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Rb Aggro with Rise of the Eldrazi



 
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks

How good is the deck and the concept?
Tier 1, may be the best deck to play right now.
0%
 0%  [ 0 ]
Tier 1,5, pretty good deck along with some others like UW and Jund.
27%
 27%  [ 3 ]
Tier 2, can win quite well but has a few matchups where it just dies.
72%
 72%  [ 8 ]
Tier 3, Rogue deck.
0%
 0%  [ 0 ]
Total Votes : 11

Author Message
Shinato



Joined: 03 Jun 2007
Posts: 108

PostPosted: Mon Apr 26, 2010 6:57 am    Post subject: Rb Aggro with Rise of the Eldrazi Reply with quote

Mono red has been quite good versus Jund during the past month and Rise of the Eldrazi gives a few tools to the already decent deck which I included. I do want to create some discussion about cardchoices and strategies with this archetype. To give you a starting point, here is my current list.

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
8 [IN] Mountain (4)
4 [ZEN] Scalding Tarn
4 [ZEN] Arid Mesa
4 [WWK] Lavaclaw Reaches
4 [M10] Dragonskull Summit

// Creatures
4 [ZEN] Goblin Bushwhacker
4 [ZEN] Goblin Guide
4 [CFX] Hellspark Elemental
4 [ALA] Hell's Thunder
4 [ZEN] Plated Geopede

// Spells
4 [ROE] Devastating Summons
4 [B] Lightning Bolt
4 [WWK] Searing Blaze
4 [ALA] Blightning

// Sideboard
SB: 3 [M10] Earthquake
SB: 4 [ZEN] Goblin Ruinblaster
SB: 2 [ROE] Traitorous Instinct
SB: 2 [M10] Doom Blade
SB: 4 [M10] Deathmark
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2325

PostPosted: Mon Apr 26, 2010 7:32 am    Post subject: Reply with quote

Devastating Summons is a card you play once in a game, after you have played everything else.

4 of it in any decklist is a waste of card space. Maximum 2.
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Shinato



Joined: 03 Jun 2007
Posts: 108

PostPosted: Mon Apr 26, 2010 8:28 am    Post subject: Reply with quote

Interesting point but not quite right in that case. It is a very important card for the deck and i want to draw it every game. It is one of the key components and the reason i run Goblin Bushwhacker. It is debatable if you can cut one but 2 is too few.
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Shinato



Joined: 03 Jun 2007
Posts: 108

PostPosted: Mon Apr 26, 2010 8:28 am    Post subject: Reply with quote

Interesting point but not quite right in that case. It is a very important card for the deck and i want to draw it every game. It is one of the key components and the reason i run Goblin Bushwhacker. It is debatable if you can cut one but 2 is too many.
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TweedleD



Joined: 06 Apr 2010
Posts: 3

PostPosted: Mon Apr 26, 2010 12:41 pm    Post subject: Reply with quote

ya the idea here is to hit t3 wins as many games as possible I think its hard to cut any summons
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loki3



Joined: 07 Nov 2009
Posts: 139

PostPosted: Mon Apr 26, 2010 5:03 pm    Post subject: Reply with quote

TweedleD wrote:
ya the idea here is to hit t3 wins as many games as possible I think its hard to cut any summons


How exactly do you achieve a turn 3 win with devastating summons and bushwacker? Is it possible without 2 goblin guides?

Fail:

T1 GGuide 18
T2 Geopede 16
T3 Fetchlandland, Devastating Summons (sac 1 for 2 1/1's) Bushwacker kicked, 16 -6 -3 -2 -2 -2 = 1 life.

Over the 3 turns:
Goblin Guide is the most damaging T1-drop. (6+damage for 1 mana, 7 with BushKicker) 6:1
Geopede = (5+ damage for 2 mana, 6 with BushKicker) 5:2
Devastating Summons = 2:1
Bushwacker = 6:2

T1 GG 18
T2 GG#2 14, DS sacing 1 land
T3 KickedBusher attack with 2 3/2's and 3 2/1's, 14 - 6 - 6 = 2


Success:

T1 GG 18
T2 GG#2 14, FaceBolt 11
T3 DS for 1, Kicked Bushy 2 3/2's and 3 2/1's, 11 - 6 -6 = -1



Fun deck, no doubt.
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BlackPen



Joined: 01 Sep 2004
Posts: 76

PostPosted: Mon Apr 26, 2010 6:28 pm    Post subject: Reply with quote

turn three looks like:

pool mana for bushwacker.
cast devastating summons and sac all three lands.
attack for 10+ w/ wackers+ summons and rest of team.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2325

PostPosted: Tue Apr 27, 2010 12:05 am    Post subject: Reply with quote

Hmm I read it a little wrong, I admit that. I thought it was xR put x x/x into play. The fact that it always cost 1 mana and you always get two tokens changes things a bit.
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kaamos



Joined: 08 Nov 2006
Posts: 320

PostPosted: Tue Apr 27, 2010 2:27 am    Post subject: Reply with quote

Is there anything playable to give them haste with your spare mana
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2325

PostPosted: Tue Apr 27, 2010 5:39 am    Post subject: Reply with quote

kaamos wrote:
Is there anything playable to give them haste with your spare mana


Bushwhacker is playable. It is better in Boros than in RDW though.
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Shinato



Joined: 03 Jun 2007
Posts: 108

PostPosted: Tue Apr 27, 2010 6:11 am    Post subject: Reply with quote

Turn 1: Goblin Guide --> 18
Turn 2: Plated Geopede --> 16
Turn 3: Devastating Summons for 3 + Goblin Bushwhacker kicker --> 3+4+4+6+2 Damage --> -3

It doesn't happen that often but it can kill quite a lot on turn 4 or 5 through resistance. I think the concept is quite good, even though I am not quite sure if i made the best of it.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2325

PostPosted: Wed Apr 28, 2010 2:03 am    Post subject: Reply with quote

Well, the best option is actually Vithian Renegades, and then you could play a version with Bloodbraid Elf.
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