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Flame of Keld Red for post rotation.
So, the main plan is to deal as much damage to the opponent as possible as quickly as possible. To do this I made sure all the cards where cheap enough to empty the hand before playing the Flame of Keld. While Guttersnipe is a decent backup of Flame, it only triggers off the instants and sorceries (and is susceptible to creature removal). Where possible, damage to the opponent takes preferanc. Though, this may require you to plan ahead to take advantage of The Flame of Keld and / or Guttersnipe. Journeymage, Lavarunner, and Pyromancer are all Wizards, effectively making Wizard's Lightning a Lightning Bolt.There is a possibility to have a Shock effectively deal 8 damage to the opponent. How is it 8? On a turn that The Flame of Keld reaches [III], with a Guttersnipe out, Shock will attempt to deal 2, boosted by Flame to 4. Shock also triggers Guttersnipe, and it tries to deal 2, which is also boosted to 4 by Flame. 4+4=8.With the loss in draw power from Bomat Courier, I decided to add Banefire as a finisher and Repeating Barrage as a recursive card that doesn't mind being discarded to Flame.
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NOTE: Set by owner when deck was made.
This seems like it will cause some great pain to the opponent. I like it! Question: Why not still run Bomat Courier? Just not enough room to run 4 of them?
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It's rotating out of Standard. It's one of the biggest hits aggro red is taking once rotation comes around.
M19 isn't seeing anything rotate out of Standard I believe.
No it isn't, but when Guilds of Ravnica comes out in October we lose Kaladesh, Aether Revolt, Amonkhet, and Hour of Devastation. October isn't that far off.
Gotcha! I see ;) But then there will be awesome cards from GOR to put in
Why not play Firebrand Archer instead of Fanatical Firebrand?Also have you considered Insult//Injury?
Those cards are rotating out of Standard soon, otherwise I would use some of them.