It's not too bad, but Lava Spike, Bump in the Night, and Rift Bolt are all far more likely to successfully do their three damage, so it tends to miss the cut.
The biggest advantage I can see to using Spark Elemental itself is that a hardcast Proclamation of Rebirth can reanimate it alongside two other one-drops.
Well as always, those 3 are just stand-ins for Lightning Bolt. Given we can't play 44 of them anymore. We try to make the next best picks. After those 4 and Shard Volley, Spark is the most likely 3 for 1 in the card pool I believe.
Its so humilliating when you play spark elemental after turn 3 and then they just electrolyze it along with your grim lavamancer on the attack phase
With the exception of Lavamancer, what creatures do we have that are strong in the midgame? None? You sacrifice midgame resiliency for early game efficiency. Midgame(turn 3+) should basically just be burning for the kill.
I'm a bit of a hypocrite because I previously railed against playing more than 1 searing blaze mainboard, but I feel that in my current build it pushes through damage on the ground, and I would rather hedge towards the creature matchups. If someone wants to give me $120 I'll put some scalding tarns in instead of the rainbow lands.
Is there enough eggs at ptq's to justify finding room in the board for suppresion field? It's also good vs tron and pod. any other sb cards you suggest for that/those matchups?
YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
In other news, crazy nitwits playing dress-up have also convicted the Hamburglar, the Cookie Crisp Crook, and the Frito Bandito of sundry snack-related thefts.
Seriously, what about this strikes you as remotely worthy of discussion?
Been trying my hardest to keep it monored and this is what I have. Surprisingly consistent. There are no fetch lands because of my budget. What do you all think of Ash Zealot in this deck? Originally I had four Grim Lavamancer and one Thunderous Wrath. I removed the fourth Lavamancer since I'm not running fetchlands and because drawing multiples is bad. Thunderous Wrath is obviously dead on non-miracle draws and feels cheap when you topdeck it.
Hi, I'm new to Modern and want to start out by building a RDW. Currently I've got no form of relevant Modern cards, except for 1 Verdant Catacombs and 2 Overgrown Tomb. Should I start buying the cards needed for this deck, or should I wait for "Modern Masters"?
I would wait for Modern Masters. The prices will only fall. In terms of your deck, you have a pretty good core. The only changes I would make removing Vexing Devil. As for replacements, I can't recommend Shard Volley enough. I realize sacrificing a land seems like a hefty price to pay, but burn decks work on minimum land and it's worth it. I run four in my deck.
I also don't like Teetering Peaks at all in your deck. If you take my advice and remove Vexing Devil, you have 16 creatures in your deck. Grim Lavamancer usually doesn't want to be attacking, but tapping for its effect. Hellspark Elemental only stays for a turn or two. Keldon Marauders only stays for a few turns as well. The fact that it comes in tapped hurts your deck since burn decks want to count to 20 as fast as possible.
I think blood moon is great, what doesn't it hurt pretty bad. Unfortunate that it helps in no way to what i would consider out worst matchup, lifegain.dek.
I just recently sold most of my red fetches on mtgo, and my local tournament scene isn't developed enough to test this deck anymore, so I won't be able to bring and keep this thread up to date. Is anyone here interested in doing the RDW thread?
Ash Zealot seems like she should have a home here... Like guide into her is pretty brutal. Basically its Pyroclast me or lose. Save your burn for later.
This is pretty much a modified build of my legacy burn deck. I added a couple of creatures to make up for the loss of a couple of bolts, and replaced the bolts that can only burn the opponent into cards that can act as removal so the creatures can connect. Would it be better to max out on burn, though? Like add Lava Spike and lose the Ash Zealot? I don't really want to add black because I want to keep it at two colors if possible.
This is pretty much a modified build of my legacy burn deck. I added a couple of creatures to make up for the loss of a couple of bolts, and replaced the bolts that can only burn the opponent into cards that can act as removal so the creatures can connect. Would it be better to max out on burn, though? Like add Lava Spike and lose the Ash Zealot? I don't really want to add black because I want to keep it at two colors if possible.
You really need Lava Spike in your main deck. You'll discover that being unable to target creatures ain't all that bad once a Spellskite hits the table.
I would also try to pack more fetches and find room for a few Grim Lavamancer. He should give you the removal you are looking for.
It's not good. Losing tempo to a land entering tapped is really bad for this deck. Maybe if it was a guaranteed 2 damage, we could discuss the card, but it's not. You need a creature that can attack. You need that creature to not get blocked. And you need your opponent to lack instant speed removal.
I'm currently 1-0, played against Ajundi first round. I'll update in a bit.
Also, I don't have the Ensnaring Bridges right now unfortunately. If I get any tix for this, then that's probably what I'm going to pick up. Incredibly useful against Affinity.
1-1 now. Played against Melira Pod without the Pod. Kept drawing lands. I might go down to 9 mountains.
Went 3-1. Going to be testing this a lot more now, I might put in a 1 of lavamancer to replace a mountain unless I can find another bolt.
I also like Smoldering Spires but I run 4 Kiln Fiend. Because I run Kiln Fiend, I only run 1 cmc burn spells and they have to be able to target creatures. Here is my burn suite:
I seem to now be on a spree of getting thrashed.
Lost to Melira pod for the first time, lost to Bant lifegain counterspell control thing, Splinter Twin, Rock beats... It hasn't been a good few days.
Private Mod Note
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Decks:
Ghave, the Guru of Spores
Mayael the Anima
Isamaru, Hound of Konda
I've been toying with this decklist on MWS and, as I didn't see anything similar, I'll post here. In 15 testmatches, my only two losses were to a 8-rack and a twin deck.
- Zo-zu + ghost quarters+ Molten Rain make an interesting mana denial team. Interesting enough, it's not rare to end up molten raining basic lands when Blood Moon's out.
- Blood Moon alone is an auto-win most games. But I'm still not sure how good it is mainboard.
- Koth is the big killer in the deck, and surprsingly few people know how to deal with it properly
- Simian Guides, as weird as they seem here, they never got useless so far... turn 3 koth, turn 2 rain/zozu, dual goblins turn 1,... Or just hardcast them : P
and the rest is pretty much basic RDW.
I do suggest people to try the zo-zu trick, though. It just wins some matches
So you guys don't like Countryside Crusher?
Seems like he'd be great as a 2-3 of. Just to ensure that you don't top deck lands after turn 3.
Plus if you hit a land the turn after you play him, he's immediately out of bolt range.
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If MTG is a part of your life, the formats are like relationships:
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I've been toying with this decklist on MWS and, as I didn't see anything similar, I'll post here. In 15 testmatches, my only two losses were to a 8-rack and a twin deck.
- Zo-zu + ghost quarters+ Molten Rain make an interesting mana denial team. Interesting enough, it's not rare to end up molten raining basic lands when Blood Moon's out.
- Blood Moon alone is an auto-win most games. But I'm still not sure how good it is mainboard.
- Koth is the big killer in the deck, and surprsingly few people know how to deal with it properly
- Simian Guides, as weird as they seem here, they never got useless so far... turn 3 koth, turn 2 rain/zozu, dual goblins turn 1,... Or just hardcast them : P
and the rest is pretty much basic RDW.
I do suggest people to try the zo-zu trick, though. It just wins some matches
I really like this list. Now, you could definitely make some better burn choices and Ash Zealot should be Marauders but, this is a really good looking list. It oddly combines Dragon Stompy w Burn. I really like it, especially the ideal of dropping 2 Guides turn 1 ... thats just sick.
Blood Moon owns this format and while I have never played ur list, I have played a LOT of burn in legacy and modern. Have u continued 2 play this list at all, I would like to start testing something similar. Searing Blaze seems out of place as well, and there are moderate changes I would make but ... I really like this list. I am going to work on it for a while. The lack of Rift Bolts is a little off and Koth is good ... but is it really worth playing? He is Solid in Moon's Essence (Dragon Stompy in Modern) but is it really that solid? In this list, which is essentially a RDW list with accel into Blood Moon, do you really want a 4 drop? If you have 4 mana to spend aren't you already winning or have a good chance to do so?
Let me know, I am very interested in this list and I am going to test it out online in the next few days. Seems solid as hell
How would the new Young Pyromancer fit into this type of deck? Would it be too slow since you're trying to knock them out as quickly as possible, or would it not go with the theme of the deck in general?
I really like this list. Now, you could definitely make some better burn choices and Ash Zealot should be Marauders but, this is a really good looking list. It oddly combines Dragon Stompy w Burn. I really like it, especially the ideal of dropping 2 Guides turn 1 ... thats just sick.
Blood Moon owns this format and while I have never played ur list, I have played a LOT of burn in legacy and modern. Have u continued 2 play this list at all, I would like to start testing something similar. Searing Blaze seems out of place as well, and there are moderate changes I would make but ... I really like this list. I am going to work on it for a while. The lack of Rift Bolts is a little off and Koth is good ... but is it really worth playing? He is Solid in Moon's Essence (Dragon Stompy in Modern) but is it really that solid? In this list, which is essentially a RDW list with accel into Blood Moon, do you really want a 4 drop? If you have 4 mana to spend aren't you already winning or have a good chance to do so?
Let me know, I am very interested in this list and I am going to test it out online in the next few days. Seems solid as hell
I'll second that this does look like an awesome list and I wanna try it out. Let me know if either of you have any new experience to add.
Well as always, those 3 are just stand-ins for Lightning Bolt. Given we can't play 44 of them anymore. We try to make the next best picks. After those 4 and Shard Volley, Spark is the most likely 3 for 1 in the card pool I believe.
With the exception of Lavamancer, what creatures do we have that are strong in the midgame? None? You sacrifice midgame resiliency for early game efficiency. Midgame(turn 3+) should basically just be burning for the kill.
Is there enough eggs at ptq's to justify finding room in the board for suppresion field? It's also good vs tron and pod. any other sb cards you suggest for that/those matchups?
4 Goblin Guide
4 Vexing Devil
3 Deathrite Shaman
2 Keldon Marauders
2 Ash Zealot
Spells (26)
4 Lightning Bolt
4 Bump in the Night
4 Lava Spike
4 Rift Bolt
4 Boros Charm
3 Skullcrack
3 Searing Blaze
4 Blackcleave Cliffs
4 Arid Mesa
3 Mountain
3 City of Brass
3 Gemstone Mine
1 Blood Crypt
1 Sacred Foundry
2 Ensnaring Bridge
4 Rakdos Charm
1 Searing Blaze
3 War Priest of Thune
2 Volcanic Fallout
1 Torpor Orb
1 Tempest of Light
1 Skullcrack
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
BW(G) Junkblade - Legacy
BW Vial Deadguy - Legacy
UWR Geist - Modern
UR(B) Delver - Modern
W(G) Death & Taxes - Modern
Oona, Queen of the Fae - EDH
4x Goblin Guide
3x Grim Lavamancer
4x Hellspark Elemental
4x Keldon Marauders
19x Mountain
4x Lightning Bolt
4x Magma Jet
4x Searing Blaze
4x Shard Volley
4x Rift Bolt
2x Chandra's Phoenix
2x Gut Shot
3x Skullcrack
3x Tormod's Crypt
2x Zo-Zu the Punisher
I would wait for Modern Masters. The prices will only fall. In terms of your deck, you have a pretty good core. The only changes I would make removing Vexing Devil. As for replacements, I can't recommend Shard Volley enough. I realize sacrificing a land seems like a hefty price to pay, but burn decks work on minimum land and it's worth it. I run four in my deck.
I also don't like Teetering Peaks at all in your deck. If you take my advice and remove Vexing Devil, you have 16 creatures in your deck. Grim Lavamancer usually doesn't want to be attacking, but tapping for its effect. Hellspark Elemental only stays for a turn or two. Keldon Marauders only stays for a few turns as well. The fact that it comes in tapped hurts your deck since burn decks want to count to 20 as fast as possible.
I think blood moon is great, what doesn't it hurt pretty bad. Unfortunate that it helps in no way to what i would consider out worst matchup, lifegain.dek.
4 Goblin Guide
4 Figure of Destiny
4 Vexing Devil
4 Keldon Marauders
4 Ash Zealot
4 Lightning Bolt
4 Rift Bolt
4 Searing Blaze
4 Lightning Helix
4 Boros Charm
4 Arid Mesa
4 Sacred Foundry
11 Mountain
1 Plains
This is pretty much a modified build of my legacy burn deck. I added a couple of creatures to make up for the loss of a couple of bolts, and replaced the bolts that can only burn the opponent into cards that can act as removal so the creatures can connect. Would it be better to max out on burn, though? Like add Lava Spike and lose the Ash Zealot? I don't really want to add black because I want to keep it at two colors if possible.
You really need Lava Spike in your main deck. You'll discover that being unable to target creatures ain't all that bad once a Spellskite hits the table.
I would also try to pack more fetches and find room for a few Grim Lavamancer. He should give you the removal you are looking for.
It's not good. Losing tempo to a land entering tapped is really bad for this deck. Maybe if it was a guaranteed 2 damage, we could discuss the card, but it's not. You need a creature that can attack. You need that creature to not get blocked. And you need your opponent to lack instant speed removal.
4 Goblin Guide
4 Vexing Devil
2 Keldon Marauders
4 Hellspark Elemental
Instants
4 Lightning Bolt
4 Searing Blaze
4 Lightning Helix
4 Boros Charm
2 Skullcrack
4 Rift Bolt
4 Lava Spike
Lands
4 Arid Mesa
4 Sacred Foundry
10 Mountain
1 Plains
1 Blood Crypt
3 Ensnaring Bridge
4 Rakdos Charm
2 War Priest of Thune
2 Pyroclasm
2 Torpor Orb
2 Tempest of Light
I'm currently 1-0, played against Ajundi first round. I'll update in a bit.
Also, I don't have the Ensnaring Bridges right now unfortunately. If I get any tix for this, then that's probably what I'm going to pick up. Incredibly useful against Affinity.
1-1 now. Played against Melira Pod without the Pod. Kept drawing lands. I might go down to 9 mountains.
Went 3-1. Going to be testing this a lot more now, I might put in a 1 of lavamancer to replace a mountain unless I can find another bolt.
Ghave, the Guru of Spores
Mayael the Anima
Isamaru, Hound of Konda
I also like Smoldering Spires but I run 4 Kiln Fiend. Because I run Kiln Fiend, I only run 1 cmc burn spells and they have to be able to target creatures. Here is my burn suite:
4 Burst Lightning
4 Forked Bolt
3 Flame Slash
3 Pillar of Flame
My deck plays out much more like a Sligh deck.
I also run 2 main deck Blood Moon. What are thoughts on that for a mono-red build?
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
Lost to Melira pod for the first time, lost to Bant lifegain counterspell control thing, Splinter Twin, Rock beats... It hasn't been a good few days.
Ghave, the Guru of Spores
Mayael the Anima
Isamaru, Hound of Konda
4 Ghost Quarter
15 Mountain
3 Zo-zu, the Punisher
4 Goblin Guide
4 Ash Zealot
2 Grim Lavamancer
1 Figure of Destiny
3 Simian Spirit Guide
4 Molten Rain
2 Searing Blaze
3 Magma Jet
3 Forked Bolt
3 Koth of the Hammer
3 Blood Moon
2 Searing Blaze
1 Blood Moon
3 Smash to Smithereens
2 Dragon's Claw
3 Relic of Progenitus
4 Skullcrack
- Zo-zu + ghost quarters+ Molten Rain make an interesting mana denial team. Interesting enough, it's not rare to end up molten raining basic lands when Blood Moon's out.
- Blood Moon alone is an auto-win most games. But I'm still not sure how good it is mainboard.
- Koth is the big killer in the deck, and surprsingly few people know how to deal with it properly
- Simian Guides, as weird as they seem here, they never got useless so far... turn 3 koth, turn 2 rain/zozu, dual goblins turn 1,... Or just hardcast them : P
and the rest is pretty much basic RDW.
I do suggest people to try the zo-zu trick, though. It just wins some matches
Seems like he'd be great as a 2-3 of. Just to ensure that you don't top deck lands after turn 3.
Plus if you hit a land the turn after you play him, he's immediately out of bolt range.
Standard/Block = The on-again, off-again holiday fling
Modern/Vintage/Legacy = Stable, homely. A ***** after absence/misreading
Limited/Sealed = Heart breaking free spirit
Commander/Cube = Agreeable, needy and expensive
Pauper/Peasant = Sweet, kind, practical, but shy and boring
I really like this list. Now, you could definitely make some better burn choices and Ash Zealot should be Marauders but, this is a really good looking list. It oddly combines Dragon Stompy w Burn. I really like it, especially the ideal of dropping 2 Guides turn 1 ... thats just sick.
Blood Moon owns this format and while I have never played ur list, I have played a LOT of burn in legacy and modern. Have u continued 2 play this list at all, I would like to start testing something similar. Searing Blaze seems out of place as well, and there are moderate changes I would make but ... I really like this list. I am going to work on it for a while. The lack of Rift Bolts is a little off and Koth is good ... but is it really worth playing? He is Solid in Moon's Essence (Dragon Stompy in Modern) but is it really that solid? In this list, which is essentially a RDW list with accel into Blood Moon, do you really want a 4 drop? If you have 4 mana to spend aren't you already winning or have a good chance to do so?
Let me know, I am very interested in this list and I am going to test it out online in the next few days. Seems solid as hell
I'll second that this does look like an awesome list and I wanna try it out. Let me know if either of you have any new experience to add.