Sorry if it's unsorted. It's R/B burn, more or less. I'm using the extra color to gain access to Bump in the Night, and a couple of SB cards. Geared heavily against Zoo, since that's my only major concern really.
Why not just maindeck Anathemancer? It's not like you're going to run into many decks that aren't chocked full of nonbasics. He's definitely better than marauders.
URGImperial AnimarGRU BRGProssh, Tokenmaker of KherGRB WURNarset NostalgicRUW UBR"I like your deck better" JelevaRBU UBlue BraidsU GAzusa, Lost but RampingG
WUHanna, Pillowfort's NavigatorUW WBRAleshacratsBRW UBRGrixis Pew PewRBU URGYasova the ThreateningGRU BGGlissa the ArticiferGB WUSygg MerfolkUW RSquee, Value NabobR
Keldon Marauders is 2 damage for 2 mana, plus 3 damage or up to 3 life (Or more) gained most of the time.
Anathemancer, when played on the curve, is usually 3 guaranteed damage plus a body that's usually too small to be very relevant at this point, for 3 mana in two colours. And you'll never manage to unearth him. And he's a dud randomly against certain decks, like merfolk, combo elves, and RDW.
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I am feeling that this is probably a good way to go. I love Keldon, as it fits great in the power/toughness range for Zoo, Elves, some affinity. You are always going to get at least 2 damage out of him. Flamebreak is another card that fits good in the curve, for exactly the same reasons (except its better vs affinity). This is going to be pretty similar to an extended deck I ran back in the day.
I've also moved over to a black splash. I run bobs, and SB rain of gore. That card has been so nasty. I played it out g2t1 against a soul sisters deck. Needless to say, they died very very quickly.
I am feeling that this is probably a good way to go. I love Keldon, as it fits great in the power/toughness range for Zoo, Elves, some affinity. You are always going to get at least 2 damage out of him. Flamebreak is another card that fits good in the curve, for exactly the same reasons (except its better vs affinity). This is going to be pretty similar to an extended deck I ran back in the day.
I would rather run Magma Spray to deal with Finks.
Why? Rain of Gore makes Finks read "3 mana 3/2. When I etb, lose 2 life. Persist=2 more life loss." The spray would be goodish but they are still gaining life which can set you back a bit. I'd at least test it.
Keldon Marauders is 2 damage for 2 mana, plus 3 damage or up to 3 life (Or more) gained most of the time.
Anathemancer, when played on the curve, is usually 3 guaranteed damage plus a body that's usually too small to be very relevant at this point, for 3 mana in two colours. And you'll never manage to unearth him. And he's a dud randomly against certain decks, like merfolk, combo elves, and RDW.
Which is why I run it SB. It comes in against control and Midrange mostly, since those decks already punish themselves on lands.
I am feeling that this is probably a good way to go. I love Keldon, as it fits great in the power/toughness range for Zoo, Elves, some affinity. You are always going to get at least 2 damage out of him. Flamebreak is another card that fits good in the curve, for exactly the same reasons (except its better vs affinity). This is going to be pretty similar to an extended deck I ran back in the day.
I really want to fit Contaminated Bond in somewhere, but I think this deck is already aimed to hose the creature based decks in the format.
Hell's Thunder got play in my build because it survives Bolt/Helix/Fire, has evasion and can be recycled once.
I would prefer Dark Confidant to Shard Volley. It slows the deck down marginally, but gives us so much fuel (I've never lost a game after it connected).
I hadnt seen Rain of Gore in a while and for some reason only thought it prevented life. That would def be better.
Shard Volley is one of those cards you usually save for the kill. The deck has an extremely low curve, and throwing away a land out of necessity doesnt always hurt the deck. Ill look at the Con though and see how I like it.
I hadnt seen Rain of Gore in a while and for some reason only thought it prevented life. That would def be better.
Shard Volley is one of those cards you usually save for the kill. The deck has an extremely low curve, and throwing away a land out of necessity doesnt always hurt the deck. Ill look at the Con though and see how I like it.
I would rather use Bob and draw a land or two to improve my top-decks, than run a janky L-Bolt.
I think 3 damage for 1 mana is good, even if you have to sac a land. Running as many 3 for 1 damage spells as possible is sort of what I was going for.
4 Magma Jet
4 Blightning
4 Bump in the Night
4 Lava Spike
4 Blood Crypt
2 Lavaclaw Reaches
3 Dragonskull Summit
4 Blackcleave Cliffs
3 Mountain
2 Flamebreak
4 Keldon Marauders
3 Brimstone Volley
3 Grim Lavamancer
2 Devil's Play
4 Goblin Guide
3 Scalding Tarn
3 Arid Mesa
Sorry if it's unsorted. It's R/B burn, more or less. I'm using the extra color to gain access to Bump in the Night, and a couple of SB cards. Geared heavily against Zoo, since that's my only major concern really.
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4 Magma Jet
4 Blightning
4 Bump in the Night
4 Lava Spike
4 Blood Crypt
2 Lavaclaw Reaches
3 Dragonskull Summit
4 Blackcleave Cliffs
3 Mountain
2 Flamebreak
4 Keldon Marauders
3 Dark Confidant
3 Grim Lavamancer
2 Devil's Play
4 Goblin Guide
3 Scalding Tarn
3 Arid Mesa
It's hilarious, actually generating CA in RDW.
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Modern: BRGLiving EndGRB
Legacy: UBGShardless BUGGBU
BRGProssh, Tokenmaker of KherGRB
WURNarset NostalgicRUW
UBR"I like your deck better" JelevaRBU
UBlue BraidsU
GAzusa, Lost but RampingG
WBRAleshacratsBRW
UBRGrixis Pew PewRBU
URGYasova the ThreateningGRU
BGGlissa the ArticiferGB
WUSygg MerfolkUW
RSquee, Value NabobR
Anathemancer, when played on the curve, is usually 3 guaranteed damage plus a body that's usually too small to be very relevant at this point, for 3 mana in two colours. And you'll never manage to unearth him. And he's a dud randomly against certain decks, like merfolk, combo elves, and RDW.
4x Lightning Bolt
4x Lava Spike
4x Bump in the Night
3x Shard Volley
3x Rift Bolt
4x Searing Blaze
3x Flamebreak
3x Blightning
Critters: 10
4x Goblin Guide
4x Keldon Marauders
2x Hell's Thunder
4x Blackcleave Cliffs
4x Blood Crypt
3x Arid Mesa
3x Scalding Tarn
2x Dragonskull Summit
5x Mountain
1x Swamp
4x Combust
4x Anathemancer
3x Smash to Smithereens
2x Shattering Spree
1x Flamebreak
1x Blightning
I really want to fit Contaminated Bond in somewhere, but I think this deck is already aimed to hose the creature based decks in the format.
Hell's Thunder got play in my build because it survives Bolt/Helix/Fire, has evasion and can be recycled once.
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Why aren't you siding Rain of Gore?
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IDK, I just really get tired of getting stalled out by Kitchen Finks...
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Why? Rain of Gore makes Finks read "3 mana 3/2. When I etb, lose 2 life. Persist=2 more life loss." The spray would be goodish but they are still gaining life which can set you back a bit. I'd at least test it.
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Animar tempo:symu::symr::symg: (Retired)Azami, Lady of Card Advantage(Retired =[ )Which is why I run it SB. It comes in against control and Midrange mostly, since those decks already punish themselves on lands.
I would prefer Dark Confidant to Shard Volley. It slows the deck down marginally, but gives us so much fuel (I've never lost a game after it connected).
Rain of Gore is so much better than Spray though. It punishes any deck that gains life, which is anything with Green (IE, half the format).
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Shard Volley is one of those cards you usually save for the kill. The deck has an extremely low curve, and throwing away a land out of necessity doesnt always hurt the deck. Ill look at the Con though and see how I like it.
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I would rather use Bob and draw a land or two to improve my top-decks, than run a janky L-Bolt.
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Or you can run 4 Bob and 2 Volley as a "Fireblast" type card.
Because you probably won't need to.
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