I don't understand the hostility towards Extort. It's 1 mana for a 2-life swing.
Looking at RDW(yes, I realize RDW isn't in Orzhov, but the point remains valid), 1 mana for 3 damage is good. 2 mana for 3 damage is usable. As is 3 mana for 4 damage. That's the burn curve.
So with an Extorter(or two) out, you can pay 2 mana for 4 damage(unheard of), on top of gaining a life(bonus on top? no way). Or 3 mana for 5 damage(I wish browbeat was a good card), while gaining 2 life.
Similar mechanics like this gave been used to great effect in decks like Vamps(See: Kalastria Highborn).
The point is, aggro decks are going to love this if it gets put on any decent small creatures(1/2 drops). As with the Boros mechanic it really just relies on what creatures this ends up being on. If they're bad, the mechanic won't save them, but if they're even decent, it will make them much much better.
Options are good. Mana sinks are great. Mechanic is more than usable.
Maybe you're reading this differently than me but I'm not getting what you're saying at all.
"Whenever you cast a spell you may pay , if you do each opponent loses 1 life and you gain that much life."
I'd assume you'd have to pay it for every permanent you have out with it (assume this is the same on every permanent with extort) and also "that much life" throws me off. "That much" seems like something typically used in a costs X value, since the value is undetermined, but here we are having the opponent lose 1 life for every extort (w) that is paid, so why not just have you gain 1 life?
Maybe you're reading this differently than me but I'm not getting what you're saying at all.
"Whenever you cast a spell you may pay , if you do each opponent loses 1 life and you gain that much life."
I'd assume you'd have to pay it for every permanent you have out with it (assume this is the same on every permanent with extort) and also "that much life" throws me off. "That much" seems like something typically used in a costs X value, since the value is undetermined, but here we are having the opponent lose 1 life for every extort (w) that is paid, so why not just have you gain 1 life?
This mechanic confuses me a bit.
It's worded that way purely for multiplayer. Because sometimes you have multiple opponents. 2 opponents means they each lose 1 life and you gain one from each, or two total.
Look at my text formatting. See the size? One is as low as it goes. The problem is on your side, not mine. Please continue being stupid.
And extort is the worst mechanic in the block. Probably both blocks. You'd have to be trying to make a mechanic worse than haunt to come up with this ****.
There is no hope for Orzhov at this point. It's been hamstrung by having one of the worst keyword abilities ever chained to its ankles.
Rtr block is for limited, extort works just just fine for that. Mtg is trying its best to try and not print more snap casters, so modern will get 2-3 cards from this set. Thats just the way it is, its better to be safe and make ok cards, then make cards that warp eternal formats.
sure, but that replaces your otherwise excellent one drop. and you're also wrong about "2 mana for 4 life(unheard of)" rdw does not care about life. It's straight up and might as well say 2 mana for 3.
You should probably learn to read before you call people wrong. Especially when you're going to falsely quote them.
2 mana for 4 damage. Which is unheard of. Which is why cards like char, flame jav, and burning hand are(/were) played, because 3 mana for 4 damage is the norm. And that's ignoring the extra life you get.
As far as RDW not caring about life, that's wrong. They do. Specifically in the mirror. Which is why every RDW deck runs Dragon's Claw in the sideboard. They care less, but if they can grab a life here and there, they won't complain.
And sir, where and when exactly do you expect your magical triggers to pop out from? Your t1 goblin guide? Your 1-2 mana you could have otherwise spent on 2 more lava spikes? RDW was designed to kill with speed in mind. You should never be needing to "sink your mana".
And sir, where and when exactly do you expect your magical triggers to pop out from? Your t1 goblin guide? Your 1-2 mana you could have otherwise spent on 2 more lava spikes? RDW was designed to kill with speed in mind. You should never be needing to "sink your mana".
I feel like you don't understand english, on top of not understanding RDW.
Ask anyone who actually plays this game. They will tell you they'd give their left arm for a 2-cost 4-damage burn spell(this is like the third time I've said this, so I'm done trying to explain if you don't get it by now). And if people would be that willing to spend 2 mana to do 4 damage, they'd be willing to spend 2 mana to do 4 damage with their lava spike/lightning bolt/etc.
RDW has a fatal flaw. Do you know what it is? They run out of cards. Because their cards are efficient in terms of mana:damage, but not damage:card. So when it's turn 4 and you're down to 2 cards in your hand, you can either lava spike twice for 6, or you can extorted lava spike twice for 8 damage and gain 2 life.
The amount of games where RDW loses because they can't get that last 1-3 damage across is...well honestly over half of their losses.
(hint: there's a reason why so many decks play Grim Lavamancer and DRS, because RDW needs reach desperately to make up for their card inefficiency).
edit: after your next response, it's clear you don't know how magic works. I'm done trying to explain it. Maybe some day you'll understand.
lol you have no understanding of physics whatsoever.
You tell me where these triggers are coming from, and I'll tell you where it's costing you speed. Also, don't even talk about life totals mattering when you want to invest more life into getting black mana fixing.... To gain more life. Furthermore, dragon's claw in rdw? You have no idea what you're typing.
(Hint: dr shaman mana ramps, does 2x more direct damage than extort, hates on the grave, and has a sizeable toughness to boot. HINT: grim lavamancer does 2x more direct damage than extort.... AND TARGETS CREATURES.)
Edit: you still never answered me where you're getting your extort triggers from lol. See you around, hopefully not.
lol you have no understanding of physics whatsoever.
You tell me where these triggers are coming from, and I'll tell you where it's costing you speed. Also, don't even talk about life totals mattering when you want to invest more life into getting black mana fixing.... To gain more life. Furthermore, dragon's claw in rdw? You have no idea what you're typing.
(Hint: dr shaman mana ramps, does 2x more direct damage than extort, hates on the grave, and has a sizeable toughness to boot. HINT: grim lavamancer does 2x more direct damage than extort.... AND TARGETS CREATURES.)
Edit: you still never answered me where you're getting your extort triggers from lol. See you around, hopefully not.
Grim Lavamancer costs speed. Deathrite Shaman costs less speed but costs a slight amount of consistency (it's surprisingly hard to get black mana on Turn 1). In my RkDW version built to race combo, I cannot accept either of them.
But in more controlling R(k)DW decks, they are fairly good. A black Extort creature, if it's efficient enough, may do likewise. Combine it and Lavamancer/Deathrite and you can extract a lot of damage per spell.
Grim Lavamancer costs speed. Deathrite Shaman costs less speed but costs a slight amount of consistency (it's surprisingly hard to get black mana on Turn 1). In my RkDW version built to race combo, I cannot accept either of them.
But in more controlling R(k)DW decks, they are fairly good. A black Extort creature, if it's efficient enough, may do likewise. Combine it and Lavamancer/Deathrite and you can extract a lot of damage per spell.
It's not worth it. He can't understand that even RDW runs utility creatures for reach and hate. And that every spell he casts triggers Extort(which it says right in the mechanic).
Has no concept of Modern RDW, I guess he just assumes the deck is 20 mountains and 40 lightning bolts.
He also doesn't seem to realize that RDW is already in Rakdos colors for most people. So you're not splashing for anything.
Or that while lavamancer may allow 2x the damage, it also costs you your creature's tap(meaning it can't attack), can only be used once a turn, and with the amount of hate in the format you won't always have a yard to work with.
I've explained all these things several times, but he just needs to be stubborn and argue. Best to just ignore him.
Not to mention, as I said with my opener. RDW doesn't matter. I was just using RDW's curve(since it's the simplest in the game) to demonstrate that lots of people would be want the option to add an extra mana for a 2 life swing. It's a lot stronger mechanic than people give it credit for.
Exort sucks but I'm still hoping we will see BW cards in the power level of abrupt decay or near that. Maybe Orzhov charm will be as good as izzet charm and I'll be able to play a good BW deck in Modern (...yeah...).
Edit: To clarify, paying 1 more mana to exort for 1 is very stupid, what's good is pinging yourself for 2 in exange of lowering the casting cost by 1 like with birthing pod.
It's not worth it. He can't understand that even RDW runs utility creatures for reach and hate. And that every spell he casts triggers Extort(which it says right in the mechanic). He also doesn't seem to realize that RDW is already in Rakdos colors for most people. So you're not splashing for anything.
No. People are not willing to pay 1 life for 1 mana. Want to know why? Because TEMPO means that you are being efficient with your mana. Your deck shouldn't be terribad enough that you need to sink your mana. See tournament play? They keep just enough mana open to be efficient, while keeping mana open for counterspells and such. Also, you realize that extort means you need to pay COLORED mana every activation right? RDW can't support BOTH extort and Dr. Shaman. Just no. You could, but then it would cost life for mana fixing, which is already counter intuitive seeing as though you want to gain life.
Or that while lavamancer may allow 2x the damage, it also costs you your creature's tap(meaning it can't attack), can only be used once a turn, and with the amount of hate in the format you won't always have a yard to work with.
Not to mention, as I said with my opener. RDW doesn't matter. I was just using RDW's curve(since it's the simplest in the game) to demonstrate that lots of people would be want the option to add an extra mana for a 2 life swing. It's a lot stronger mechanic than people give it credit for.
I wouldnt call it stupid yet, paying 1 mana more for 1 dmg and 1 life isnt THAT bad, depending on the deck, of course.
Seems to me that a deck with mana to spare (like RDW) could pretty well use this mechanic, while in others that are more mana hungry like jund or UW restoration, its just a waste.
We need to see the mechanic in action with all the orzhov cards before we can actually say if its good or not.
It's not that RDW has no mana to spare, what miniscule spare mana that is can afford to get its hands on is already being funneled into DR shaman, grim lavamancer, or in pure builds, figure of destiny. Extort has no place in RDW, also requiring pure black mana to pay. Why give up one extremely good late game mana sink for another crappy one that may or may not fizzle by drawing into lands?
Other midrange decks that care about this type of effect have no spare mana.
There's no deck with spare mana, specially with thalia in the meta.
I've been on 1-2 lands with RDW endless times for the entire game.
Which should account for a very small percentage of your losses compared to how many times you "run out of steam" and wind up with no cards in hand while your opponent is down to almost no life...assuming your deck is properly built.
And ill repeat myself, the logic applies to more than just rdw. If its willing to pay 1 mana for 1 damage, theres plenty of other decks willing to pay 1 mana for 1 damage and 1 life.
Which should account for a very small percentage of your losses compared to how many times you "run out of steam" and wind up with no cards in hand while your opponent is down to almost no life...assuming your deck is properly built.
ROFL. 2 LANDS. IS FINE. He's saying he's not being mana flooded. And assuming you'll have spare mana if your deck is "properly built"? That's the prime example of a crappy deck right there.
Willing =/= Can
You know what's not fine? Tossing out Figure of Destiny, Flame Javelin, and possibly searing blaze because you're too committed into black.
Of course it's better than nothing. But it's not a good ability in a format as mana restrictive as Modern. It's good for standard I guess.
I guarantee that if theres a 2/1 1-drop with Extort in either black or split, itll replace lavamancer in a lot of peoples' decks(the usefulness of the mechanic, as always, relies on what bodies it gets put on). Theyll enjoy being able to turn it right while gaining the effect. Theyll enjoy being able to use the ability multiple times in a turn. And anyone who has played modern for more than a day knows that having a perfect mana base in 2 colors couldn't be easier.
Yes, theres games when youre stuck on one to two land. And in those games, you dont play lavamancer. Just like you wouldnt play this. They serve the same purpose. To provide reach when you arent strapped for mana by trading mana for damage.
And im aware lavamancer can hit the field, but it almost never does. When you have a hand, you can use those on problem creatures. And when you dont, youre trying to finish the game asap, so youre always aiming the dome.
Wrong. Having a perfect 2 color mana base with figure of destiny, flame javelin, and searing spear is not a walk in the park. Any RDW player can tell you that. If you're triggering multiple times in one turn, you're doing SOMETHING wrong. You shouldn't just have excess tons of black mana. Even theoretically, a 2/1 extorter would serve no purpose in RDW. You shouldn't just have excess tons of black mana. Why are you even trying to back RDW up when you have no idea how the deck plays? Dragon's Claw. Pfffft. Pathetic. Where do you intend to stick your charm in your box of sowing salts, smash to smithereens, volcanic fallouts, and leylines?
Yes, theres games when youre stuck on one to two land. And in those games, you dont play lavamancer. Just like you wouldnt play this. They serve the same purpose. To provide reach when you arent strapped for mana by trading mana for damage.
What happens if you have the extorter out, and then draw into lands? ABSOLUTELY NOTHING. Why in the world do you want to replace figure of destiny for a mono black extorter? You draw into lands with Figure Of Destiny ---> tempo increase. You draw into cards with Figure of Destiny ----> still tempo increase You draw into lands with extort when you theoretically have "nothing to do with your mana" ---> durdle harder bro You draw into cards with extort ---> not the same tempo increase as with Figure Of Destiny.
I'm going to tell you what you tried to say.
You have no idea what you're talking about, and everyone should ignore you.
Just gonna leave here the highest placing RDW deck in recent tournament history. Since it seems a lot of people don't actually know how RDW works these days.
Sideboard:
4 Dragon's Claw
3 Leyline of Punishment
1 Rain of Gore
1 Searing Blaze
3 Smash to Smithereens
3 Volcanic Fallout
FoD stopped being used...well it was never actually prevalent in modern. Flame Jav was dropped in favor of Blood Hand as it's easier on mana and provides added utility. Dragon's Claw is a common sideboard option, because every deck will take free life when they can get it. 12 of the 20 lands can be used to provide black mana(while all 20 still provide red), and this is a very black light build, can easily be modified to add more with no loss of red.
So I'll repeat, people who don't actually know how RDW works in modern probably shouldn't try to correct those who do. If you want to understand modern RDW better, there's a rather large subforum for it. And I'd suggest going there so you aren't trying to argue outdated legacy strats from 3 years ago.
Saying something was the best in the past means nothing.
Thats why I posted the most recent list. Every deck being played now looks very similar. That's what's going on NOW, and I'm sorry if you can't accept it.
Compared to you who's quoting cards like FoD that haven't been used in several years.
As for your link, every RDW on there looks exactly like the one I posted, so thanks for furthering my point and accepting that I'm right.
edit: I knew I shouldn't have responded again. I know better than to feed trolls. He's gonna keep ignoring the dozens of things he's been wrong about and continue to post irrelevant information to try and further an argument hes long since lost.
Thats why I posted the most recent list. Every deck being played now looks very similar. That's what's going on NOW, and I'm sorry if you can't accept it.
Compared to you who's quoting cards like FoD that haven't been used in several years.
As for your link, every RDW on there looks exactly like the one I posted, so thanks for furthering my point and accepting that I'm right.
Stupid stupid stupid. I will now list every sideboard of RDW currently.
Sideboard
3 Ash Zealot
3 Rain of Gore
2 Searing Blaze
4 Smash to Smithereens
3 Volcanic Fallout
Sideboard
1 Flames of the Blood Hand
3 Leyline of Punishment
2 Leyline of the Void
1 Searing Blaze
3 Shattering Spree
2 Smash to Smithereens
3 Volcanic Fallout
The mana curve is a fundamental part of the game and there's no way that Wizards would create a mechanic that would interfere too much with it. Most likely the black and white cards of Gatecrash will accomodate Extort to make it useful and not a hinderance. Even if Extort is too much of a mana burden for existing decks, I'm positive that Gatecrash's card pool will give Extort the time of day. Just doing a little constructive thinking here.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH/Commander
UBR Sedris RG Omnath, Locus of Rage UB The Scarab God RUG Maelstrom Wanderer WU Dragonlord Ojutai
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Maybe you're reading this differently than me but I'm not getting what you're saying at all.
"Whenever you cast a spell you may pay , if you do each opponent loses 1 life and you gain that much life."
I'd assume you'd have to pay it for every permanent you have out with it (assume this is the same on every permanent with extort) and also "that much life" throws me off. "That much" seems like something typically used in a costs X value, since the value is undetermined, but here we are having the opponent lose 1 life for every extort (w) that is paid, so why not just have you gain 1 life?
This mechanic confuses me a bit.
It's worded that way purely for multiplayer. Because sometimes you have multiple opponents. 2 opponents means they each lose 1 life and you gain one from each, or two total.
Rtr block is for limited, extort works just just fine for that. Mtg is trying its best to try and not print more snap casters, so modern will get 2-3 cards from this set. Thats just the way it is, its better to be safe and make ok cards, then make cards that warp eternal formats.
You should probably learn to read before you call people wrong. Especially when you're going to falsely quote them.
2 mana for 4 damage. Which is unheard of. Which is why cards like char, flame jav, and burning hand are(/were) played, because 3 mana for 4 damage is the norm. And that's ignoring the extra life you get.
As far as RDW not caring about life, that's wrong. They do. Specifically in the mirror. Which is why every RDW deck runs Dragon's Claw in the sideboard. They care less, but if they can grab a life here and there, they won't complain.
I feel like you don't understand english, on top of not understanding RDW.
Ask anyone who actually plays this game. They will tell you they'd give their left arm for a 2-cost 4-damage burn spell(this is like the third time I've said this, so I'm done trying to explain if you don't get it by now). And if people would be that willing to spend 2 mana to do 4 damage, they'd be willing to spend 2 mana to do 4 damage with their lava spike/lightning bolt/etc.
RDW has a fatal flaw. Do you know what it is? They run out of cards. Because their cards are efficient in terms of mana:damage, but not damage:card. So when it's turn 4 and you're down to 2 cards in your hand, you can either lava spike twice for 6, or you can extorted lava spike twice for 8 damage and gain 2 life.
The amount of games where RDW loses because they can't get that last 1-3 damage across is...well honestly over half of their losses.
(hint: there's a reason why so many decks play Grim Lavamancer and DRS, because RDW needs reach desperately to make up for their card inefficiency).
edit: after your next response, it's clear you don't know how magic works. I'm done trying to explain it. Maybe some day you'll understand.
You tell me where these triggers are coming from, and I'll tell you where it's costing you speed. Also, don't even talk about life totals mattering when you want to invest more life into getting black mana fixing.... To gain more life. Furthermore, dragon's claw in rdw? You have no idea what you're typing.
(Hint: dr shaman mana ramps, does 2x more direct damage than extort, hates on the grave, and has a sizeable toughness to boot. HINT: grim lavamancer does 2x more direct damage than extort.... AND TARGETS CREATURES.)
Edit: you still never answered me where you're getting your extort triggers from lol. See you around, hopefully not.
Grim Lavamancer costs speed. Deathrite Shaman costs less speed but costs a slight amount of consistency (it's surprisingly hard to get black mana on Turn 1). In my RkDW version built to race combo, I cannot accept either of them.
But in more controlling R(k)DW decks, they are fairly good. A black Extort creature, if it's efficient enough, may do likewise. Combine it and Lavamancer/Deathrite and you can extract a lot of damage per spell.
Dragon's Claw is a valid sideboard choice to hose UR Storm somewhat. Every ritual, Storm engine, and Faithless Looting/Desperate Ravings it casts now virtually takes 1 Storm off Grapeshot.
It's not worth it. He can't understand that even RDW runs utility creatures for reach and hate. And that every spell he casts triggers Extort(which it says right in the mechanic).
Has no concept of Modern RDW, I guess he just assumes the deck is 20 mountains and 40 lightning bolts.
He also doesn't seem to realize that RDW is already in Rakdos colors for most people. So you're not splashing for anything.
Or that while lavamancer may allow 2x the damage, it also costs you your creature's tap(meaning it can't attack), can only be used once a turn, and with the amount of hate in the format you won't always have a yard to work with.
I've explained all these things several times, but he just needs to be stubborn and argue. Best to just ignore him.
Not to mention, as I said with my opener. RDW doesn't matter. I was just using RDW's curve(since it's the simplest in the game) to demonstrate that lots of people would be want the option to add an extra mana for a 2 life swing. It's a lot stronger mechanic than people give it credit for.
Edit: To clarify, paying 1 more mana to exort for 1 is very stupid, what's good is pinging yourself for 2 in exange of lowering the casting cost by 1 like with birthing pod.
No. People are not willing to pay 1 life for 1 mana. Want to know why? Because TEMPO means that you are being efficient with your mana. Your deck shouldn't be terribad enough that you need to sink your mana. See tournament play? They keep just enough mana open to be efficient, while keeping mana open for counterspells and such. Also, you realize that extort means you need to pay COLORED mana every activation right? RDW can't support BOTH extort and Dr. Shaman. Just no. You could, but then it would cost life for mana fixing, which is already counter intuitive seeing as though you want to gain life.
And you're running dragon's claw in the mirror? Shut up.
You're literally ignoring everything I'm saying. I fail to see why anyone would give you credence.
It's also colored, black mana btw.
Flame Infraction - t_c
Seems to me that a deck with mana to spare (like RDW) could pretty well use this mechanic, while in others that are more mana hungry like jund or UW restoration, its just a waste.
We need to see the mechanic in action with all the orzhov cards before we can actually say if its good or not.
I've been on 1-2 lands with RDW endless times for the entire game.
Other midrange decks that care about this type of effect have no spare mana.
Which should account for a very small percentage of your losses compared to how many times you "run out of steam" and wind up with no cards in hand while your opponent is down to almost no life...assuming your deck is properly built.
And ill repeat myself, the logic applies to more than just rdw. If its willing to pay 1 mana for 1 damage, theres plenty of other decks willing to pay 1 mana for 1 damage and 1 life.
ROFL. 2 LANDS. IS FINE. He's saying he's not being mana flooded. And assuming you'll have spare mana if your deck is "properly built"? That's the prime example of a crappy deck right there.
Willing =/= Can
You know what's not fine? Tossing out Figure of Destiny, Flame Javelin, and possibly searing blaze because you're too committed into black.
I guarantee that if theres a 2/1 1-drop with Extort in either black or split, itll replace lavamancer in a lot of peoples' decks(the usefulness of the mechanic, as always, relies on what bodies it gets put on). Theyll enjoy being able to turn it right while gaining the effect. Theyll enjoy being able to use the ability multiple times in a turn. And anyone who has played modern for more than a day knows that having a perfect mana base in 2 colors couldn't be easier.
Yes, theres games when youre stuck on one to two land. And in those games, you dont play lavamancer. Just like you wouldnt play this. They serve the same purpose. To provide reach when you arent strapped for mana by trading mana for damage.
And im aware lavamancer can hit the field, but it almost never does. When you have a hand, you can use those on problem creatures. And when you dont, youre trying to finish the game asap, so youre always aiming the dome.
What happens if you have the extorter out, and then draw into lands? ABSOLUTELY NOTHING. Why in the world do you want to replace figure of destiny for a mono black extorter? You draw into lands with Figure Of Destiny ---> tempo increase. You draw into cards with Figure of Destiny ----> still tempo increase You draw into lands with extort when you theoretically have "nothing to do with your mana" ---> durdle harder bro You draw into cards with extort ---> not the same tempo increase as with Figure Of Destiny.
I'm going to tell you what you tried to say.
You have no idea what you're talking about, and everyone should ignore you.
Red Deck Wins
By: Bryan Costello
Platinum TCQ - Pastimes - 10/28/12Modern
Archive: http://magic.tcgplayer.com/db/deck.asp?deck_id=1064574
Main Deck:
4 Goblin Guide
3 Grim Lavamancer
4 Hellspark Elemental
4 Keldon Marauders
4 Bump in the Night
3 Flames of the Blood Hand
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
3 Searing Blaze
3 Shard Volley
3 Arid Mesa
4 Blackcleave Cliffs
1 Blood Crypt
8 Mountain
4 Scalding Tarn
Sideboard:
4 Dragon's Claw
3 Leyline of Punishment
1 Rain of Gore
1 Searing Blaze
3 Smash to Smithereens
3 Volcanic Fallout
FoD stopped being used...well it was never actually prevalent in modern. Flame Jav was dropped in favor of Blood Hand as it's easier on mana and provides added utility. Dragon's Claw is a common sideboard option, because every deck will take free life when they can get it. 12 of the 20 lands can be used to provide black mana(while all 20 still provide red), and this is a very black light build, can easily be modified to add more with no loss of red.
So I'll repeat, people who don't actually know how RDW works in modern probably shouldn't try to correct those who do. If you want to understand modern RDW better, there's a rather large subforum for it. And I'd suggest going there so you aren't trying to argue outdated legacy strats from 3 years ago.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/activity/1125
Comparing RDW to a RDW heavy meta is a thousand times different than comparing RDW to a podjund heavy meta.
Saying something was the best in the past means nothing. Here's a deck list of 2011 jund
Main Deck
60 cards
4 Blackcleave Cliffs
1 Blood Crypt
2 Copperline Gorge
1 Forest
2 Overgrown Tomb
1 Raging Ravine
2 Stomping Ground
2 Swamp
3 Treetop Village
4 Verdant Catacombs
3 Woodland Cemetery
25 lands
4 Bloodbraid Elf
4 Dark Confidant
4 Kitchen Finks
1 Putrid Leech
3 Tarmogoyf
16 creatures
4 Inquisition of Kozilek
4 Lightning Bolt
3 Liliana of the Veil
3 Maelstrom Pulse
3 Terminate
2 Thoughtseize
19 other spells
Sideboard
2 Anathemancer
2 Ancient Grudge
1 Combust
3 Jund Charm
2 Obstinate Baloth
1 Seal of Doom
2 Seal of Primordium
2 Volcanic Fallout
15 sideboard cards
You go play that, and then you tell me how well you do.
Throwing a decklist in this thread to discredit someone is not only off topic, but it is trolling. t_C
This card/mechanic might work well with a heartless summoning deck utilizing Perilous Myr and Myr Retriever.
Blood Artist has showed us what repetitive life loss/gain can do to turn a game.
Plus this is vast superior to the awful Orzhova, the Church of Deals
Thats why I posted the most recent list. Every deck being played now looks very similar. That's what's going on NOW, and I'm sorry if you can't accept it.
Compared to you who's quoting cards like FoD that haven't been used in several years.
As for your link, every RDW on there looks exactly like the one I posted, so thanks for furthering my point and accepting that I'm right.
edit: I knew I shouldn't have responded again. I know better than to feed trolls. He's gonna keep ignoring the dozens of things he's been wrong about and continue to post irrelevant information to try and further an argument hes long since lost.
Stupid stupid stupid. I will now list every sideboard of RDW currently.
Sideboard
3 Ash Zealot
3 Rain of Gore
2 Searing Blaze
4 Smash to Smithereens
3 Volcanic Fallout
Sideboard
3 Combust
4 Grafdigger's Cage
2 Rakdos Charm
3 Smash to Smithereens
3 Sudden Shock
Sideboard
3 Grafdigger's Cage
2 Rakdos Charm
3 Shattering Spree
3 Smash to Smithereens
4 Sudden Shock
Sideboard
1 Flames of the Blood Hand
3 Leyline of Punishment
2 Leyline of the Void
1 Searing Blaze
3 Shattering Spree
2 Smash to Smithereens
3 Volcanic Fallout
Sideboard
3 Grafdigger's Cage
2 Rakdos Charm
3 Shattering Spree
3 Smash to Smithereens
4 Sudden Shock
Sideboard
3 Grafdigger's Cage
2 Rakdos Charm
3 Shattering Spree
3 Smash to Smithereens
4 Sudden Shock
Sideboard
3 Combust
3 Rain of Gore
3 Shattering Spree
3 Smash to Smithereens
3 Sudden Shock
Sideboard
3 Grafdigger's Cage
2 Rakdos Charm
3 Shattering Spree
3 Smash to Smithereens
4 Sudden Shock
Sideboard
3 Rain of Gore
4 Slagstorm
4 Smash to Smithereens
4 Spark Elemental
Sideboard
2 Blood Moon
3 Combust
1 Fulminator Mage
2 Molten Rain
2 Relic of Progenitus
3 Smash to Smithereens
2 Sudden Shock
Thank you again for reiterating the fact that FoD doesn't see much play, again emphasizing how little RDW needs a mana sink.
UBR Sedris
RG Omnath, Locus of Rage
UB The Scarab God
RUG Maelstrom Wanderer
WU Dragonlord Ojutai