Single land destruction just seems mediocre against Tron without a serious clock. As you mention, GeistofStDoom, we need to be much faster. It isn't the same deck, but to relay an experience I had testing Tron vs my Melira Co deck. I had a sideboard plan of Fulminator with a couple mainboard flip Liliana. Every game I got Fulminator (maybe even twice), I still lost. I had no clock. I was spending my early turns disrupting, but he would search out and find the new piece more often than not. The games I did win, I never drew Fulminator. I just had a nice curve out and aggro'd him. We don't have that option as much with UWR. That's moslty why I think Crumble to Dust is where we want to be. We need to shut off their late game, as we can reasonably handle Wurmcoils and Karns with Paths and Counters once they get their turn 7-8. The main thing is dodging the natural drawn Tron into Karn hands.
One quick thought about RG Tron and Bloom. We could play Blood Moon ourselves, and then also side in Chromatic Lantern in order to offset it's effect on ourselves.
In order for Lantern to be effective, it has to be drawn in conjunction with Blood Moon. It isn't worth the card or the time casting it otherwise. The chances of getting both at the same time (even running 4 of each in the side), is fairly low. Without doing the math, it's probably like 20%. If your going to side Blood Moon, just build your manabase with more basics and don't play card with doubles of a single color in their casting cost. Building the mana this way does make Snapcaster slightly worse, as it will be more difficult to spell, snap, spell, but that's the price.
@captn_crunch: How about: 4 Remand 0 Negate 1 Spell Pierce. If I were running your shell, I'd probably run a full set of Mantis, Lightning Angel, Snapcaster, and Geist. Then back it up with full sets of Bolt, Helix, Remand, and Path. Aggressive decks like consistency. Then again, I haven't tried the build, so perhaps this is too untuned. Maybe 2-3 Geist is correct to avoid double ups. Resto seems interesting too, but expensive when we already have a Lightning Angel (which I definitely think is better in the shell). The last 4 slots could be some mix of Electrolyze, Izzet Charm, Spell Pierce/Snare, or Boros Charm. Personally, I think I'd want to try out the Izzet Charm along side Electrolyze, with Pierces and such in the sideboard. Izzet Charm seems like a super flexible tempo card. I've used it in the past with UWR and it was reasonable. I think it would suit the aggro shell much better than shell I was running. Electrolyze is just too good not to have a couple copies of.
Saw Geist's reply and was going to mention that on occasion I've seen a more aggro Jeskai use Mantis along side Lightning Angel, then I saw the list.
It looks interesting. I'd be inclined to cut the Cryptics and a Visions for more Remands, Helixes, and such. The shell seems like it wants to play the aggro-tempo role, not midrange-control.
It does essentially turn off Emrakul for a late game trump. Very unlikely they will be able to assemble mana required without Tron. This is probably more relevant to the control UWR shell, but I don't think it's insignificant for midrange either.
You need 3 lands in play for that to be possible. Destroying their land one at a time isnt actually all that effective. They have enough Eggs and Searches to be able to find a replacement. Its merely a tempo play to slow them down, so it generally doesn't do a whole lot unless we have a clock. This creates another problem, which is two-fold. We need to get Geist online already for the Boom // Bust tempo play to be meaningful. First, this means waiting until T4 to cast. Second, Geist dies to their Pyroclasms, which they will have an opportunity to play after we deploy on T3. Sounds good and all, but I think its a little bit fancy without actually accomplishing much more than a Molten Rain or...
Crumble to Dust, which is the best card against them outside of Blood Moon maybe. Given the latter can be pretty awkward depending on what lands we draw the former might be better for this deck. It essentially follows the same curve out as Molten Rain or Boom // Bust (T3 Geist into T4 destroy your land). And while it doesn't stop them in their tracks, it will keep them off Tron for the rest of the game and therefore hopefully give us enough time to finish the job before they start resolving more 6-7 mana threats. The main thing we have to dodge is T3 or T4 Tron into Karn or Ugin. There might be ways to play around this sort of line if we have counters instead of playing Crumble T3, which doesn't sound all that bad, since it is less crucial to have full tempo with Crumble. The alternative is that we Molten Rain before they get Tron and hope that they brick off on ways to dig for a replacement. Personally, I like the Crumble plan best.
As far as Finks, I originally had a couple Timely Reinforcement, but now that I'm playing a full set of Resto, the body seems more valuable. Can help if we want to get aggressive too. The double white is a little bit annoying.
Went 3-1 for 3rd place this afternoon at a small tournament. The loss feels like variance, but then again my last match the variance went in my favour. The list:
Grixis Twin 2-0
Very grindy matches. Wall of Omens did a ton of work getting value from Restos and surprisingly by blocking his Snapcaster Mages. I got to do some fun tricks like Remanding my spell to counter his remand, also protecting my Colonnade with a Resto from his Terminate. Dispel was great as well. It protected my Cryptic at one point. Games went long enough that we both drew about half our deck. Hard to remember every interaction, but Path was uniquely good, as I exiled his Exarchs and so Kolaghan's Command could not rebuy them. Green Devotion 2-0
His deck was full of ramp and some big green spells like Primeval Titan. Early threats were an issue, and at one point Wall of Omens came in handy to chump block to buy me time to setup a turn where I could counter bounce with Cryptic, followed by Remand on recast and then finally Cryptic to counter after I was able to untap and it was his next turn. Games would stablize and he would draw a bunch of ramp while I setup Resto aggro for the win. This match feels like it would be unwinnable almost for the ramp deck. Impact Tremors Goblins 0-2
Basically a standard legal goblin token deck with Impact tremors. It was almost funny how embarrassing it was to lose, but that's magic, so you shake hands and go to the next match. I don't feel bad about it, as it was just a string of bad luck and misplays and not a bad matchup. Mulled to 6 game 1, got stuck on 3 mana for a turn, and in general I think I made some play sequencing mistakes against his aggressive draw. Second game, mulled to 6 again and kept a hand with 4 land, Omens, and Leak. I think it was probably a loose keep. Either way, I drew a bunch of land and died to 8 goblin tokens. Pretty good day for my opponent, as I don't think he's probably ever done that well at modern, taking his budget standard deck to the finals of a small modern LGS tournament. lol Tron 2-0
Is one came down to him mulling to 4 on game 1 and only barely losing to my Resto burn aggro. Had I been on the draw, I would have lost. This is such a bad matchup lol. Stoney Silence more or less won me the game in game 2. It kept him off his maps and eggs, so it was turn 6-7 before he drew natural Tron rather than turn 3 through cycling and searching. This was crucial as it allowed me time to get Geist online despite missing my third land drop a couple turns. I fought through his Karn, and then a Sundering Titan destroying all but 1 of my lands for the win. I asked him if he had sided out Pyroclasm, and he had, which made the Geist good in a typically awkward matchup.
Jex, do you have a list? I'm on the fence with the Walls, owing to the fact that they are the only thing not flashy, so feel awkward casting T2. I've replaced them with a couple Shadow of Doubt, 4th Remand, and a 2nd Sphinx Rev. Current iteration:
In your example, it strikes me as a player not respecting Geist and making misplays as a result. For example, why he attacks in that scenario I do not know.
I want to add, that it is not unusual for a deck with a small number of players to come in an dominate a tournament. If UWR is truely well positioned, then I would expect for it come out of nowhere and Top8 something big. There will always be the die hard players, especially in a format that is more expensive. So there should always be that chance that we are wrong and some small set of players just run the tables.
I mean, there were a few premature pronouncements of its death. I mean it was dead and then it won a Players Championship. It was dead and then it won a Pro Tour. Though, worth noting that neither of those decks had Geist. Thing is, it really isn't surprising anyone this time around.
I think there is a lot of power there. We play a URx control shell with a white splash. White has some really good things to offer. But is it better than the black splash? White gets Path, Black has Terminate and Dismember. White gets Geist and Resto, Black gets Tasigur and Angler. Black also gets Kolghan's Command and Thoughtseize. We get Sphinx Rev and Colonnade, but it seems like those are too slow for the format. To a certain extent, Grixis seems to be the better control deck.
If we want to get more aggressive with Geist, we end up fighting against brick walls all day as even the control style decks are rocking a big butt. Geist is hard to deal with if you mean answer it directly. But most decks don't need to answer it. They just need to make it difficult to get more than a Exquisite Firecraft out of it.
I'm not trying to discourage people from playing UWR. I like the deck. I keep it built in paper and play it off and on still. I'm just being real here, trying to not wear rosy eye glasses about how good the deck is right now.
I feel like we really need to have a compelling reason to play white. I don't think Geist is that reason anymore. Resto, Path, Colonnade, Rev all seem like good reasons. Helix is also solid. Not sure if that's enough.
Modern like the fraction of Legacy it is meant to be, is comprised of a lot of decks. To say something isn't tier 1 doesn't mean it can't win. There are a lot of decks that have a shot if they run hot and get the right MU. However, if you want to look at EV of playing a Tier 2-3 deck vs a Tier 1 deck in a tournament, the gulf is wide between them.
UWR used to be tier 1. Simple fact is that it no longer is tier 1.
I think the community being down on UWR and Geist is a product of playing enough to see how much the deck struggles to win against some very common matchups. Even die hard guys like Shaun Mclaren seem off the deck in modern. At the Players Championship he went with UR delver instead. This is after sticking to his Jeskai guns for months. Even wrote an article in June about Jeskai on SCG.
Geist specifically might not be the best mainboard threat. Personally, I've found he's been seriously underperforming. I've gone from 4-0ing the LGS scene, to struggling to pickup wins in casual games vs brews. I'm willing to try something different so I can still play Jeskai, as it's a deck that I really enjoy playing.
Btw Interesting midrange brew that Mclaren posted in that June article btw:
Not sure how much he tested it (he seems more solidly in the control camp), as it seems rough around the edges. But maybe this is the type of shell midrange needs to move towards to keep our edge.
As far as Dig replacement. Nothing really. The card was very very good. Sphinx Rev is still a pretty decent late game card. I think Anticipate also does a good job of providing some selection early and late. It's nice that it is cheap and instant speed.
Keranos seems good again. Grixis can't deal with it. Jund can't deal with it. He's slow but provides some inevitability against the decks that attrition our Restos and Colonnades. He's not hot vs the aggressive decks, for sure, though I needed to make room in the side for Geists.
I'm not opposed to a singleton Kiki. I considered that. Seemed like it was bad vs the same decks (aggro), and not as reliable vs the midrange decks as Keranos, so I ditched it. That slot might be better off as a 2nd Clique, but it's nice having access to a spell that can go over the top in the long game.
Further to above, I sketched out what I'd try if we went more of a Flash route. I kept Geist in the side, as I feel as though he might still be useful in some scenarios.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
In order for Lantern to be effective, it has to be drawn in conjunction with Blood Moon. It isn't worth the card or the time casting it otherwise. The chances of getting both at the same time (even running 4 of each in the side), is fairly low. Without doing the math, it's probably like 20%. If your going to side Blood Moon, just build your manabase with more basics and don't play card with doubles of a single color in their casting cost. Building the mana this way does make Snapcaster slightly worse, as it will be more difficult to spell, snap, spell, but that's the price.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
It looks interesting. I'd be inclined to cut the Cryptics and a Visions for more Remands, Helixes, and such. The shell seems like it wants to play the aggro-tempo role, not midrange-control.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Crumble to Dust, which is the best card against them outside of Blood Moon maybe. Given the latter can be pretty awkward depending on what lands we draw the former might be better for this deck. It essentially follows the same curve out as Molten Rain or Boom // Bust (T3 Geist into T4 destroy your land). And while it doesn't stop them in their tracks, it will keep them off Tron for the rest of the game and therefore hopefully give us enough time to finish the job before they start resolving more 6-7 mana threats. The main thing we have to dodge is T3 or T4 Tron into Karn or Ugin. There might be ways to play around this sort of line if we have counters instead of playing Crumble T3, which doesn't sound all that bad, since it is less crucial to have full tempo with Crumble. The alternative is that we Molten Rain before they get Tron and hope that they brick off on ways to dig for a replacement. Personally, I like the Crumble plan best.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
I suppose Arid Mesa is fine. I prefer for all my fetches to be able to get Islands.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Also, I assume the random fetches other than Strand are budget?
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
4 Snapcaster Mage
4 Wall of Omens
1 Vendilion Clique
4 Restoration Angel
Spells (22)
4 Lightning Bolt
4 Path to Exile
1 Shadow of Doubt
2 Lightning Helix
2 Remand
3 Mana Leak
1 Sphinx's Revelation
2 Electrolyze
3 Cryptic Command
1 Desolate Lighthouse
1 Mountain
1 Plains
1 Sacred Foundry
1 Sulfur Falls
2 Ghost Quarter
2 Hallowed Fountain
2 Steam Vents
3 Celestial Colonnade
3 Island
4 Flooded Strand
4 Scalding Tarn
1 Dispel
1 Relic of Progenitus
1 Wear // Tear
2 Celestial Purge
2 Stony Silence
1 Anger of the Gods
2 Kitchen Finks
3 Geist of Saint Traft
1 Shatterstorm
1 Supreme Verdict
Grixis Twin 2-0
Very grindy matches. Wall of Omens did a ton of work getting value from Restos and surprisingly by blocking his Snapcaster Mages. I got to do some fun tricks like Remanding my spell to counter his remand, also protecting my Colonnade with a Resto from his Terminate. Dispel was great as well. It protected my Cryptic at one point. Games went long enough that we both drew about half our deck. Hard to remember every interaction, but Path was uniquely good, as I exiled his Exarchs and so Kolaghan's Command could not rebuy them.
Green Devotion 2-0
His deck was full of ramp and some big green spells like Primeval Titan. Early threats were an issue, and at one point Wall of Omens came in handy to chump block to buy me time to setup a turn where I could counter bounce with Cryptic, followed by Remand on recast and then finally Cryptic to counter after I was able to untap and it was his next turn. Games would stablize and he would draw a bunch of ramp while I setup Resto aggro for the win. This match feels like it would be unwinnable almost for the ramp deck.
Impact Tremors Goblins 0-2
Basically a standard legal goblin token deck with Impact tremors. It was almost funny how embarrassing it was to lose, but that's magic, so you shake hands and go to the next match. I don't feel bad about it, as it was just a string of bad luck and misplays and not a bad matchup. Mulled to 6 game 1, got stuck on 3 mana for a turn, and in general I think I made some play sequencing mistakes against his aggressive draw. Second game, mulled to 6 again and kept a hand with 4 land, Omens, and Leak. I think it was probably a loose keep. Either way, I drew a bunch of land and died to 8 goblin tokens. Pretty good day for my opponent, as I don't think he's probably ever done that well at modern, taking his budget standard deck to the finals of a small modern LGS tournament. lol
Tron 2-0
Is one came down to him mulling to 4 on game 1 and only barely losing to my Resto burn aggro. Had I been on the draw, I would have lost. This is such a bad matchup lol. Stoney Silence more or less won me the game in game 2. It kept him off his maps and eggs, so it was turn 6-7 before he drew natural Tron rather than turn 3 through cycling and searching. This was crucial as it allowed me time to get Geist online despite missing my third land drop a couple turns. I fought through his Karn, and then a Sundering Titan destroying all but 1 of my lands for the win. I asked him if he had sided out Pyroclasm, and he had, which made the Geist good in a typically awkward matchup.
Edit: Some formatting.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
4 Snapcaster Mage
1 Vendilion Clique
4 Restoration Angel
Spells (26)
4 Lightning Bolt
4 Path to Exile
2 Lightning Helix
2 Shadow of Doubt
3 Mana Leak
4 Remand
2 Electrolyze
2 Sphinx's Revelation
3 Cryptic Command
1 Desolate Lighthouse
1 Mountain
1 Plains
1 Sacred Foundry
1 Sulfur Falls
2 Ghost Quarter
2 Hallowed Fountain
2 Steam Vents
3 Celestial Colonnade
3 Island
4 Flooded Strand
4 Scalding Tarn
1 Relic of Progenitus
1 Wear // Tear
2 Stony Silence
2 Counterflux
2 Timely Reinforcements
4 Geist of Saint Traft
1 Shatterstorm
1 Supreme Verdict
1 Wrath of God
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
I want to add, that it is not unusual for a deck with a small number of players to come in an dominate a tournament. If UWR is truely well positioned, then I would expect for it come out of nowhere and Top8 something big. There will always be the die hard players, especially in a format that is more expensive. So there should always be that chance that we are wrong and some small set of players just run the tables.
I mean, there were a few premature pronouncements of its death. I mean it was dead and then it won a Players Championship. It was dead and then it won a Pro Tour. Though, worth noting that neither of those decks had Geist. Thing is, it really isn't surprising anyone this time around.
I think there is a lot of power there. We play a URx control shell with a white splash. White has some really good things to offer. But is it better than the black splash? White gets Path, Black has Terminate and Dismember. White gets Geist and Resto, Black gets Tasigur and Angler. Black also gets Kolghan's Command and Thoughtseize. We get Sphinx Rev and Colonnade, but it seems like those are too slow for the format. To a certain extent, Grixis seems to be the better control deck.
If we want to get more aggressive with Geist, we end up fighting against brick walls all day as even the control style decks are rocking a big butt. Geist is hard to deal with if you mean answer it directly. But most decks don't need to answer it. They just need to make it difficult to get more than a Exquisite Firecraft out of it.
I'm not trying to discourage people from playing UWR. I like the deck. I keep it built in paper and play it off and on still. I'm just being real here, trying to not wear rosy eye glasses about how good the deck is right now.
I feel like we really need to have a compelling reason to play white. I don't think Geist is that reason anymore. Resto, Path, Colonnade, Rev all seem like good reasons. Helix is also solid. Not sure if that's enough.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
UWR used to be tier 1. Simple fact is that it no longer is tier 1.
I think the community being down on UWR and Geist is a product of playing enough to see how much the deck struggles to win against some very common matchups. Even die hard guys like Shaun Mclaren seem off the deck in modern. At the Players Championship he went with UR delver instead. This is after sticking to his Jeskai guns for months. Even wrote an article in June about Jeskai on SCG.
Geist specifically might not be the best mainboard threat. Personally, I've found he's been seriously underperforming. I've gone from 4-0ing the LGS scene, to struggling to pickup wins in casual games vs brews. I'm willing to try something different so I can still play Jeskai, as it's a deck that I really enjoy playing.
Btw Interesting midrange brew that Mclaren posted in that June article btw:
4 Restoration Angel
4 Snapcaster Mage
4 Wall of Omens
1 Vendilion Clique
Lands (25)
2 Island
1 Mountain
1 Plains
2 Arid Mesa
4 Celestial Colonnade
3 Flooded Strand
1 Hallowed Fountain
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
3 Tectonic Edge
4 Cryptic Command
4 Electrolyze
4 Lightning Bolt
2 Lightning Helix
2 Mana Leak
4 Path to Exile
2 Remand
2 Relic of Progenitus
2 Stony Silence
1 Threads of Disloyalty
2 Celestial Purge
1 Logic Knot
1 Negate
1 Wear
1 Vendilion Clique
1 Keranos, God of Storms
1 Anger of the Gods
1 Supreme Verdict
1 Wrath of God
Not sure how much he tested it (he seems more solidly in the control camp), as it seems rough around the edges. But maybe this is the type of shell midrange needs to move towards to keep our edge.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
Keranos seems good again. Grixis can't deal with it. Jund can't deal with it. He's slow but provides some inevitability against the decks that attrition our Restos and Colonnades. He's not hot vs the aggressive decks, for sure, though I needed to make room in the side for Geists.
I'm not opposed to a singleton Kiki. I considered that. Seemed like it was bad vs the same decks (aggro), and not as reliable vs the midrange decks as Keranos, so I ditched it. That slot might be better off as a 2nd Clique, but it's nice having access to a spell that can go over the top in the long game.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
4 Snapcaster Mage
1 Vendilion Clique
4 Restoration Angel
1 Keranos, God of Storms
Spells (25)
4 Lightning Bolt
4 Path to Exile
2 Anticipate
2 Lightning Helix
3 Mana Leak
4 Remand
1 Sphinx's Revelation
2 Electrolyze
3 Cryptic Command
1 Desolate Lighthouse
1 Glacial Fortress
1 Hallowed Fountain
1 Mountain
1 Plains
1 Sacred Foundry
1 Sulfur Falls
3 Island
2 Steam Vents
3 Celestial Colonnade
2 Ghost Quarter
4 Arid Mesa
4 Scalding Tarn
1 Relic of Progenitus
1 Wear // Tear
2 Spell Pierce
2 Stony Silence
2 Counterflux
4 Geist of Saint Traft
1 Shatterstorm
1 Supreme Verdict
1 Wrath of God
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)