Thank you for your suggestion. I was contemplating about the Ratcatchers as well, but couldnt decide. I took a look at your deck you linked.. I really like it. I can't believe I forgot about Konda's Banner! That's something I'll probably add.
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I get where you're going with keeping everything down to 1 mana cost, and the low total card amount. But... why not just do a 4 of on the Arsonists and Fireslingers? And as a suggestion on maybe filling the deck out a bit more, you could maybe consider adding in Goblin Replicas and Shrapnel Blasts (Along with some Great Furnace to use as shrapnel fodder just in case). I made a deck with a similar concept, check it out if you like. http://www.mtgvault.com/ViewDeck.aspx?DeckID=195397 Overall I like your deck! :)
If you play lust for war on the obliterator, you'd be trashing your own stuff.
Burst Lightning imo is crap, but I know a lot of people use it. I do agree about your Mountains though.. you have way too much land in this deck, especially for the mana curve. You only need 20 land here at most. That would leave you room to throw in some more burn or whatever.
Looks nice. Might think about sliding in a couple Fatal Attraction to stick on the Stuffies. Automatic 4 damage a turn.
I would say slip some Lightning Bolt and Arc Trails in there, as a backup at the very least. They both let you target creatures OR players - and really, you don't need THAT many spells that target all creatures. Only other thing I could say is maybe add some Needle Drop for some card draw, but that's up to you.
I like the idea of this deck, it looks like a fun concept. My only concern is what is going on while you wait for your enchantments to come out. Every damage spell you have is directed at creatures only (save for 2 that do damage to all players), relying on Repercussion to do damage to your opponent. Meanwhile, your opponent has plenty of time to do whatever they can. Obviously, low power creatures will probably get removed by your burn, but.. I don't know.. it just seems like it has some early game weakness to it if you don't pull Repercussion or Smoke in your opening hand, or in the first couple turns. With that said, if you're playing against green or blue and they counter/destroy your enchantments you're pretty much done.
I love it. :) Should move really quickly, one would hope. Though.. you might think about doing some arid mesas to help ramp mana in, otherwise the lack of defending creatures may or may not become a problem. I know you have the burn spells in there to probably help pick opposing creatures off. I was going to make a deck just like this, haha. I made a precursor variation on this that isn't quite as heavily elemental sac-heavy, and then was going to do the full elemental one later.. You can have a look at my 'precursor' to this if you like: http://www.mtgvault.com/ViewDeck.aspx?DeckID=198360
I knew as soon as you found out about Felidar you'd want to use it. Jerk. :)
LONG LIVE THE DWARVES! I love you! Haha. I've always wondered why they printed a handful of (let's face it) kind of crappy dwarf cards, and never again paid the nobler race any more attention. It's high time they revisit the dwarves and give them the glory they deserve! Well done. :)
If you're trying to compete with a fast moving elf deck, you need some fetch lands like Arid Mesa in your deck. Otherwise, it looks like you're heading in the right direction with what you've got here.
Blue in a burn deck? Heresy! It looks good so far. The Kiln Fiend/Goblin Tunneler combo is interesting. You can take a look at my Burn deck if you like, maybe get some ideas. http://www.mtgvault.com/ViewDeck.aspx?DeckID=191343
IMO, the Memory Jars don't really have much business being in a 'fast moving' burn deck. I would nix those. Alternatively, I'd do: Jar x2 Shock x3 Assault Strobe x3 That'd leave everything you wanted in, but just reduces their number slightly. Check out my Burn deck if you like. It's 75 cards though (casual game among friends). http://www.mtgvault.com/ViewDeck.aspx?DeckID=191343
I'm using the Viashino Sandscout because at the end of the turn, he goes back to my hand. This means I can play him over and over again, taking advantage of the bonus from Primal Forcemage. If I used the Hellspark, I could only attack with it twice essentially.. once when I play it, and once when I unearth it. That said... I think I am going to take 2 of the Sandscouts out and put 2 Hellsparks in because the Hellsparks have trample as well as haste built in. Thanks! :)
Those were honest questions, by the way. I wasn't trying to sound like a smartass. :) I've seen the Jackal Pups in a few decks and just couldn't figure out why they'd be used over other available cards. Your explanation makes sense, and I appreciate it. Thank you!
The Stomping Grounds are currently $8 or $9 a card, and that's more than I'd ever pay for a land card (or most any card, probably). I considered Copperline Gorge, originally but I don't own any atm. Rage Pits is cheap and could give the Sandscouts trample, so I may consider 2 of those. Good advice on all accounts, thank you. :)
I did think about the Bloodbraids for awhile, because they'd git nicely - I think ultimately I passed on them because of the 4 mana cost (which isn't that big of a deal). I'll probably swap them in at some point to see how they play for me.
Very cool, I like it.
I really like the look of this deck. I also like the creature choices.. something different for a change. Plus, I just like the black/red combo stuff. I tried to find a reason for the Veinfire Borderpost, but didnt see anything that stuck out. Why don't you just add some more land instead of the Borderpost which is a lot slower/more work for the mana? Could do some Auntie's Hovels that give the same mana.
Looks nice. Book Burning seems like it would fit in here nicely, but I don't know what you'd take out to make room. Anyway, nicely done.
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