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Author Topic: [Modern] Red Tremors  (Read 887 times)

djkyota

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[Modern] Red Tremors
« on: September 04, 2015, 01:50:43 am »
Red Tremors

This deck seeks out to be a casual nightmare; it isn't very competitive, but at the same time it isn't very pricey to build, nor is it incredibly hard to pilot. This is a tabletop deck if there ever was one, but please send me some tips if you have made this type of deck competitive :)

It operates on one principle: Get out your combo pieces, then drop creatures for days. Impact Tremors to damage your opponents, and Altar and Mindcrank to control the opponent's libraries. It helps that there is also quite a bit of nice token effects. Here's how it operates:

//CREATURES:

Ornithopter: Raises your metalcraft and is a 0/2 with flying for free. Nothing wrong with that!

Goblin Arsonist: This is a hilarious 1 drop. Triggers Impact on entry, which triggers Altar and Crank in turn. Also triggers Altar and Crank when it dies. It's funny.

//ENCHANTMENTS:

Impact Tremors: Win condition #1. Deals 1 to each opponent when a creature hits your field, and also triggers Altar and Crank. It's lovely.

//ARTIFACTS:

Altar of the Brood: Win condition #2. Triggers at the same time as Tremors, and mills each opponent for 1.

Mindcrank: Win condition #3, and just about the most important card of this deck. When Altar triggers, it just mills one per creature, but Crank mills each opponent for each 1 damage they take. This can get funny very quickly.

Mortarpod: This creates funny interactions. Just casting this puts out a creature; trigger trigger. Next, you can be funny and use its ability, sacrificing the germ immediately; trigger trigger. Funny next step, play Arsonist; trigger trigger. Then, equip this to that and sacrifice it! Trigger trigger! Goblin Arsonist triggers: trigger trigger!!

//INSTANTS:

Galvanic Blast: One of the only instants in the mainboard, and the better one you want. It almost always deals 4 to target opponent, and triggers each Altar and Mindcrank in the process. It's really funny for 1 mana. Protip: Use on creatures sparingly: This is meant to hit your opponent.

Lightning Bolt: An absolute red staple. This card needs no explanation.

//SORCERIES:

Dragon Fodder: Vital card: It drops 2 bodies for 2 mana, triggering your combo pieces twice. That's value.

Devastating Summons: Want even more value? Try this one-cost sorcery. Protip: You can sacrifice 0 lands to just trigger your combo twice for 1 mana, or you can sacrifice our first land in the LANDS section for amazing synergy :P

Magmatic Insight: Sees your combo pieces faster and gets rid of lands you don't need. There are other similar one-cost draw cards in red, but I found this to have the best value.

//LANDS:

Gods' Eye, Gate to the Reikai: This land is hilarious. The colorless mana isn't really what we're after: It's the second effect. When it's sent to the graveyard from play, you put out a 1/1 colorless Spirit, which then proceeds to trigger your combo :P It is a good choice to sacrifice for DS, and if you can't do that you can just drop another Gods' Eye to clear out the old one, and trigger the combo pieces. :P Pick them up while they're only 30 cents a piece.

Kher Keep: Modern legal specifically because of its printing in Time Spiral, Kher Keep is another legendary land that can put out tokens: At the cost of (1)(R) you get a 0/1 Kobold with a specific name. That's ok though, because you're just going to play him to trigger your combo AND to equip with Mortarpod for an extra trigger :P That's what we call synergy.

//SIDEBOARD AND UPGRADES:

This is based on your LGS and what meta your modern crowd has, as well as what you feel will compliment the deck. Obvious choices are Blood Moon, Stoke the Flames, Smelt, etc.

Well, that's the deck essentially. Play combo pieces, play creatures, trigger combo pieces. It's by no means a competitive deck and is extremely fragile and has plenty of openings for you to get whooped, but it's an affordable deck to build, and boy does it go off!
« Last Edit: September 04, 2015, 04:06:20 am by djkyota »

Drunk Cynic

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Re: [Modern] Red Tremors
« Reply #1 on: September 04, 2015, 07:24:03 am »
Perpetual Johnny. Interactions and originality are preferable to winning, though winning doesn't hurt.
If I throw statistics at you, they likely came from:
http://stattrek.com/online-calculator/hypergeometric.aspx

djkyota

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Re: [Modern] Red Tremors
« Reply #2 on: September 04, 2015, 07:37:15 am »
Thanks for the input :)
I was considering those two for a while, but ultimately decided against them main board because Hangarback requires either lots of mana or lots of board time to get huge. I could most likely make room for them though if I take out something like Dragon Fodder and maybe one of each combo piece.

Drunk Cynic

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Re: [Modern] Red Tremors
« Reply #3 on: September 04, 2015, 08:11:53 am »
Shrapnel Blast is 5 to the face, Siege Rhino, or Planeswalker.

Hangerback Walker is a 2 CMC 1/1 that will trigger Altar of the Brood and Impact Tremors, and can serve as a perpetual blocker. Plus him up at the end of you're opponents turn or after you've declared him as a blocker. Each 1/1 flyer that falls off will Trigger Altar of the Brood and Impact Tremors as well.

Remove Mindcrank: by the time you've done enough damage to mill them out, you've killed your opponent. Mindcrank without Duskmantle Guildmage is underwhelming.

Additional Considerations: Akroan Horse. It will trigger Impact Tremors and Altar of the Brood, before your opponent gains control of it. Then you get additional triggers on their upkeep with free 1/1s.
Soul Foundry: unlimited Ornithopters.
Perpetual Johnny. Interactions and originality are preferable to winning, though winning doesn't hurt.
If I throw statistics at you, they likely came from:
http://stattrek.com/online-calculator/hypergeometric.aspx