Posted: Thu May 09, 2013 8:50 pm
I'm going to run dat Dega burn along with you.
Same here. There's so many cards that need to be tested in both the main and side. I really want to run this on MODO but Bonfires are much higher online than in paper ($24 vs $13) and I have much less MODO equity than in paper. I guess those could always be Magmaquake online to hold me over, but I really like the idea of damage to the dome and flying creatures.I'll pick up a few copies of Toil // Trouble and try it out. The whole list is in flux right now, so I have no clue about the proper number of copies for things like BlOb.
Can't blame you for taking out the Vexing Devils; in 3-color, there might be just enough truly good cards to let us cut him. I think he's a necessary evil in any 2-color variant, though. I agree that the fourth Pillar of Flame is in consideration and that Blind Obedience might be nasty!I pulled Vexing Devil from the deck because it's Vexing Devil. I filled those slots with +1 Pillar of Flame, +1 Mountain, +2 Blind Obedience.
Yeah, another way to get +1s on our spells (like DRS) seems very nice.Blind Obedience does some work against mono-red and Rb decks by removing haste, but I mainly want it in there for the extort triggers to get extra life swings from my cheap burn spells.
I think that 4 Boros Reckoner, Bonfire of the Damned, and Flames of the Firebrand is definitely overkill. I've had just fine aggro match-ups with my set-up, but I definitely can dig bringing in 4 Bonfire of the Damned instead of 4 Flames of the Firebrand if you're liking 24 land in general. I think that's just too much, however.The sideboard gives me some game against aggro with 4 Reckoners, 4 Bonfires and the 24th land, or I can
bring in some pieces to help dismantle control (Cavern + Archwing + Underworld Connections) or reanimator (Slaughter Games + Rakdos Charm).
I like the ideas of Staff of Nin, Devil's Play, Rakdos's Return, Terminus, Divine Deflection, (and Aurelia's Fury, perhaps?) in 24-land lists, but don't think they'llCards I'm considering -
Staff of Nin
Devil's Play
Rakdos's Return
Oblivion Ring
Wear // Tear
Terminus
Divine Deflection
Changes I'm considering -
Boros Reckoner along with Bonfires might be overkill.
3 Warleader's Helix
Maindeck Underworld Connections
23 land might be too high
1) Love it. It's creature removal, life gain, 4 damage. Not much not to love here. I may want to shave to 3 because they're not as good damage-to-CMC wise and can gum up your hand, but it's a great card. Was expecting it to be much worse.Top performers:
1) Warleader's Helix: damn this card is good. We don't have access to much burn that does four damage to creatures, and this fills that much-needed gap while gaining us life in the process. I was always happy to see this in my hand.
2) Toil / Trouble: this card won me two games. In one game I was able to cast Trouble for six after a turn two Farseek from my opponent which lead to a turn five kill. The other was when I held off until I had six mana and was able to fuse it, using my
opponent as the target for both and doing a total of 11 damage for the win. This card is the absolute nuts against non-aggro.
3) Skullcrack: nice Centaur Healer ya got there, bud. Not.
4) Bump in the Night: turns out the flashback isn't totally irrelevant. I actually won with this card as a topdeck with my opponent at six in a game where I was flooding out severely. It's like a Lava Spike but with late game recurrence.
n1) Flames has been really good to me, so I'm not too sure why you're not getting the same results--different metas is likely why.Bottom performers:
1) Flames of the Firebrand: the sorcery speed on this card bit me more than a couple of times. When my opponent has a meaningful board state I sometimes have to choose between killing a creature with this or holding up mana for a Skullcrack when my opponent is playing a lot of lifegain. When this is my only creature-based removal spell in my hand it makes me a sad panda. Every so often I can get a two-for-one but it seems like not many decks are playing one toughness critters.
2) Annihilating Fire: better than Flames of the Firebrand for me, but still three mana for three damage. Not what we really want to be playing with. That said, as Voice of Resurgence becomes more of a thing, this card increases in relevance. Also, it can exile a Thragtusk which is not irrelevant in Reanimator matchups. Possible sideboard considerations should be made here.
3) White mana: need more of it.
1) Can't say that I agree because I've had amazing aggro match-ups, but we'll see how it all pans out. We also have access to Rolling Temblor for the infinite-2/2 decks.Some other observations:
1) We could really use a board sweeper as I feel our aggro matchup is less than stellar. Unfortunately, we don't have Pyroclasm, Whipflare, and Slagstorm, so the best we can do is Magmaquake or Bonfire of the Damned. The latter probably forces us to run at least 23 land and probably even 24, but is probably our best option.
2) I really would like more X spells for late-game power. There were multiple occassions where I had my opponent just out of reach and really
wanted a Devil's Play or Rakdos's Return. Again, Bonfire would help here too.
3) I felt like I wanted Staff of Nin instead of having Underworld Connections tie up a land and deal me a damage every turn. I'm not usually playing connections until I have five or six mana anyway, so why not play a card that doesn't deal me damage and can ping for one every turn?
4) I can actually see a use for Assemble the Legion now. I know Witchbane Orb doesn't see much play in sideboards, but if some scrub were to have it in an FNM, we'd be SOL. Instead of having to board in Wear / Tear blindly as a "just in case" measure and have it be totally dead if our opponent isn't playing it, we should just bring in Assemble the Legion since it does something in every matchup. I can't think of anything else we'd want to kill off with Wear / Tear anyway except opposing Assemble the Legion and Staff of Nin.
5) We could go to 24 land and put a Stensia Bloodhall as the 24th and I'd honestly be okay with that.
6)
People are playing Lavina of the Tenth now. Screw that card.
Referenced this already.I'm really impressed with Warleader's Helix and Blind Obedience in my testing tonight. I'm also disappointed in Flames of the Firebrand and will be replacing it with Bonfires...Deathrite Shaman, when he stuck, was an excellent card and let me re-use my burn for another 2 to the face.
Dreadbore is an amazing card when there are other creature-creature interactions because you can kill theirs and let yours do all the work, but we don't have creatures. I really want all of my spells to burn the opponent or draw me cards that burn the opponent. If we could bank on them removing ALL of their removal, then yes to Olivia Voldaren! But, some people still put us on Hellrider or Falkenrath Aristocrat, etc. So they^ have not had an opportunity to read all the notes yet; but has anyone considered any of: Dreadbore/Olivia/Sever in the board? Olivia seems pretty nasty if your opponent is going to be cutting removal.
I think 4 Pillar of Flame + 4 Flames of the Firebrand + 4 Boros Reckoner + (Blasphemous Act Plan) is enough. It has been in my testing, but I've only played like 20 formal rounds of magic with the deck. You also have to take into consideration Deathrite Shaman, Blind Obedience, and Bump in the Night.I like the Reckoner SB plan a lot against aggro, though as discussed, maybe it isn't enough. This is where not having Grim Lavamancer and Arc Trail really bites ~ they made aggro very manageable last season (as you can imagine).
You probably only need 22 land if you're running 4 4 drops at the top of your curve, which would help with flood. The idea isn't to play for the flashback on Bump; you're playing it for the lavaspike, and if you ever get that far, think of it as drawing an extra card instead.
Yes, I ran a few games on Cockatrice with it and it's just the nuts. Haven't played the tricolor deck with Blind Obedience and Deathrite Shaman yet, but it seems outrageous.Blind Obedience is probably a sufficient mana sink going long right? Once you're in topdeck mode, you don't care how inefficient 1 damage for 1 mana is, you just want the extra damage. Combined with an active Deathrite and you have quite a bit of extra value.
Do you test on Cockatrice? If so, which server? I've been testing 2-color variants for a few hours on there haha.RDW, Val, Z: thank you for the comments. I think the list could start coming together pretty nicely.
With DGM's pending release on MTGO, it will be even easier to refine the list for maximum trolling.
Everyone at my LGS was surprised and unsure of how to attack my deck during sideboarding, and said as much to me after the matches.
That's a little bit of brilliant. It's riskier against aggro, obviously, but it does seem like the threat of running out of steam is more of a concern than taking some early damage.Given the typical draw-go nature of playing this deck, I'm thinking that being on the draw is an advantage for us. Thoughts?
I like this idea against a non-aggro player. I'm so used to choosing "play," but perhaps you're right, esp. in builds without CA engines.Given the typical draw-go nature of playing this deck, I'm thinking that being on the draw is an advantage for us. Thoughts?
Huh. Seems interesting, actually. I'll throw one in my deck and mess with it.I've replaced the maindeck Underworld Connections with Toil // Trouble and I've been having a better time of it. It's a more flexible option than UC when I don't need to draw a card, and thus a better topdeck.
Report back on how good it feels to hit someone for 11 with that card.I've replaced the maindeck Underworld Connections with Toil // Trouble and I've been having a better time of it. It's a more flexible option than UC when I don't need to draw a card, and thus a better topdeck.
I did it twice in six games and cast Trouble for 7 on one occasions on turn three.It would be an excellent housewarming gift when you move to magical Christmas land.