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This is a budget, Standard mono-red vampire-tribal aggro version of the "Red Deck Wins" archetype. It aims to win on turn 6, though there are multiple ways to win by turns 4 or 5. I don't think this deck is possible of performing a three-turn kill unless I add Uncaged Fury back in... (Hmm...)
[06-27-2016 - A]
Biggest thing I'm working out is sorting down the Maybeboard down from 28 and cutting cards down from 4-ofs (as only Expedite [2 of]
and Lightning Axe [3 of] are below that).
[06-27-2016 - B]
Maybeboard's down to an acceptable level, and deck/sideboard are at their proper amounts. I was able to cut back on 4-ofs, but I'm not there yet. The biggest thing I have to do here is balance how much buff is optimal without going into "win more" territory.
[06-27-2016 - C]
Fine-tuning and refining the deck after analyzing it and looking at its stats (this site really is grand). I keep having too much mana. I've ran this deck IRL with >17 LANDS< and that FINALLY stopped me from getting too much mana. (Small note, Fiery Temper is pretty much ONLY cast for 1 mana, so it effectively has a CMC of 1. I say this because the "Mana Curve" is slightly off for this reason.)
[06-27-2016 - D]
Cleaned up text and formatting. Fixed an error with land and Rush of Adrenaline.
[07-12-16 - A]
After extensive play-testing, the deck performed better than I had anticipated, but I still found important ways to improve it, mainly by lowering the land count!! I got flooded every round! My word! This deck requires no more than 3 lands, and anything more than 4 is excessive, and stays in my hand, ready to discard on a whim!
[08-20-2016a - Back to basics.]
I've played around with Eldritch Moon, and the for the time being, this variant is the most solid before trying to work new cards in. The overall mana cost of this deck needs to be (extremely) low, and when I was trying out new things, cards like Blood Mist were just too expensive. I tried to make the average CMC as low as humanly possible, except for Uncaged Fury. EMN Testing will begin shortly for the 10 or so cards that could be added. (Geier Reach Sanitarium, for example.)
[08-21-2016:A - A New Future.]
I've removed 8 buff cards for land and card draw. Speed and reliability are what I believe these changes will add. The buff cards have always been secondary to the primary combo and value cards. I've had problems with running out of gas, and having reliable land. This deck does NOT want 22 lands, at least not without tons of ways to ditch 'em. P.S. Let's try out x4 Geier Reach Sanitarium. Find a second one in one game? Ditch it.
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
Compare | Revision | Created | By | |||
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» | Revision 12 | August 22, 2016 | ZobmieRules | |||
Revision 11 | August 21, 2016 | ZobmieRules | ||||
Revision 10 | August 21, 2016 | ZobmieRules | ||||
Revision 9 | July 13, 2016 | ZobmieRules | ||||
Revision 8 | June 28, 2016 | ZobmieRules | ||||
Revision 7 | June 28, 2016 | ZobmieRules | ||||
Revision 6 | June 28, 2016 | ZobmieRules | ||||
Revision 5 | June 28, 2016 | ZobmieRules | ||||
Revision 4 | June 28, 2016 | ZobmieRules | ||||
Revision 3 | June 27, 2016 | ZobmieRules | ||||
Revision 2 | June 27, 2016 | ZobmieRules | ||||
Revision 1 | June 27, 2016 | ZobmieRules |