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This was my first attempted at a Standard deck. I was inexperience and didn't even have a sideboard then. When I built this deck my thought was to deal as much dmg as fast as possible and not get blocked. It's not standard now but was real fun to play. I found some of my old deck list in a note book. How I used to build decks before I found MTGVault. So just wanted to get it out there to see what can come of it in modern.
This is on the play)T1) Mountain play monastery swiftspear ATK for oneT2) Play a land then play blinding flare triggering prowess Atk with swiftspear before dmg is dealt cast titan's strength on the swiftspear again triggering prowess. So hitting for 6T3) play land cast a searing blood. (Hope it kills there 2 drop so it well do 3dmg to its controller) Triggering prowess swing for 2 Dmg. Doing 5dmg this turnT4) play a land and cast a burn spells to clear the way or directly to them. Depending what's needed. Trigger prowess and swing and play titan's strength. Doing 8dmg this turn for a winGame2 is alot harder and being on the draw you need to play depending on what they are doing.
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Will be building not budget version of this deck for modern. Looking forward to everyone's input. To show me anything I am over looking thanks.
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So basically you want to 'convert' this into a modern burn/ Red Deck Win (RDW) deck. I can't help you much on the creature side but on the spell side here are some suggestions:Lightning Bolt ...cc1 for 3 damage to player or creature. There is no burn spell with a better damage/cost ratio.Rift Bolt ...cc3; suspend with cc1. Takes a turn to make it's damage but else it's a 1:1 copy of Lightning Bolt. Fiery Impulse ...cc1 for 2 damage. When you have 2 or more sorcery's/ instants in your graveyard it's 3 damage instead. Searing Blaze ...cc2 for 1 damage to player and 1 damage to creature. When you had a land enter this turn it's 3 damage instead. Could replace Searing BloodDangerous Wager ...cc2, discard your hand and draw 2 cards. For this deck I would use it as sideboard option when you realize on game 1 that the following games might take longer. Skullcrack ...cc2 for 3 damage and the player can't gain life this turn. A good sideboard option in my opinion but a waste against decks that don't use life-gaining spells or ability's. Lava Spike ...cc1 for 3 damage to player. A spell also often played in burn/ RDW but the 'drawback' (in your case, you want to be able to target both creature and player to get rid of any blockers) is that it can only target the player. Inferno Fist ...cc2; enchant creature. The enchanted creature gets +2/+0 and you can pay {R} and sacrifice the enchantment to shoot 2 damage to target player or creatureAssault Strobe ...cc1, target creature gains Double Strike. Goblin Guide ...one of the 'standard' creatures in nearly each RDW. Cheap (cc1), powerful and fast but personally I dislike the drawback it has. GreetingsMuktol
Thanks for all the info. I am keeping this deck list a is and just rebuilding another red deck. I will use in put when building that deck. And what is the draw back to goblin guide?
You may give your opponent another land. And this is not worth the 2 damage in my opinion. You thus also help him thin out his lands and draw key cards he might need.
Yeah I agree with you I don't like giving my opponent anything to use against me
Oh and I found a card called Mugging think it fits well into this deck