Burn is more skill based than people give it credit for. It has a very smooth curve, however, so people without much skill can play it. It's one of the few decks that I'd say your skill wins you the match rather than your deck. This is why people like Patrick Sullivan can top 8 with it.
RDW falls under a similar concept, but it lacks some of the things that Burn has. One of the major things being that it relies more on creatures than Burn does. While these can be efficient, it also means you are vulnerable to the many types of creature removal that are represented in the format. Therefore, it may not even matter your skill level.
@Jafoniceld: Your deck is running along more of the burn lines, you might want to migrate to that thread instead.
Ah, I knew there was another flaw that RDW had that Burn didn't. Will add that to the RDW vs Burn section (Now it doesn't look biased with RDW with fewer flaws xD)
I agree about Jafon's deck, though.
Updated the OP with Natural Order matchup. I hope to add Stoneforge to the matchups soon, as well.
I used to play Red Deck Wins back in Standard when Keldon Marauders was legal, and I kind of wanted to try the legacy version. Here is what I'm currently thinking of building:
I'm running a slightly higher land count to manage Koth and Dragonlord (which I like a little better than Figure because it can gain flying). Is it workable? I'm hoping to get an opinion on Koth, mainly. Does anyone run him, and is he worth it? He looks insanely powerful on paper and if he hits the board it seems like he'd be good, but he costs 4 mana, which might be a little harsh in this deck. On the other hand, his -2 ability essentially makes him free. In the primer it's listed as a decent option, I'm wondering if this is still true. Hellspark could potentially become Hell's Thunder to capitalize on the slightly higher curve.
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while true that his -2 does make him essentially free, I can't see why you'd want him in that capacity. By the time you get to 4 mana, you should already be empty in the hand, anyways. No, you want him for his +1 and his ultimate, both of which are killer vs. control decks. that said, you're RDW, your entire deck is anti control most of the time.
On figure vs. kargan, well, FoD can gain flying, too. However, dragonlord can do it for less mana initially. kargan is also misstep proof. depends on what you're after, though!
while true that his -2 does make him essentially free, I can't see why you'd want him in that capacity. By the time you get to 4 mana, you should already be empty in the hand, anyways. No, you want him for his +1 and his ultimate, both of which are killer vs. control decks. that said, you're RDW, your entire deck is anti control most of the time.
On figure vs. kargan, well, FoD can gain flying, too. However, dragonlord can do it for less mana initially. kargan is also misstep proof. depends on what you're after, though!
Yeah, I was thinking more along the lines of Koth's +1 and his ultimate more so than his -2. However, his -2 could have it's uses too (Kargan Dragonlord level up, etc.), but I think the +1 and the ultimate are probably the best. It looks like an excellent card for the deck (on paper at least), I'm just worried about the mana cost. I think 22 lands should be enough to handle it, I'd just have to be a bit more conservative with the Fireblasts. I think I'll also change the Hellsparks to Hell's Thunder. If I'm going to run a higher land count, I might as well up the curve slightly. Also, I completely forgot about Misstep, but that's another reason why I like Dragonlord.
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The inclusion of Koth really depends on the meta. In a metagame full of aggro, he is less optimal. Against control, however, he is a house. I agree that you will want to increase the land threshold to support him. Perhaps run 3-4 Wasteland, though, rather than some Mountains.
I would also only run 2 Koth main and maybe 1 in the board.
Hey, I have been out of the game for a while, but coming back in I decided on building a variant of RDW. What is considered the best color splash right now? White gives Steppe Lynx and Lightning Helix. Green gives Goyf and other possible options. Black gives Dark Confidant. I'm thinking green because it's, well, goyf. Any thoughts?
Hey, what are the opinions on Stormblood Berserker? Is it good enough to unseat Keldon Marauders, or is Marauders still better for its immediate damage and the fact that it is consistently a 3/3, even though it only gets one turn to attack?
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Hey, I have been out of the game for a while, but coming back in I decided on building a variant of RDW. What is considered the best color splash right now? White gives Steppe Lynx and Lightning Helix. Green gives Goyf and other possible options. Black gives Dark Confidant. I'm thinking green because it's, well, goyf. Any thoughts?
Either white or green are the best. It just depends on your playstyle.
White acts more like a traditional Sligh deck with really fast cards like Steppe Lynx, whereas green is more of a Zoo-type deck. A little slower but also with consistent beats, rather than explosive ones.
Hey, what are the opinions on Stormblood Berserker? Is it good enough to unseat Keldon Marauders, or is Marauders still better for its immediate damage and the fact that it is consistently a 3/3, even though it only gets one turn to attack?
Hmm, I haven't yet tested him in Marauder's place. Will get to that soon (working on Berserk, Modern RDW, and this makes this game more of a chore than a hobby xD)
Haven't gotten a chance to play, between moving and summer classes, and I also have to get a few cards that I found out I don't have anymore, like Fireblast and Chain Lightning. Hopefully I'll be able to play within the next few weeks, though. I think I'm going to try 2 Teetering Peaks, and run Berserkers in place of Marauders when I do play it. Also, what about Phyrexian Revoker vs. Pithing Needle? It's one more mana and more vulnerable, but it can hit more things and deal damage, whereas Needle just sits there. I run 4 Needles in in my board, but I'm thinking of switching them to Revokers.
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Depending on your meta, revoker has it's uses. personally, in a combo meta, I would probably have them maindecked. It's even good in an aggro meta. I mean, naming obnoxiousness like aether vial, divining top, batterskull, stoneforge mystic, etc, and having a 2 power beater is often very worth it.
Haven't gotten a chance to play, between moving and summer classes, and I also have to get a few cards that I found out I don't have anymore, like Fireblast and Chain Lightning. Hopefully I'll be able to play within the next few weeks, though. I think I'm going to try 2 Teetering Peaks, and run Berserkers in place of Marauders when I do play it. Also, what about Phyrexian Revoker vs. Pithing Needle? It's one more mana and more vulnerable, but it can hit more things and deal damage, whereas Needle just sits there. I run 4 Needles in in my board, but I'm thinking of switching them to Revokers.
That really sucks, though I know how it is. Lucky for you, Chains are only like $8 now.
I like Needles due to the speed and low cost. Because of it's 1 CMC, it fills in the "casting cost slots" as I like to call them really well. What I mean by that is using all your mana for the most each turn. For example: Turn 2 Needle, level Figure, Swing. Or Needle, use Grim. Et cetera.
Either white or green are the best. It just depends on your playstyle.
White acts more like a traditional Sligh deck with really fast cards like Steppe Lynx, whereas green is more of a Zoo-type deck. A little slower but also with consistent beats, rather than explosive ones.
I was thinking about this today when I remembered a Rwg deck I saw about a year ago. Ran lots of one drops and burn for speed then ran Ranger of Eos for extra power late. What do you think about this idea? I can post more details later.
Nice primer! Need to pimp up my primer with some card photos when I get the time too
I started out as a red mage when I first played MTG, and I've been itching to build a deck for times when the itch is too much to bare. My meta has some tough MU's for a red mage. The ones that cheats out too large creatures too fast, and the ones that play annoying enchantments. In any case, a red deck in my gauntlet is missing. So, I'm thinking about something in this direction.
I like Kiln Fiend in Vintage, and he did well enough in Standard. So why not try him out in Legacy? I looked at the other options, and so far, he is only replacing Hellspark Elemental. This is also one of the reasons I went with 16/24 split between creatures and burn, so I added Magma Jet to function as spell fodder, and one that can dig and find me a replacement spell to keep feeding my Fiend(s).
Another idea that also interacts well with Fiend is Punishing Fire + Grove of the Burnwillows. Good mid-late-game addition that keeps the deck fueled rather than running too much out of steam.
As for sideboard, I don't know if we have any good answers to Enchantress and Show-Tell-Emrak/Prog decks, so I just left it open as bad MU's. Pretty straight forward board.
On Stormblood Berserker: At least in my Standard RDW, one of the issues I have with him is that he is not really a turn 2 creature. You have to rely on being able to do direct damage and have mana to play him. It is true that doing damage is no great feat in RDW, but being able to do both on the second turn can be difficult, and basically relies on having a turn 1 Goblin Guide or other 1 drop aggressive creature (Grim Lavamancer doesn't really count) and a clear board for him to swing. Even if you have to clear something out of the way, you won't have mana to play Berserker. Keldon Marauders you can just consistently play on turn 2, so while Berserker is fine in Standard due to there being no better alternatives, in Legacy I'd say Marauders or Hellspark over him any day. It's just one of those things that don't really see until you try playing it.
Rift Bolt is a possibility...but Mogg Fanatic is kind of terrible now, and I think I might still rather play Marauders than be forced to dedicate slots to a subpar card (Fanatic, not Bolt) in order to make another card more viable. Especially when Marauders and Hellspark are perfectly capable of filling Berserker's spot. But I guess it might be worth testing, and I hadn't considered Rift Bolt.
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I was thinking about this today when I remembered a Rwg deck I saw about a year ago. Ran lots of one drops and burn for speed then ran Ranger of Eos for extra power late. What do you think about this idea? I can post more details later.
It sounds like Fast Zoo... Goblin Guide, Steppe Lynx, lots of burn, ect. It's like Sligh with Zoo aspects.
Nice primer! Need to pimp up my primer with some card photos when I get the time too
I started out as a red mage when I first played MTG, and I've been itching to build a deck for times when the itch is too much to bare. My meta has some tough MU's for a red mage. The ones that cheats out too large creatures too fast, and the ones that play annoying enchantments. In any case, a red deck in my gauntlet is missing. So, I'm thinking about something in this direction.
I like Kiln Fiend in Vintage, and he did well enough in Standard. So why not try him out in Legacy? I looked at the other options, and so far, he is only replacing Hellspark Elemental. This is also one of the reasons I went with 16/24 split between creatures and burn, so I added Magma Jet to function as spell fodder, and one that can dig and find me a replacement spell to keep feeding my Fiend(s).
Another idea that also interacts well with Fiend is Punishing Fire + Grove of the Burnwillows. Good mid-late-game addition that keeps the deck fueled rather than running too much out of steam.
As for sideboard, I don't know if we have any good answers to Enchantress and Show-Tell-Emrak/Prog decks, so I just left it open as bad MU's. Pretty straight forward board.
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Yeah, I like my things looking nice!
The issue I have against Kiln Fiend is that he is a removal magnet. Like, really badly. Rarely do I find myself actually getting to attack with him. While he seems nice on paper, I just can't seem to get it to work. LMK how it does, though. Would like to see it working. And that extends to the Fires package.
Show and Tell can have REB sided in against it at least. I generally just try to race both matchups, though. Enchantress is really slow, however, so I almost always beat that deck.
Yeah, I may use Rift Bolt in place of Chain Lightning, at least for now. I'm a bit short on money, and I think Rift Bolt might be a decent replacement. They both do the same thing, kind of, Rift Bolt's just a bit slower. And I agree on Lava Spike, there are just so many better options.
Also, something I found out about Searing Blaze that those running it might want to consider: you can't use it if the opponent has no targetable creatures on the board, there needs to be two targets, the player and the creature. I never ran it in Legacy, but I tried it in Standard and switched to Incinerate, because it just became too inconsistent. It's powerful when it works, but the landfall requirement and the fact that there has to be a creature on the opponent's side of the field makes it too conditional for me.
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Also, something I found out about Searing Blaze that those running it might want to consider: you can't use it if the opponent has no targetable creatures on the board, there needs to be two targets, the player and the creature. I never ran it in Legacy, but I tried it in Standard and switched to Incinerate, because it just became too inconsistent. It's powerful when it works, but the landfall requirement and the fact that there has to be a creature on the opponent's side of the field makes it too conditional for me.
That's why I only run two and an extra in the side.
Hello I have been playing RDW some time now as my most "competitive" deck, mostly due to budget. I need some help in fine-tuning it, any advice is very much welcome:
I really just don't like Spark Elemental. You would be better off shooting off a Bolt turn 1 than that. Hellspark is much better, as it provides a lot of reach, and is really inefficient to kill with anything short of Swords to Plowshares. And if they do use that, you just got your turn bought back.
I know, Searing Blaze is too much as a full playset Mainboard. But it's the only card that works both as bolt and as removal to a key creature. Plus Landfall is always guaranteed during the opponent's turn or in late-game due to fetchlands.
Due to my playing environment, not playing a playset of price of progress mainboard is suicide.
Has anyone playtested enough to guarantee that Hellspark Elemental is better than spark elemental? I am really reluctant to removing my turn 1 guy for 2-turner
2 Grim Lavamancers MB may seem too few, but anytime i run 3 or more, i end up having 2 on board, and they run out of fuel in no time. I Sideboarded one to later move him in against controllers.
Well, Searing Blaze is a meta choice. If there is a lot of stuff like Zoo and Merfolk, then it is perfectly fine to main a full set. My meta is just a little balanced, so I run only a few main and side the rest.
The number of maindecked Price is also a meta pick.
I would probably not run anything less than 3 Grim Lavamancer main deck. He dies so easily lol.
The deck runs pretty quickly, but there's no space for mass-removals in the MB Truth is, i feel pretty naked without them. Should i do something about it?
Also the Sideboard is a mess. I am considering it turning it to something like:
Much more focused hate, and much more needed, since RDW can just thin things out and hope to topdeck the hate.
But i totally lose sulfuric vortex this way, and the extra lavamancer. Plus there is no room for blasts either way :S
Any experienced RDW players' advice is totally welcome!
I don't like that revised side. You other seems much better. What is you meta looking like? RDW has a lot of cards it can side, so this info could be very helpful.
What do you think about Curse of Stalked Prey and Stromkirk Noble? The first one is turning all your creatures into Slith Firewalker (altough it also forces you to use more creatures that aren't "hit-and-run" type, which might turn the deck into crap zoo) and the second one is basically a better version of the said Slith.
Using either would probably make you use Umezawa or swords.
What's worth looking at is also Brimstone Volley which, pretty much, follows the deck's philosophy and gets rid of bigger things like Goyf or deals direct 5 damage right in the face.
Well, thoughts?
Sorry, missed your post.
Curse of Stalked Prey's problem is that it doesn't do anything by itself, and that most of our guys that get in for damage die quickly. Stormkirk is just not strong enough. If it had haste, then maybe. As it stands though, I would rather have Figure of Destiny still.
Brimstone Volley looks very promising, though. We might end up adding Mogg Fanatic back in just so enable this. Keldon Marauders is another good enabler. And we can always just kill an opposing guy for maximum value. Definitely gonna test this guy out.
Usual opponents are bant, team america, and goblins. Could mention dredge and reanimators on this level too, even though more scarcely.
Occasionally standstill/lock decks, merfolk and combo.
As usual, pack the Tormod's Crypt. REB is going to be your best friend in the side, too. Smash to Smithereens is good against Goblins and Merfolk, too. Those decks don't usually pack life gain, so Vortex isn't really needed. It might be good against the control decks, but at that point I would think a lot more lower-CC guys that don't time walk you if they get countered.
Standstill is a breeze if you play correctly. Combo you just need to cross your fingers lol.
I need to go now, I'll get the Blizzy's post later.
To be honest, RDW, so-called burn (which pretty much is RDW if we talk about decklists that are played atm) and the variations of the above don't really have many "flexible slots". I fail to understand why people complicate everything and run some weird "setups" (like splashed burn or cantrips in RDW) that improve some meaningless matchups ("splashing [insert a color here] into my burn improved my MU vs combo from 10/90 to 20/80, yay") while losing consistency, tempo and general philosophy of the deck (and often vastly improving the cost of the deck, goyfs/bobs say hi) resulting in significantly lowering other MUs.
Agreed.
--
Are there any meta decks you guys want me to review the matchup for?
First 2 are pretty good MUs and combo is hopeless MU. It doesn't matter whether you have those 4 PoPs during 1st game or not. And to be honest Fireblasts and PoPs are what hold this deck together and let's it be somewhat competitive.
Look how many decks are running wastelands and other mana disruption. PoP is way better than any of those cards and it doesn't hurt us as we don't need anything other than mountains.
Just because it's a good matchup doesn't mean you can't lose to it with dead draws.
I agree that PoP is one of the key cards keeping us competing, but that's why I side the last one.
Well, while it doesn't look so good on the paper (running 4 of them, I mean), it's probably the only option. In every deck that topped in any major tournament, I can see either 0 or 4 of them. And, as the guys playing those decks are better players than me, it's enough for me not to cut them to 3-of.
Most of the decks that run Grim Lavamancer also run Brainstorm, so they can shuffle dead ones away. I'm not saying 3 is the way to go, I'm just saying I'm going to try with 3 for a bit and see how it does. I've been using 4 since I started with this deck.
Well, I think MUs are quite obvious. Maybe MUs against some mid-range decks? I think those are the least obvious.
It just feels like I haven't written in that section for awhile. Might just be me. If Thresh comes back to popularity with Delver of Secrets, then I might write on that. Team America is another biggie, but I'll hold off on that to see whether most builds will opt for Snapcaster Mage or not. I hope they do, though. I like playing against Dismember!
Most midrange decks fall under Junk/Rock or NO decks, so that's covered for the most part.
Hello again everyone!
After far too long of a break from RDW/Sligh, trying other Legacy decks that interested me for 6 months or so (and not finding any of them to be as consistently good or nearly as fun to play as Sligh), I'm back to play my old favorite once again!
I rebuilt the Sligh deck I was playing about 6 months or so ago with a few minor tweaks and tunes to the sideboard for the current local metagame. I'm going to be taking it to what should be a good medium sized legacy tournament (30 to 40 people) tomorrow night to have some fun and see how it does. Here's the list I'll be playing...
The main deck is exactly the same as the list I was playing when I last ran the deck 6 months ago, but with a little less in the way Stoneforge decks around now I swapped out the 2x Sulfuric Vortex I used to run in the sideboard for 2x Smash to Smithereens and I also switched out the 3x Tormod's Crypt I used to run for 3x Faerie Macabre due to my expectation of less Dredge and more Reanimator decks and blue decks with Snapcaster Mage.
We'll see how it goes, but no matter what happens I'm totally stoked just to be playing my all time favorite deck again. There's a lot of decks in a lot of formats that I've played over the years but none that I've ever loved as much as Legacy Sligh.
I'll be posting again friday or saturday with a tournament report for tomorrow night's event.
Mogg Fanatic - Why did Wizards get rid of damage on the stack?? WHY WIZARDS?? This guy used to be amazing. No, scratch that. Amazing+1. Moggy here was what helped make this deck a major contender back in the day. Now, well... he is slightly inefficient and can't do much on his own. I've been trying to replace him ever since the new damage rules came out.
You may want to consider either Goblin Arsonist or Karplusan Wolverine as replacements for Mogg Fanatic. Either one can get in there for that extra damage and your opponents will probably have to think twice about throwing a 1/1 or a 2/2 in front of them.
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Ah, I knew there was another flaw that RDW had that Burn didn't. Will add that to the RDW vs Burn section (Now it doesn't look biased with RDW with fewer flaws xD)
I agree about Jafon's deck, though.
Updated the OP with Natural Order matchup. I hope to add Stoneforge to the matchups soon, as well.
4 Scalding Tarn
4 Arid Mesa
14 Mountain
Creatures: 20
4 Grim Lavamancer
4 Goblin Guide
4 Kargan Dragonlord
4 Keldon Marauders
4 Hellspark Elemental
4 Fireblast
4 Lightning Bolt
4 Chain Lightning
3 Price of Progress
Planeswalkers: 3
3 Koth of the Hammer
4 Vexing Shusher
4 Pithing Needle
4 Tormod’s Crypt
3 Shattering Spree
I'm running a slightly higher land count to manage Koth and Dragonlord (which I like a little better than Figure because it can gain flying). Is it workable? I'm hoping to get an opinion on Koth, mainly. Does anyone run him, and is he worth it? He looks insanely powerful on paper and if he hits the board it seems like he'd be good, but he costs 4 mana, which might be a little harsh in this deck. On the other hand, his -2 ability essentially makes him free. In the primer it's listed as a decent option, I'm wondering if this is still true. Hellspark could potentially become Hell's Thunder to capitalize on the slightly higher curve.
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On figure vs. kargan, well, FoD can gain flying, too. However, dragonlord can do it for less mana initially. kargan is also misstep proof. depends on what you're after, though!
Credit to DolZero for this awesome sig!
Yeah, I was thinking more along the lines of Koth's +1 and his ultimate more so than his -2. However, his -2 could have it's uses too (Kargan Dragonlord level up, etc.), but I think the +1 and the ultimate are probably the best. It looks like an excellent card for the deck (on paper at least), I'm just worried about the mana cost. I think 22 lands should be enough to handle it, I'd just have to be a bit more conservative with the Fireblasts. I think I'll also change the Hellsparks to Hell's Thunder. If I'm going to run a higher land count, I might as well up the curve slightly. Also, I completely forgot about Misstep, but that's another reason why I like Dragonlord.
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I would also only run 2 Koth main and maybe 1 in the board.
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Either white or green are the best. It just depends on your playstyle.
White acts more like a traditional Sligh deck with really fast cards like Steppe Lynx, whereas green is more of a Zoo-type deck. A little slower but also with consistent beats, rather than explosive ones.
Hmm, I haven't yet tested him in Marauder's place. Will get to that soon (working on Berserk, Modern RDW, and this makes this game more of a chore than a hobby xD)
How has your Koth list done?
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Credit to DolZero for this awesome sig!
That really sucks, though I know how it is. Lucky for you, Chains are only like $8 now.
I like Needles due to the speed and low cost. Because of it's 1 CMC, it fills in the "casting cost slots" as I like to call them really well. What I mean by that is using all your mana for the most each turn. For example: Turn 2 Needle, level Figure, Swing. Or Needle, use Grim. Et cetera.
I also added the Stoneblade matchup.
I was thinking about this today when I remembered a Rwg deck I saw about a year ago. Ran lots of one drops and burn for speed then ran Ranger of Eos for extra power late. What do you think about this idea? I can post more details later.
I started out as a red mage when I first played MTG, and I've been itching to build a deck for times when the itch is too much to bare. My meta has some tough MU's for a red mage. The ones that cheats out too large creatures too fast, and the ones that play annoying enchantments. In any case, a red deck in my gauntlet is missing. So, I'm thinking about something in this direction.
8 Mountain
Non-Basic Land: 12
4 Bloodstained Mire
4 Wasteland (Grove of the Burnwillows)
4 Wooded Foothills
Creature: 16
4 Goblin Guide
4 Grim Lavamancer
4 Keldon Marauders
4 Kiln Fiend
4 Fireblast
4 Lightning Bolt
4 Magma Jet (Punishing Fire)
4 Price of Progress
Sorcery: 8
4 Chain Lightning
4 Rift Bolt
3 Pithing Needle
3 Pyrostatic Pillar
3 Shattering Spree
3 Tormod's Crypt
3 Volcanic Fallout
I like Kiln Fiend in Vintage, and he did well enough in Standard. So why not try him out in Legacy? I looked at the other options, and so far, he is only replacing Hellspark Elemental. This is also one of the reasons I went with 16/24 split between creatures and burn, so I added Magma Jet to function as spell fodder, and one that can dig and find me a replacement spell to keep feeding my Fiend(s).
Another idea that also interacts well with Fiend is Punishing Fire + Grove of the Burnwillows. Good mid-late-game addition that keeps the deck fueled rather than running too much out of steam.
As for sideboard, I don't know if we have any good answers to Enchantress and Show-Tell-Emrak/Prog decks, so I just left it open as bad MU's. Pretty straight forward board.
Comments?
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It sounds like Fast Zoo... Goblin Guide, Steppe Lynx, lots of burn, ect. It's like Sligh with Zoo aspects.
Yeah, I like my things looking nice!
The issue I have against Kiln Fiend is that he is a removal magnet. Like, really badly. Rarely do I find myself actually getting to attack with him. While he seems nice on paper, I just can't seem to get it to work. LMK how it does, though. Would like to see it working. And that extends to the Fires package.
Show and Tell can have REB sided in against it at least. I generally just try to race both matchups, though. Enchantress is really slow, however, so I almost always beat that deck.
I would rather just run the Marauders at that point, rather than resort to less-than-optimal card choices.
@Enemy Within: I really like Rift Bolt for it's ability to hit creatures. I just generally don't like Lava Spike in here for that reason.
Also, something I found out about Searing Blaze that those running it might want to consider: you can't use it if the opponent has no targetable creatures on the board, there needs to be two targets, the player and the creature. I never ran it in Legacy, but I tried it in Standard and switched to Incinerate, because it just became too inconsistent. It's powerful when it works, but the landfall requirement and the fact that there has to be a creature on the opponent's side of the field makes it too conditional for me.
In Modern:
:symu::symw::symr: Holy Rollers (Geist Tempo)
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That's why I only run two and an extra in the side.
I really just don't like Spark Elemental. You would be better off shooting off a Bolt turn 1 than that. Hellspark is much better, as it provides a lot of reach, and is really inefficient to kill with anything short of Swords to Plowshares. And if they do use that, you just got your turn bought back.
How is the 2 Marauders doing?
Well, Searing Blaze is a meta choice. If there is a lot of stuff like Zoo and Merfolk, then it is perfectly fine to main a full set. My meta is just a little balanced, so I run only a few main and side the rest.
The number of maindecked Price is also a meta pick.
I would probably not run anything less than 3 Grim Lavamancer main deck. He dies so easily lol.
I don't like that revised side. You other seems much better. What is you meta looking like? RDW has a lot of cards it can side, so this info could be very helpful.
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EDIT:
Sorry, missed your post.
Curse of Stalked Prey's problem is that it doesn't do anything by itself, and that most of our guys that get in for damage die quickly. Stormkirk is just not strong enough. If it had haste, then maybe. As it stands though, I would rather have Figure of Destiny still.
Brimstone Volley looks very promising, though. We might end up adding Mogg Fanatic back in just so enable this. Keldon Marauders is another good enabler. And we can always just kill an opposing guy for maximum value. Definitely gonna test this guy out.
As usual, pack the Tormod's Crypt. REB is going to be your best friend in the side, too. Smash to Smithereens is good against Goblins and Merfolk, too. Those decks don't usually pack life gain, so Vortex isn't really needed. It might be good against the control decks, but at that point I would think a lot more lower-CC guys that don't time walk you if they get countered.
Standstill is a breeze if you play correctly. Combo you just need to cross your fingers lol.
I need to go now, I'll get the Blizzy's post later.
Hey, no need to be hostile.
Merfolk, Goblins, a few combos decks. I personally only main deck 3.
I'm actually thinking of going to 3 Lavamancer and trying that for a bit. Having more than one at a time isn't very nice :\
Agreed.
Agreed.
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Are there any meta decks you guys want me to review the matchup for?
Just because it's a good matchup doesn't mean you can't lose to it with dead draws.
I agree that PoP is one of the key cards keeping us competing, but that's why I side the last one.
Most of the decks that run Grim Lavamancer also run Brainstorm, so they can shuffle dead ones away. I'm not saying 3 is the way to go, I'm just saying I'm going to try with 3 for a bit and see how it does. I've been using 4 since I started with this deck.
It just feels like I haven't written in that section for awhile. Might just be me. If Thresh comes back to popularity with Delver of Secrets, then I might write on that. Team America is another biggie, but I'll hold off on that to see whether most builds will opt for Snapcaster Mage or not. I hope they do, though. I like playing against Dismember!
Most midrange decks fall under Junk/Rock or NO decks, so that's covered for the most part.
After far too long of a break from RDW/Sligh, trying other Legacy decks that interested me for 6 months or so (and not finding any of them to be as consistently good or nearly as fun to play as Sligh), I'm back to play my old favorite once again!
I rebuilt the Sligh deck I was playing about 6 months or so ago with a few minor tweaks and tunes to the sideboard for the current local metagame. I'm going to be taking it to what should be a good medium sized legacy tournament (30 to 40 people) tomorrow night to have some fun and see how it does. Here's the list I'll be playing...
4 Goblin Guide
4 Jackal Pup
3 Grim Lavamancer
4 Keldon Marauders
4 Hellspark Elemental
4 Ball Lightning
[2 Artifacts]
2 Cursed Scroll
4 Lightning Bolt
4 Chain Lightning
4 Fireblast
3 Price of Progress
[20 Lands]
4 Arid Mesa
4 Scalding Tarn
3 Teetering Peaks
9 Mountain
3 Pithing Needle
3 Pyroblast
2 Smash to Smithereens
3 Faerie Macabre
4 Mindbreak Trap
The main deck is exactly the same as the list I was playing when I last ran the deck 6 months ago, but with a little less in the way Stoneforge decks around now I swapped out the 2x Sulfuric Vortex I used to run in the sideboard for 2x Smash to Smithereens and I also switched out the 3x Tormod's Crypt I used to run for 3x Faerie Macabre due to my expectation of less Dredge and more Reanimator decks and blue decks with Snapcaster Mage.
We'll see how it goes, but no matter what happens I'm totally stoked just to be playing my all time favorite deck again. There's a lot of decks in a lot of formats that I've played over the years but none that I've ever loved as much as Legacy Sligh.
I'll be posting again friday or saturday with a tournament report for tomorrow night's event.
You may want to consider either Goblin Arsonist or Karplusan Wolverine as replacements for Mogg Fanatic. Either one can get in there for that extra damage and your opponents will probably have to think twice about throwing a 1/1 or a 2/2 in front of them.