Earthbound21, a 2/2 in addition to damage means they need a blocker to avoid turning it into 4-5 damage or you can chump something big to nearly buy a turn.
DOLZero, 2xDark Confidant seems good. It lets you test them well enough (and hopefully often enough) to reconsider finding the funds and slots for the other 2x.
TBH, Dark Confidant is worth it by the time you have most of a R/b Manabase. Confidant isn't gonna fall in value any time soon, and you'll be using it in multiple formats. The thing is nuts though. It lets you burn away blockers without running out of fuel, and makes your deck almost indestructible with a heavy burn package. You can win off burn alone, which is definitely supported by a card advantage ENGINE.
It's not as fast as Mono R, but it is much more stable. Of the "Big 3," the only MU I'd worry about is Affinity.
I have been running four of confiants, with a package of four cairns, 1 blood crypt, and eight sac lands. I've only once not been able to cast confidant when i wanted to.. And thats out of... a lot of games.
I have been running four of confiants, with a package of four cairns, 1 blood crypt, and eight sac lands. I've only once not been able to cast confidant when i wanted to.. And thats out of... a lot of games.
I only run 3 Confidant, and it's fine for me. If the game goes a bit long, plop him down and watch them A.) Waste removal, or B.) give me fuel.
Yeah, i am always happy to run them out, because it pretty much forces removal, unless i am playing another red deck, and they are on the play. Then i've noticed people tend to let me have him in hopes i burn myself to death. He is so beastly t1. Every single game i've tossed him out t1 has been a win. Even if they go t1 path, all that does is fuel this deck.
I ran into a significant hurdle against this deck: Leyline of Sanctity. I am gonna swap out my singleton Swamp for a Stomping Ground and swap out Sudden Death in my board for Krosan Grip so I have an answer for it. I may up the number of fetches in my build to help get green when I need it.
so if leyline of sanctity becomes an issue, which it really shouldn't because Storm is kinda dead and most decks win with dudes, is Koth a good 2-of option to board in?
i feel like Koth + Blood Moon/Magus from the board would house a greedy manabase, only problem being his 4 cmc cost in a deck without many lands.
once Modern kicks off next year the red decks will be rolling in and the control builds and midrange guys will be working out ways to hate it out of the format, so we need answers to their answers
I firmly believe RB burn stands a much better chance due to higher versatility of answers; other red decks just pray the opponent doesn't find what they need before they burn them out.
RB has the option to play a tighter game with Bob, Blightning, Searing Blaze, maybe some key discard and kill spells, to build a board presence while simultaneously burning the opponent out.
I have actually been leaning away from Bob and towards Magma Jet. Between paying life for fetches, shocks and Flamebreak, I am having an issue with wanting to pay more life for Bob. Magma Jet can also help me dig for what I need while putting lands and such on the bottom of my library. Seems like a good choice that I am gonna test out (and possibly kick myself later for already buying 2x Dark Confidant).
Why not both? I just tested both cartds together for a while and it was amazing. Magma Jetting while Bob was out is awesome, if you need a land, you can place it first to negate damage from Bob, otherwise, just leave the lower cost card first, most of the times you'll take only 1 dmg.
PS: did not check the date on the last post, if you've made a decision already on Bob and Magma, please share it
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Sure does but it allows some degenerate starts that control can't keep up with. If I go t1 bob, and they t1 path. I am perfectly ok with that.
still not worth the two for 1. Other than bob you have no way to get card advantage and their snapcasters do double duty against you since your creatures can be killed by a 2/1.
@ PPL running Devil's play
slow card is bad. we have 50 million great burn spells and you run devil's play?
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
I am beginning to lean towards the absence of creatures in my build. It would be nice to have my opponents spot removal result in dead draws. I also cut out Blightning and a land for Magma Jet and am gonna keep Bob for now to see how I feel about the synergy between the two cards. My final list is likely going to have some changes, but I feel like this is a good place to start testing against the worlds decks.
still not worth the two for 1. Other than bob you have no way to get card advantage and their snapcasters do double duty against you since your creatures can be killed by a 2/1.
It's technically a 1-for-1, because the Path is a -1 for them.
It's technically a 1-for-1, because the Path is a -1 for them.
Just to be nit-picky.
no because you discarded a card to be able to play the turn 1 bob. I also don't considered the land because a land isn't a threat so:
bob + SSG= 2
Path= 1
2 for 1
Quote from DOLZero »
I am beginning to lean towards the absence of creatures in my build. It would be nice to have my opponents spot removal result in dead draws. I also cut out Blightning and a land for Magma Jet and am gonna keep Bob for now to see how I feel about the synergy between the two cards. My final list is likely going to have some changes, but I feel like this is a good place to start testing against the worlds decks.
Well I would keep the 3cmc spells down to 2-4(max)
As for going creatureless it is a pretty good idea. Keldon Marauders is nuts against just about every deck, but the more other creatures you put in the deck the weaker you are to zoo, and control.(goblin guide being the exception against control, and hellspark against control decks without path)
In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
no because you discarded a card to be able to play the turn 1 bob. I also don't considered the land because a land isn't a threat so:
bob + SSG= 2
Path= 1
2 for 1
Well I would keep the 3cmc spells down to 2-4(max)
As for going creatureless it is a pretty good idea. Keldon Marauders is nuts against just about every deck, but the more other creatures you put in the deck the weaker you are to zoo, and control.(goblin guide being the exception against control, and hellspark against control decks without path)
I would say that between Six and Ten creatures is pretty optimal, maybe less. I'm starting to think that a playset of Goblin Guide and 3 Dark Confidants is a pretty solid package, with at least 12 lightning Bolts in the MB.
TBH, Dark Confidant is worth it by the time you have most of a R/b Manabase. Confidant isn't gonna fall in value any time soon, and you'll be using it in multiple formats. The thing is nuts though. It lets you burn away blockers without running out of fuel, and makes your deck almost indestructible with a heavy burn package. You can win off burn alone, which is definitely supported by a card advantage ENGINE.
It's not as fast as Mono R, but it is much more stable. Of the "Big 3," the only MU I'd worry about is Affinity.
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Any thoughts on this?
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I only run 3 Confidant, and it's fine for me. If the game goes a bit long, plop him down and watch them A.) Waste removal, or B.) give me fuel.
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how do you get Bob turn 1?
how is Lightning Helix a waste of removal vs a burn deck?
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I run simian spirit grunt, which is janky as hell, but allows some pretty degenerate starts.
i feel like Koth + Blood Moon/Magus from the board would house a greedy manabase, only problem being his 4 cmc cost in a deck without many lands.
once Modern kicks off next year the red decks will be rolling in and the control builds and midrange guys will be working out ways to hate it out of the format, so we need answers to their answers
I firmly believe RB burn stands a much better chance due to higher versatility of answers; other red decks just pray the opponent doesn't find what they need before they burn them out.
RB has the option to play a tighter game with Bob, Blightning, Searing Blaze, maybe some key discard and kill spells, to build a board presence while simultaneously burning the opponent out.
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PS: did not check the date on the last post, if you've made a decision already on Bob and Magma, please share it
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you mean guide and it allows a control deck to get an easy 2 for 1.
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Thomas Jefferson
still not worth the two for 1. Other than bob you have no way to get card advantage and their snapcasters do double duty against you since your creatures can be killed by a 2/1.
@ PPL running Devil's play
slow card is bad. we have 50 million great burn spells and you run devil's play?
Albert Einstein
Thomas Jefferson
4x Lightning Bolt
4x Lava Spike
4x Bump in the Night
4x Magma Jet
3x Shard Volley
3x Rift Bolt
3x Searing Blaze
3x Flamebreak
Critters: 12
4x Goblin Guide
4x Keldon Marauders
2x Dark Confidant
2x Hell's Thunder
4x Arid Mesa
4x Scalding Tarn
2x Blood Crypt
1x Stomping Ground
1x Graven Cairns
1x Dragonskull Summit
7x Mountain
4x Combust
3x Rain of Gore
3x Smash to Smithereens
3x Krosan Grip
1x Flamebreak
1x Searing Blaze
I am beginning to lean towards the absence of creatures in my build. It would be nice to have my opponents spot removal result in dead draws. I also cut out Blightning and a land for Magma Jet and am gonna keep Bob for now to see how I feel about the synergy between the two cards. My final list is likely going to have some changes, but I feel like this is a good place to start testing against the worlds decks.
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It's technically a 1-for-1, because the Path is a -1 for them.
Just to be nit-picky.
3 Magma Jet
2 Blightning
4 Bump in the Night
4 Lava Spike
4 Blood Crypt
2 Lavaclaw Reaches
2 Dragonskull Summit
4 Blackcleave Cliffs
3 Mountain
3 Flamebreak
4 Keldon Marauders
4 Goblin Guide
3 Scalding Tarn
3 Arid Mesa
3 Dark Confidant
4 Rift Bolt
3 Flames of the Blood Hand
1 Graven Cairns
That's what I'll be playtesting with. In the mean time, I'm gonna start work on a Rakdos Deck Wins Primer.
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no because you discarded a card to be able to play the turn 1 bob. I also don't considered the land because a land isn't a threat so:
bob + SSG= 2
Path= 1
2 for 1
Well I would keep the 3cmc spells down to 2-4(max)
As for going creatureless it is a pretty good idea. Keldon Marauders is nuts against just about every deck, but the more other creatures you put in the deck the weaker you are to zoo, and control.(goblin guide being the exception against control, and hellspark against control decks without path)
Albert Einstein
Thomas Jefferson
I would say that between Six and Ten creatures is pretty optimal, maybe less. I'm starting to think that a playset of Goblin Guide and 3 Dark Confidants is a pretty solid package, with at least 12 lightning Bolts in the MB.
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