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Hopefully my final rendition of my new RDW for standard play. Still wins turn 3-4, but unfortunately doesn't have the potential for a turn 2 win like the old RDW. I'd love for comments and critiques. Still thinking about taking out 4 lands and replacing them with Gitaxian probe to up deck thinning, after 1-2 lands out that's enough to win with and I mainly just want more fuel to add to the fire but 14 lands total is a bit risky for opening hand, that's about it.
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Still has a turn two lethal swing. Opening hand: rebirth x2, opal x2, memnite, signal pest, mountain. Play mountain for pest, drop memnite and opal. Tap and sac opal for rebirth, drop next opal, tap n sac for other rebirth. Draw into contested warzone. Swinging with 7 1/1, signal pest and activate warzone = 22 damage swing
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Thanks, I hadn't seen that. still kinda rare like the old RDW but at least it has the potential, but I was only speaking from playtesting so far, hopefully I can hit a T2 win at a tourney, would love that ;P Also, i'm missing 1 curse and 1 Noble so ima buy those along with a set of matching full art zendikar mountains now. I think this deck is finished and ready to go kick ass
haha 24 1 drops. rediculous. It looks good to me.
it doesn't count 0 mana cost cards, and i consider vault skirge 1 mana So 0: 7 1: 28 2: 7 And I have no 3 mana's so i dunno wtf it's getting that from also, I was thinking of taking out 4 lands and replacing them with Gitaxian Probe's, after 2 lands, i no longer need it, i just need more deckthining/things to play
its probably the dismember in your sideboard lol
It counts phyrexian mana as +2 casting cost, so the 4 under the 3 casting cost listing are the Vault Skirge
i guess that makes sense. 1 mana 2 life
Unfortunately, with the loss of Guide, Bushwhacker, and fetches, RDW took a major kick to the teeth =/ Even with Shrine, Curse, and Grenade, the damage thresholds for these new RDW are not high enough to be consistently competitive...(Mid to upper 20's!)
False, I feel you're gravely mistaken by that comment sir. I purposely have my decks as work in progress because I don't need outside comments other than from my friends. Please keep your thoughts to yourself, i'm highly capable of determining what will work and what will not on my own, thank you.
lol ok buddy
-sigh- sorry man, kinda caught me at a bad time, with no sleep what so ever. I was just always afraid of sharing my decks with others besides close friends because I've always been extremely against net decking and I just want everyone to be original. But yeah, I guess everyone could use help every once and awhile, thanks for not blowing up on my rude reply.
Hey don't sweat it man, we've all had days like that. For what it's worth, I was commenting on the overall drop in the damage threshold of RDW across the board. Yours better than most of the new-age ones I've seen so far TBH. Also, serious respect for anyone who is against netdecking =]
Yeah, I'm seriously gonna miss zen fetch lands by far in all my decks and bushwhacker made paying 2 mana extremely worth it, if i could choose to lose 1 i'd part with the guide over these 2 honestly /rip zendikar my main concern was the overall speed of current meta-game until I got this deck back into speedy commission. now that lack of overall speed in meta is gonna be to my advantage, I have really high hopes for this design and I hope to see it succeed.
Dang, I'm actually loving this deck. It's insanely quick and powerful. The vault skirge actually adds some really nice synergy here. 1, it's an artifact, and 2, its a great weenie with flying and lifelink. Worth the 2 life every single time. Idk if it needs 3 mox opals though, I honestly only feel 2 and the addition of another stormblood.
Yeah, I put a lot of time into play testing and going back to the drawing board as many times as it takes until i'm satisfied, although I don't claim 100% credit for this deck, the original design for my old pre-innistrad standard RDW came from my good friend bluthndr27. A few weeks before the cycle I began working on new standard deck lists and then we collaborated a bit on each of our ideas, this deck actually saw about 9 different forms until it many were scrapped and it reached this form. The reason for the 3 mox's are most time's you want to run into more than 1 and running into metal craft turn 1 can be a HUGE boost to your speed and firepower also, if you run into 2 you can have that metalcraft mana boost and also tap itself to pay for a kuldotha rebirth, then play the second opal for more mana.
My dream hand against this deck includes multiple Fog's.. LOL. I would consider making suggestions, but clearly your not looking for any...
Again, sorry for the rude snappy reply that was really not becoming of me. Feel free to suggest anything or talk plain strategy, deck building is probably 50% of the reason I have loved this game for the past 3 years.
well.. i have a plan on making RDW deck too.. and i think u should add some mana there.. 4 contested and 17 mountain will be fit.. well i use shrine and reverberate in my deck for that my RDW focuses on goblins.. well i chose that path because i think if u use RDW with artifact like this, if u dont get kuldotha on first turn, they're just bad.. and mox n memnite is really taking our hands out.. but i love the curse though.. nice idea there using curse and stromblood.. :)
The mana base is fine actually, as long as my opening hand has 1-2 lands i'm good to go, and 4 contested warzones; if you've playtested it enough, you would find is a very bad idea in this kind of a deck, you need that red mana source and war zone isn't something you need every game, it;'s just a perk when you come across it and not always used because it technically uses up 2 mana, i mainly use it when i have nothing to play really, not too focused on as a win condition. if you don't get kuldotha first, it's fine, helps out a bit but just means i'm getting a turn 4 win probably so just a little slower is all. shrine is actually too slow for this deck believe it or not. stormblood actually see's little play here, mainly because my other 1 drops take precedence most times, and he only really see's play if it's gonna be a turn 4 win