The deck utilizes Kargan Dragonlord as a flying Ashenmoor Gouger. He's typically not a two-drop. I like to wait until I can get him to his 4/4 status quick. Magma Jet is here over Blaze for the library manipulation. Tarox Bladewing is the kill card, ideally letting you pitch at least 1 spare copy. Fireblast should only be used after Tarox hits, or if you have a big enough ground force to swing through for the game.
This deck may completely suck, or may be something worth considering. I just decided to toss this out to get some more talk going.
I am considering going Jund colors here. Obviously Dark Confidant and Tarmogoyf are worth considering. As far as a red 2-drop, I may lean with Marauders, on the recommendation of Bone Doc. What says everyone else?
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Jace was an awesome character and the neo-walkers seem like they will be a good concept given what I read in Agents of Artifice.
I don't like this deck because of following reasons:
1) Tarox Bladewing and Kargan Dragonlord are slowing the deck too much down. First creature is a very bad card and second isn't ment to be played in RDW or burn.
4) Too much lands can cost you the game, especially with red. And if you don't, you get much damage with all the fedges combined with Jackal Pup.
Fair on the first point. Perhaps I should consider a sligh build instead. Either way this was indeed a Red Deck Wins model back in Summer of 08 for Standard.
What would you suggest as red 2-drops for a triple color splash with Bob and Goyf? I'd hazard a guess at Marauders or Hellspark, but what do others say?
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Jace was an awesome character and the neo-walkers seem like they will be a good concept given what I read in Agents of Artifice.
Fair on the first point. Perhaps I should consider a sligh build instead. Either way this was indeed a Red Deck Wins model back in Summer of 08 for Standard.
What would you suggest as red 2-drops for a triple color splash with Bob and Goyf? I'd hazard a guess at Marauders or Hellspark, but what do others say?
That was Standard's model back then. Legacy is a completely different ballgame.
What are peoples thoughts on this old card that seems ahead of the curve... I give you Varchild's War-Riders a 3/4 trampler for 2 with rampage. However, you give them a bitterblossom. I never seen this card and was amazed its beef and abilities. What do you think, the drawback is to bad to see play?
Just got whooped at a Vintage tournament with an ol' school Ankh Sligh deck. It had Slith Firewalker in it, and I wanted to build a newer variant of Red Burn/Sligh and saw this Primer. I already wanted to add Goblin Guide, and I now if I get 1 more Grim Lavamancer I can start to build something here. That's a good creature base, as I believe any "sligh" variant should have 3 creature slots max (12 critters), and the rest should be burn and "tricks". Thanks for the primer, it also told me about some good new burn.
One guy I have found that people may want to play-test is Kiln Fiend. The potential is there: just declare attackers, then once they declare blockers burn them...espceially anyone blocking the Fiend. BAM, he gets in for 7, maybe even 10 depending on your burn resources at the time. Also, it says "cast" and not "Successfully cast" or "Play", so I would assume it still counts even if countered.
Here is my potential build (starting to buy/trade for the cards I am missing). This is for casual play, so all Strip/Waste/Port etc. are out of the mana-base. This will also be the same reason for the exclusion Price of Progress, as most decks I play against are mono.
If the store owner says that I can't trade in the premises, I'll just go outside. If he says that I can't trade within 10m of his premises, I'll go to 11 meters. If he says that he doesn't want to see me trading, I will put a basket over his head and continue trading.
Yes, he's a local legend. He's only known to take his clothes off before he goes into the Ladies' Lockerroom. Nobody knows what he does in there because he's invisible, but it's almost certainly tons of masturbating.
Red mages, I have a conundrum. I'm branching out into my namesake colours. Obviously Bob and Goyf are shoe-ins for the deck; as far as a red 2-drop I am stuck between either Keldon Marauders or Hellspark Elemental. Both feed the Goyf, though the Marauders could get chumped, whereas Hellspark is likely to get its damage through.
Plus it takes two removal spells to off Hellspark. Thoughts?
There's an ongoing discussion regarding Army Loyalist in the Goblin thread. It's pretty much a consensus the new Goblin will be a great addition vs any deck running Batterskull, the bane of all aggro decks. I can see the guy getting added to more creature-centric Sligh builds to combat said card, and less so in burn-centric ones. I myself prefer to do damage through the redzone so I can definitely see myself running Loyalist alongside Goblin Guide and Jackal Pup. It's just that being a 1/1 for R isn't really all that impressive in a deck that wants to deal damage as fast as possible. So yeah, if SFM+Batterskull is prevalent in your meta, throw him in if you really want to.
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Don't drink and drive; you might spill your beer.
My Decks, past, present, and future: RGVial GoblinsRG GNO ElvesG RRed Deck WinsR BGRPact SIBGR
I can't believe RDW is in developing. My success rate is fantastic with RDW. It's not that guaranteed but on cockatrice I beat RUG delver, some 32 land deck (karakas, crucible, zoo, pod). I'll post my list later. People dont expect RDW! Peace!
I understand there's not too many efficient viashino, but could someone recommend me the least-bad to include in a build?
@Stormblood zerker- doesn't keldon marauders completely outclass this card?
4 Wooded Foothills
4 Bloodstained Mire
2 Teetering Peaks
1 Smoldering Spires
13 Mountain
4 Jackal Pup
4 Goblin Guide
2 Grim Lavamancer
3 Hellspark Elemental
3 Keldon Marauders
2 Kargan Dragonlord
1 Hell's Thunder
4 Tarox Bladewing
4 Chain Lightning
3 Magma Jet
2 Fireblast
3 Vexing Shusher
4 Pyroblast
3 Sulfuric Vortex
2 Cursed Scroll
3 Searing Blaze
The deck utilizes Kargan Dragonlord as a flying Ashenmoor Gouger. He's typically not a two-drop. I like to wait until I can get him to his 4/4 status quick. Magma Jet is here over Blaze for the library manipulation. Tarox Bladewing is the kill card, ideally letting you pitch at least 1 spare copy. Fireblast should only be used after Tarox hits, or if you have a big enough ground force to swing through for the game.
This deck may completely suck, or may be something worth considering. I just decided to toss this out to get some more talk going.
I am considering going Jund colors here. Obviously Dark Confidant and Tarmogoyf are worth considering. As far as a red 2-drop, I may lean with Marauders, on the recommendation of Bone Doc. What says everyone else?
Fair on the first point. Perhaps I should consider a sligh build instead. Either way this was indeed a Red Deck Wins model back in Summer of 08 for Standard.
What would you suggest as red 2-drops for a triple color splash with Bob and Goyf? I'd hazard a guess at Marauders or Hellspark, but what do others say?
That was Standard's model back then. Legacy is a completely different ballgame.
It depends on how fast or midrangy you want to be. Either way, why not just play Jund at that point?
I don't have really any tricks/tips right now outside of the primer as I haven't played legacy in a while.
Plus it takes two removal spells to off Hellspark. Thoughts?
Does the new Battalion Goblin add anything to this deck?
My Decks, past, present, and future:
RGVial GoblinsRG
GNO ElvesG
RRed Deck WinsR
BGRPact SIBGR
These are the creatures I'd play today.
Stormblood Berserker
Phyrexian Revoker
Goblin Guide
Stromkirk Noble
Firedrinker Satyr
Removal and Draw,
Wild Guess
Lightning Bolt
Chain Lightning
Pillage
Fire Covenant . This is black. Could use suggestions for red cards besides Pyrokinesis (weak) .
Side,
Pyroblast / Red Elemental Blast
Vexing Shusher
Smoke / An-Zerrin Ruins
its bad in legacy and too slow