Spinestorm

by AxLs34n on 08 August 2012

Main Deck (60 cards)

Sideboard (15 cards)


Enchantments (4)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Legacy mono red storm deck

kill conditions:
-hard casting/mana ramping dragonstorm
-revealing dragonstorm under spinerock knoll
-pyromacer swath + grapeshot combo
-empty the warrens over run
-chandra ablaze ulti
-burn burn burn!!!

The deck usually goes off at turn 4 about 60% of the time, between turns 1-3 about 20 % percent of the time and between turns 5-7 15% percent of the time. The combo going off after turn 7 (about 5% chance) should be avoidable by mulligan based on experience. These percentages does not consider the circumstances where there are disruptions in the form of counterspells, discarders, or other types of combo breakers.


I played standard before but i kinda quit the scene because I can't keep up with the budget, now I play casual and I want to see how I can improve my deck more . I have a bit of problem with my sideboard, cause the metagame in casual play is random haha. Also, in my main board i'm thinking of removing rift bolt for some more efficient burn.

Comments are highly appreciated. Thanks for the time!

Deck Tags

  • Combo

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

001441

Card Legality

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

Deck discussion for Spinestorm

Some content justifications:

The land count (17) is so that I would have roughly 2 lands for every 7 cards, which I deemed quite enough after hundreds of play testing, as the deck only needs about 3 lands for the combo to go off. Also the rituals and other mana sources make up for the mana curve.

The ghitu encampment was added as defense against weenies and other fast paced creature decks and also as silent hitters in case the deck is up against counter/control decks

The ruby medallion is quite handy for setting up for the kill a turn before as it gives a net of 3 mana(saved) when the combo goes off, also it usually counts as a free storm count when played on the turn of the combo

The pyrokinesis doubles as a creature control and a means of disposing/using any excess hellkites/dragonstorms/swaths. It also adds a free storm count when needed.

The Chandra ablaze was placed as a mid game finisher(if ever the match would last that long). her abilites are synergizes with the theme of the deck.
+1 - extra burn for finisher or , kicking the requirement for the knoll
-2 - means of control or filling up an empty or useless hand. At best, it is a +7 card advantage
-7 - this usually means GG, as by the time you use it, there should be stacks of storm spells together with burn spells at your disposal to finish your opponent off. This is a body blow for your opponent if you are able to use with a previously discarded(or used) dragonstorm.

I replaced 2 bogardan hellkites with a karrthus and a steel hellkite so as to add variety to the deck while still being able to act as finisher when needed.

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Posted 09 August 2012 at 12:07

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For the sideboard:

The empty the warrens and the red elemental blasts are for those counter/permission players

The Leylines are for those discarders

and the volcanic awakening and the volcanic fallout are there since I don't know what to place yet :D

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Posted 09 August 2012 at 12:10

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