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Thread: Riftbolt 10drils

  1. #1

    Riftbolt 10drils

    So the idea is to suspend rift bolt the turn before you go off for 3 damage plus 1 storm on the turn you go off. Only needing 8 storm (7 if your opponent used a fetch land) makes doing this without a draw spell much more viable. The list below is just an anchor and hasn't been tested.

    Rift bolt 10drils

    4 rift bolt
    4 tendrils of agony
    4 pact of negation or mental misstep or overburden?
    4 lotus petal
    4 dark ritual
    4 rite of flame
    4 gitaxian probe
    4 summoner's pact
    1 wild cantor
    2 tinder wall
    1 elvish spirit guide
    3 infernal tutor
    4 brainstorm
    2 manamorphose
    1 Ad Nauseam

    4 land grant
    1 bayou
    1 volcanic island
    1 tropical island

    3 gemstone mine
    4 city of brass

  2. #2

    Re: Riftbolt 10drils

    Hill Giant means business.

  3. #3
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    Re: Riftbolt 10drils

    Cabal Ritual seems better than Rite of Flame here.

    The bad thing is that you have only 4 protec spells, and 0 Burning Wishes to remove problematic hate.
    Super Bizarros Team. Beating everything with small green dudes and big waves.

  4. #4
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    Re: Riftbolt 10drils

    This needs more Ancestral Visions. I dub it Suspenders.dec

  5. #5
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    Re: Riftbolt 10drils

    I dont know if "telling" your opponent when u will Combo off by playing a Rift Bolt is the right idea, allthough the benefit (Storm1 + 3dmg) is without any doubt really nice.
    But i am not convinced that those 4 Slots that can give u the random "luck" to suspend a Bolt could not be better used by something else.

    As mentioned above, the lack of protection also is critical. Combo decks allways need to be able to win versus blue.dec and lately also versus discardBW.dec - either by pure speed (see Belcher and alikes) or by heavy protection/versatility (see DDFT). Chalice @ 1, Trinisphere, Blood Moon/Magus of the Moon, Pithing Needle - just to name a few examples that you can not handle and would most likely destroy your game.

    I think the list is an somewhat ok scratch that can be started with, but is far away from beeing competitive or even Tier2.

  6. #6
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    Re: Riftbolt 10drils

    Quote Originally Posted by sporenfrosch1411 View Post
    I dont know if "telling" your opponent when u will Combo off by playing a Rift Bolt is the right idea, allthough the benefit (Storm1 + 3dmg) is without any doubt really nice.
    But i am not convinced that those 4 Slots that can give u the random "luck" to suspend a Bolt could not be better used by something else.

    As mentioned above, the lack of protection also is critical. Combo decks allways need to be able to win versus blue.dec and lately also versus discardBW.dec - either by pure speed (see Belcher and alikes) or by heavy protection/versatility (see DDFT). Chalice @ 1, Trinisphere, Blood Moon/Magus of the Moon, Pithing Needle - just to name a few examples that you can not handle and would most likely destroy your game.

    I think the list is an somewhat ok scratch that can be started with, but is far away from beeing competitive or even Tier2.
    The bolt does present some interesting lines of play, suspend bolt turn 1 so they put you on burn, or suspend a bolt so they leave mana up for the counter war then wait a turn to sort of fog for a turn.

  7. #7
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    Re: Riftbolt 10drils

    Forget basing it on belcher, just steal Bryant Cook's last TES list:

    4 Gemstone Mine
    2 City of Brass
    2 Scalding Tarn
    2 Underground Sea
    1 Volcanic Island
    1 Polluted Delta
    1 Bloodstained Mire

    4 Dark Ritual
    4 Rite of Flame
    4 Lion’s Eye Diamond
    4 Lotus Petal
    4 Chrome Mox
    4 Burning Wish
    4 Brainstorm
    4 Ponder
    4 Infernal Tutor
    3 Orim’s Chant
    3 Duress
    2 Xantid Swarm
    1 Ad Nauseam
    1 Empty the Warrens
    1 Tendrils of Agony

    3 Pyroblast
    2 Xantid Swarm
    2 Echoing Truth
    1 Wipeaway
    1 Diminishing Returns
    1 Ill-Gotten Gains
    1 Tendrils of Agony
    1 Empty the Warrens
    1 Grapeshot
    1 Duress
    1 Shattering Spree

    -3 Duress
    -3 Chant
    -2 Xantid

    +4 Rift Bolt
    +4 Ancestral Visions
    ?????
    Profit!

  8. #8
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    Re: Riftbolt 10drils

    Swarm makes no sense in the MD.
    90% of the decks out there play enough removal to blank it.
    It's a SB card, period.

  9. #9
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    Re: Riftbolt 10drils

    Quote Originally Posted by klaus View Post
    Swarm makes no sense in the MD.
    90% of the decks out there play enough removal to blank it.
    It's a SB card, period.
    You can take that up with Bryant, not my list.

  10. #10

    Re: Riftbolt 10drils

    Quote Originally Posted by sporenfrosch1411 View Post
    I dont know if "telling" your opponent when u will Combo off by playing a Rift Bolt is the right idea, allthough the benefit (Storm1 + 3dmg) is without any doubt really nice.
    But i am not convinced that those 4 Slots that can give u the random "luck" to suspend a Bolt could not be better used by something else.

    As mentioned above, the lack of protection also is critical. Combo decks allways need to be able to win versus blue.dec and lately also versus discardBW.dec - either by pure speed (see Belcher and alikes) or by heavy protection/versatility (see DDFT). Chalice @ 1, Trinisphere, Blood Moon/Magus of the Moon, Pithing Needle - just to name a few examples that you can not handle and would most likely destroy your game.

    I think the list is an somewhat ok scratch that can be started with, but is far away from beeing competitive or even Tier2.
    Discard is a pain if you don't have brainstorm or 2 business spells, but the idea behind running 4 tendrils of agony and no led is that about 40-50% of the time you won't have to resolve any key spells (read you can play through hate) which is a big help against blue. I was considering dropping the pacts and just going 4 tendrils/4 empty the warrens to improve on that. The other advantage is you can wait longer to go off if you're not reliant on life because of ad nauseam or doomsday. 3sphere/chalice are only fringe played and this deck can deal with magus of the moon ;D. Pithing needle?

  11. #11

    Re: Riftbolt 10drils

    Hey,

    I played this list yesterday to an impressive 0-2 drop. I managed to lose games after making 22, 18, and 12 goblins.


    4 rift bolt
    4 lightning bolt
    3 tendrils of agony
    4 empty the warrens

    4 lotus petal
    4 dark ritual
    4 rite of flame
    4 gitaxian probe
    3 tinder wall
    2 simian spirit guide
    4 brainstorm
    3 ponder
    3 manamorphose

    4 gemstone mine
    4 city of brass
    4 mana confluence
    2 undiscovered paradise

  12. #12
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    Re: Riftbolt 10drils

    You have discovered why making Goblins is only done after sufficient discard and against certain decks (or a storm line that didn't pan out.)

    Take Bryant's list, swap Swarms for RiftBolts, the 4th Chrome Mox for a Riftbolt, and the third chant for a Riftbolt. Test from there. Don't try to make a multi-colored Spanish Inquisition that lacks the key cards, or start with a belcher list missing it's key cards.

    Instead take a storm list, and swap out it's protection slots for speed-slots and you'll get the results you want. As a brewer I get the resistance to that idea; but this particular idea is such a small suggestion it doesn't need a paradigm shift, it just needs to see if RiftBolt is good enough. I do think Pact of Negation sounds OK, but it also doesn't work with Gobbos; probably why it's not used.


    Criticism: I don't think it'll be good enough. Storm often needs to see it's draw and then go "AH, yes, this is the hand." If you wait to do that, you'll have an easier time going off but you'll be a turn slower in a deck with less protection. If instead you say "I think this is good enough" and you go for it with a Riftbolt, you may draw bad and now you're down a card and a storm. I will say that Riftbolt's use for nixing hatebears seems ok.
    Quote Originally Posted by Nestalim View Post
    Wrong. Gideon Emblem protect you from losing and you can even open your binder and slam some cards on the board, not even the HJ can DQ you now.

  13. #13

    Re: Riftbolt 10drils

    Quote Originally Posted by tescrin View Post
    You have discovered why making Goblins is only done after sufficient discard and against certain decks (or a storm line that didn't pan out.)

    Take Bryant's list, swap Swarms for RiftBolts, the 4th Chrome Mox for a Riftbolt, and the third chant for a Riftbolt. Test from there. Don't try to make a multi-colored Spanish Inquisition that lacks the key cards, or start with a belcher list missing it's key cards.

    Instead take a storm list, and swap out it's protection slots for speed-slots and you'll get the results you want. As a brewer I get the resistance to that idea; but this particular idea is such a small suggestion it doesn't need a paradigm shift, it just needs to see if RiftBolt is good enough. I do think Pact of Negation sounds OK, but it also doesn't work with Gobbos; probably why it's not used.


    Criticism: I don't think it'll be good enough. Storm often needs to see it's draw and then go "AH, yes, this is the hand." If you wait to do that, you'll have an easier time going off but you'll be a turn slower in a deck with less protection. If instead you say "I think this is good enough" and you go for it with a Riftbolt, you may draw bad and now you're down a card and a storm. I will say that Riftbolt's use for nixing hatebears seems ok.
    I think you're right.

  14. #14

    Re: Riftbolt 10drils

    I was thinking something like this:

    4 tinder wall
    4 drs

    4 manamorphose
    4 gitaxian probe

    4 cabal therapy
    3 rift bolt

    4 empty the Warrens
    4 tendrils of agony

    3 brainstorm

    4 dark ritual
    4 rite of flame
    4 lotus petal

    1 phyrexian tower
    14 rainbow lands

    SB:
    4 pattern of rebirth
    1 sylvan caryatid
    1 emrakul
    1 griselbrand
    2 sylvan library
    3 abrupt decay
    3 Thoughtseize
    Last edited by kinda; 05-12-2018 at 09:15 PM.

  15. #15

    Re: Riftbolt 10drils

    Do you think dreadhorde arcanist would be good in this deck?

  16. #16
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    Re: Riftbolt 10drils

    Is it possible for ANY card to be good in a bad deck?

    Empty the Warrens is good in 2 cases:
    1) Making 12+ goblins on turn 1

    2) Using it later in the game, playing through disruption, when you can't get off enough storm to use Tendrils but also have disruption to make sure they can't answer your tokens.

    In case #2 you really want some discard to clear the path. If you don't have disruption, you want those Goblins on turn 1 and hope to race. Going off without disruption past turn 1 just isn't a thing. There's a reason a grand total of 0 Tier 1 - Tier 3 storm decks even attempt to do that. They branch into turn 1 Glass Cannon (Belcher, Cheerios) or a turn 2-4 deck with disruption (ANT, TES, High Tide). Turn 2-4 Glass Cannon is just bad.

    If this strategy is to work, it should be built around a disruptive shell like the above TES list. Until there's a working shell, it doesn't make sense to consider adding single cards.

    Another key feature of Storm is blanking creature removal in game 1. Dreadhorde Arcanist will just eat whatever dead removal is stuck in their hand, dying immediately while giving opponent virtual card advantage, so it seems bad. Postboard you could consider boarding it in, but there just isn't enough sideboard space for cuteness.

  17. #17

    Re: Riftbolt 10drils

    Quote Originally Posted by hermit_druid View Post
    Do you think dreadhorde arcanist would be good in this deck?
    No.
    Quote Originally Posted by Laser Brains View Post
    With the printing of Gigantosaurus, Thrashing Brontodon and Steel Leaf Champion the deck has evolved from good to very competitive. Anyway, give it a few play tests if you are interested and let me know what you think.

    Winter Maze
    Quote Originally Posted by CptHaddock View Post
    With veteran explorer I know that I 100% will not enjoy a 30 minute grindfest against someone who can barely afford dual lands and believes that their deck can cast a 10 mana 8/8.

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