12 Drake Izzet is fun and cheap as hell for Bo1, for anyone looking for something to get them through the transition without losing too many wildcards.
4x Pteramander
4x Crackling Drake
4x Enigma Drake
4x Chart a Course
4x Warlord's Fury
4x Dive Down
4x Opt
4x Crash Through
4x Shock
2x Maximize Velocity
2x Lava Coil
4x Sulfur Falls
4x Steam Vents
6x Island
6x Mountain
Okay, someone show me a deck that can stop mono red that isn't just mono red. Because that's 90% of my games in diamond and I am real tired of it.
Rakdos Burn. You get the 0/4 walls that block their critters for days and enhance all your burn, Sovereign's Bite for damage and lifegain, Risk Factor, Light up the Stage and Sword Point Diplomacy for card draw.
I'd suggest playing a couple of Fiery Cannonade over the Fanatical Firebrands maindeck, and I'm looking at good answers to problem enchantments, like Experimental Frenzy and Dawk of Hope. The fact that we don't have Abrade hurts, but there's some sort of decent enchantment hate that can also do something else so it's not a dead card (and it's not the 2/2 goblin for 3).
First allegiance draft, and this pile of gruul cards is somehow at 4 wins
I only went into Gruul because that was a first pick Ravager Wurm and I needed one. So far it's been working out pretty well, but it's dicey because most of my removal is off the back of that clan crusher guy
Okay, someone show me a deck that can stop mono red that isn't just mono red. Because that's 90% of my games in diamond and I am real tired of it.
Rakdos Burn. You get the 0/4 walls that block their critters for days and enhance all your burn, Sovereign's Bite for damage and lifegain, Risk Factor, Light up the Stage and Sword Point Diplomacy for card draw.
I'd suggest playing a couple of Fiery Cannonade over the Fanatical Firebrands maindeck, and I'm looking at good answers to problem enchantments, like Experimental Frenzy and Dawk of Hope. The fact that we don't have Abrade hurts, but there's some sort of decent enchantment hate that can also do something else so it's not a dead card (and it's not the 2/2 goblin for 3).
A lot of the red decks aren't running frenzy anymore. There's a burn variant that doesn't care about its creatures, it just lights up the stage and sets you on fire repeatedly. I don't think the rakdos deck has a good match up against it unfortunately.
i've found having sovereign's bite and card draw generally gives me the edge against mono-red or other rakdos decks i've run into but idk, stuff is still developing. i lit. don't think i ran into a single rakdos burn deck until allegiance hit then I ran into the mirror match several times so &_& people are still experimenting and there isn't a total net deck consensus
I mean, standard is such right now that very few people have the support from the new set in their decks yet except for monored where it is incredibly cheap. I'm not even playing standard yet because I just don't have the cards until I've done half a dozen more drafts. I would not expect standard trends you see right now to hold for more than a couple of weeks.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
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SurfpossumA nonentitytrying to preserve the anonymity he so richly deserves.Registered Userregular
I've only played a pair of games against burn with my not great BGw deck (and lost both, but they were close despite having underwhelming starts), but my sense is that Knights of Autumn and Centaur Peacemakers would make very good speed bumps until you can get a Shalai, Voice of Fuck You to stick.
Maybe GWb is the way to go; I'm trying out the Revival/Revenge I opened and grabbing a Knight from the graveyard feels pretty saucy.
Unsure what was better in the game I just played, Settle the Wreckaging two Gate Colossi or whacking him with a Thief of Sanity and exiling the other two, face down, so he didn't know as he dug through his deck he'd never find them.
XBL: Bizazedo
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
I've gotten a couple Teysas out of boosters. I am almost tempted to see if I can hack white into my silly saproling deck because my tokens dying and Slimefoot is how I end up killing half the time anyway, and vigilance+lifelink on the sapros sounds pretty hilarious.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
is going around and it is vicious
See, now that list doesn't require attacking for damage. However, that list is even worse vs golari in my experience because golgari's removal lines up pretty well against field.
I always found electrostatic field to be really slow against golgari. I've been running a list with 2x ritual of soot mainboard. If you kill the field and choose damage from risk factor the first time, that RDW deck moves real slow. In fact, the old rakdos burn using sword point etc did terribly vs me all last cycle.
If your forms of early game removal are settle, seal away, deafening clarion, fog etc, yeah you are going to lose hard to that deck.
I don't think that version has legs. But right now everyone wants to play solataire decks that don't respect what their opponent is trying to do at all so it's probably free wins all day long for them.
Also, 19 lands seems really really low. I'm guessing the Bo1 starting hand algorithm is being exploited. I saw something posted where there was a cut off for the starting hand agorithm favoring 1,2, and 3 lands in your opening hand. I don't know if it was just speculation but I'm fairly certain that at 23-24 lands it is favoring 2 lands over 3 in your starting hand. If I remember the claim was that 19 and 26 were the cut offs. But who knows.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
is going around and it is vicious
See, now that list doesn't require attacking for damage. However, that list is even worse vs golari in my experience because golgari's removal lines up pretty well against field.
I always found electrostatic field to be really slow against golgari. I've been running a list with 2x ritual of soot mainboard. If you kill the field and choose damage from risk factor the first time, that RDW deck moves real slow. In fact, the old rakdos burn using sword point etc did terribly vs me all last cycle.
If your forms of early game removal are settle, seal away, deafening clarion, fog etc, yeah you are going to lose hard to that deck.
That deck routinely wins on turn 3-4
Electrostatic field can make it hit real hard out of nowhere. I've used it to take out decks that lifegained back up to 16 in one turn with 6 mana on the board if the game happens to go long.
I actually haven't been seeing much golgari, it seems like the mono red players have taken over in droves.
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ElldrenIs a woman dammitceterum censeoRegistered Userregular
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
is going around and it is vicious
See, now that list doesn't require attacking for damage. However, that list is even worse vs golari in my experience because golgari's removal lines up pretty well against field.
I always found electrostatic field to be really slow against golgari. I've been running a list with 2x ritual of soot mainboard. If you kill the field and choose damage from risk factor the first time, that RDW deck moves real slow. In fact, the old rakdos burn using sword point etc did terribly vs me all last cycle.
If your forms of early game removal are settle, seal away, deafening clarion, fog etc, yeah you are going to lose hard to that deck.
That deck routinely wins on turn 3-4
Electrostatic field can make it hit real hard out of nowhere. I've used it to take out decks that lifegained back up to 16 in one turn with 6 mana on the board if the game happens to go long.
I actually haven't been seeing much golgari, it seems like the mono red players have taken over in droves.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
is going around and it is vicious
See, now that list doesn't require attacking for damage. However, that list is even worse vs golari in my experience because golgari's removal lines up pretty well against field.
I always found electrostatic field to be really slow against golgari. I've been running a list with 2x ritual of soot mainboard. If you kill the field and choose damage from risk factor the first time, that RDW deck moves real slow. In fact, the old rakdos burn using sword point etc did terribly vs me all last cycle.
If your forms of early game removal are settle, seal away, deafening clarion, fog etc, yeah you are going to lose hard to that deck.
I don't think that version has legs. But right now everyone wants to play solataire decks that don't respect what their opponent is trying to do at all so it's probably free wins all day long for them.
Also, 19 lands seems really really low. I'm guessing the Bo1 starting hand algorithm is being exploited. I saw something posted where there was a cut off for the starting hand agorithm favoring 1,2, and 3 lands in your opening hand. I don't know if it was just speculation but I'm fairly certain that at 23-24 lands it is favoring 2 lands over 3 in your starting hand. If I remember the claim was that 19 and 26 were the cut offs. But who knows.
?
19 lands seems right.
You just miss land drops because you don't need them.
It is always amusing beating someone's 7-8 land "has some sort of complicated gameplan" deck with three land and face damage.
The new mono red is faster but weaker to the explore package since they run a sorc speed bolt and don't have room for lava coils.
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
is going around and it is vicious
See, now that list doesn't require attacking for damage. However, that list is even worse vs golari in my experience because golgari's removal lines up pretty well against field.
I always found electrostatic field to be really slow against golgari. I've been running a list with 2x ritual of soot mainboard. If you kill the field and choose damage from risk factor the first time, that RDW deck moves real slow. In fact, the old rakdos burn using sword point etc did terribly vs me all last cycle.
If your forms of early game removal are settle, seal away, deafening clarion, fog etc, yeah you are going to lose hard to that deck.
That deck routinely wins on turn 3-4
Electrostatic field can make it hit real hard out of nowhere. I've used it to take out decks that lifegained back up to 16 in one turn with 6 mana on the board if the game happens to go long.
I actually haven't been seeing much golgari, it seems like the mono red players have taken over in droves.
RDW hasn't driven golgari away.
I dunno, I've played 25 constructed event games as mono burn this morning
And one has been golgari. (Also I beat them with the burn deck)
11 were red aggro of some sort and the rest were lifegain decks, izzet drakes, or control.
Control seems to actually do pretty well because they're putting in like 4 negates, 4 sabotage, 4 ionize, some are running absorb, etc. Hard to burn to face when none of your spells resolve.
Also one guy apparently got to mythic running a 15 land deck, claiming it was exploiting the balanced land hand thing in arena so that's interesting.
i think the next big story beat, narratively, should be the rescue of Elspeth - particularly since they teased her with the Mythic Edition last set, in a really lame way
which, of course, segues nicely into a phyrexian conflict
Posts
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
That card is super legit. Like... yeah. It is the opposite of how bad it looks (i.e. it does nothing when you cast it for 4 mana).
Multiple Mass Manipulations are exponentially good.
Currently 3-1 in sealed. Cast at least one MM in every game.
Isn't that just mass Mass Manipulations at that point?
The draft format feels slow and most good decks seem capable of clogging up the board, so I agree.
And then you run into back to back weenie death touch?
And then my 0-2 consolation prize pack's rare is a land.
Game, please
4x Pteramander
4x Crackling Drake
4x Enigma Drake
4x Chart a Course
4x Warlord's Fury
4x Dive Down
4x Opt
4x Crash Through
4x Shock
2x Maximize Velocity
2x Lava Coil
4x Sulfur Falls
4x Steam Vents
6x Island
6x Mountain
Rakdos Burn. You get the 0/4 walls that block their critters for days and enhance all your burn, Sovereign's Bite for damage and lifegain, Risk Factor, Light up the Stage and Sword Point Diplomacy for card draw.
I'd suggest playing a couple of Fiery Cannonade over the Fanatical Firebrands maindeck, and I'm looking at good answers to problem enchantments, like Experimental Frenzy and Dawk of Hope. The fact that we don't have Abrade hurts, but there's some sort of decent enchantment hate that can also do something else so it's not a dead card (and it's not the 2/2 goblin for 3).
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I only went into Gruul because that was a first pick Ravager Wurm and I needed one. So far it's been working out pretty well, but it's dicey because most of my removal is off the back of that clan crusher guy
A lot of the red decks aren't running frenzy anymore. There's a burn variant that doesn't care about its creatures, it just lights up the stage and sets you on fire repeatedly. I don't think the rakdos deck has a good match up against it unfortunately.
It's not a 100% win rate or anything, but I've never felt "Oh shit it's mono red" when I have Rakdos Burn.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
I'm guessing a orzov midrange deck trounces mono-red but I haven't seen one played yet and I don't have the cards for it.
They run 8 lightning bolts, so if you can hold up one of those Wildgrowth Walker isn't much of an issue. Skewer the Critics is a 1 mana bolt most of the time so if wildgrowth comes out on turn two, it is gone. Doesn't seem weaker to the explore package at all since they have even more ways to kill the walkers now. Still not super great if you can manage to stick one and explore in the same turn, but they've got a lot to stop you from doing that.
Also light up the stage is bonkers good.
Maybe GWb is the way to go; I'm trying out the Revival/Revenge I opened and grabbing a Knight from the graveyard feels pretty saucy.
PSN: Bizazedo
CFN: Bizazedo (I don't think I suck, add me).
All the things you said were true before the expansion too with the exception that they are running light up the stage and skewer over lava coils and less phoenixes/frenzy/and risk factors. This makes the deck faster, but weaker if you put bodies on the ground in the first 3 turns. The explore package wants to put elves, and 2-3 drops down. And with something like 150 Bo1 games between 2 different versions of golgari I was able to maintain a 67% winrate against RDW in Bo1.
Yeah, if you are playing a deck that doesn't interact with RDW in any meaningful way then you just fold by turn 4. But if they have to spend burn on walkers and explore champs that trade favorably they don't do so hot.
They don't need lava coil. Burn doesn't win with creatures, it wins by bolting you in the face. The only reason they save a bolt for the walker is to stop lifegain. They can ignore your explore champs entirely. RDW is better against golgari with this new set, at least right now. Phoenixes aren't getting much play, and neither is frenzy, because they don't need them. Those are too slow for the burn game plan. Light up the Stage is essentially 1 mana divination which gives them plenty of gas already.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
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I haven't found this to be true. Are you running golgari at all?
There is a weird 100% face RDW running around but I assume we aren't talking about the electrostatic field version.
That's absolutely the version I'm talking about.
1 Fanatical Firebrand
4 Spear Spewer
4 Ghitu Lavarunner
4 Viashino Pyromancer
4 Electrostatic Field
4 Shock
4 Lightning Strike
4 Wizard's Lightning
4 Risk Factor
4 Light Up the Stage
4 Skewer the Critics
19 Mountain
is going around and it is vicious
See, now that list doesn't require attacking for damage. However, that list is even worse vs golari in my experience because golgari's removal lines up pretty well against field.
I always found electrostatic field to be really slow against golgari. I've been running a list with 2x ritual of soot mainboard. If you kill the field and choose damage from risk factor the first time, that RDW deck moves real slow. In fact, the old rakdos burn using sword point etc did terribly vs me all last cycle.
If your forms of early game removal are settle, seal away, deafening clarion, fog etc, yeah you are going to lose hard to that deck.
I don't think that version has legs. But right now everyone wants to play solataire decks that don't respect what their opponent is trying to do at all so it's probably free wins all day long for them.
Also, 19 lands seems really really low. I'm guessing the Bo1 starting hand algorithm is being exploited. I saw something posted where there was a cut off for the starting hand agorithm favoring 1,2, and 3 lands in your opening hand. I don't know if it was just speculation but I'm fairly certain that at 23-24 lands it is favoring 2 lands over 3 in your starting hand. If I remember the claim was that 19 and 26 were the cut offs. But who knows.
That deck routinely wins on turn 3-4
Electrostatic field can make it hit real hard out of nowhere. I've used it to take out decks that lifegained back up to 16 in one turn with 6 mana on the board if the game happens to go long.
I actually haven't been seeing much golgari, it seems like the mono red players have taken over in droves.
Ooh at least you won out on the pack
unless it's that rare not-a-Gate gate.
RDW hasn't driven golgari away.
?
19 lands seems right.
You just miss land drops because you don't need them.
It is always amusing beating someone's 7-8 land "has some sort of complicated gameplan" deck with three land and face damage.
I dunno, I've played 25 constructed event games as mono burn this morning
And one has been golgari. (Also I beat them with the burn deck)
11 were red aggro of some sort and the rest were lifegain decks, izzet drakes, or control.
Control seems to actually do pretty well because they're putting in like 4 negates, 4 sabotage, 4 ionize, some are running absorb, etc. Hard to burn to face when none of your spells resolve.
Also one guy apparently got to mythic running a 15 land deck, claiming it was exploiting the balanced land hand thing in arena so that's interesting.
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I need to turn on my tracker, but I've basically played this game for 3 days straight now lol.
menace + deathtouch + power higher than 1 = very hard to deal with. Especially with two of the common removal spells being fight cards.
which, of course, segues nicely into a phyrexian conflict