Classic Beatdown Deck

by MrSpaceWorm on 23 December 2010

Main Deck (60 cards)

Sideboard (15 cards)

Land (15)

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

WILL THIS DECK STOP GETTING BETTER ?

Thanks to Mursh who gave me lots of help building this deck and thanks to everybody who comments and rate I do appreciate it !

-
2018 update : I am sorry to everybody who helped me build the deck this once was.
It once was a control burn deck believe it or not.
I hate red decks with a Passion. I made this deck 8 years ago out of spite. I now look at it after some touch up and still hate everything about this list.


I am sorry

How to Play

You either win or you lose

Deck Tags

  • Modern
  • Mono Red
  • Burn
  • Beatdown
  • Win

Deck at a Glance

Social Stats

9
Likes

This deck has been viewed 10,915 times.

Mana Curve

Mana Symbol Occurrence

000384

Deck Format


Legacy

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Classic Beatdown Deck

Please notice and comment !

0
Posted 24 December 2010 at 16:51

Permalink

comment i need upgrd

0
Posted 25 December 2010 at 23:38

Permalink

I like where you are going with this deck.

I think you are slowing yourself down way too much with all the tapped lands and with the splash of blue.

It think you should drop all the lands that come into play tapped with the exception of maybe the Teetering Peaks.

Drop the unsummons.

You may want to run 4 Simian Spirit Guide to add mana acceleration or you can still play them as creatures once you have enough lands out.

Replace the Arc Runners and 2 of the lightning Serpents with Ball Lightning for more consistent higher damage.

With those changes I think this will be a really nasty deck.

0
Posted 16 January 2011 at 15:24

Permalink

Also 4 Chain Lightning could find a home in this deck. It could be better than lava spike because you can spot remove creatures with it or it could. Or you could take the creature count down slightly in favor of a chain lightning.

0
Posted 16 January 2011 at 15:38

Permalink

Thank you very much I have made few change do you like it more like that ?



I do

0
Posted 17 January 2011 at 03:05

Permalink

Yes this looks much better. I think this build will be much faster and will put out more damage even quicker than before.

You will have to play test and see how it runs. I still think you should take out the Sandstone Needle or maybe drop it to 2. I think it will slow you down too much in the early game which is where this deck needs to be doing its most damage. Once they get some big creatures out to absorb your damage this deck will run out of steam. Also the more extra lands you have in play the better, just in-case you need to sacrifice them to Torpid Moloch for a finishing swing.

0
Posted 17 January 2011 at 16:15

Permalink

Your right

Im on my way

Thank you a lot , I think I was needing someone else for getting rid of blue

And for the advice thanks you I didnt know card like Simian Spirit exist ... If you got a chance got take a look around my Tap and Win deck and the Deck Out Test

I own them all so Id really like to have 3 good deck ... Im building a green based around Garuk and his friends ...

Im getting out of point get rid of 2 Sandstone Needle for serpent ? I dont know its just that I have done one of my friend by a 48 dmg in one blow with that Serpent ...

0
Posted 17 January 2011 at 22:43

Permalink

I just done 5 hand test and Every time its like : 30 dmg around round 3-5

0
Posted 17 January 2011 at 22:48

Permalink

I think this build right here looks about perfect. I know that Serpent can do massive damage in later turns and that the Sandstone Needle can help with that but he is probably going to be a finisher in this deck. I think taking him and Sandstone Needle down to 2 is a good balance between speed and a powerful finish.

I have one more possible suggestion for this deck and that is Flamekin Harbinger. It may be worth considering dropping the Torpid Moloch down to 2 or take them out completely for some flamekins because they let you search your deck for any of your creatures except the Simian Spirit Guide and could really help you out in the right situation.

Ive had a fast red deck bug for a little while and have most of the cards needed for this deck so I am looking forward to playing with a version of it sometime in the future. Ill try to take a look at your other decks some time too.

Bravo.

0
Posted 18 January 2011 at 09:39

Permalink

Thank you a lot I have made all that change in my real deck and I find it way more solid then it was I can suprise by getting 1 to 3 more mana in one turn it help me out quite some time against my friend who have a destroy land / artifact so even if I only have one or two land I still can do massive dommage out of nowhere ... Thank you you have made my day

0
Posted 22 January 2011 at 16:27

Permalink

Ive played with this deck a few times and I still feels like it is missing something. It has no problem in the damage department but it leaves you defenseless a lot. Using burn spells on you opponents turn to zap creatures is its only defense now and I think it does need a little more.

I haven't got the new cards yet so I don't know if it will work out but I made a few changes that should beef up this decks some more. For a much greater defense I am trying out Smoke and to add extra mid to late game bite I am going to try out Koth. I am also playing around with putting in or sideboarding Dragon's Claw, smokestack, Kiln Fiend and Gratuitous Violence.

Here is what I am trying out right now.
4x Simian Spirit Guide
4x Hellspark Elemental
4x Spark Elemental
2x Flamekin Harbinger
4x Ball Lightning
Enchantments
4x Smoke
Land
14x Mountain
2x Sandstone Needle
4x Teetering Peaks
Planeswalkers
2x Koth of the Hammer
Spells
4x Brute Force
4x Lightning Bolt
4x Assault Strobe
4x Chain Lightning

0
Posted 01 February 2011 at 10:20

Permalink

Mursh has deleted this comment.

Posted 01 February 2011 at 11:05

Permalink

Hello again Mr. Spaceworm

I've made changes AGAIN to my deck. lol Just thought I would let you know some other cards to consider. I was having pretty good luck with Smoke, especially against white weenie decks. However, I have a lot of friends who run really huge creatures and even though they can only untap 1 creature per turn they were still slamming me with a lot of damage. To combat this I started running Meekstone. I have found it better against most decks unless they pump out lots of small creatures. Meekstone combined with Uphill battle it is especially devastating.

0
Posted 09 March 2011 at 13:12

Permalink

A few cards for you to consider. Fire Blast, maybe the greatest game ender there is. Reckless Abandon for the Ball Lightnings, and other creatures that go away at end of turn anyway. And for late game when and if you stall out is Cursed Scroll. 2 Damage every turn.

0
Posted 10 March 2011 at 09:03

Permalink

Thanks man !

Ive combined both of your comments and I think I have made a really strong deck this time x)

Anyways like allways keep sharing with me ! I still learn everyday

0
Posted 12 April 2011 at 05:26

Permalink

I know I have revisited this deck too many times but I just saw the new card Sundial of the Infinite and thought it would be awesome with a deck similar to this. Sundial of the Infinite lets you end your turn before the endstep which is when you must sacrifice most of your creatures. If you end before your end step than you don't have to sacrifice stuff like ball lightning, Hellspark Elemental and Spark Elemental.
If you mix Mimic Vat in the mix it gets even better. Here is a link to the deck I put together if you want to check it out.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=211047

Cheers!

0
Posted 19 July 2011 at 20:21

Permalink

Another Card to consider for this deck would be fling, if you attack with those spark elementals (or add ball lightening which is the same might as well let them deal their damage again before saccing them

0
Posted 20 July 2011 at 08:03

Permalink

rite of flame?

0
Posted 20 July 2011 at 21:40

Permalink

Doesn't this deck won't stop getting better.

0
Posted 22 July 2011 at 01:52

Permalink

That's true, but who give a daaamn ?

0
Posted 22 July 2011 at 07:12

Permalink

Really cool deck. Both enchantments work will :)

0
Posted 22 July 2011 at 09:34

Permalink

Good deck construction, how about finding a home for brow beat to get back a little of that card disadvantage from burning so fast?

0
Posted 22 July 2011 at 13:57

Permalink

Um... cause browbeat sucks? >.< took me ages to realize it doesnt do enough in a burn deck, especially in legacy.

0
Posted 23 July 2011 at 15:21

Permalink

If you don't burn for a win in a few turns, beat is one of the few draw options red has.

0
Posted 27 July 2011 at 17:29

Permalink

Hey, why not 4 flameblasts? I dont think you need the meekstone, they shouldnt live that long...

0
Posted 23 July 2011 at 15:22

Permalink

Well lol I didnt see my deck did a kinda comeback ^^

Thanks again mursh I did not see Sundial like that I was playing it in my counter spell deck to buff out stuff ..

I do play 61 card in deck now but its not that bad no ?

Wyrsa you say I should get meekstone out ? turn two I get out a creature with power 3 and 1 attribute at least in every color if you get combo deck then its worst lol

Thanks again cheer up !

0
Posted 25 July 2011 at 08:21

Permalink

Haha yeah I saw that it shot to the front page. I did find out unfortunately that I did jump the gun. Sundial of the Infinite doesn't work out like I thought because you will have to sacrifice them at the end of your opponents turn anyway. :-( Big bummer.

0
Posted 28 July 2011 at 05:02

Permalink

Hellspark Elemental and Spark Elemental still have to be sacrificed even if you try the sundial shenanigans, they say "Sacrifice at end of turn", end of turn still happens with sundials effect.

With sundial you can pretty much get around any effect that includes "At the beginning of the NEXT ___ step", these delayed triggers can be 'exiled' from the stack by using sundial's ability. Both Hellspark Elemental and Spark Elemental have end of turn sacrifice" which cant be cheated by sundial, due to them having to be sacrificed at end of turn which still occurs. Even Ball Lightning which has "At the beginning of the end step, sacrifice Ball Lightning" cant be dodged by sundial, since it is not a delayed trigger that can only occur once, it would just occur again on your opponents end step.

0
Posted 28 July 2011 at 16:32

Permalink