You don't want Grove of the Burnwillows in your deck. It's the exact opposite direction you want to go with burn, even if you do have a card in your build that can benefit from it. Trap is uncastable without lifegain, and thus is dead in hand when you don't have Grove or they don't gain life on their own. Grove gives your opponent life when tapped for colored mana, which does not help when your primary goal is bringing them down to 0.
Smash to smithereens is the best SB card against affinity, but it's good just against that deck, that's why I'll try with rakdos charm in its place, so that I can hose random graveyard decks too with the same SB spots.
Rakdos Charm is even better. They make an allin with their creatures, if you dont need to crack a plating just make 5 dmg for only 2 mana!! I've found charm to be better and more versatile. If you want to dominate affinity just use shattering spree.
Hi guys, I'm new to the deck and playing a pretty stock list. I'm not sure what I should be side boarding in the Pod m/u. I figure Rakdos Charm probably makes sense since it can scrap pod, or kill them if they do the infinite creature thing. Is there anything else that you really want to sb in for this m/u? Any help is appreciated.
Hi guys, I'm new to the deck and playing a pretty stock list. I'm not sure what I should be side boarding in the Pod m/u. I figure Rakdos Charm probably makes sense since it can scrap pod, or kill them if they do the infinite creature thing. Is there anything else that you really want to sb in for this m/u? Any help is appreciated.
Torpor Orb is my favorite. Pod tends to lean heavily on ETB effects, and orb shuts that down quite well.
I second Torpor Orb. Not only does it hose combos, it also shuts off Pod's primary means of life gain--creatures like Kitchen Finks.
Unfortunately, you'll still have to Bolt Melira Pod's Deathrite Shaman, and I found that I tended to lose to random beats and not combos against Pod when I play RDW, but Torpor Orb attacks Pod from multiple angles, and it'll likely save your butt.
for pod: Suppression Field has earned the 15th slot in my deck. With 4x Rakdos Charm + 1x Suppression field it is very difficult for them to go off. Along with Torpor Orb, Pithing Needle is very effective sb card as well.
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Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
After some testing it didn't take me too long to realize I have to put this deck away until the meta changes.
Reasons? Kiki-Pod and UWr being tier1 decks, packing finks+angels+helixes. Too much lifegain that not even 4 skullcrack main can deal with.
Next tested deck will be infect.
I played in a MTGO daily last night and faced 2 UWR Geist decks in a row, lost both of them because Geist of Saint Traft is a phenomenal beating. The 3 turn clock just can't be beaten unless I rip like a god and they have no countermagic (which is a pretty loose line to take). Lightning Helix in particular is a beating because it makes the clock worse and pads their life total, giving them 1-2 virtual card advantage.
I've put 3 Volcanic Fallout in the sideboard for this match, and I'll be boarding them in for the 3 Searing Blaze which largely are dead vs. the hexproof dudes and don't kill the angel token.
I haven't seen any of the hexproof enchantment decks, so Back to Nature might get cut from the sideboard. Dragon's Claw was extremely effective in the mirror, whereas Spellskite was dead to the player-only targeted burn (Bump in the Night, Lava Spike, Skullcrack).
Pyroclasm might be better given that now we run a lot less creatures. I haven't had any problems with random lifegain lately, skullcrack usually does the job, but who knows.
Pyroclasm might be better given that now we run a lot less creatures. I haven't had any problems with random lifegain lately, skullcrack usually does the job, but who knows.
There are three benefits to running Volcanic Fallout over Pyroclasm. 1) Fallout is an Instant; Pyro a Sorcery. 2) Fallout can't be countered; Pyro can. 3) Fallout hits creatures and players, helping us count to 20; Pyro just hits creatures. Yes, it costs another :symr:, but you get a lot of benefit for that extra point.
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May your games be chaotic and your decks be Rogue.
A deck being worse than others doesn't mean it can't win. It just wins less often. 4 fallouts are required in the SB, and maybe some other good cards against UWr too, but couldn't find any.
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I noticed that my decklist has 19 land by my own mistake, there should be 20. Please add a 3rd Blood Crypt to make it the full 60.
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Done.
Torpor Orb is my favorite. Pod tends to lean heavily on ETB effects, and orb shuts that down quite well.
Thank you, I'll give it a try.
Unfortunately, you'll still have to Bolt Melira Pod's Deathrite Shaman, and I found that I tended to lose to random beats and not combos against Pod when I play RDW, but Torpor Orb attacks Pod from multiple angles, and it'll likely save your butt.
4x Arid Mesa
4x Blackcleave Cliffs
2x Blood Crypt
6x Mountain
4x Scalding Tarn
Sorcery (12)
4x Bump in the Night
4x Lava Spike
4x Rift Bolt
4x Lightning Bolt
4x Searing Blaze
4x Shard Volley
4x Skullcrack
Creature (12)
4x Goblin Guide
4x Grim Lavamancer
4x Vexing Devil
2x Blood Moon
2x Ensnaring Bridge
4x Rakdos Charm
2x Smash to Smithereens
2x Tormod's Crypt
3x Torpor Orb
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
Reasons? Kiki-Pod and UWr being tier1 decks, packing finks+angels+helixes. Too much lifegain that not even 4 skullcrack main can deal with.
Next tested deck will be infect.
I've put 3 Volcanic Fallout in the sideboard for this match, and I'll be boarding them in for the 3 Searing Blaze which largely are dead vs. the hexproof dudes and don't kill the angel token.
I haven't seen any of the hexproof enchantment decks, so Back to Nature might get cut from the sideboard. Dragon's Claw was extremely effective in the mirror, whereas Spellskite was dead to the player-only targeted burn (Bump in the Night, Lava Spike, Skullcrack).
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URBURB
There are three benefits to running Volcanic Fallout over Pyroclasm. 1) Fallout is an Instant; Pyro a Sorcery. 2) Fallout can't be countered; Pyro can. 3) Fallout hits creatures and players, helping us count to 20; Pyro just hits creatures. Yes, it costs another :symr:, but you get a lot of benefit for that extra point.
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4 Arid Mesa
2 Sacred Foundry
1 Stomping Ground
7 Mountain
1 Plains
3 Keldon Marauders
4 Ash Zealot
3 Grim Lavamancer
4 Vexing Devil
4 Goblin Guide
3 Searing Blaze
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Boros Charm
4 Lightning Helix
3 Path to Exile
2 Skullcrack
2 Smash to Smithereens
2 Ensnaring Bridge
2 Back to Nature
2 Molten Rain
2 Relic of Progenitus
Thoughts?
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