doesn't marry itself too much with that insane early rush with denizens and chasers into enchantments. This one has more flexibility and can develop. BZuT it's still very mathy and you have to get your opponents life down to have options later.

Hope you try it Bassoon. Thanks for the comments :)


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PostPosted: Thu Nov 19, 2015 2:08 pm 
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The other thing is I'm really indecisive and can't make tight builds. I often try to give a deck flexibility at the expense of consistency. Hence two myrs and such. Mobius and or Hakeem came down on me at the mothership for that years ago and it looks like I haven't improved.


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PostPosted: Thu Nov 19, 2015 2:29 pm 
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What case do he make?

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PostPosted: Thu Nov 19, 2015 2:39 pm 
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He was saying that problem with enchantments is that you can get 2-for-1'd (this is nothing new to us), so he likes Bloodlust since it gets around that problem. But he says people like to jam four copies in a deck when really all you need is two. You need to avoid getting 2-for-1'd once, that's it. It's not going to happen to you more than once per match on a regular basis so he didn't see a reason to pack additional copies. I think he's right. It's been my experience as well.


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PostPosted: Thu Nov 19, 2015 8:58 pm 
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my mono red burn deck is 11-0 so far, let's see how long I can keep this streak going

Finished 14-1 losing to radios. Couldn't deal with Erebus Titan with a Consecrated for Blood on him. Ouch.


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PostPosted: Sat Nov 21, 2015 12:30 am 
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better through in zendikar's roil and valor in akros for da real value

New red land is awesome +1+1 and first strike /flex target creature

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PostPosted: Sun Nov 22, 2015 2:48 pm 
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Last edited by CovertGo Blue on Sun Jan 03, 2016 2:35 pm, edited 4 times in total.

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PostPosted: Sat Nov 28, 2015 4:18 pm 
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nice work


Last edited by theorangepet on Sun Nov 29, 2015 1:40 am, edited 1 time in total.

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PostPosted: Sat Nov 28, 2015 8:51 pm 
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I don't like denizin without dragon fodder ._.

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PostPosted: Sat Nov 28, 2015 9:16 pm 
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I don't like him period


...or you while I'm at it.


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PostPosted: Sat Nov 28, 2015 9:35 pm 
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I don't like him period


...or you while I'm at it.


Nice Barns...:P

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PostPosted: Sat Nov 28, 2015 11:52 pm 
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RDW ~ Akoum Edition

Creatures 19
3x Goblin Glory Chaser
2x Abbot of Keral Keep
2x Akoum Stonewaker
3x Ember Hauler
3x Mage-Ring Bully
4x Subterranean Scout
1x Chandra, Fire of Kaladesh
1x Akoum Firebird

Non-creatures 17
2x Molten Vortex
3x Fiery Impulse
2x Titan's Strength
1x Slab Hammer
3x Call of the Full Moon
4x Infectious Bloodlust
2x Exquisite Firecraft

Lands 24
17x Mountain
3x Blighted Gorge
4x Looming Spires

So, I was looking through that build again and my first thought was that Makindi Sliderunner is a weak card, considering I don't really want to depend on having lands to make it worthwhile, especially when Scout exists.
But then, after considering it further, I thought to myself, "Well, why don't I want to draw lands?" And the answer to that was that I didn't want to draw into cards that didn't bring me closer to a turn 4-5 victory, something that didn't push damage and/or apply pressure. But, what if I could make my hands more keepable (with more lands) AND make lands less of dead draws and more gas? I'd done similarly with Molten Vortex pre BFZ in ramp decks b4, so why not try it here? It does add a prowess trigger, to say the least. But with the current expansion, there existed many more landfall tools and so I added in Slab and Akoum. And I must say, they have been working wonders! Replaying Spires, feeding Vortex, free triggers for both Akoum creatures all make the Slab worthwhile. I'm even considering adding another copy, but I do feel that might be a tad bit too ambitious... >.>

EDIT: I think the most underrated interaction with Slab is with CotFM because the whole play 1 spell a turn restriction normally stifles my damage output, but re-playing Spires and pouring mana into the equip cost of Slab mitigate this (even more so when I have Stonewaker in play).

I don't like him period


...or you while I'm at it.

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PostPosted: Sun Nov 29, 2015 10:09 pm 
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Stop one upping me, community !

Lol, that gif is soooo good


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PostPosted: Mon Nov 30, 2015 7:13 pm 
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Red Aggro (19 creatures, 21 spells, 20 land)

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

2 x Abbot of Keral Keep
3 x Makindi Sliderunner
4 x Mage-Ring Bully
2 x Subterranean Scout
3 x Infectious Bloodlust
4 x Twin Bolt
4 x Dragon Fodder

2 x Exquisite Firecraft

1 x Avaricious Dragon

12 x Mountain
4 x Looming Spires
4 x Evolving Wilds


(sorry I'm still new and don't know how to make decklists fancy or easier to view)

8-2 in testing so far (rank 20-25 bracket), losing to mirror (I think I made a play mistake) and blown out by wbg ramp (languish'ed three times and nissa's renewal'ed twice). I think in most situations you have to go ham instead of trying to play around turn four languish. radiant flames usually requires more careful planning but in general you want to get in as much damage you can as quickly as possible.

NOTES:
* makindi sliderunner: Not sure how much I like it and removing them would allow me to take out the evolving wilds. 8 lands that enter tapped is a lot in an aggro deck.
* avaricious dragon: Haven't seen it much but it has been good when I have. Offers midgame reach, recovers after board wipe, may not have enough mana to cast on turn 4 or 5, may be worth dropping for a lower mana cost card to improve consistency and tempo.
* no inferno fist: Thinking about adding 2 because I wish I had more sources of direct damage. Good synergy with prowess triggers and goblin glory chaser, bad synergy with subterranean scout when already in play and you don't want to or can't sacrifice it.
* no flaring flame-kin or call of the full moon: In general I don't like enchantment strategies because of the risk of 2 for 1s. flaring flame-kin is too slow for what the deck wants to be doing and I don't like the sacrifice risk of call of the full moon especially in aggro matchups.
* only 3 infectious bloodlust: Not 100% sure how many I want yet, 3 has felt right but there has been a game or two where I wish I had 4. If I add inferno fist I think I would definitely stay at 3 to minimize the number of enchantments in the deck.
* possible addition of threaten: Would serve as a finisher, most likely run 1 or 2 copies. Could be great to finish off a midrange deck post languish, surprise an aggro deck leaving a blocker, and would feel amazing to kill a ramp deck with their own ulamog.

I think this is a great deck for quickly climbing the ladder, at least in the lower ranks. I'm currently rank 25 and the deck has been great so far but I expect there to be a lot more red hate the higher I go, and adjustments will need to be made depending what the environment is. Suggestions would be greatly appreciated, especially from those of you that are familiar with the rank 25+ meta.

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