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UR Runeflare combo deck


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SniperMayer



Joined: 31 Jan 2008
Posts: 233

PostPosted: Thu Oct 08, 2009 7:48 am    Post subject: Reply with quote

That's why you have Spell Pierce and Archive Trap in side.
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DoomBring3r



Joined: 30 Apr 2009
Posts: 436

PostPosted: Thu Oct 08, 2009 7:51 am    Post subject: Reply with quote

SniperMayer wrote:
That's why you have Spell Pierce and Archive Trap in side.


And Swerve, too Very Happy
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tbone



Joined: 20 May 2009
Posts: 61

PostPosted: Thu Oct 08, 2009 9:07 am    Post subject: Reply with quote

why hasn't anyone tried a mono-red version. Isn't the only real reason to run blue, twincast. you get the same effect from an active ascension. This way u get more win cons.

mine
font
bolt
burst
pyromancer ascension
fallout
runeflare trap
burning inquiry (can activate trap, if you don't discard it!, and fill yard for ascension)
Chandra Ablaze
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SniperMayer



Joined: 31 Jan 2008
Posts: 233

PostPosted: Thu Oct 08, 2009 9:30 am    Post subject: Reply with quote

If you want monored, you can play the red quest which doubles the damage you deal if it has enough counters.

But with blue the deck is much more stable. Counters, draws, trap tutors give a huge advantage. Archive Trap/Swerve/Spell Pierce in the side both make the deck more resistant.
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Ossy



Joined: 01 May 2009
Posts: 12

PostPosted: Thu Oct 08, 2009 9:17 pm    Post subject: Reply with quote

Have you considered Goblin Guide and Burning Inquiry? Shoving Lands into their hand + Burning Inquiry can help you trigger Runeflare in your own turn. If you're playing control, could result in 12 damage by turn 2.

E.g. Goblin Guide, Swing, 2, their turn. Land, go. Goblin Guide swing, 2, if they get a land in hand, yey, Inquiry + Runeflare = 8. =12 By turn 2. Anyway. That's just a silly luck combo. Otherwise I like the deck, but I do suggest Goblin Guide.

Edit: Also, if this has been tested, how does the Magosi do? I know it would help against control.
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SJM



Joined: 17 Apr 2009
Posts: 144

PostPosted: Thu Oct 08, 2009 11:21 pm    Post subject: Reply with quote

Nobody played this in the trial?

NOBODY?

Why?
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DoomBring3r



Joined: 30 Apr 2009
Posts: 436

PostPosted: Fri Oct 09, 2009 1:14 am    Post subject: Reply with quote

SJM wrote:
Nobody played this in the trial?

NOBODY?

Why?



Because Vampires are the FoTM and all. Very Happy
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Vedrfolner



Joined: 04 Apr 2006
Posts: 1953

PostPosted: Fri Oct 09, 2009 3:28 am    Post subject: Reply with quote

SJM wrote:
Nobody played this in the trial?

NOBODY?

Why?


I can't play in these tournaments myself, so I hoped someone would take it there and play it. Disappointed Sad
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Sinidis



Joined: 24 Sep 2009
Posts: 5

PostPosted: Fri Oct 09, 2009 4:20 pm    Post subject: Reply with quote

Nobody played because this deck is too easy to counter.

Jund > this deck by far (pulses blightnings hemos)
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Trotsky1



Joined: 12 Apr 2005
Posts: 1459

PostPosted: Fri Oct 09, 2009 4:29 pm    Post subject: Reply with quote

I think this is a fair point but I am also confidant that the deck can come up with some sort of sb stratergy for beating jund, I'll be trying to come up with one as soon as its out on modo. Possible transformational sb, or taking a more controling approach after the board.
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Advo



Joined: 09 Oct 2009
Posts: 2

PostPosted: Fri Oct 09, 2009 4:59 pm    Post subject: Reply with quote

4 swerve

4 flashfreeze

4 archive trap

3 mirror of fate

has been a very successful sideboard for me...at least against my meta
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penpen



Joined: 14 Feb 2009
Posts: 2

PostPosted: Sat Oct 10, 2009 9:44 pm    Post subject: Reply with quote

I know this sounds awful but you know... Burning Inquiry triggers Runeflare Trap too ^^.
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Tird_Ape



Joined: 09 Dec 2006
Posts: 219

PostPosted: Sun Oct 11, 2009 12:52 pm    Post subject: Reply with quote

heres a better list i came up with
2x battle of wits
2x island
4x misty rainforest
5x forest
200x scute mob?
seems powerful, thoughts?
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Trotsky1



Joined: 12 Apr 2005
Posts: 1459

PostPosted: Mon Oct 19, 2009 11:04 am    Post subject: Reply with quote

Okay I got the shell of the list made on modo started out with Veldoforners list minus the sac lands I do not have them yet.

Testing has been mixed though I have not really been able to test any of the match ups I want to. But these are my inital findings.

1. 23 land is not enough I am up to 25 this maybe an exclusively modo problem but its still a problem.

2. Trapmakers Snare is not a 4 off, a few reasons firstly it gives the game away game 1 alot of people will have you on mill or something else game 1 and most of the time when I could cast it I found myself not wanting to for this reason. Plus Twin cast is just more efficent and versatile spell as well so I am down to 2 snares.

3. Unsummon is better than peel reality, I started out with a 2/2 split but quickly found the extra card never mattered.

4. A third fabricate may be necessary I have not added one yet but the mines are so important.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 1953

PostPosted: Mon Oct 19, 2009 12:01 pm    Post subject: Reply with quote

Trotsky1 wrote:
Okay I got the shell of the list made on modo started out with Veldoforners list minus the sac lands I do not have them yet.

Testing has been mixed though I have not really been able to test any of the match ups I want to. But these are my inital findings.

1. 23 land is not enough I am up to 25 this maybe an exclusively modo problem but its still a problem.

2. Trapmakers Snare is not a 4 off, a few reasons firstly it gives the game away game 1 alot of people will have you on mill or something else game 1 and most of the time when I could cast it I found myself not wanting to for this reason. Plus Twin cast is just more efficent and versatile spell as well so I am down to 2 snares.

3. Unsummon is better than peel reality, I started out with a 2/2 split but quickly found the extra card never mattered.

4. A third fabricate may be necessary I have not added one yet but the mines are so important.


4 - I found that the Fabricates were way too slow. But going up in the numbers of possible Mines/Fonts can be useful in some circumstances of course. May help against mulls.

3 - Call to Heel is there because it can activate Runeflare with only one Howling Mine. Other than that it is obviously worse than Unsummon. I play 2 Call to Heel, 2 Unsummon and 2 Negate atm.

2 - I found the surprise issue to not matter at all, actually. Most decks are helpless against Runeflare if you managed to untap with 2x Mine or a Font and they are at 5 or more cards. Maindeck anyways. I find myself mulling if I don't have Howling Mine or Ponder in hand - especially if I am on the draw. If I am on the play, I may hold a hand with Font if I have some sort of stall plus at least one Trap or Snare. Since there is a need of multiple Flares to win, maximizing the chance of that happening is essential. Although 4 may not be correct, of course.

1 - This may be one of the reasons I mull. I often want Mine in hand to draw into what I need, including land. +1 or +2 lands may help.
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