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  • posted a message on RDW Forum Archive
    Quote from Deadboots
    Anyone who plays newer RDW lists should realize that Summons is a super ballsy card, and one that takes skill to play with. If you don't like thinking when you're playing a burn deck, don't play Summons or a newer list. I disagree with one of the OP's earlier posts - it doesn't only work in combination with Bushwhacker. Turn 2 summons is incredible when you've already gotten in for some damage with a Guide - we can afford to be two lands behind when we've got that much pressure on the board (and it can't be Wrathed away till we've gotten to swing).

    I also disagree with all the Dragonlord hatin' going on here... a card that prompts removal as quickly as he does isn't something to sneeze at. The package up for discussion certainly contains some good cards, but the points that have already been brought up in arguments against them are valid... Ball Lightning isn't as amazing with SS being so widely played, and WoO > Hellspark (not to mention it turns Ball into a Shock). Hell's Thunder is very good, and could definitely prove a worthy addition to current lists... but I like AiR mostly because it's really future-proof; it's essentially a block-constructed deck that will only get better with new releases.



    Part of the reason i've gone to RDW in general and AiR in particular, is because of the straight forward nature of the list. Kill everything. Win.

    While playing a Summons is indeed a think card - it's still focused on the ability to do some serious hurt.


    The dragonlord is probably one of the more important cards to go into the newer RDW decks, anything cheap that prompts instant removal is a plus. Less mana used to protect your true play. While your opponent is busy removing your dragonlord (i didn't want it anyways) you can be busy "accidently" summoning up a few x/x's to clean house. or something.
    Posted in: Standard Archives
  • posted a message on RDW Forum Archive
    I have been running instincts in my RDW version, a well timed steal can win you the game, even if it's just a blocker like Wall of Omens to allow your newly pumped kiln fiend through. Being able to take a Baneslayer Angel or the like is a huge plus when you need to push through final damage points.
    Posted in: Standard Archives
  • posted a message on Spreading Seas against Jund? Is it that good?
    Quote from hyugafan
    hey all. I see you're all up and about on the spreading seas boat(no pun intended), but what about jund decks that bring in sedraxis specter against you? I've had to stare down two of them last fnm and lost my hand and the game because oif them.


    the two-drop SS will screw with their manabase and make them unable to cast the three-color specter, provided you draw it. With 4 in your deck, you have a very good chance of it.
    Posted in: Standard Archives
  • posted a message on Jace 2.0 will be $100
    I'm guessing he'll hit $90 easily. $100 is a bit much to ask for him, i'm not sure how many would be willing to buy him for that amount.
    Posted in: Standard Archives
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