The problem in Modern though is that you lose those two crucial lands. Is there any way in which we could replace them? Would Cloudpost be a suitable replacement, or are more rituals the way to go? Or, should one just stick with the all-in red deck instead.
Because if this deck was viable, then Moltensteel Dragon looks like he could be a new addition to the list.
Is the ramp even worthwhile? The Chalices should probably go to the board, since they're not as effective as they are in Legacy. Everflowing Chalice is no Chrome Mox, so it should be cut too. Here's what I ended up with:
The deck goes for the fastest acceleration available. Rite of Flame and Pyretic Ritual maximize the chances of a turn 2 Blood Moon/Magus, or when on the draw, turn 1 with Gemstone Mine. (For Gemstone Mine, the 4th in the SB to side in when you're on the draw.) I cut the sweepers for Planeswalkers and more creatures, so you have something big to drop soon. Tezzeret's Gambit isn't too great IMO, since I think the deck should aim for a strong early game first and foremost, and try and screw over decks for playing with terrible manabases (the entire format?).
The SB is completely random, though.
Private Mod Note
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You like Super Smash Bros.? Melee or Brawl? Check this out! http://projectm.dantarion.com/
It's an updated version of Brawl into an epic, new game.
Is the ramp even worthwhile? The Chalices should probably go to the board, since they're not as effective as they are in Legacy. Everflowing Chalice is no Chrome Mox, so it should be cut too. Here's what I ended up with:
The deck goes for the fastest acceleration available. Rite of Flame and Pyretic Ritual maximize the chances of a turn 2 Blood Moon/Magus, or when on the draw, turn 1 with Gemstone Mine. (For Gemstone Mine, the 4th in the SB to side in when you're on the draw.) I cut the sweepers for Planeswalkers and more creatures, so you have something big to drop soon. Tezzeret's Gambit isn't too great IMO, since I think the deck should aim for a strong early game first and foremost, and try and screw over decks for playing with terrible manabases (the entire format?).
The SB is completely random, though.
Interesting. I think you may be running a bit too many planeswalkers, but I like the idea of Gemstone Caverns. I totally forgot that card even existed. It is very similar to chrome mox in this deck, if you are on the draw of course.
I forgot about Simian Spirit Guide and Desperate Ritual. Those are great. Simian really helps to power out a turn 1 Moon. Chandra rocks, but Koth is pretty mediocre. Maybe Undying Flames could work?
Private Mod Note
():
Rollback Post to RevisionRollBack
You like Super Smash Bros.? Melee or Brawl? Check this out! http://projectm.dantarion.com/
It's an updated version of Brawl into an epic, new game.
I forgot about Simian Spirit Guide and Desperate Ritual. Those are great. Simian really helps to power out a turn 1 Moon. Chandra rocks, but Koth is pretty mediocre. Maybe Undying Flames could work?
In my experience, Koth is a massive beater in this type of red. He is easy to get out on turn 1, and almost always out on turn 2. He does 4 a turn, is immune to conventional removal, and if they don't get a creature out to start doing damage to him, he Ults in 2 turns. Starting turn 3 with your opponent at 12 and all your mountains as pingers is almost a guaranteed win against non-combo decks.
And Undying Flames isn't very good here. Too often will you hit a 1-3 mana ritual. An uncounterable lightning bolt a turn is good, but not if you give up your whole turn for it.
If you don't know, the deck was based around shutting down your opponent with Trinisphere, Blood Moon, and Chalice of the Void, while bringing out big red dudes with Ancient Tomb and City of Traitors.
The problem in Modern though is that you lose those two crucial lands. Is there any way in which we could replace them? Would Cloudpost be a suitable replacement, or are more rituals the way to go? Or, should one just stick with the all-in red deck instead.
Because if this deck was viable, then Moltensteel Dragon looks like he could be a new addition to the list.
Dragon Stompy Thread
Here's a rough build:
4 Simian Spirit Guide
3 Gathan Raiders
3 Moltensteel Dragon
2 Rakdos Pit Dragon
1 Wurmcoil Engine
1 Akroma, Angel of Fury
4 Rite of Flame
4 Seething Song
4 Chalice of the Void
3 Blood Moon
2 Slagstorm
2 Ratchet Bomb
1 Lightning Greaves
1 Sword of Fire and Ice
16 Mountain
// Lands
3 [TSP] Gemstone Caverns
21 [US] Mountain
// Creatures
4 [FUT] Magus of the Moon
4 [M11] Inferno Titan
4 [NPH] Moltensteel Dragon
// Spells
4 [SOM] Koth of the Hammer
4 [ZEN] Chandra Ablaze
4 [CS] Rite of Flame
4 [DK] Blood Moon
4 [ARC] Seething Song
4 [M11] Pyretic Ritual
// Sideboard
SB: 4 [MR] Chalice of the Void
SB: 1 [TSP] Gemstone Caverns
SB: 4 [SHM] Vexing Shusher
SB: 2 [4E] Earthquake
SB: 4 [DS] Slagstorm
The deck goes for the fastest acceleration available. Rite of Flame and Pyretic Ritual maximize the chances of a turn 2 Blood Moon/Magus, or when on the draw, turn 1 with Gemstone Mine. (For Gemstone Mine, the 4th in the SB to side in when you're on the draw.) I cut the sweepers for Planeswalkers and more creatures, so you have something big to drop soon. Tezzeret's Gambit isn't too great IMO, since I think the deck should aim for a strong early game first and foremost, and try and screw over decks for playing with terrible manabases (the entire format?).
The SB is completely random, though.
It's an updated version of Brawl into an epic, new game.
Interesting. I think you may be running a bit too many planeswalkers, but I like the idea of Gemstone Caverns. I totally forgot that card even existed. It is very similar to chrome mox in this deck, if you are on the draw of course.
It's an updated version of Brawl into an epic, new game.
In my experience, Koth is a massive beater in this type of red. He is easy to get out on turn 1, and almost always out on turn 2. He does 4 a turn, is immune to conventional removal, and if they don't get a creature out to start doing damage to him, he Ults in 2 turns. Starting turn 3 with your opponent at 12 and all your mountains as pingers is almost a guaranteed win against non-combo decks.
And Undying Flames isn't very good here. Too often will you hit a 1-3 mana ritual. An uncounterable lightning bolt a turn is good, but not if you give up your whole turn for it.
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"Sup dawg! I herd u like mountains so I equipped a mountain on your mountain so your can swing with land while you swing with land!"