Final results I've made towards my next Tournament Deck. I've always enjoyed playing "Bitch Burn" with Red, and I find adding Blue very relaxing, helps me control the tempo of the game and save myself a few times. This deck is a combination of Red Deck Wins and Blue Control.
To start off, lets cover the creatures.
I have 12 creatures total (excluding sideboard)
All of them are defenders. They are there to defend while I do damage with burn spells.
The only exception to this is Vent Sentinel. He's there to burn the opponent while I build up for my game killer spells, Comet Storm or Banefire. Gomazoa is there to remove 'pesky' creatures. If I have a certain creature i dont like attacking me, I can block it with Gomazoa and then banish both their and my creature to our decks. Guard Gomazoa is there to help fiend off more powerful creatures, focused for attack power, really sticks it to Bant and Boss Naya decks. Dormant Gomazoa is there for Red Deck Hate. You lightning bolt me, I'll swing for 5 in the air. Also great for blocking off most RDW monsters.
Next, onto Enchantments. Only one I got is Pyromancer Acension. This card is what defines the red side of it. It doesnt matter if I play a burn or a counter spell, it still adds to the counters for Pyromancer Acension, and once I get 2, it doubles their value. Really helps ya when you pull out a super charged Comet Storm or Banefire.
Now, onto Lands. Very simple, I have 5 island, 7 mountains, 4 halimar depths, 4 scalding tarns, and 4 evolving winds. I have Halimar depths in their as part of blue control, where I get to plan ahead my next few turns. The only problem with this deck is the mana slowdown. I'm going to be running with 8 of my lands having "Come into play tapped". This slows down my mana gatherup, but the benefits are worth it. Evolving winds and Scalding Tarn are there to thin out my deck of lands. Everyone hates drawing land in mid/late game. I have them balanced out, to where sometimes they'll be tapped, others I'll get the mana i need and just take 1 point of damage. This really does help with prioritizing.
Next up, we got our spells. Goodie goodie.
The Burn spells in this deck are Forked Bolt, Lightning Bolt, and Comet Storm/Banefire. Forked Bolt help deal with killing off "Mana Dorks" you find in heavy mana decks. Bant and Naya will HATE you for this. Lightning Bolt is straight up damage, 3 damage for 1 mana, what a steal! And if I have Pyromancer Acension's ability active, that's about 6 damage for 1 mana. Excellent! Now for the killer. This is where Comet Storm and Banefire will KILL. If i'm playing Control decks, I'll use Banefire for un-counterable damage, doubled. For 6 mana, that's 10 damage. And I will most likely will have already done more than 10 by then, with all my Lightning Bolts and Vent Sentinel's ability. Comet Storm I'm main running, because it can overkill both the player AND his field, especially if I get a copy. For the same 6 mana, I can do 4 damage to their life and 2 damage to 2 creatures, OR I can do 4 to 1 creature, OR I can do 8 to Player, OR anything inbetween. It's in the maindeck, since it's diverse and can work with anything. If they try to cancel it, I'll keep 2 B mana handy for a deprive/negate. Then for the blue spells, I have 3 deprive, 3 negate, 2 essence scatter sideboarded, and 2 flashfreezes sideboarded. I can use negates for powerful spells that will hurt, while deprive for powerful creatures that will hurt OR spell if i dont have a negate. For the deprives, I can cancel any spell for only 2 mana, but return a land to my hand. With Evolving Winds and Scaling Tarn, I will hardly have a moment where I return 1 land, then draw another land. That way I wont get messed over for mana balance, I can just return a tapped land or a land I used for the spell back to my hand. Or if I want to be risky, I can return a halimar depths and re-use it's "ponder" ability, letting me look at the top 3 cards of my deck. Now, Treasure Hunt. For a deck where I'm lowering the amount of lands as much as I can, this card can be very crucial to expanding my options. I can draw alittle extra and get some very good stuff. I could even use Halimar depths in conjunction with Treasure hunt, to see what i'll get, and if I dont see much land, or just 1 land, I can move them around, then draw all 3 or 2.
For the artifact. Why Amulet of Vigor? Well, because out of my 24 lands, i have at most 8 lands that will come in tapped. Amulet of Vigor can be somewhat wasteful AT FIRST, but a turn 1 AoV can get me alot of extra mana later in the game. Helps keep my mana count up.
Last on the deck construction is the Sideboard.
I will replace Comet Storm with Banefire. Banefire is less flexible, but blasts through control decks.
Next up, substituting Gomazoa with Dormant Gomazoa. Guard Gomazoa can block ANY kinda of RDW creatures, while Gomazoa can only banish them. Not very effective. Instead, let Guard Gomazoa handle the creatures, while Dormant is there to handle with RDW burn spells. Once again, if you throw a lightning bolt in my face, I'll swing for 5 in the air. Next up, Rage Nimbus will replace Vent Sentinels. Helps lock down Bant decks and forces Naya/Jund into losing vital creatures. Finally, swerves and negates are ok replacements for deprives, counters mass field removal decks and burn spells.
Total deck price on www.cardkingdom.com is 126.50 dollars. Take out 4 Scalding Tarns to save 55 bucks and make it cost . If you're really desperate, remove the Banefires and Comet Storms to make the entire deck cost 31.50