Lily's a bit mana heavy, in terms of her black mana cost for my list. Koth helps quite a bit with the clock, though. His +1 and -2 are invaluable. The -2 in particular opens you up to some real silliness with stuff like Obliterate.
I've adapted my old Skred deck for a Rakdos shell. I play the same kind of control game here, except I'm trading off the slower Skred for a quicker kill in Terminate, and I gain the disruption from TSeize to boot. The deck is still focused in Red, so Lily's no good here (and she's currently pulling duty in my Jund deck. I'm not running Cliffs here because I can't turn it into a beater with Koth.
If you think they would work fine, then I can certainly add them.
Pia and Kiran Nalaar roles:
-Chump blockers.
-Kill little creatutes sacrificing artifacts.
-Hit to the face with its fliers.
-Make the opponent to waste removal.
I have won games only by casting P&KN, combining them with 1 bolt/skred and sacrificing artifacts/blocking to clear the board, and then casting another P&KN to have 3 creatures on board, extra 2-damage removal, and fly hitters. Is a typical "jund" value card, it makes 2 for 1 easy, and 3 for 1 if you play it in the right time.
Jund here.
The thing that makes the parents great in our deck is that we can strip their hand of threats, which gives them more longevity. Plus we've got more muscle in the form of Goyf, Flayer, Scooze, Kalitas/Huntmaster/Thrun/Tmaw/Thrag/Tasigur. These let the parents take on a supporting role in our deck. As a mainstay threat, they're severely lacking in power. Its a value card, but not in this sort of deck where you can't strip the hand or bring in other muscle to apply pressure.
I've been on this variation of mono red with a few changes, namely splitting Mortars into Mortars + Roast and adding a couple of Valakut to the mountain slots. I'm thinking about carrying it through when we get our new Chandra. Its incredibly hard hitting, and does a good job of mopping up problematic creatures faster than Skred. I don't have to wait for my Skred to scale up or waste it early on.
My playstyle with this deck mimicks the Eldrazi RG decks - hit hard and fast. I've considered adding 2x Bedlam Reveler into the mix since I'm not maining Relics.
I dont like. If you want to hit hard and fast, better make a RDW or a zoo. That is not skred deck.
I'm on a Double Dragon mod; Ram-Gangs weren't cutting it. Otherwise, same gameplan - you're MRC. You hit their board hard and fast with cheap, cheap burn, then send in your big beaters. You get the damage quicker than if you're waiting on your Skred to tick up.
I've been on this variation of mono red with a few changes, namely splitting Mortars into Mortars + Roast and adding a couple of Valakut to the mountain slots. I'm thinking about carrying it through when we get our new Chandra. Its incredibly hard hitting, and does a good job of mopping up problematic creatures faster than Skred. I don't have to wait for my Skred to scale up or waste it early on.
My playstyle with this deck mimicks the Eldrazi RG decks - hit hard and fast. I've considered adding 2x Bedlam Reveler into the mix since I'm not maining Relics.
We're still on Maelstrom Pulse and Kolaghan's Command in Jund. I'm too busy drinking cocktails of Abzan and Sultai tears to notice what those ratchet decks are doing.
Also - Its pretty easy for me to get Bedlam Reveler's cost to 1RR. Consistently. How many of these do you think are optimal?
I wish they'd reprint FTK as a modern legal card. Then we'd be back in Machinehead territory.
In a deck with 8 dragons - Sarkhan, the Dragonspeaker or...Sarkhan the Mad? One's an imediate threat, the other can be a game ender with a dragon or two out.
4 Thunderbreak Regent
2 Stormbreath Dragon
1 Thundermaw Hellkite
Planeswalkers
4 Koth of the Hammer
1 Chandra, Torch of Defiance
1 Sarkhan, the Dragonspeaker
4 Lightning Bolt
3 Thoughtseize
3 Pyrite Spellbomb
4 Terminate
3 Pyroclasm
2 Kolaghan's Command
4 Blood Moon
4 Bloodstained Mire
4 Blood Crypt
4 Smoldering Marsh
2 Swamp
10 Mountain
I've adapted my old Skred deck for a Rakdos shell. I play the same kind of control game here, except I'm trading off the slower Skred for a quicker kill in Terminate, and I gain the disruption from TSeize to boot. The deck is still focused in Red, so Lily's no good here (and she's currently pulling duty in my Jund deck. I'm not running Cliffs here because I can't turn it into a beater with Koth.
If you think they would work fine, then I can certainly add them.
@Gaben: Stop smirking and get on halflife 3.
Jund here.
The thing that makes the parents great in our deck is that we can strip their hand of threats, which gives them more longevity. Plus we've got more muscle in the form of Goyf, Flayer, Scooze, Kalitas/Huntmaster/Thrun/Tmaw/Thrag/Tasigur. These let the parents take on a supporting role in our deck. As a mainstay threat, they're severely lacking in power. Its a value card, but not in this sort of deck where you can't strip the hand or bring in other muscle to apply pressure.
I'm on a Double Dragon mod; Ram-Gangs weren't cutting it. Otherwise, same gameplan - you're MRC. You hit their board hard and fast with cheap, cheap burn, then send in your big beaters. You get the damage quicker than if you're waiting on your Skred to tick up.
My playstyle with this deck mimicks the Eldrazi RG decks - hit hard and fast. I've considered adding 2x Bedlam Reveler into the mix since I'm not maining Relics.
You boyos are still getting cucked by Lightning Bolts up your rhino's sandy wazoo.