Mursh

531 Decks, 573 Comments, 114 Reputation

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.

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Posted 18 January 2011 at 09:39 as a comment on Classic Beatdown Deck

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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.

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Posted 17 January 2011 at 16:15 as a comment on Classic Beatdown Deck

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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.

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Posted 16 January 2011 at 15:38 as a comment on Classic Beatdown Deck

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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.

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Posted 16 January 2011 at 15:24 as a comment on Classic Beatdown Deck

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I ran fire servant in this deck for a while and it is definitely game winner the turn after it comes out but without mana acceleration that is going to be on turn 6 which just wasn't a fast enough game winner. My replacement was the Quest of the Pure Flame and it has seen way more play and has been a game winner many times.

Also I considered Furnace of Rath but given the little defense in this deck I feel like It will do me more harm than good by making me take double damage also. I think it would go great in a creature heavy burn deck with ball lightnings and Hell Sparks ect.

Thanks for the suggestions though.

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Posted 16 January 2011 at 15:02 in reply to #115963 on Fastest Burn Deck

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Thanks for the reply I agree about the Keldon Marauders and now run 4. They help put counters on Quest for the Pure flame and they give the deck more defense.

I am still running 1 Wheel of fortune but may drop it in favor of another browbeat or Quest for Pure Flame.

I'm trying out 2 Flamebreaks and 2 Arc trails right now to add spot removal and I think its a good balance between spot removal and devastating mass removal.

Dropped the Leyline of lightning down to 2, its a game winner in the opening hand but after that its a dead card.

The Fireblasts on the other hand are my game winners most of the time, after you get 4 quest counters on pure flame even if I'm tapped out I can destroy 2 land and play Fireblast for 8 points of damage which is usually enough. Fireball usually does 4 damage or less for more mana and seems way too slow without some major mana accelerators.

Thanks for the help

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Posted 16 January 2011 at 14:53 in reply to #115884 on Fastest Burn Deck

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