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Still, if it dies then the Genju enchantment is back in my hand, and with Crucible of Worlds the land is played again next turn.
(Fireball vs. Comet Storm) Say an opponent has 6 life left with 2 5/5's and 3 3/3's. To kill just the opponent: Comet Storm RR6 Fireball R6 To kill everything that opponent controls: Comet Storm: RR5 + 4 = 11 Fireball: R5 + (5 + 1) + 3(3 + 1) = 6 + 6 + 12 = 24
Comet Storm is a better version of Fireball (though a bit more expensive and rarer) and Banefire is a better version of Blaze. I would suggest not spending every card that pops up in your hand all at once unless you're sure that you can do some massive damage. The best thing to do is to lay down a Braid of Fire + Magmatic Core, Arc Blade, or Koth while gathering up mana accel for a huge Banefire. I'll side a Comet Storm, but Inferno Trap can take care of the first few turns until any of the other combos get out.
This deck is made for speed, so Pyrohemia is out because it's too static of an enchantment, all the other enchantments does massive amounts of control or deals massive amounts of damage. Pyrohemia might clear the board, but then what? It dies, and the opponent can just play more. I can wipe out just about any creature with Magmatic Core, and the opponent won't risk countering my spells with Price of Glory. Chandra costs more than Koth and her abilities revolve primarily around red damage spells, the new Chandra's damage are way too low for this deck. Koth can untapp lands, create a temporary 4/4 creature, mana accel, and eventually make a super damaging emblem. I think he's better suited for this deck. And believe me, if you hold around 4-5 mana accels in your hand plus a Banefire, you can cut the opponent's life in half by around turn 3.
Mogg Fanatic serves as a temporary Stuffy Doll, while all the damage cards can be removal in a pinch.
STOMP STOMP STOMP
Ideas? Improvements? Anyone?
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