a turn 1 vector asp or a turn 2 plague stinger puts this deck over the top
Permalink
Magma Phoenix and Koth of the Hammer arnt good fits for a fast red deck like this. there shouldnt be anything costing more then 3 in a red burn/rush deck because turn 3 u want to either play a 3 casting spell like ball lightning or a 2 cost and a 1 cost, and then turn 4 u want either 2 2 costers or a 3 and a 1 coster. this type of play allows a turn 5 win almost 100% of the time, unless the opponent is using a fast lifegain deck. to speed this deck up u need to run more spell damage then creature damage. this deck needs 4 lava spikes, 4 chain lightnings, and 4 browbeats. i know there is a lot of debate over browbeat, but in a deck like this it finds its purpose. a turn 3 browbeat is almost a best case scenario. when the opponent figures out that this is a rush/burn deck they will pick the 3 cards over the 5 damage, and in those 3 cards u will hopefully draw a cheap burn spell or 2 for turn 4. take a look at my burn deck mustang mayhem http://www.mtgvault.com/ViewDeck.aspx?DeckID=18008 it wins turn 5 90% of the time. ive played it about 30 times and its only lost 2ce to a wicked fast combo deck. if it doesnt win turn 5 it will win turn 6.
what type you trying to play in?
ah, that would do it. no worries
What's up my man.....I understand the idea here but your deck will run into some problems.....your giving the opponent too many cards and not stopping them from using them.....the black vice prolly won't do any damage at all....let's say the opponent is drawing 5 cards a turn, which is likely, that means he will play a land every turn and will prolly be able to play at least 2 other spells.....prolly 3.....the longer the game goes the easier it will be to play stuff and empty his hand....u need to run a way to stop the opponent from playing the cards he draws
thrumming stone is the best option in a relentless rats deck. i also run 4 dark rituals or sol rings to speed it up from a turn 5 thrumming stone to a turn 3 or 4, then just go through the deck and smash
I have 5 other shadow decks that all do traditional shadow strat of black or black and white.....so I decided to give a different look at it.....the dark ritual is an absolute must in a deck like this.....a turn 2 dark ritual means 3 shadow creatures on the field the second turn, and turn 3: u attack for 6....which is a winning concept.....I have all the lands and all together they r about 75...keep in mind that I built this for fun and for myself
badabing
luminarch ascension isnt reliable. its too vulnerable to all the anti enchantment thats playable in standard. plus i would play it turn 2 which would throw off the turn 2 attacker i need to play
4 mana for a 4/4 flyer is good enough to put it in any deck like this, regardless of the artifacts. its one of the turn 4 plays this deck relies on for a swift victory, besides, there isnt much that can stop a 4/4 flyer in standard
no baneslayer cause its too expensive
i detest planeswalkers, they are just big targets waiting to be smacked down. i know 2 life a turn would be excellent but i would only get about 4 out of him before the opponent brought him down
and no baneslayer, too expensive
although i would deff sideboard a doom blade
your best bet is smother in this deck, the opponent wont be playing that many expensive creatures anyway and this way u have a good answer to the turn 1 birds of paradise. and a turn 2 land destruction is good, but u need to optimize it with a turn 3 as well, that way they will have 1 while u have 3 and then u can just swarm with the vamps
diabolic edict is a poor choice, if you want the creature smack there r much better choices. personally i would use a mana boost of some sort. depending on what you can wrangle dark ritual is prolly your best bet. and 18 lands is a bit too shy, you absolutely need to play land destruction cards turn 2 and 3 or you wont have the advantage your looking for. 20 lands should be enough to do this as to your challenge, this wont do much against combo decks
not yet, ill be picking it up shortly. the whole deck should run about 30 bucks, which is a much needed miracle. the only late game im relying on is spire barrage. a turn 5 play of spire barrage should be enough to put the opponent down to about 5. a turn 7 spire barrage would be a game ender. my fave game sequence is turn 4 cerebral eruption, turn 5 spire barrage, turn 6 any burn spell for the win, not bad for standard
with only 8 enchantments its highly unlikely that u will be able to screw them out of enough lands to make that big of a difference. even with the cascade cards you can only hope for about 3 enchantments out by turn 6 in a best case scenario, meaning they will have about 5 lands plus an aditional mana source (b of p, llanowar) so they will still have enough to play almsot anything in their deck. the lands you have added are now islands so they still produce mana. the opponent can still use them for the colorless options in cards ( considering how many artifact decks are out now) and above all can use them to cast blue spells (which are integral to most control and mid level decks anyway). i say your creature choices suggest late game because they cant be cascaded into, so you will have to wait until at least turn 5 or 6 to get them out, but realistically more like turn 8 for the big sphinx and 6 or 7 for the small sphinx
im not really sure what this deck is going for. obviously you want to cascade into the enchant land cards but what then? 8 cards in the deck as control elements wont win a game. your creature choices suggest a late game win, which contradicts your land control theme.
1,361-1,380 of 2,573 items