you want this to be standard right?
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rubblebelt maaka isn't worth the spot. he doesn't help you enough to warrant the spot in a deck that will lose steam without each card being carefully chosen. especially with vexing devil also being a drain on your handyou only have 8 burn spells. I would consider running 10
sensei's divining top would help this deck tremendously
what legality do you want this deck to be?
manaforge cinder doesn't ramp mana. you only get a red or a black, and you have to pay 1 colorless. so all it does is change the color of mana you have.
the lifegain mechanic wont hold up in modern. you wont be able to gain enough life to make that big a difference, and you would rather have control of the board than have more life anyway. that being said, you have a good start. boros reckoner is amazing. figure of destiny is pretty good too. I would consider boros swiftblade, mirran crusader, hearthfire hobgoblin, savannah lions, and isamaru. fast creatures with nice abilities that can do some serious fast damage. 4 lightning bolts and 4 lightning helixs are an absolute must. you want this deck to basically drop 2 creatures turn 1 and 2, and then burn off the opponents answer creature turn 3 and keep attacking for a quick win. I would also consider running 4 bonesplitters. its cheap and easy and can devastate in a fast creature deck. turn 1 bonesplitter, turn 2 boros swiftblade, turn 3 equip and swing for 6 with 2 mana open for removal. not too shabby.I would also sideboard 4 oblivion rings, as its pretty much the best answer white has for anything
what legality do you want this to be?
switch out lava spike for incinerate. 3 direct damage is good, but your deck is about creature swarm and fast attack and to make that happen it would be better for you to be able to blast off a blocker. and if they don't have any, hit them directly for only 1 more mana.
from what I see, this deck needs a little work. your land base needs to be about 21 to ensure that you have the 3 or 4 you need turn 4 or 5 to pump out your win conditions and let them swing. you currently have 6 ramp spells, but they wont be very reliable over time and are dead draws after the early game. 6 dead draws is actually a pretty bad situation. on top of that, infernal plunge makes you sac a creature, so its use early game is further limited, making it a possible dead draw early game as well. you are better off running 21 lands and 4 dark rituals to pound out the win condition early. you are mainboarding no removal, which is not a good thing considering the colors you are running. lightning bolt and terminate would help you tremendously. I agree with siding 4 dreadbores to deal with planeswalkers. this deck relies on mid ranged to small creatures to swarm quickly, and to make sure that happens, you need removal to deal with opponents creatures. I would run 4 lightning bolts and 4 terminates mainboard. din of the fireherd is a bad choice for a late game win condition. even with the ramp spells, its just a brick sitting in your hand until you draw what you need. even with 21 lands and a ramp spell or two, I doubt you will be able to play it until turn 10-15, by which time the opponent should be able to deal with it. your creature choices need a little work as well. avatar of discord is an absolute drain on this deck. even if you get it out early with a ramp spell, even turn 1, you have to nuke your hand to do it, so if opponent has any answer, you will lose. emberstrike duo is a weak choice. its benefit isn't anywhere near its weakness. best case, its a 2/2 with first strike for 2 mana. same thing for managorge cinder. not really any benefit besides the split cost. I would check out the 1 drop 2/2 options to speed this deck up tremendously.
ill give her a look tomorrow
my friends and I are doing a proxy alpha/beta block construct, which explains the fact that the deck would go for 20k. it feels good to be able to play with the cards, even if they are on paper cut outs. its worth noting that the only cards I could use for this are Alpha/Beta, and those cards are the only against which I can play.ive got lots of different versions of the concept of this deck. burn control is an excellent strategy
do you plan on playing this in legacy?
you desperately need more removal in this deck. you have no way to deal with troublesome creatures other than 4 lightning bolts. I would run at least 4 incinerates to get rid of the opponents effect creatures. I would also run 4 ponders, as you only have 12 creatures and almost no way to speed up the deck
this is how I would build it http://www.mtgvault.com/dknight27/decks/standard-rock/
you arnt worth responding to. if he doesn't like my criticism, he doesn't have to listen
wow, what a little bitch. the title of his deck gives the impression that he intends to play it in legacy, so I gave constructive criticism to help him play it in legacy. if he had labeled it casual, or indicated in any way that it was casual, then I would have made different comments. as im sure you are aware, the game is completely different based on where you play it, so giving me shit for analyzing his build in the format he indicated is both illogical and childish
you have legacy in the title, making me think that you intend to play it in legacy, not casually
get rid of break of day and timely reinforcement. break of day doesn't give you the boost you need permanently, so switch it out for more honor of the pure. the single surprise can help occasionally, but this deck will run out of steam very quickly, and needs speed and durability, and 4 honor of the pure will help both of those tremendously. your deck is designed to swarm the field, so timely reinforcement wont help you. if you have fewer creatures, more 1/1s wont help you. they will stall for a few turns, but wont ultimately do anything. you don't need the life gain, that's not important for a swarm concept. another elspath would help this deck a lot, as its one of your win conditions. some oblivion rings would help a lot too for your spot removal.you only need 21 lands for your mana curve
venser's journal is too slow. it doesn't help you nearly as much as it hurts you for being a brick in your hand till you can play it. howling mine works much better. you only need 1 elixir of immortality, as you have so much "top of your deck" stuff, so take 1 out, and the 3 journals for 4 howling mines
people in legacy that run turn 1 stuff do it to actually affect the game early, like thoughtseize, ponder, or the top. you are playing a combo deck with no way to find the combo
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