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Messages - Firestorm258

Pages: [1] 2 3
1
Deck Comments / Re: Orvar Budget - Comments
« on: September 07, 2021, 03:09:47 am »
Firstly, you should add lands until you reach about 36. Some good nonbasic lands are Reliquary Tower and Halimar Depths, but you can also just add more islands. Secondly, you should add more card draw and ramp. Your commander can partially ramp you, but you'll want to swap for at least 10 total artifacts that tap for mana or fetch a land to the battlefield (such as Wayfarer's Bauble). Try to aim for 2 mana rocks to power out your commander early, but Worn Powerstone is a funny synergy so you could keep that one. Mainly you should also add some creatures with more impactful etbs, such as Agent of Treachery. You should cut Talrand, Wavebreak Hippocamp, Dispel (it sounds good but is waaaay too narrow. It is only playable in cEDH). Some of the worse cantrips as well, like Rescue, Moonlace, Distortion Strike, Enervate, and Hidden Strings, among others. I'd also recommend cutting the Mirari Conjecture and Jace's Sanctum. The sanctum only has one mode (the scrying) because most of you ins/sorc only cost one mana. Mirari is just too expensive and could be cut for a better creature, and you have plenty of instant and sorcery recursion. Also, I think you are lacking a lot of removal. Reality Shift, Aetherize, Resculpt, Counterspell, and some others could fit.

2
Deck Comments / Re: Mizzix - Storm v2 - Comments
« on: September 24, 2019, 09:50:34 pm »
Part the Waterveil, Repeated Reverberations, Lightning Bolt, and Dominate, Corrupted Grafstone, Rupture Spire, and Transguild Promenade are all not great and should be removed. Another Island and another mountain would work.

3
Deck Reviews / [EDH / Commander] Krenko, Tin Street Kingpin
« on: July 24, 2019, 07:47:35 pm »
Krenko, Tin Street Kingpin

Using a very aggressive Voltron style start, which can finish usually at least one opponent with no blockers by turn 5 or 6 using pump spells that give Krenko, Tin Street Kingpin increasing power as he generates more tokens like Bravado and, probably the best one, Betrothed of Fire. The tokens generated can usually give enough advantage to finish out the game extremely fast, including methods of getting infinite combat steps (Phyrexian Altar or Skirk Prospector + Krenko w/ power >5 + Aggravated Assault), which also gives infinite tokens with our commander and mana as well. Weaknesses are definitely very early removal of my commander (who should almost always come out turn 2, to have a good start) and board wipes getting rid of my tokens, although as long as Krenko survives he can usually make more than enough to make up for the loss.

4
Deck Reviews / [Standard] Temur Lands
« on: February 13, 2019, 12:52:45 am »
Temur Lands

Using Scapeshift +Tatyova, Benthic Druid to gain massive card advantage and then returning all of our lands to the field at once to attempt to create the largest Hydroid Krasis possible to run our opponents over with, or beat them to death with an army using Sylvan Awakening, or kill them in one shot with a massive Expansion // Explosion.

5
Janky ETB Combo Deck

The combo is Arcane Adaptation, Chamber Sentry, and Liliana, Untouched by Death. Have Arcane Adaptation be for zombies, play Liliana and -3 her, then cast Chamber Sentry for 0 and infinitely cast it from your graveyard, abusing historic casting effects and ETB effects to gain infinite advantage and win as long as you have something else on the field to abuse.

6
Deck Reviews / [Standard] Grunn Smash!
« on: December 23, 2018, 12:58:05 am »
Grunn Smash!

Using a variety of strategies including lots of ramp and mana-cost reduction to get out a kicked Grunn, the Lonely King as early as possible and smash our opponent to death with one (hopefully) unblockable Grunn swing. Also contains Sinister Sabotage, Blink of an Eye, and Spell Swindle which lets us control our opponent somewhat and keep them slowed-down while we try to search for our Grunn so we can close out the game. Vivien Reid and The Mending of Dominaria and Memorial to Unity help us search for Grunn and get him into our hand by the time we are able to cast him, and The Mending of Dominaria can also help ramp us.

7
My only comment would be this. A 5 mana planeswalker in a ing spells at face deck seems optimistic to me. I would still say sarkhan for card cycling would be a more realistic choice.
I don't think that Sarkhan is entirely poor in this deck compared to Jaya Ballard, but two of his abilities have very little to do with the actual strategy of the deck and the one ability he does have is represented in an objectively better way on Jaya Ballard. While five mana is a lot for a quick aggro deck, if there is only two it won't have that great of an impact on the deck because Experimental Frenzy does help us hit our land drops more often and the ramp available from Runaway Steam-Kin can make it completely reasonable to even play her ahead of curve. All of her abilities are extremely relevant and useful in the deck and her ult is a game-winner that ties into the strategy of the deck better, so she is overall just better in almost every category as a planeswalker for this deck and I personally don't think it's too optimistic to hit 5 mana, possibly even before turn five. Sarkhan, Fireblood does have the advantage of his cheaper cost which makes him easier to get down and his +1 is super useful, but I personally think that, despite her mana cost, Jaya Ballard just gives more net advantage and meshes better with the deck.

8
This is probably the last or second to last edition of the deck, I feel a lot better about this draft than almost any previous one, as I have gone back to what the deck wanted to do initially and made the strategy more clear and concise, closer to how it was when the deck was first published.


Revision 9

Added/removed cards:
-4 Mutiny
-2 Pirate's Pillage
-3 Radiating Lightning
+3 Ghitu Lavarunner
+3 Risk Factor
+4 (SB) Fanatical Firebrand

Changed amounts:
+3 (Main) -3 (SB) Banefire
-4 (Main) +3 (SB) Fight with Fire
+4 (Main) -4 (SB) Lava Coil
-1 Mountain
+1 The Flame of Keld

9
Looking at your new version, I have to revise my first thought on flame of Keld + experimental frenzy, which are less incompatible that I thought.
In fact it could be deadly. First chapter makes you discard your hand(not good), but next chapter: you draw 3 cards ( regular draw + 2 from Flame of Keld).
When the ultimate chapter comes, you will have 4 cards in hand for later,  and additionnal +2 damage and have the potential to cast multiple spells with frenzy. It's just deadly.
However in this case, I would remove all pirate's pillage and prefer risk faktor which is kind of a bad or worse choice for the opponent in every case, and it costs only 3 mana.
Mutiny is good but maybe not that great if you are not under Flame of Keld to be in the starter deck, Sideboard would be better as a removal for deck running big creature. The reason it is not  great is that it's not instant speed. I think it's better to main Lava coil ( or/and some Dual shot for the extra damage with flame of Keld)
Also 3 copy of radiating lightning is too much, it's very good against aggro/token deck under flame of keld but not so much against midrange/control, at 3 mana, I will go for it, but for 4 mana, i'd rather cast two burn spell that will do additionnal damage with guttersnipe/flame of keld/
I believe that for experimental frenzy to be efficient, you have too play more few mana spells.

However I feel bad, I feel like I have made you completely change your deck, and that it will not be yours anymore. Maybe we should take another approach:
Which type of deck do you want to play?
Do you want to fast burn your opponent as quick as possible?
Do you want to be more patient, have some cards filtering and finish him off with a big banefire or flame of keld+guttersnipe combo ?

Last remark. I believe monored can play only 20 or 21 lands. Especially with runaway steam-kin. With 2 lands and steam-kin you can cast all your spell lists, so you should  be good.

I may have taken one too many suggestions to heart from not just you, but many others as well (not that I am not thankful that discourse is occurring around my deck), and I definitely do feel it has muddled my initial vision for a crazy fast aggro burn sing guttersnipe, the flame of keld, and experimental frenzy as my main pieces. I might just bring the deck back around to what I had initially envisioned and start from square one again, as the deck does not feel as clear and concise in what it hopes to do anymore. Your suggestions have been very helpful and I hope you continue to help me out with building this deck!  ;D

10



Revision 8

After taking the suggestions from Nephi66 into consideration, I have made quite a few changes to the deck.

Added/removed cards:
-4 Risk Factor
-2 Sarkhan, Fireblood
+4 Fight with Fire
+2 Jaya Ballard
+4 Mutiny
+2 Pirate's Pillage
+3 Radiating Lightning
-3 (SB) Detection Tower
-3 (SB) Rekindling Phoenix
-4 (SB) Shake the Foundations
+3 (SB) Star of Extinction

Changed amounts:
-1 (Main) +3 (SB) Banefire
-1 Electrostatic Field
-1 Experimental Frenzy
-4 (Main) +4 (SB) Lava Coil
-2 The Flame of Keld

11
Nice and fun deck as always with Mono red burn  ;D

However there is some disrupting issue in your deck with experimental frenzy. It has to be played  as a kinf of stand-alone draw card.
Flame of keld and frenzy are not good together. You do not want to discard your hand because of flame of keld when you are under Experimental Frenzy.
I do not say you can't play them  together but with a cumulated 7 copies of those 2 cards, you will probably often end not playing some flame of keld in the midgame or topdecking another Experimental frenzy when under a frenzy. You'll loose a turn  :( Also if you topdeck risk faktor under Frenzy, not very good either but still interesting though.

Pirate's Pillage is an interesting alternative or/mix to experimental frenzy. Pirate's Pillage kind of comes in play when you start to have only 2 or 3 remaining cards in hand and can give you the extra mana boost to cast a jayla ballard on turn 5 if you miss your land drop. Then you can Keld into empty hand to get two more cards, or use risk faktor.

The biggest advantage of Experimental frenzy is that it does the job alone so it takes less slots in your deck, than the whole Flame of keld + pirate's pillage + risk faktor suite.
IMO: 2 options:
1/ 2-3 experimental frenzy + 2-3 risk faktor . Prefer Banefire to Fight with fire.
2/ 3-4 Pirate's pillage + 3-4 risk faktor + 3-4 flame of keld.  Prefer fight with fire, and cheaper burn spell. Radiating lightning is also very good with the flame of keld

I spoke of Jaya Ballard earlier, I will explain why.  I would rather choose Jaya Ballard over Sarkhan, Fireblood  for 3 reasons:
- the card filtering is better.
- the extra mana means you can cast a banefire or kicked fight with fire from turn 6 or 7 for a 9+ damage depending on how many electrostatic field / gutternsnipe you have on the board
- In the late game you can cast your spells from the graveyard, which kind of a I win the game in this kind of deck ;)
However, the best might be to sideboard/mix them depending on the matchup.

Also, I approve the addition of banefire but I would play at least 4 copies of  banefire / fight with fire). In fact, I strongly suggest the addition of Fight with fire if you play flame of keld, because it does combo multiple times with the 3rd chapter of the flame of keld. Each time you divided the damage of it, it add +2 damage :
"If damage dealt by a source you control is being divided or assigned among multiple permanents an opponent controls or among an opponent and one or more permanents they control simultaneously, divide the original amount before adding 2. For example, if you attack with a 5/5 red creature with trample and your opponent blocks with a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then modified to 4 and 5, respectively. "
Remember, if you play Jaya Ballard and you can just cast them for a few mana and  play them later at their full potential from your graveyard.

So, why mix the two of them ? Banefire cannot be countered not damage prevented so it's the go killer card against blue control !

I would also add, in the sideboard, some copies of cards like Star of extinction or Chandra, Bold Pyromancer, just in case you have some bad matchup with big creatures you do not succeed to remove from the board, especially hexproof creatures like Carnage Tyrant.


So, now you have some tactical choices to do.  :)

Mutiny is also a cheap removal spell .

Hope, my two cents advices will help.

Wow, you've given me a lot to think about. I will definitely be making a lot of changes to the deck after reading this, and thank you so much for giving such a high volume of well-thought-out and helpful suggestions!  ;D

13
I feel like skirk is a personal preference in playstyle. I dont like ramp in RDW decks, but I can appreciate someone else might. The other advantage I'd point out to Sarkhan, though, is that it gives your opponent something s/he has to deal with, since ignoring it is largely a death sentence. So sarkhan is taking damage/attention away from killing you, giving you more time to just sling spells at their face and finish the job.
Yeah, I always love playing skirk as I have played him to glorious effect in the past, so I personally have an attracted to that card for aggro, but I can see why it wouldn't appeal to others as much. Also, that is a great point about Sarkhan that I hadn't even considered, now I am almost definitely going to include him. Thanks for that!

14
I'd put the electrostatic field in the main over skirk goblins. Something to block and another mini guttersnipe. Ramp generally isnt something to worry about in these decks, particularly if you're not dumping arclight Phoenix in the bin.

Sarkhan, fireblood over rummaging goblin does the same thing but gives you another win condition with his ultimate.

Putting rekindling Phoenix in the sideboard over the skirk goblins (I'm really not a fan of those) gives you something sticky in potentially longer games.
I am inclined to agree with you about the electrostatic field, but I feel that sarkhan, fireblood is a little bit worse than rummaging goblin as it can't be done at instant speed, but it definitely makes sense because of the extra win condition he provides. I also do disagree with your dislike of skirk, as I personally feel he is one of the best cards from dominaria when it comes to quick ramp by simply sacing himself, but I can see where you are coming from. also, I think that rekindling phoenix would definitely be a good addition to the sideboard., so that thank you for the suggestions!  :)

15
As others told you before the Electrostatic Field should be in the main deck.

Maybe you should try one copy of Banefire or Fight with Fire as "finish him" cards if the game lasts too much. Also board wipe sideboard cards you could try could be Fiery Cannonade or Shake the Foundations just in case you face a swarm deck (ahem, merfolks and vampires). Finally, i'm not sure if you've gave him the chance, but Ghitu Lavarunner is quite good when you want to take down an oppponent asap.
I had actually considered almost all of these while creating the deck, and I definitely think ghitu could work to replace skirts prospector. And I mostly didn't iinclude fiery cannonade because it would kill my guttersnipe, but shake the foundation could be good in the sideboard. I was also seriously considering fight with fire due to its versatility maybe as a replacement for lava coil. Thanks for the suggestions!  :)

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