lol why doesnt my Firesoul thread get responses like this? Its gotta be the addition of Demigod of revenge.
In all honesty I think the Elemental Aggro archetype could be really good if it were able to stabilize, but we need to find a way to not die to Firespout
Manabase-Wise...Invest in Sulfurous Springs, maybe a 4th Graven Cairns, and move your primary manabase-access color to red (cut a few swamps) since your creature base already needs a Mountain to be in your hand first turn.
Creature-Wise...
1.) Cut the Flamekin Bladewhirls and Ashlings for 3 more Incandescent Soulstoke and 1 more Smokebraider. Im going to start the Flamekin Harbinger discussion here but I think you would rather hit a land drop in your deck than search out other not-so important drops
2.) Add/Remove a # of Nova Chasers (I use it mainly as a burnspell in "Firesoul", but you have Demigod of Revenge as a stable damage source)
Spell-Wise...
1.) Shriekmaw Counts as creature advantage (especially with smokebraider out), so if after you hit 18-20 creatures (if you take my advice) Change your playstyle to include them as a creature drop instead of removal and increase them to x4 (I really think you could move the Terrors out or in sideboard).
2.) The 3x Distress and 1x Mind Shatter should be 4x Thoughtsieze because your deck might want to remove key threats asap, turn 1 hand discard always helps.
3.) The 1x Chandra Nalaar should really be a 4th Nameless Inversion.
I was looking to splash White for Recovery a little while ago but it didnt fall in with the deck properly. I have taken out the Flamekin Bladewhirls for 4 Figure of Destiny
I have been testing and editing the deck into something close to this. Stigma lasher was moved to the maindeck over Thunderblust due to the fact that the deck's low land ratio leaves slots for aggressive drops. Also, using Soul's Fire with Stigma Lasher triggers Stigma Lasher's Damage Ability for use when necessary.
Im not trying to mold this into a combo deck really, and Elemental Red doesnt fall into the Aggro-/-Control Deck-type. Flamekin Bladewhirl was added to commit to the field due to the fact that most of my larger damage isnt stable. The Mosswort Bridge idea was just a thought that was recently introduced due to the fact that my mana acceleration isnt 90% on point in terms of forging mana used to produce lethal damage, but this also Hinders the Ashenmoor Gouger, so I guess it needs to be cut.
If I seem rude, its because Im a red player at heart...so my mind is racing for damage (sorry)
1) um, every red player would tell you to increase the Incinerates to 4...
2) Chandra Nalaar doesnt deal enough player damage at sorcery speed to be a 5 cost
card (This is where a shock effect would be card advantage)
3) personally I don't recommend using shock here (as it stands now) because it is rated low based on the "value of cards in your hand" argument (If you were running 4x Balefire Liege I would say run them...
4) infact, you should run Balefire Liege)...this card can help you race damage while still stabilizing control in the aspects of the overall game
5) I don't recomend Magma Spray because it cant hit creatures (However, if you are running Balefire Liege you could run more lands and/or mana acceleration and then use Flame Jab as the alternative).
6) I also suggest you find 4x Ghitu Encampment so you can push for damage when necessary.
6) token-wise, 3x Goblin Assault > 4x Dragon Fodder + 2x Elemental Mastery (and you might want to replace the extra slots with lands)
Actually with the card draw you can promote with the deck Im thinking you could run 1 over the condemn (I dont know how you fare against giving your opponent a bounty of life...Crib Swap might actually be better there)
Yeah well, w/e I can change the name. Efficient creatures for the mana cost slot and damage>cmc burn for removal and reach is what I know the original variants of Sligh to be defined as, but the scenario changes when it comes to Tribal such as this.
HOWEVER
you could have provided a suggestive comparison to the original definition and through that promote the positive inclusion of my deck into the post-alara format.
But...no, Im not just going to change my setup into some RR/x Sligh.
This deck is still in the indefinite stages of construction...but so far from what has been tested it is really fun (due to all the responses people at FNM have been expressing). I would appreciate the feedback, especially commentary on the more optimal card choices for this deck.
Soul's Fire 2R
Instant
Target creature you control in play deals damage equal to its power to target creature or player.
(The only card I really like from alara)
@ vv1nc3ntt: Ive actually played something like that, with more of a RDL arsenal of burn...because this deck isnt really a control deck.
With Sygg youre going to be tempted to burn for the face at eot, and you are going to draw unneccesary lands with 24 lands. besides, Puppeteer Clique is really nice with 4 Blightning 4 Sygg is too much. Dusk urchins isnt a stable source of defense offense or card advantage. (This thread makes me wish there were more useful burn staples around)
Browbeat is gone
Rift Bolt is gone
Damage+Additional effect >= Converted Mana Cost/Alternate Cost+Additional cost
Remaining Burnspells & Speed-Damage Creatures
(A Giant Solifuge -/- Blistering Firecat here would be killer)
Hell's Thunder (Hasted,Evasive,reccurable damage on unstable legs)
Boggart Ram-gang (hasted damage on stable legs)
Spark Elemental (Hasted,Evasive,reccurable damage on unstable legs -Closest replacement for Rift Bolt in t2-)
Flame Javelin (Burn-Staple)
Blightning (Early-game hinderance on Tempo/lategame player damage)
Incinerate (Burn-Staple)
Shard Volley (Too resource-costly earlygame...especially in a deck that doesnt recover lands)
Shock (If it doesnt deal 3 in damage it doesnt really have much spot in tempo-burn unless the overall effect is more crippling)
Tarfire (Reveals for Auntie's Hovel, burnspell-wise it isnt much better than shock since goyf is gone)
I do kind of like Ashenmoor Liege here with Bitterblossom and Ashenmoor Gougers though, it makes for an interesting creature pump.
use the 20Creatures/20Burnspells/20Lands math... it will be good here, Use plains as your basic lands and use nonbasic lands to generate red. The burn spell damage should be above 2 also. Figure of Destiny and Goldmeadow Stallwart should be your low drops Knight of Meadowgrain and Knight of the White Orchid at the 2cc with something like Tauren Mauler at the 3cc as a threat and another kithkin to reveal. (I also liked the idea of Wilt-Leaf Liege in this deck, but the playset is in the Kithkin deck anyway)
I think this card isnt exactly bad, but then again look at what some people have been saying about mulldrifter's suboptimal stats.
This card definitely has a place in a few burn decks that can support it (inner Red-Maniac "Not Awesome-sauce but it makes the meat & potatoes go down easier")
In all honesty I think the Elemental Aggro archetype could be really good if it were able to stabilize, but we need to find a way to not die to Firespout
Creature-Wise...
1.) Cut the Flamekin Bladewhirls and Ashlings for 3 more Incandescent Soulstoke and 1 more Smokebraider. Im going to start the Flamekin Harbinger discussion here but I think you would rather hit a land drop in your deck than search out other not-so important drops
2.) Add/Remove a # of Nova Chasers (I use it mainly as a burnspell in "Firesoul", but you have Demigod of Revenge as a stable damage source)
Spell-Wise...
1.) Shriekmaw Counts as creature advantage (especially with smokebraider out), so if after you hit 18-20 creatures (if you take my advice) Change your playstyle to include them as a creature drop instead of removal and increase them to x4 (I really think you could move the Terrors out or in sideboard).
2.) The 3x Distress and 1x Mind Shatter should be 4x Thoughtsieze because your deck might want to remove key threats asap, turn 1 hand discard always helps.
3.) The 1x Chandra Nalaar should really be a 4th Nameless Inversion.
-Creatures {28}-
4x Nova Chaser
4x Ashenmoor Gouger
4x Incandescent Soulstoke
4x Stigma Lasher
4x Smokebraider
4x Figure of Destiny
4x Flamekin Harbinger
4x Soul's Fire
4x Lash Out
4x Mutavault
18x Mountain
-Creatures {28}-
4x Nova Chaser
4x Ashenmoor Gouger
4x Incandescent Soulstoke
4x Stigma Lasher
4x Smokebraider
4x Flamekin Bladewhirl
4x Flamekin Harbinger
4x Incinerate
4x Lash Out
4x Mutavault
16x Mountain
4x Thunderblust
4x Fulminator Mage
2x Manabarbs
3x ???
2x ???
1) um, every red player would tell you to increase the Incinerates to 4...
2) Chandra Nalaar doesnt deal enough player damage at sorcery speed to be a 5 cost
card (This is where a shock effect would be card advantage)
3) personally I don't recommend using shock here (as it stands now) because it is rated low based on the "value of cards in your hand" argument (If you were running 4x Balefire Liege I would say run them...
4) infact, you should run Balefire Liege)...this card can help you race damage while still stabilizing control in the aspects of the overall game
5) I don't recomend Magma Spray because it cant hit creatures (However, if you are running Balefire Liege you could run more lands and/or mana acceleration and then use Flame Jab as the alternative).
6) I also suggest you find 4x Ghitu Encampment so you can push for damage when necessary.
6) token-wise, 3x Goblin Assault > 4x Dragon Fodder + 2x Elemental Mastery (and you might want to replace the extra slots with lands)
HOWEVER
you could have provided a suggestive comparison to the original definition and through that promote the positive inclusion of my deck into the post-alara format.
But...no, Im not just going to change my setup into some RR/x Sligh.
Honestly I would cut graceful reprieve for CC or something like Profane Command as Control/Damage-Aid
Soul's Fire 2R
Instant
Target creature you control in play deals damage equal to its power to target creature or player.
(The only card I really like from alara)
-Creatures {28}-
4x Thunderblust
4x Nova Chaser
4x Ashenmoor Gouger
4x Incandescent Soulstoke
4x Smokebraider
4x Flamekin Bladewhirl
4x Flamekin Harbinger
4x Incinerate
4x Lash Out
4x Karplusan Forest
4x Fire-Lit Thicket
12x Mountain
2x Cloudthresher
4x Fulminator Mage
4x Stigma Lasher
2x Manabarbs
3x Naturalize
With Sygg youre going to be tempted to burn for the face at eot, and you are going to draw unneccesary lands with 24 lands. besides, Puppeteer Clique is really nice with 4 Blightning 4 Sygg is too much. Dusk urchins isnt a stable source of defense offense or card advantage. (This thread makes me wish there were more useful burn staples around)
Browbeat is gone
Rift Bolt is gone
Damage+Additional effect >= Converted Mana Cost/Alternate Cost+Additional cost
Remaining Burnspells & Speed-Damage Creatures
(A Giant Solifuge -/- Blistering Firecat here would be killer)
Hell's Thunder (Hasted,Evasive,reccurable damage on unstable legs)
Boggart Ram-gang (hasted damage on stable legs)
Spark Elemental (Hasted,Evasive,reccurable damage on unstable legs -Closest replacement for Rift Bolt in t2-)
Flame Javelin (Burn-Staple)
Blightning (Early-game hinderance on Tempo/lategame player damage)
Incinerate (Burn-Staple)
Shard Volley (Too resource-costly earlygame...especially in a deck that doesnt recover lands)
Shock (If it doesnt deal 3 in damage it doesnt really have much spot in tempo-burn unless the overall effect is more crippling)
Tarfire (Reveals for Auntie's Hovel, burnspell-wise it isnt much better than shock since goyf is gone)
I do kind of like Ashenmoor Liege here with Bitterblossom and Ashenmoor Gougers though, it makes for an interesting creature pump.
This card definitely has a place in a few burn decks that can support it (inner Red-Maniac "Not Awesome-sauce but it makes the meat & potatoes go down easier")