I'll second a vote against Flames of the Blood Hand. I feel like we have plenty of burn and a card that can't hit creatures could end up being a liability for us.
I'm going to add 3 Blood Moon. Since we're mono red this card wont really affect us much and could ruin our opponents. Not to mention we should be able to loot additional copies away to help us more easily enable delirium.
Adding 4x Scourge Wolf. Let's add some delirium to go with our threshold and make some sort of graveyard centric red deck.
I'm also going to vote against Tahngarth's Glare. It doesn't "let us scry" it let's our opponent fateseal us. Not to mention it doesn't replace itself or filter in any way. It's an interesting card I never knew existed but it's not good
-3 Wasteland Strangler, maybe if you had some cheaper ways to exile stuff this would be playable. As is you will never be able to process with this on curve.
-3 Vile Aggregate, this is really for decks that are trying to go wide and play lots of dudes.
-2 Witness the End, this just isn't good.
+1 Forerunner of Slaughter. This guy is your best 2 drop, you should run the full 4
+X Flayer Drone. Just a good 3 drop IMO.
+X Smuggler's Copter. It just got banned from standard and everything so it should drop in price.
+X Scrapheap Scrounger. A self recurring threat is always good. You're not using your graveyard anyways.
+X Bomat Courier. This gives you a way to refill your hand on the cheap.
IDK man the fact that you come here every day to update a thread barely anyone even visits seems like dedication to me. Messing up the date every once in awhile isn't a big deal all things considered.
As for today's card of the day Ribbons of Night is a favorite of mine in peasant cube. Killing a creature and gaining 4 life is good enough but cantriping pushes it over the top imo. It's like the Dimir version of Lightning Helix.
I'll put the final cuts on Ruby Medallion. It just doesn't do enough to warrant a slot. I'll also vote to cut Pyrite Spellbomb. Daretti's ability to trade it in for something else is great but if that's all it's got going for it then it's just not worth it. I'm also going to add 4 Great Furnace to the manabase. Most of the time this is just a mountain but with Daretti we can trade it in for a better artifact or if we really needed the land we can trade one of our other artifacts for a land.
Basically in addition to madness anything with Dredge, Flashback, Unearth, and Recover are not terrible to discard. Ichorid is an oldie but a goodie also.
The thread is starting to slow down here so I'm going to add a single copy of Recoup. Allowing us to recast a used Wildfire or two is nothing to scoff at. I'd like to add more but I'm not sure what the rules are regarding adding cards past the 75 amount, if it's allowed I think that 2 is probably the right number, if not I guess we're stuck with 1.
Adding 1 Sword of War and Peace since its the other pro red sword. This not only gives us some much needed life gain but it protects our creatures from dying to our own wildfire or even taking damage for that matter. If they don't take damage than repercussion doesn't hurt us thus increasing the advantage that each wildfire generates us.
I'm going to vote to cut the Skirk fire marshalls. It looks like we've moved away from Goblins so it's not very likely we're going to be able to utilize this to it's fullest at this rate.
Adding 4x Stuffy Doll. It can put up some nice defense and once we actually hit our Wildfire it will let us dome our opponent for 4.
Since OP explicitly stated no Stuffy Dolls, I am going to remove it from the deck for now.
So far the mana rocks added are really slow compared to where a Wildfire deck wants to be. Some good accelerants we should consider (following Legacy Ban List):
For now, I will add 4 Grim Monolith. With any untap effect (especially Key), it's the most efficient Wildfire ramp that follows the Legacy banlist and can be a real powerhouse. If it doesn't synergize with what else is added to the deck, I'll gladly vote to cut it later.
I read the thing about no Stuffy Doll and thought "I'll just add Boros Reckoner instead." Then when I actually typed it out I forgot and thought "I should just add Stuffy Doll instead of Reckoner since Indestructible is so good here."
I guess I lost my train of thought halfway through there. That said since we're adding a bunch of colorless acceleration Boros Reckoners triple red casting cost might be tricky to pull off here so I'll wait on it. Instead I'll add 1 Sword of Fire and Ice. With this we can give any one of our creatures pro-red so it won't die to our own Wildfire. The card draw should also prove useful to keep us going so we don't run out of gas.
All your ramp spells should cost you two mana. Rampant growth is your friend.
Consider Harmonize and possibly some wheel effects. You need to be able to refill your hand when you don't have a board full of saprolings.
You need other token producers besides Tana. This is a list of everything that makes saprolings in your colors. Nemata, Mycoloth, night soil, Rith's charm, and pollenbright wings are all pretty good. The fungus guys are usually OK because they also give you ways to turn your saprolings into other resources.
Breath of Fury can "go infinite" with Tana as long your opponents can't block her and you have something like Fires of Yavimaya in play.
As a mechanic Partner is inherently powerful. Just having 2 Commanders gives you so many more options in any given game. The Partners they gave us are a little lackluster but I still think there are a few very strong combinations. Right now I'm playing Tymna + Tana and having a lot of fun with it. Basically it's a 4 color Saproling deck. It doesn't truly need either of them to function but both of them can contribute greatly to the deck. Tymna helps keep me fueled up and Tana helps me create dudes. The only complaint I have is that Tana is definitely understatted for her cost but the fact that her token production can be scaled up by buffing her almost makes up for it.
Aside from the 2 Izzet partners and the one Selesnya guy I think the rest of the partners are all "ok". You simply can't look at them in a vacuum because they just aren't meant to be used like that.
I'm going to add 3 Blood Moon. Since we're mono red this card wont really affect us much and could ruin our opponents. Not to mention we should be able to loot additional copies away to help us more easily enable delirium.
4 Scourge Wolf
4 Fledgling Dragon
2 Pardic Arsonist
4 Chandra's Phoenix
4 Pardic Firecat
1 Wheel of Fortune
4 Faithless Looting
2 Firecat Blitz
Instants (16)
4 Lightning Bolt
4 Flames of the Blood Hand (2 @ -4)
4 Lightning Axe
4 Flame Burst
3 Blood Moon
Lands (23)
20 Mountain
3 Myriad Landscape
I'm also going to vote against Tahngarth's Glare. It doesn't "let us scry" it let's our opponent fateseal us. Not to mention it doesn't replace itself or filter in any way. It's an interesting card I never knew existed but it's not good
4 Scourge Wolf
4 Fledgling Dragon
4 Tahngarth's Glare (1 @ -4)
1 Wheel of Fortune
4 Faithless Looting
4 Lightning Bolt
Lands (23)
23 Mountain
4 Fledgling Dragon
4 Tahngarth's Glare
1 Wheel of Fortune
4 Lightning Bolt
23 Mountain
-3 Vile Aggregate, this is really for decks that are trying to go wide and play lots of dudes.
-2 Witness the End, this just isn't good.
+1 Forerunner of Slaughter. This guy is your best 2 drop, you should run the full 4
+X Flayer Drone. Just a good 3 drop IMO.
+X Smuggler's Copter. It just got banned from standard and everything so it should drop in price.
+X Scrapheap Scrounger. A self recurring threat is always good. You're not using your graveyard anyways.
+X Bomat Courier. This gives you a way to refill your hand on the cheap.
IDK man the fact that you come here every day to update a thread barely anyone even visits seems like dedication to me. Messing up the date every once in awhile isn't a big deal all things considered.
As for today's card of the day Ribbons of Night is a favorite of mine in peasant cube. Killing a creature and gaining 4 life is good enough but cantriping pushes it over the top imo. It's like the Dimir version of Lightning Helix.
3 Tuktuk the Explorer
3 Shivan Wumpus
2 Wurmcoil Engine (1 @ -2)
4 Burning-Eye Zubera
Sorceries (6)
4 Wildfire
2 Burning of Xinye
2 Repercussion
Artifacts (21)
4 Pyrite Spellbomb (2 @ -4)
3 Cultivator's Caravan (1 @ -1)
4 Guardian Idol (1 @ -2)
4 Voltaic Key
4 Grim Monolith
1 Sword of Fire and Ice
1 Sword of War and Peace (1 @ - 1)
4 Daretti, Scrap Savant (1 @-1, 1 @ -2)
Lands (24)
4 Sandstone Needle
3 Drownyard Temple
2 Ghost Town
4 Great Furnace
11 Mountain
We are now in the cutting phase.
3 Tuktuk the Explorer
2 Skirk Fire Marshal (1 @ -2)
3 Shivan Wumpus
1 Varchild's War-Riders
2 Wurmcoil Engine (1 @ -2)
4 Burning-Eye Zubera
Sorceries: 7
4 Wildfire
2 Burning of Xinye
1 Recoup (1 @ +1)
2 Repercussion
Artifacts: 21
4 Pyrite Spellbomb
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith
2 Ruby Medallion
1 Sword of Fire and Ice
1 Sword of War and Peace
4 Daretti, Scrap Savant (1 @-1)
Lands: 24
3 Drownyard Temple
2 Ghost Town
19 Mountain
I'm going to vote to cut the Skirk fire marshalls. It looks like we've moved away from Goblins so it's not very likely we're going to be able to utilize this to it's fullest at this rate.
3 Tuktuk the Explorer
2 Skirk Fire Marshal (1 @ -2)
3 Shivan Wumpus
1 Varchild's War-Riders
2 Wurmcoil Engine (1 @ -2)
4 Burning-Eye Zubera
4 Wildfire
2 Burning of Xinye
Enchantments (2):
2 Repercussion
Artifacts: 21
4 Pyrite Spellbomb
3 Cultivator's Caravan
4 Guardian Idol
4 Voltaic Key
4 Grim Monolith
1 Sword of Fire and Ice
1 Sword of War and Peace
4 Daretti, Scrap Savant (1 @-1)
Lands:
3 Drownyard Temple
21 Mountain
I read the thing about no Stuffy Doll and thought "I'll just add Boros Reckoner instead." Then when I actually typed it out I forgot and thought "I should just add Stuffy Doll instead of Reckoner since Indestructible is so good here."
I guess I lost my train of thought halfway through there. That said since we're adding a bunch of colorless acceleration Boros Reckoners triple red casting cost might be tricky to pull off here so I'll wait on it. Instead I'll add 1 Sword of Fire and Ice. With this we can give any one of our creatures pro-red so it won't die to our own Wildfire. The card draw should also prove useful to keep us going so we don't run out of gas.
3 Tuktuk the Explorer
2 Skirk Fire Marshal
Sorceries: 4
4 Wildfire
3 Cultivator's Caravan
4 Guardian Idol
4 Grim Monolith
1 Sword of Fire and Ice
3 Drownyard Temple
21 Mountain
Consider Harmonize and possibly some wheel effects. You need to be able to refill your hand when you don't have a board full of saprolings.
You need other token producers besides Tana. This is a list of everything that makes saprolings in your colors. Nemata, Mycoloth, night soil, Rith's charm, and pollenbright wings are all pretty good. The fungus guys are usually OK because they also give you ways to turn your saprolings into other resources.
Breath of Fury can "go infinite" with Tana as long your opponents can't block her and you have something like Fires of Yavimaya in play.
Aside from the 2 Izzet partners and the one Selesnya guy I think the rest of the partners are all "ok". You simply can't look at them in a vacuum because they just aren't meant to be used like that.