How do people feel about Warped Devotion as a sideboard card?
The reason I am considering it is because typically an unsummon is worse than a murder whe NBC the opponent targets our creature. This means them bouncing our creature lets us put it back in our graveyard.
It's extremely painful game 1 on the play to have Iona as the only viable target and blindly guessing a color.
Grave Titan does a lot of good things.
- not a legend, and cannot be bounced with karakas
- dodges edict effects if the trigger resolves
- races most any deck
- @6 CMC is castable off of dark ritual (note some also side in Lake of the Dead with multiple titans as a backup plan vs. leyline.
+you do not fold to surgical "snapcaster" if you split up your threats
Haven't played much yet but just figured I'd post here. How do you approach playing against other combo decks?
But this whole anti-Legacy-stuff is also one of the...
All non-basic hate aka Moons just do nothing against decks with many basic lands. Chalice of the Void or Trinisphere doesn't do anything if the opponent always plays only spells which cost 3+ mana. That means AllInRed is only really good in a meta where many non-basics are played, or the mana-curve is quite low.
The second weakness is the inconsistency of the deck, as it is sometimes simply has no reasonable ratio of screw / mana acceleration / creatures in the starting hand.
The third problem which has been always there is that AllInRed has an incredibly bad mid- and late-game because it only plays from the top. Simple said, AllInRed plays like this: Resolve a card, that wins the game [usually a Moon-Effect]. If that is not enough, play additional cards that screw or stall the opponent and resolve large threats that kill the opponent as quickly as possible. If that does not work, just hope that your opponent misplays, can't calculate combat math, or does crappy things on his side of the field, because otherwise we will probably lose. [Ok the third part got a lot better cuz of quality improvements in the newer sets]
AllInRed is not easy to play... It punishes you really hard for each mistake @mulliganing or wrong imprinting + order of spells and if you screw up combat. Sure you can just yolo your stuff but then you have no winning record. Brainstorm what to do if things don't go according to plan!
Beatz – Meta choice Sin Prodder
Probably the red Dark Confidant.
Evasion + the potential to draw more gas is great. The downside of removing the card you really need is minimal in my eyes.
Note: can be awkward if you have a moon and your opp a deathrite or you sit behind a bridge and your opp generate tokens but you are unable to empty your hand. Pia and Kiran Nalaar
It drops 4 power on to the board, and being spread out among 3 creatures makes it very resistant to removal. The tokens even fly, and the activated ability is a powerful addition. This being legendary does matter somewhat, but you can still just jam 2 or 3 without fear.
Note: nice synergy with Karakas in your sb if you are playing vs a deck that ignores moon or if you have to sb them out like vs ranimator or show and tell. Jaya Ballard, Task Mage
Testing this atm but the main reason to play this was something sticky that is able to kill little stuff like Gaddock Teeg or shooting behind a bridge. Also nice with karakas in your sb if you have to play weird games.
Removal&Toolbox – Meta choice Chandra, Torch of Defiance
As a card, Chandra is absurd. She has four good abilities, and ticks the important boxes of "protects herself" and "draws a card each turn." It's relevant that her first ability doesn't let you play lands, but it's still close to drawing a card. Ramping you by 2 mana isn't a throwaway, either. Playing Chandra, torching their only creature, and ramping into something is a great sequence, and doesn't seem outside the realm of possibility by any stretch. Fiery Confluence
This solid allround-tool deals with a lot of stuff like goblin tokens vs combo or equipments or planeswalkers and the list goes on and on. Just playing 3 of this and Chandra cuz your hands get really cluncky otherwise. Sudden Shock
Can not count the good targets for this removal and split second is nuts.
[Deathrite Shaman, Stoneforge Mystic, Delver of Secrets, Young Pyromancer, Mother of Runes, Monastery Mentor to name a few] Icy Manipulator
A tool to deal with Show and Tell that is not dead in other matchups. This card seems odd but deals with a lof of problems like basic-lands or protection. Think of it as the 4th more flex bridge.
Crystal Vein
The budget choice if you can't get City of Traitors. The problem with Vein is that it can give you 2 only once where City can give it to you as long as it stays on the field.
Goblin Rabblemaster
If your opponent doesn't have good blockers, this gets out of control extremely quickly.
Pia and Kiran Nalaar
It drops 4 power on to the board, and being spread out among 3 creatures makes it very resistant to removal. The tokens even fly, and the activated ability is a powerful addition. This being legendary does matter somewhat, but you can still just jam 2 or 3 without fear.
Hanweir Garrison
It doesn’t unload damage as quickly as Goblin Rabblemaster, but it has a similar ability to run away with a game if it goes unanswered. Does not die to Punishing Fire and 3 toughness is nice in combat.
Prophetic Flamespeaker
The interaction between his abilities is actually stronger than it might appear just by looking at the card.
That said, he is a beast with support like removal or equipments. Sadly RR is hard to cast turn 1. Scab-Clan Berserker
Agressive combo + control hate.
Umezawa's Jitte
Best legal equipment ever printed and a beast in a creature heavy metagame.
Quicksmith Rebel
This guy can turn dead artifacts into a wincon. Sitting behind an Ensnaring Bridge that pings your opp or his creatures seems decent.
The worst scenario i can think about would be you have no artifact in play with multiple of him sitting in your hand but then you probably lose anyways.
Thunderbreak Regent
A 4/4 flier for 4 that deals 3 to your opponent whenever they dare target it.
Masticore
Underrated in a creature heavy meta. Drop this early and watch Deathrite Shaman & friends cry.
Ok pretty rough if he eats removal after you had to discard + can not be imprinted but still powerful for offense and defense.
Avaricious Dragon
If you can play this with zero cards in hand, it is a threat, and the power level makes me take notice, but if you run into removal or with decent cards in your hand...
Firewing Phoenix
This card has a decent power + is able to return. There are stronger options but still ok i gues.
Flame-Wreathed Phoenix
Ok let's see... either 3/3 haste that can return if it dies or 5/5 beatstick... seems to be decent?
Moltensteel Dragon
Painful to cast or activate but it brings a nice body and can kill really fast.
Goldnight Castigator
Maybe... somehow... if... well the downside is probably too big in a race situation.
Taurean Mauler
Looks like an ok card but would have been so much better at 3/3 or with evasion.
Boil
Good vs Miracles or anything with a lot of Islands.
Ratchet Bomb
Can get rid of most nonland permanents.
Pithing Needle Phyrexian Revoker
Nice cards that shut down annoying abilities. Walkers, Vial, Top etc. are nothing when these hit the table. Revoker might be better for the deck as it can attack and it doesn't get countered by Chalice@1. Revoker can also deny opponents manastones (LED!). Needle on the other hand can get rid of annoying lands like Maze of Ith.
Faerie Macabre
The best graveyard hate for this deck in my opinion.
They have a hard time dealing with our Moon-effects in game 1. We can get in trouble if they have an agressive draw on the play and hit turn 2 Thought-Knot Seer IF we do not hit a turn 1 or 2 Moon-effect + good beatz. Endbringer or [cardGrim Monolith[/card] can also be really annoying.
[Keep in mind Dismember or Walking Balista vs Magus of the Moon can be devastating]
So basically we lose if we do nothing else we should win.
In g2 + g3 they probably bring in stuff like Ratchet Bomb or All is Dust and still get rekt by our gameplan.
Almost all our cards are great vs them. Ok a Tarmogoyf or Young Pyromancer or Deathrite Shaman with strong backup and specially if they are on the play can be troublesome to deal with. That said it is very possible that you win turn one if they are unable to Force of Will our disruption.
In g2 + g3 it depends on their colors and plan but probably cut the Planeswalkers and add removal. Maybe add more lands to not get Wasteland out of the game and to play around Daze. Cards like Grim Lavamancer or a timed Ancient Grudge can be devastating if your draw is mediocore.
Very Favourable
You have all the tools to lock them out g1 but they might get you if they are on the play on turn 1-2. After sideboarding you have the edge of a more focused gameplan.
[They probably sb Abrupt Decay or Echoing Truth or By Force or Hurkyl's Recall and slow down]
It is possible that they drop Lion's Eye Diamond + Lotus Petal before going off in fear of Chalice of the Void on zero or Trinisphere so Fiery Confluence can not just wreck their goblins kill or deal 6 dmg to prevent an Ad Nauseum kill.
If you have no pressure they can combo through your disruption but Mindbreak Trap is hot when there is a lot of storm so they also need discard.
Note: The % depends on which Version they are playing and your Sideboard = T1 kills or T2 kills if you are unable to lock on the draw really hurt.
Favourable
Most of them play green/black for some sideboard cards and a few have Natural Order.
Our disruption should be strong vs them but they can swarm us before we do anything and being on the play is huge. Magus of the Moon is stronger than your enchantment cuz of Reclamation Sage + Wirewood Symbiote and sometimes they also have Gaddock Teeg to shut down your Planeswalkers and massremoval.
Keep track of all onboard tricks they can do to avoid blowouts.
They are in big trouble if you drop an early threat supported by a combination of 1-2 removal or disruption even if they bring in Abrupt Decay.
Neutral
Normally they play two or three basic lands + they are slow. The less basic lands they have the better the matchup but it can be possible to drop fetchland pass and keep Abrupt Decay up for our Moon-effects. If they start with Tarmogoyf and strong backup on the play it is for sure troublesome but overall we are well suited.
If their plan is basic into basic a fast creature heavy start without disruption can seal the deal.
[Keep in mind they probably play Toxic Deluge]
Without Sulfur Elemental + Sudden Shock probably unfavorable cuz they are mono colored with Aether Vial and given enough time can deal with any threat + Stoneforge Mystic protected by Mother of Runes is scary.
[That said it is also possible that they start without basiclands]
Try to avoid that their equipments overpower you and do not run into their obvious tricks.
Slightly unfavorable
The Flagship of their deck with 1-2 support spells or cards like True-Name Nemesis with any of their equipments overpower us. They can have a slow start and perish cuz of our pressure but this is hard to do if they play like 3-6 basic lands.
Very unfavorable
We can do almost nothing if they get a turn 1-2 fatty and specially with backup. Tbh all depends on their draw.
[Karakas would be really strong i gues]
Very unfavorable
Most of your disruption does nothing vs them and Emrakul, the Aeons Torn + Griselbrand laugh about our clock.
You would have to devote too many sb slots to at best have a shot and that is why i just ignore that matchup.
[ok you probably can sb something decent vs reanimator + show and tell like Karakas]
Hopefully they just do nothing.
i disagree on some matchups like merfolk, burn, reanimator, dredge but else the primer seems solid...
Stupid question, but why is this in developing?
well there is/was a primer for mono red prison but it is/was super old and out of date. some people tried to update it and replace the entry post but cuz of some forum related reasons "and the original poster vanishing" it never happened. my post "new primer" got deleted this year and was in developing aswell.
(ya would still need an update but i kinda lost interest after all the silence)
there are way better cards to solve this problem
+you do not fold to surgical "snapcaster" if you split up your threats
be faster and respond to their hate
I. Introduction
AllInRed is mostly characterized by it's screw & Moon-effects. It plays Blood Moon and Chalice of the Void or Trinisphere and Ensnaring Bridge to impede the opponent and then quickly plays threats like Sin Prodder or Chandra, Torch of Defiance to smash him. The usually 4-8 Moon effects are pretty hard to deal with for the Legacy-format [when you see how many non-basics are played, you know what I mean]. Chalice of the Void is against the curve, since the cost of many keyspells in Legacy is usually 1 or 2. They can resolve 1st turn via Chrome Mox Simian Spirit Guide Ancient Tomb + City of Traitors and just win the game.
AllInRed is a meta-deck and has to adapt with 14-18 cards to be most effective.
AllInRed is not easy to play... It punishes you really hard for each mistake @mulliganing or wrong imprinting + order of spells and if you screw up combat. Sure you can just yolo your stuff but then you have no winning record. Brainstorm what to do if things don't go according to plan!
4x Magus of the Moon
4x Sin Prodder
1x Pia and Kiran Nalaar
1x Jaya Ballard, Task Mage
3x Ensnaring Bridge
3x Trinisphere
4x Blood Moon
4x Chalice of the Void
4x Chrome Mox
3x Chandra, Torch of Defiance
3x Fiery Confluence
3x Sudden Shock
1x Icy Manipulator
4x City of Traitors
10x Mountain
3x Phyrexian Revoker
3x Karakas
3x Mindbreak Trap
3x Faerie Macabre
2x Pyrokinesis
1x Ensnaring Bridge
4x Magus of the Moon
4x Hanweir Garrison
4x Sin Prodder
4x Prophetic Flamespeaker
2x Scab-Clan Berserker
4x Sudden Shock
4x Blood Moon
4x Chalice of the Void
4x Chrome Mox
2x Umezawa's Jitte
2x Icy Manipulator
4x City of Traitors
10x Mountain
2x Trinisphere
2x Scab-Clan Berserker
3x Fiery Confluence
2x Boil
2x Ratchet Bomb
2x Phyrexian Revoker
2x Karakas
Fast Mana - Core
Simian Spirit Guide
Chrome Mox
Ancient Tomb
City of Traitors
Beatz – Meta choice
Sin Prodder
Probably the red Dark Confidant.
Evasion + the potential to draw more gas is great. The downside of removing the card you really need is minimal in my eyes.
Note: can be awkward if you have a moon and your opp a deathrite or you sit behind a bridge and your opp generate tokens but you are unable to empty your hand.
Pia and Kiran Nalaar
It drops 4 power on to the board, and being spread out among 3 creatures makes it very resistant to removal. The tokens even fly, and the activated ability is a powerful addition. This being legendary does matter somewhat, but you can still just jam 2 or 3 without fear.
Note: nice synergy with Karakas in your sb if you are playing vs a deck that ignores moon or if you have to sb them out like vs ranimator or show and tell.
Jaya Ballard, Task Mage
Testing this atm but the main reason to play this was something sticky that is able to kill little stuff like Gaddock Teeg or shooting behind a bridge. Also nice with karakas in your sb if you have to play weird games.
Disruption - Core
Magus of the Moon
Blood Moon
Chalice of the Void
Removal&Toolbox – Meta choice
Chandra, Torch of Defiance
As a card, Chandra is absurd. She has four good abilities, and ticks the important boxes of "protects herself" and "draws a card each turn." It's relevant that her first ability doesn't let you play lands, but it's still close to drawing a card. Ramping you by 2 mana isn't a throwaway, either. Playing Chandra, torching their only creature, and ramping into something is a great sequence, and doesn't seem outside the realm of possibility by any stretch.
Fiery Confluence
This solid allround-tool deals with a lot of stuff like goblin tokens vs combo or equipments or planeswalkers and the list goes on and on. Just playing 3 of this and Chandra cuz your hands get really cluncky otherwise.
Sudden Shock
Can not count the good targets for this removal and split second is nuts.
[Deathrite Shaman, Stoneforge Mystic, Delver of Secrets, Young Pyromancer, Mother of Runes, Monastery Mentor to name a few]
Icy Manipulator
A tool to deal with Show and Tell that is not dead in other matchups. This card seems odd but deals with a lof of problems like basic-lands or protection. Think of it as the 4th more flex bridge.
More decklists and tournament results:
http://www.mtgdecks.net/decks/viewByArchetype/126
Crystal Vein
The budget choice if you can't get City of Traitors. The problem with Vein is that it can give you 2 only once where City can give it to you as long as it stays on the field.
Goblin Rabblemaster
If your opponent doesn't have good blockers, this gets out of control extremely quickly.
Pia and Kiran Nalaar
It drops 4 power on to the board, and being spread out among 3 creatures makes it very resistant to removal. The tokens even fly, and the activated ability is a powerful addition. This being legendary does matter somewhat, but you can still just jam 2 or 3 without fear.
Hanweir Garrison
It doesn’t unload damage as quickly as Goblin Rabblemaster, but it has a similar ability to run away with a game if it goes unanswered. Does not die to Punishing Fire and 3 toughness is nice in combat.
Prophetic Flamespeaker
The interaction between his abilities is actually stronger than it might appear just by looking at the card.
That said, he is a beast with support like removal or equipments. Sadly RR is hard to cast turn 1.
Scab-Clan Berserker
Agressive combo + control hate.
Umezawa's Jitte
Best legal equipment ever printed and a beast in a creature heavy metagame.
Karn, Scion of Urza
soon...
Blood Sun
Abrade
Kozilek's Return
Sorcerous Spyglass
Quicksmith Rebel
This guy can turn dead artifacts into a wincon. Sitting behind an Ensnaring Bridge that pings your opp or his creatures seems decent.
The worst scenario i can think about would be you have no artifact in play with multiple of him sitting in your hand but then you probably lose anyways.
Thunderbreak Regent
A 4/4 flier for 4 that deals 3 to your opponent whenever they dare target it.
Combat Celebrant
Harsh Mentor
Hazoret the Fervent
Glorybringer
Arc-Slogger
Thundermaw Hellkite
Kumano, Master Yamabushi
Kari Zev, Skyship Raider
Avalanche Riders
Goblin Settler
To deal with basics under a Bloodmoon effect or just to get rid of some lands if you have none.
Masticore
Underrated in a creature heavy meta. Drop this early and watch Deathrite Shaman & friends cry.
Ok pretty rough if he eats removal after you had to discard + can not be imprinted but still powerful for offense and defense.
Hound of Griselbrand
This hound is a nice persistent beater and doublestrike is deadly with Umezawa's Jitte.
Avaricious Dragon
If you can play this with zero cards in hand, it is a threat, and the power level makes me take notice, but if you run into removal or with decent cards in your hand...
Firewing Phoenix
This card has a decent power + is able to return. There are stronger options but still ok i gues.
Flame-Wreathed Phoenix
Ok let's see... either 3/3 haste that can return if it dies or 5/5 beatstick... seems to be decent?
Moltensteel Dragon
Painful to cast or activate but it brings a nice body and can kill really fast.
Goldnight Castigator
Maybe... somehow... if... well the downside is probably too big in a race situation.
Taurean Mauler
Looks like an ok card but would have been so much better at 3/3 or with evasion.
Seething Song
If your list includes cards like Thundermaw Hellkite or Stormbreath Dragon or Inferno Titan the way to go.
Lotus Petal
If you want to play a lot of artifacts or dislike losing a card to imprint.
Chandra, Torch of Defiance
Koth of the Hammer
Chandra, Pyromaster
Solid vs Control.
Magma Jet
Removal with nice utility but can be countered or responded to.
Batterskull
Good vs agressive and removal light decks.
Sword of Fire and Ice
Sword of Light and Shadow
Sword of Feast and Famine
Sword of War and Peace
Sword of Body and Mind
Personal preference in a specific meta.
Trinisphere
Good against combo and other decks with very low mana curve.
Scab-Clan Berserker
More agressive combo + control hate.
Mindbreak Trap
If you expect a lot of fast combo. Specially if they are on the play.
Pyrokinesis
Mostly this cards takes down 2 or even 3 creatures. Upside speed + out of nowhere.
Sudden Demise
Good against swarmaggro.
Shattering Spree
Artifact-hate that with Chalice at 1 will only counter the original and not the replicates, so there is no downside here.
Fiery Confluence
Solid allround-tool.
Boil
Good vs Miracles or anything with a lot of Islands.
Ratchet Bomb
Can get rid of most nonland permanents.
Pithing Needle
Phyrexian Revoker
Nice cards that shut down annoying abilities. Walkers, Vial, Top etc. are nothing when these hit the table. Revoker might be better for the deck as it can attack and it doesn't get countered by Chalice@1. Revoker can also deny opponents manastones (LED!). Needle on the other hand can get rid of annoying lands like Maze of Ith.
Faerie Macabre
The best graveyard hate for this deck in my opinion.
Leyline of the Void
Ashen Rider
Karakas
Ensnaring Bridge
Gilded Drake
Stingscourger
Confusion in the Ranks
Icy Manipulator
All the hate vs Show and Tell decks.
Red Elemental Blast
Pyroblast
Ricochet Trap
Basic answers when playing against blue. Blast gets countered by Chalice@1 so be careful when playing these.
Sulfur Elemental
If you expect a lot of white creatures.
Thought-Knot Seer
Can be ok if you play with Cavern of Souls and sb your moon-effects.
more info soon...
4x Goblin Rabblemaster
4x Moggcatcher
3x Simian Spirit Guide
2x Goblin Settler
2x Siege-Gang Commander
1x Kiki-Jiki, Mirror Breaker
1x Murderous Redcap
1x Stingscourger
1x Tuktuk Scrapper
4x Blood Moon
3x Trinisphere
3x Chrome Mox
2x Sword of Fire and Ice
3x Cavern of Souls
4x Ancient Tomb
4x City of Traitors
10x Mountain
2x Boil
2x Phyrexian Revoker
2x Thorn of Amethyst
3x Chandra, Torch of Defiance
4x Sudden Shock
4x Inferno Titan
4x Grislebrand
2x Emrakul, the Aeons Torn
2x Worldspine Wurm
2x Wurmcoil Engine
4x Sneak Attack
4x Through the Breach
4x Blood Moon
4x Chalice of the Void
4x Lotus Petal
4x Seething Song
4x City of Traitors
10x Mountain
4x Trinisphere
4x Defense Grid
2x Magus of the Moon
2x Shattering Spree
2x Sudden Shock
1x Pyromancy
4x Simian Spirit Guide
4x Prophetic Flamespeaker
4x Scab-Clan Berserker
2x Phyrexian Revoker
2x Avalanche Riders
4x Chalice of the Void
4x Chrome Mox
4x Blood Moon
4x Magma Jet
2x Umezawa's Jitte
2x Sword of Fire and Ice
4x Ancient Tomb
4x City of Traitors
8x Mountain
4x Faerie Macabre
3x Shattering Spree
3x Stingscourger
2x Sudden Demise
2x Sudden Shock
1x Avalanche Riders
and Werewolf Stompy...
http://tappedout.net/mtg-decks/werewolf-stompy-1/
still in work...
well there is/was a primer for mono red prison but it is/was super old and out of date. some people tried to update it and replace the entry post but cuz of some forum related reasons "and the original poster vanishing" it never happened. my post "new primer" got deleted this year and was in developing aswell.
(ya would still need an update but i kinda lost interest after all the silence)