2019 Holiday Exchange!
 
A New and Exciting Beginning
 
The End of an Era
  • posted a message on R/x Aggro
    How do you side vs Sultai Energy
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from PapaThor »
    Jim Davis's Ramunap Red (3rd place SCG Classic Cincinnati) has Harsh Mentors, Combat Celebrant and Hostile Desert mainboard

    an interesting take on RR.


    meanwhile, i see B/R lists making appearances once in a while in MTGO 5-0 lists. i made such a deck a few weeks ago but wasn't really much of a success, as it lacked the punch of Heart of Kiran current B/R decks have.

    I love the mentors. I never realized how many activated abilities there are. It hurts temur, Pummeler decks, vehicles, the new pirate deck. Some games I wish I had more. My new strategy has been attack for the first three turns and try to get 10-12 damage. Play Chandra. Block and keep her alive til ultimate or burn opponent out. I was thinking about splashing white for solemnity and cast out. Don’t know if it’s worth it but it ends the temur deck quick.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    I feel we have a strong match up game one against almost everybody in the field. Winning one out of the next two games isn’t quite that hard. I think we need some better sb tech to be honest. I think the main deck is pretty good the way it is.
    4 bomat
    4 soul scar
    3 Kari zev
    4 khenra
    4 crasher
    4 hazoret
    4 lightning strike
    4 shock
    3 abrade
    24 lands
    There is room for 2 more cards.i personally like 2 hungry flames, 2 built to smash or 2 open fire. We were playing collective defiance and I feel all three of these cards are better. Hungry flames kills the majority of tenur energys creatures and tokens. Built to smash is almost like a lava spike in this deck and open fire is another way to get damage through to opponent. It’s an instant so it’s not the end of the world. I really like hungry flames. A lot of creature decks in my meta.
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Quote from PapaThor »

    Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.

    i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.

    but is that the best tech Red has against Temur, though? do we have other options? thanks!


    I’ve been running two Kari Zev expertise in the side. It’s been nice to steal a Scarab God, ripjaw raptor, longtusk cub with a few counters. I even stole a gear bulk. There was two occasions where I stole a 2/2 cub or servant when it was my opponents only creature but it was to swing back for close to game. I don’t know if it’s gimmicky yet. Ran a few dozen games and it’s done pretty good. We don’t have too many options against big creatures. Adding black for unlicensed disintegration could work. Swap soul scar for inventors apprentice. Swap Kari Zev for scrap heap. Cut two abrades for key to the city and cut one crasher for Pia Nalaar. Most games I’m losing the only card I usually want is unconditional removal witch Red really doesn’t have. Someone mentioned puncturing blow which is a 4 mana deal 5 and exile. Maybe that’s worth a try as a two of in the sb instead of the expertise
    Posted in: Proven (Standard)
  • posted a message on R/x Aggro
    Also perhaps I am juts a noob now but why does this deck run 4 Hazorets? Being that he is a legendary that is also indestructible (so I'd assume very hard to remove in standard), playing one means the other three are all dead cards. Yet every decklist I've seen so far has him as a 4-of. Wouldn't it be beneficial to cut him to a 3 and add another Glorybringer or something?

    The reason is that you want to draw the card every matchup and playing 2 makes it harder to find than playing four. There are some decks that play three. I happen to play 3. Neither is wrong. If you play glorybringer I think it’s harder to be hellbent with a higher curve than a curve with a lot of one drops. I feel that with the card draw from bomat and digging two deep from Chandra and your draw step is enough to try and find him. Bomat has literally drawn me 5 cards at times. Usually 2-3. There is a trick where if you have two bomat as you can sac one and while you have priority sac the other and get both piles. I drew 7 cards last night at the end of a turn because of that. I had no clue until I read an article last week. Also one of the last posts is talking about kari expertise. I was thinking about that last night. I kind of like it. I’ll pay three for a ripjaw raptor. Technically one since you can cast a free two mana spell. Fling, bolt, khenra to clear the two or three drop the Dino player casted before rip jaw. Seems like it could work
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    Quote from xaltair »
    Quote from rzrk »
    Isn't Repeating Barrage really bad? At 1RR is not great, it forces you to attack and it takes two turns (and 8 mana total) to bring it back and burn some creature or your opponent. At five mana sacrificing a desert seems a lot better.


    It's not bad as a 1 off or maybe a 2 off if you want to try it and don't have many other burn spells in the deck. We need to look at dealing with dinosaurs because R/G dinos is a DECK. It can drop a turn three 4/5 dino, or a turn four 4/4 and 3/3 dinos regisaur alpha and a turn five 7/6 dino with hexproof.

    How are we going to deal with creatures with fat butts, dealing with creatures that have high toughness is not this deck's strong point, also dinos can have haste as well so they may be able to race us for damage. Oh, and they have trample so you can't chump block them with your 1/1's or 2/2's either...this deck needs to change to bigger creatures and go for the midgame instead of the for the 4th turn kill because you will not kill R/G dinos in 4 turns, instead you may die in 5 turns by their big dinos.

    Their deck also runs shocks and lightning grasp so they can burn your creatures the first couple of turns and then turn 4 the start dropping bigger creatures than hours, the only creature they fear is Hazoret and maybe Glorybringer...which they also play main deck.

    That's why I'm playing my Big Red deck which has 4/4 creatures on turn 3 and plays 4 Glorybringers main deck so that I can take care of the dinos and hit them from the sky. Just keep in mind that Dinos is a very good and very fast R/G deck which is also not that expensive to build but it is very resilient with fast big creatures with trample and they also run 8-10 burn spells main deck to finish people off or kill creatures.

    So, what's your answer to a turn three 4/5 dino ripjaw raptor and a turn five 7/6 dino with hexproof? carnage tyrant


    Here's my input to this thought, after reading the primer for R/G Dino's, many of the Dino players themselves are iffy about the match-ups against us. When I am looking at your concept of R/G, I believe you are referring to the Ramp version which in the Primer has shown a severe split between that and the energy core.

    My feeling is Dino's will be an archetype I agree, but I do not believe it will be as consistent as you put it out to be. With high costed dino's, ramp isn't something I expect to be a real thing here. Any slip-up and Dino's just seem to get crushed against us. You appear to take the perfect scenario with ramp and exclude also our own removal package to their ramp.

    Overall, I appear that the match-up will be a good one to see, but I do not think it is as difficult as you are putting it to be. If we burn or remove their ramp (if they even play that) they can severely get slowed down and stuck in response. Dino's just appear way to clunky against us before they can stabilize.
    i played about 20 games today against RG Dino’s. With a perfect 1,2,3 curve of bomat into khenra into crasher and one or two scorches thats 10- 12 damage on turn 3.then a few burn spells and I was good. That doesn’t happen all the time. If you don’t kill their mana dorks they drop bombs starting turn 3. We have to go bigger with Glorybringer. The only games I won was where I had an amazing start or glorybringer. The deck is tough to beat. They play that one mana dromokas command spell which is tough. An all star in that deck. Hopefully some form of white control pops up because fumigate and settle the wreckage are tough for them to beat. I also played the marrionette deck a ton tonight. Very very easy for us. That match up is also a little difficult for Dino’s. Going to be a Rock Paper Scissors metagame I feel. Way too early to tell though
    Posted in: Standard Archives
  • posted a message on Burn Baby Burn
    As someone who plays naya burn in standard haste creatures help dramatically. Then on turns 4-6 you can shoot off burn to kill opponent. 9-12 damage by turn 3 is my goal in standard. Bomat into khenra into crasher is ten points. Add one or two sunscorched that can be 12 possible damage. The fact that they can stop blocking is incredible. Then on turn 4-6 u can shoot some burn spells. I like your list though for a pure burn deck. But ramunaps 1,2,3 curve is amazing. Then u can even draw cards off the Bomat on turn 4 to reload and hopefully catch some burn spells. If you do play those three creatures you might as well be playing Ramunap Red. With just lightning strike, shock and the deserts you can do 42 possible damage. Realistically though you get 2-6 damage from lands and then another 5-8 from burn spells. That means you only need an average of anywhere from 6-13 damage from creatures. Good luck
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    Quote from PapaThor »
    i am unimpressed with Rigging Runner. attacking on T3 for 2 damage seems underwhelming, and is a bad card when one can't trigger raid.
    whats the difference between playing rigger on turn 2 as a 2/2 or gorger on turn 2? At least rigger can block 1,2 and even some 3 drops like rogue refiner and not die. That’s pretty valuable.
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    Quote from Nevelo »
    I'm thinking something along these lines for a Mono-Red build:


    • Lightning Strike replaces Incendiary Flow. That's the easy one.
    • Soul-Scar carries the weight for the missing 1-drops. This also pushes the deck in the direction of a 12-14 spell count. Luckily, Mage plays pretty well with the additional instant speed Burn that we have with Strike.
    • Repeating Barrage replaces Collective Defiance. Keeps the Burn count high and adds additional inevitability.
    • Vance's Blasting Cannons take over for Chandra 3 and 4 in the side as extra sources of card advantage post board. Drawing them is more useful when we already have Chandra, and they are harder to remove.

    I play the same list now except flow for strike and 4 abrades because no barrage. I was never on village messenger or gorger. I thought it was too many one drops. The Denver gp semi finalist also plays the same list. I’ve been 21-3 with the deck. FNM and store cash tourneys. This version has better late game bc you can top deck a burn spell instead of a one mana 2/1. I do like the new one drop with first strike. I get chump blocked by plant tokens and tokens and I feel the first strike is huge. Bomat is the turn one play anyway so getting a 2/2 for 1 on turn two is pretty good. Finally a block where we don’t have to trade. Looking forward to the new format. Red will be tier 1. A strong tier one.
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    https://www.channelfireball.com/articles/the-hard-truths-about-ixalan-standard/

    Nice article today out of ChannelFireball. A lot of people think that not only is red going to be teid one still. It’s going to get better. Especially with grasp and zombies rotating. Zombies has never been too hard for me but grasp can be a pain.
    Posted in: Standard Archives
  • posted a message on 9/5 Mothership Spoilers - Vehicle/Land flip card.
    Beautiful artwork. The land side is gorgeous
    Posted in: The Rumor Mill
  • posted a message on Lightning Strike is Back In Standard
    This is going to be fun
    Posted in: Standard Archives
  • posted a message on R/x Aggro
    They reprinted a card that was announced today in ixalan. I don't want to violate rules here so that's all I'll say. It puts our deck over the edge. grasp is gone against hazoret. Things are looking real good now. At worst the deck stays the same which is saying alot
    Posted in: Standard Archives
  • posted a message on Burn
    Quote from Xplore1 »
    Oketra mmight be scary. what deck will actual use Oketra. a lot of burn hate already and burn still in top tier.

    Feed the clan is a two mana instant gain ten with a four mana creature out which they always seem to have. oketra can't be much worse. Feed the clan is somewhat popular in sideboards. Just another card to play around. At least at double white it will only be in a few sbs
    Posted in: Modern Archives - Proven
  • posted a message on Burn
    Quote from Renaud_256 »
    2 burn list in the top 32 of SCG Baltimore
    2 burn list in the top 32 of GP Kobe

    0 copies of atarka's command
    3 had a green splash for destructive revelry

    2 top 8 burn decks in the Baltimore classic. Both running 4 atarkas commands
    Posted in: Modern Archives - Proven
  • To post a comment, please or register a new account.