I was going to suggest Rising Waters but then I relized that this is for the new rg god...
What is the plan for this deck? Currently the list lacks clearly defined win conditions an have some stuff that does nothing (Well of Lost Dreams). I can suggest some stuff that might fit the overall scheme and be synergistic with some stuff already on the list:
- Blasphemous Act and Chain Reaction can win games with Repercussion on board (more damage than Wildfire variants),
- Batterskull and Basilisk Collar will work well with Harsh Mentor variants (nonbo with Ferocidon and Witch Hunt but those equipment can feed Well of Lost Dreams), maybe add Heartless Hidetsugu for more "fun",
- speaking of Harsh Mentor variants, Snake Umbra will draw you a lot of cards with them,
- Mesmeric Orb will mill you as well so some graveyard recursion would help, should be no problem with green, Neheb, Dreadhorde Champion provides card filtering and mana which seems to be enough synergy to include him,
- Zo-Zu the Punisher, Ankh of Mishra etc will help against ramp strategies because they will recover from LD quicker than you (especially with Torbran on board),
- some flavourfull cards: Strip Mine, Wasteland, Aggressive Mining.
I have probably missed a lot of cards so if I will recall some I will post them later.
Well, one card I'd personally recommend is actually Decimate and similar cards that destroy multiple cards since, unless you're going for a pyrrhic victory, you need cards in the graveyard to fuel Klothys. Other than that, you may want to look for cards to help ramp, such as Zhur-Taa Druid.
I forgot about Smokestack. It is flavorful and works well with Wildfire effects but without ways to abuse symmetry of the effect, it might hurt you more than opponents. But there are ways of reliably producing tokens in green and red and even without them grinding one permanent for each opponent for each turn might be good enough.
I was going to suggest Rising Waters but then I relized that this is for the new rg god...
What is the plan for this deck? Currently the list lacks clearly defined win conditions an have some stuff that does nothing (Well of Lost Dreams). I can suggest some stuff that might fit the overall scheme and be synergistic with some stuff already on the list:
- Blasphemous Act and Chain Reaction can win games with Repercussion on board (more damage than Wildfire variants),
- Batterskull and Basilisk Collar will work well with Harsh Mentor variants (nonbo with Ferocidon and Witch Hunt but those equipment can feed Well of Lost Dreams), maybe add Heartless Hidetsugu for more "fun",
- speaking of Harsh Mentor variants, Snake Umbra will draw you a lot of cards with them,
- Mesmeric Orb will mill you as well so some graveyard recursion would help, should be no problem with green, Neheb, Dreadhorde Champion provides card filtering and mana which seems to be enough synergy to include him,
- Zo-Zu the Punisher, Ankh of Mishra etc will help against ramp strategies because they will recover from LD quicker than you (especially with Torbran on board),
- some flavourfull cards: Strip Mine, Wasteland, Aggressive Mining.
I have probably missed a lot of cards so if I will recall some I will post them later.
I think the goal can be many folds. While people dislike it, mass LD is one way for an aggressive color like red and white to maintain advantage in game. In a less severe (more more annoying) approach, stax and lockdown adds a rare control element to this deck, thanks to Klothys's ability to continue the pain even under duress.
Snake Umbra gives Klothy card advantage, and all the red damage doublers would turn her AoE into more and more devastating countdown. An enchantress build might work out pretty well with her.
I want to make a deck with Klothys that focuses on global damage and mana punishment Another article from EDHREC just recently talked about some Gruul cards, Overabundance and Orcish Lumberjack being two, and I think we can add Torbran, Thane of Red Fell, Sulfuric Vortex, Manabarbs for more damage, while locking down with Winter Orb/Static Orb type spells for further lockdown.
1 Ancient Runes
1 Ankh of Mishra
1 Burning Earth
1 Burning-Tree Shaman
1 Citadel of Pain
1 Cindervines
1 Eidolon of the Great Revel
1 Harsh Mentor
1 Immolation Shaman
1 Manabarbs
1 Monsoon
1 Price of Glory
1 Primal Order
1 Pyrohemia
1 Pyrostatic Pillar
1 Rampaging Ferocidon
1 Repercussion
1 Ruric Thar, the Unbowed
1 Spellshock
1 Zo-Zu the Punisher
1 Akki Lavarunner
1 Angrath's Marauders
1 Bitter Feud
1 Curse of Bloodletting
1 Dictate of the Twin Gods
1 Embermaw Hellion
1 Fiendish Duo
1 Furnace of Rath
1 Goblin Goliath
1 Insult // Injury
1 Jaya, Venerated Firemage
1 Quest for Pure Flame
1 Repercussion
1 Soul-Scar Mage
1 Sulfuric Vortex
1 Torbran, Than of Red Fell
1 Witch Hunt
AoE
1 Ashling the Pilgrim
1 Blasphemous Act
1 Chain Reaction
1 Chandra, Awakened Inferno
1 Earthquake
1 Fault Line
1 Fire Tempest
1 Flamebreak
1 Heartless Hidetsugu
1 Hurricane
1 Impact Resonance
1 Inferno
1 Magma Phoenix
1 Molten Disaster
1 Pyrohemia
1 Rolling Earthquake
1 Rumbling Slum
1 Squall Line
1 Sulfurous Blast
1 Volcanic Fallout
1 Anje's Ravager
1 Avaricious Dragon
1 Burning Inquiry
1 Cathartic Reunion
1 Cavalier of Flame
1 Chandra Ablaze
1 Chandra, Flamecaller
1 Chandra's Regulator
1 Control of the Court
1 Daretti, Scrap Savant
1 Dismissive Pyromancer
1 Faithless Looting
1 Fateful Showdown
1 Fauna Shaman
1 Gamble
1 Goblin Lore
1 Greater Good
1 Hazoret the Fervent
1 Incendiary Command
1 Jaya Ballard, Task Mage
1 Living Twister
1 Magmatic Insight
1 Magus of the Wheel
1 Neheb, Dreadhorde Champion
1 Reforge the Soul
1 Seasoned Pyromancer
1 Survival of the Fittest
1 Tectonic Reformation
1 Tormenting Voice
1 Vivien's Arkbow
1 Wheel of Fate
1 Wheel of Fortune
1 Wild Guess
1 Destructive Force
1 Boom // Bust
1 Burning Sands
1 Decree of Annihilation
1 Devastating Dreams
1 Devastation
1 Epicenter
1 Impending Disaster
1 Jokulhaups
1 Keldon Firebombers
1 Obliterate
1 Ruination
1 Tectonic Break
1 Wildfire
Mill
1 Crawling Sensation
1 Mesmeric Orb
1 Mind Crank
1 The Binding of the Titans
1 The Mending of Dominaria
Sac Lands
1 Aggressive Mining
1 Arid Mesa
1 Bloodstained Mire
1 Evolving Wilds
1 Fabled Passage
1 Misty Rainforest
1 Mountain Valley
1 Myriad Landscape
1 Prismatic Vista
1 Scalding Tarn
1 Scavenger Grounds
1 Strip Mine
1 Terramorphic Expanse
1 Verdant Catacombs
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
1 Zuran Orb
1 Creeping Renaissance
1 Crucible of Worlds
1 Ramunap Excavator
1 Seasons Past
1 Splendid Reclamation
1 Nylea, God of the Hunt
1 Rhonas the Indomitable
1 Purphoros, God of the Forge
1 Xenagos, God of Revels
Mana
1 Elvish Spirit Guide
1 Neheb, the Eternal
1 Orcish Lumberjack
1 Simian Spirit Guide
1 Tinder Wall
Enchantress
1 Argothian Enchantress
1 Eidolon of Blossoms
1 Enchantress's Presence
1 Kruphix's Insight
1 Oath of Nissa
1 Omen of the Hunt
1 Seal of Primordium
1 Verduran Enchantress
1 Smokestack
1 Static Orb
1 Winter Orb
Life
1 Ageless Entity
1 Basilisk Collar
1 Batterskull
1 Well of Lost Dreams
Versatile
1 Overabundance
1 Mage Slayer
1 Pyromancer's Swath
1 Snake Umbra
1 Strionic Resonator
1 The Binding of the Titans
1 The Flame of Keld
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
What is the plan for this deck? Currently the list lacks clearly defined win conditions an have some stuff that does nothing (Well of Lost Dreams). I can suggest some stuff that might fit the overall scheme and be synergistic with some stuff already on the list:
- Blasphemous Act and Chain Reaction can win games with Repercussion on board (more damage than Wildfire variants),
- Batterskull and Basilisk Collar will work well with Harsh Mentor variants (nonbo with Ferocidon and Witch Hunt but those equipment can feed Well of Lost Dreams), maybe add Heartless Hidetsugu for more "fun",
- speaking of Harsh Mentor variants, Snake Umbra will draw you a lot of cards with them,
- Mesmeric Orb will mill you as well so some graveyard recursion would help, should be no problem with green, Neheb, Dreadhorde Champion provides card filtering and mana which seems to be enough synergy to include him,
- Zo-Zu the Punisher, Ankh of Mishra etc will help against ramp strategies because they will recover from LD quicker than you (especially with Torbran on board),
- some flavourfull cards: Strip Mine, Wasteland, Aggressive Mining.
I have probably missed a lot of cards so if I will recall some I will post them later.
I think the goal can be many folds. While people dislike it, mass LD is one way for an aggressive color like red and white to maintain advantage in game. In a less severe (more more annoying) approach, stax and lockdown adds a rare control element to this deck, thanks to Klothys's ability to continue the pain even under duress.
Snake Umbra gives Klothy card advantage, and all the red damage doublers would turn her AoE into more and more devastating countdown. An enchantress build might work out pretty well with her.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs