Fiery Red/Green Control

by andya726 on 31 October 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Sorceries (2)

Instants (8)


Artifacts (2)

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Deck Description

The concept of this deck is to basically control the field with constant board wipes in order to stall enough turns to bring out a few heavy creatures and/or burn your opponent swiftly and efficiently.

Using Tree of Redemption as Defenders/ health control
Mimic Vat: Used for many of the "when this enters the battlefield mechanics" (Titan, Solem, Slime) or even to reuse the Trees, Birds or Balefire's effects.

Mana should not be a problem and a heavy hit with Red Sun's Zenith is quite common. Or even heavy hits with a trampling Kessig Wolf Run.

Deck Tags

  • Tournament

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 3,134 times.

Mana Curve

Mana Symbol Occurrence

0002617

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Fiery Red/Green Control

You cold run 1 or two Inkmoth Nexus' in here, so that after a global, you can swing in with infect + Wolf Run ftw. I like to use them in any deck that has any kind of pumps, because it's pretty much a time bomb, set to 5 seconds.

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Posted 02 November 2011 at 08:40

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Thanks for the suggestion! I have had it in the deck before. But, back then, it was a completely different Red/Green. Took it out mainly for balancing, but with all the changes made already I don't see why not. I'll try it out and give it a few runs at the shop to see how the new mechanic mixes in and I'll give you a heads-up and let you know how it goes. Thanks again!

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Posted 02 November 2011 at 08:53

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It's actually a top deck right now, Wolf Run Ramp. It uses Primeval Titan to fetch 1 of their 2 Wolf Runs, and an Inkmoth, which is what you could do. This definitely is a completely different take on RG, that I've never seen before. It looks good.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=251332

Check this new control deck I've made. I think it's pretty interesting, and so far it's VERY strong (but I lost FNM and Game Day because of not knowing how to play it, and I still don't have Dismember's)

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Posted 02 November 2011 at 09:00

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Unless you kill your Emissary or Solemn before the end step (which is completely possible with the Slagstorm) they get exiled and therefore never hit the GY. Just remember to use the Vat during the end step of your opponent, to save mana on your turn, or to get the additional creature on your turn.

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Posted 02 November 2011 at 09:05

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Good catch you're right. Ha, that kinda throws a wrench in my plans. Well I guess I could block with'em. But still it kinda slows things down. Gonna have to figure out a work around or drop it really. I'll figure it out.

As for your deck, I followed the link. I do like it. Not something I'm used to seeing. I think you did a good job though. I'd probably have to see it played to truly understand it of course.

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Posted 02 November 2011 at 09:28

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If you do it DURING the end step, they don't exile until the next one, so you'll be able to untap and still have the token (or two, depending on if you use it twice) to swing with on your turn. If you want to, you can play a Slagstorm to kill said token(s) during main phase two, and get the graveyard effect. Just clearing that up.

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Posted 02 November 2011 at 09:34

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I'm glad that you did clear things up because in truth the card was slightly confusing (at least for me). Thanks!

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Posted 02 November 2011 at 09:46

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