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  1. #1
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    Ruby Storm

    Fun Vintage Cards



    The Legacy Equivalent



    How?



    The core. I'm pretty sure that this deck has 52 cards that are more or less set in stone. The other 8 seem like they can be anything.

    Here's the 52:


    4 Ruby Medallion
    4 Lotus Petal
    4 Lion's Eye Diamond

    4 Rite of Flame
    4 Seething Song
    4 Manamorphose
    4 Gitaxian Probe
    4 Act on Impulse
    4 Burning Wish
    2 Past in Flames

    //14 lands (some combination of)
    10-12 mountains, 2-4 sol lands


    the other 8 slots have been:


    Reforge the Soul
    Guttersnipe
    Helm of Awakening
    Commune with Lava
    Empty the Warrens
    Lightning Bolt
    Hazoret's Undying Fury
    Simian Spirit Guide
    Grapeshot
    Shreds of Sanity
    Faithless Looting


    sideboard (my preference, but lots of room for options)

    1 Past in Flames
    1 Reforge the Soul
    1 Tendrils of Agony
    1 Grapeshot
    1 Empty the Warrens
    1 By Force
    1 Cave-in
    1 Pyroclasm
    1 Fiery Gambit
    2 Abrade
    2 Scab-Clan Berserker
    2 Silent Gravestone


    What is this deck?
    Ruby storm is a combo deck designed to take advantage of having many ritual effects, and to lessen the overall cost of spells. Some of the main functions here are to abuse Burning Wish and Act on Impulse with the help of rituals and Lion's Eye Diamonds to string together as many spells as possible. Guttersnipe is an additional threat for times when Burning Wish is not possible, or when you have a string of spells that leads to nowhere. Lightning Bolt is for interaction and reach. This storm deck is unique in that it gets to play with City of Traitors, which can function as a mini ramp spell the turn you combo. It also allows for some strong turn 1's when playing a Ruby Medallion or a Guttersnipe on turn 2.

    Why would I play this?
    You enjoy storm combo, but are tired of ANT/TES/High Tide. You enjoy playing with Lion's Eye Diamond and killing with Tendrils of Agony. You like being able to manage your storm and mana with only two dice.

    Why shouldn't I play this?
    Decks with ponder and brainstorm offer a little more consistency. Decks with black provide you with some hand disruption.

    Here's the 52 which are probably incorrect not to play with some description:

    MAINDECK
    4 Ruby Medallion
    This deck is not playing the most efficient cards like other legacy decks. The deck is still good without a Ruby in play, but when one is play the rest of the deck almost feels like playing vintage. Never play less than 4.
    4 Lotus Petal
    We have access to a lot of ritual effects, but due to the low land count, and ability to cast this off of Act On Impulse it's played over other ritual effects like Desperate Ritual and Simian Spirit Guide.
    4 Lion's Eye Diamond
    LED is unique in this deck, it is more like a Black Lotus here than in other decks. The tutor plan is the same as in TES/ANT, but with Act on Impulse it plays any of the revealed cards just like Black Lotus.
    4 Rite of Flame
    Red's sort of Dark Ritual. If I could guarantee I'd have a turn 1 Ruby every game, I might consider Desperate Ritual over it. Make sure you sequence these properly by trying to draw into more before casting them from the graveyard.
    4 Seething Song
    Red's actual Dark Ritual. It costs 3 to start, but it has the same effect as Dark Ritual. With a Ruby in play, it's a threshold Cabal Ritual. With 2 Ruby Medallions in play there really isn't an analogue. Blacker Lotus I suppose.
    4 Manamorphose
    Manamorphose is unique in this deck. It normally just cantrips and fixes your mana, in this case you'll only "fix" it if you're afraid of killing yourself with phyrexian mana or to generate enough black mana for your Tendrils of Agony. With a Ruby Medallion, it also generates a mana. Extremely powerful with a Past in Flames and Ruby in play.
    4 Act on Impulse
    Act on Impulse is deceptive. It appears rather weak as it costs 2R to start. When playing a few games it's quite obvious that with Ruby in play the card is nuts. I don't need to speak more to that. I would like to address that the card is still pretty good with no Ruby in play, given that you are running LED's. If you have an LED in play you don't need to crack it in response, you can just reveal 3 and see what you get.
    4 Burning Wish
    Burning Wish is one of the decks main win conditions, and in this deck is usually a Tutor for R. Don't be afraid to use one early to make sure you have a Past in Flames in hand. Another non kill target for the deck is Reforge the Soul, which has unfortunately been phased out of the maindeck over time.
    4 Gitaxian Probe
    Gitaxian Probe allows the deck to interact with the opponent to some extent. The deck doesn't run discard, and it doesn't have counterspells. What this deck can do though is brute force your way through multiple counterspells due to playing many threats. It's better to know what your opponent has when using this approach. You should note that you will cast this spell roughly 4+ times per game, and almost always with phyrexian mana. This is the main reason for running City of Traitors over Ancient Tomb.
    2 Past in Flames
    This card is the glue that holds the deck together. It allows the deck to brute force your way through blue decks. If you don't run enough then you will need some alternative way to push through a lot of counters/discard.

    10-12 Mountain
    2-4 Ancient Tomb

    14 lands, it's rare to see sol lands in a storm deck as they are playing many colors. Take advantage of the mono colored storm.

    suggested 8:
    2 Commune with Lava
    It's like braingeyser except that it makes led into black lotus. Hard to fit more than 2, as it's a bit clunky.
    1 City of Traitors (extra sol la
    3 Guttersnipe
    This guy is great. I avoided playing with him for quite some time. That was stupid of me. Once he's on the board, if left unchecked he will win the game that turn or the following. I guess you need to see it to believe it. I did.
    2 Lightning Bolt
    Utility. There's a lot of options for these 2 slots. This card gives you a maindeck answer to Deathrite Shaman, Leovold, and Thalia. The ability to give the deck some more reach is worth noting as well. With Guttersnipe it's 5 damage. Every threat you can kill with a bolt can also buy you some time to find the cards you actually need. You could potentially run Magma Jet here or Abrade, but 1 mana for 3 damage is just too much of bargain.

    SIDEBOARD
    1 Past in Flames
    see above
    1 Reforge the Soul
    Wheel of Fortune for 3RR, although usually in this deck it's 2RR or even 1RR. Against a non-blue deck, casting this card usually results in game over. It's still okay vs blue, but I wouldn't bank on it, more of a reset button vs blue.
    1 Tendrils of Agony
    Win condition.
    1 Grapeshot
    Tertiary win condition, can be boarded in vs surgical decks.
    1 Empty the Warrens
    Quaternary win condition. Prefer to keep in the sb.
    2 Scab-Clan Berserker
    To deal with storm matchups. Also not terrible vs cantrip decks.
    1 By Force
    Kill problematic artifacts.
    1 Cave-in
    I like a free mini-wrath. Also some extra damage with guttersnipe in play.
    1 Shattering Spree
    Another artifact killing wish target.
    1 Pyroclasm
    Pseudo wrath effects vs most legacy creatures.
    1 Fiery Gambit
    This is still in testing, but I felt like sometimes the deck just feels like you can't get there. If that happens and there's a creature in play, take a chance. @12.5% to hit all 3 coin flips, it might be worth it. 9 cards and untapping your lands will almost 100% win the game.
    2 Abrade
    Great Utility card.
    2 Silent Gravestone
    Only 2 right now, it could be used in that Cave-In slot for a 3rd. Protects you from Deathrite and Surigcal Extraction. Also attacks Deathrite, Snapcaster, and Life from the Loam.

    and possible other list to be tested:


    4 Ruby Medallion
    4 Lotus Petal
    4 Lion's Eye Diamond

    4 Rite of Flame
    4 Seething Song
    4 Manamorphose

    4 Act on Impulse
    4 Burning Wish
    4 Gitaxian Probe
    2 Past in Flames
    3 Guttersnipe
    4 Lightning Bolt
    1 Empty The Warrens
    12 Mountain
    2 City of Traitors


    sb

    SIDEBOARD
    2 Abrade
    2 Silent Gravestone
    2 Scab-Clan Berserker
    1 Reforge the Soul
    1 Insult / Injury
    1 Goblin War Strike
    1 Tendrils of Agony
    1 Empty the Warrens
    1 Past in Flames
    1 Grapeshot
    1 By Force
    1 Pyroclasm


    Potential card choices for main or sb.
    Helm of Awakening
    Gamble
    Empty the Warrens
    Reforge the Soul
    Simian Spirit Guide
    Hazoret's Undying Fury
    Faithless Looting
    Overmaster
    Goblin Lore
    Shreds of Sanity
    Desperate Ritual
    Commune with Lava
    Epic Experiment
    Gifts Ungiven

    and more for SB
    Defense Grid
    Blood Moon
    Chandra, Torch of Defiance
    Goblin War Strike
    Scab-Clan Berserker
    Tormod's Crypt
    Telemin Performance
    Faerie Macabre
    Surgical Extraction
    Pithing Needle
    Pyroblast
    Red Elemental Blast
    Boil
    Boiling Seas
    Anarchy
    Blood Sun

    How to play the deck
    I'd recommend first goldfishing quite a bit. First of all, it's fun. Secondly, it's quite important to know how to sequence your spells with this deck.

    First I think the biggest issue for players with this deck is that they want to treat it like a belcher deck. WHat I mean by that is that players want to go off as soon as possible. While that is entirely possible (turn 1 kills are possible with this deck), you wouldn't expect TES or ANT to try to go off on turn 1. They tend to play a little slower to sculpt their draw vs blue decks and discard cards that would be a threat. With this deck you can roughly do the same by generating more mana.

    For example: A deck like ANT can't really generate enough mana without thresshold to brute force their way through 2+ counterspells. TES is slightly faster, but generally there arne't enough business spells to force through.

    A big point I want to make is that when ANT casts past in flames, they can usually cast a few rituals and a discard spell or two, but it's quite hard to cast the cantrips as it's a lot harder to generate blue mana in those situations. With this deck, you are likely to cast all of your cantrips and act on impulses. It makes almost any past in flames a must counter, even if it doesn't look like there is anything menacing in the graveyard.


    Aim for somewhere around a turn 2-3 with this deck for when you first try to go off.

    You should also be comfortable counting mana quickly.

    Quick reference:
    Rite of Flame. (First is +1, 2nd is +2, 3rd is +3, 4th is +4)
    Seething Song. (+2, but with a Ruby it's +3, 2 rubies is +4)
    Manamorphose. (with Ruby it's +1)
    City of Traitors and LED. More obvious but +1 and +3 respectively.

    This deck has some very good topdecks, which is why it can be so powerful.
    8 cantrips and 4 AoI + 4 wish + 3 PiF. unfortunately there's really no library manipulation in this build, so you just have to draw the dead cards. Fortunately guttersnipe allows the cantrips even when they're bad to be good.

    MATCHUPS

    Lands

    They are generally a bit too slow here and not interactive enough on game 1. Be aware of Tabernacle and Glacial Chasm. Tendrils will kill through Chasm.
    POST SB:
    Lands tends to bring in some disruption in the form of Thorn Effects, Chalice effects and sometimes Leyline of Sanctity. Occasionally there is a Trinisphere.

    Bring in abrades, possible a shattering spree. Bolts are less than stellar in this matchup so it's an easy swap.

    Keep in mind guttersnipe gets around Leyline of Sanctity

    Will update these over time, and will ask for some feedback from others.

    Grixis Delver
    Czech Pile
    Elves
    ANT
    TES
    Maverick
    Aggro Loam
    Reanimator
    GrixisControl
    Sneak and Show
    Death and Taxes
    Stoneblade
    Deathblade, 8 1drop
    UR delver
    Eldrazi
    Tron/Post Eldrazi
    Burn
    Rug Delver
    Dredge (LED)
    Miracles
    HighTide
    Turbo Depths
    NicFit
    Food Chain
    Bug Aluren
    Moon Stompy
    Last edited by mistercakes; 02-21-2018 at 05:51 PM.
    -rob

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    Re: Hazoret's Ascension

    I think the more efficient & resilient strategy is Dark Rit -> Doomsday -> Act on Impulse or Three Wishes. Exile an LED or two, and use them to cast cards not in hand.

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    Re: Hazoret's Ascension

    i'm pretty sure that has nothing to do with this deck and if you're going to compare another deck, then just play ANT.
    -rob

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    Re: Hazoret's Ascension

    Quote Originally Posted by mistercakes View Post
    i'm pretty sure that has nothing to do with this deck and if you're going to compare another deck, then just play ANT.
    It's a 6 mana Act on Impulse. It's a pretty direct comparison. I mean you can free-cast stuff, but this is like tier 5 brewing; move it to modern deck development?

    This is a 6 mana sorcery that lowers its own EV by having any copies of itself in the same deck. 1x it in the sideboard and Wish for it, that's about the only hope for this card getting played/sort of built-around in legacy.

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    Re: Hazoret's Ascension

    it's most certainly not a 6 mana act on impulse. it seems to be a very powerful card. it's my first draft, but i think the deck could be quite strong in its own right. it's major issue is that it is a glass cannon deck. the deck can go off on turn 2-3 pretty consistently (lethal)

    helm of awakening, ruby medallion, burning wish are not modern legal. rite of flame and seething song are banned.

    anyway, constructive criticism is welcomed, but what you mentioned is borderline trolling.
    -rob

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    Re: Hazoret's Ascension

    Quote Originally Posted by mistercakes View Post
    anyway, constructive criticism is welcomed, but what you mentioned is borderline trolling.
    A good rule to live by concerning Helm of Awakening effects is don't run them; but if you're determined to, you absolutely need to be playing P-Fire.

    The easiest way for big mana, mono-red to win a game of legacy is Chalice on 1 (+/- turbo Moon), and the easiest way to do that is Sol Lands...so you're making a bad Big-Red/Dragon Stompy deck that is as fragile as Belcher but also slower and with built-in nonbos.

    The formula the deck has to adhere to is solved, because all big mana mono-red decks are essentially "cheese" - and that's a valid strategy. It's just hard to take a list like this seriously when it has no 1-drops, huge mana, and no Chalice. Do you want to make a Chalice on 1 Belcher-style deck or do you want to play some strange P-Fire grindy stormy thing? Either way, the 6 drop sorcery has to reside in the board - maybe you were under the impression that if its cost were reduced to 5 or less that it can free-cast itself like Mind's Desire? The cmcs of this deck are pretty outrageous, have you considered Vial Smasher or Sin Prodder?

    Edit: Rite of Flame, there is a one drop.

  7. #7

    Re: Mono Red Storm

    Something like Pyromancer’s Goggles?


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    Re: Mono Red Storm

    Feel free to try it, I thought it looked too expensive to cast.
    -rob

  9. #9

    Re: Mono Red Storm

    Love it, I'm going to run this at our weekly next week! (I only attend fortnightly due to life)

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    Re: Mono Red Storm

    that sounds awesome. i'm really happy some other people are going to play it.

    will you have the new card by then?
    -rob

  11. #11

    Re: Mono Red Storm

    Quote Originally Posted by mistercakes View Post
    that sounds awesome. i'm really happy some other people are going to play it.

    will you have the new card by then?
    We allow 30 "playtest" cards so I'll just proxy em :)

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    Re: Mono Red Storm

    that's great.

    i just tried a mtgo league without hazoret's and went 2-3.

    ANT 0-2 (game 1 an AoI whiffed completely), game 2 i got crushed
    UR Delver 2-1 (game 1 i lost to aggro start)
    Red Stompy 2-1
    Food Chain (1-2) won g1, g2 and g3 multiple mindbreak trap + leovold in both games, also force of will in game 3.
    Czech Pile (1-2) won game 1. game 2 i mulled and kept a risky 6 nonland. promptly lost never drawing a land. game 3 i durdled around a bit. he had a strix and a snapcaster. he double thoughseized me but only hit a manamorphose and another ritual. he lands a leovold. only out here is using lots of AoI. i topdeck a chandra and have the past in flames in hand.

    i can hope to chain off of the AoI. i cast desperate ritual, add RRR, cast PiF. he invasive surgery without the kicker thing. then i recast it. he FoW. then i cast chandra reveals burning wish. at this point i only have 1 red mana left. i cast wish anyway and he flusterstorms. sometimes they just have everything!

    deck is obviously a lot more vulnerable to leovold without hazoret's. in this version the deck is more dependent on reforge the soul. had i landed a defense grid, i think i had the game. he abrupt decayed my grid before i got to go off.
    all in all i'm pretty satisfied with this draft considering it doesn't even have the most powerful card in the list.

    the only match that was rough was the storm one, and i have beaten it a few times in the practice room...but you never know how good they are.


    here's the ghetto version i played.

    10 mtn
    4 tomb
    4 petal
    4 grid
    4 wish
    4 desperate
    4 helm
    4 ruby
    4 simian
    4 seething
    4 manamorphose
    4 act on impulse
    2 past in flames
    1 chandra, torch of defiance
    3 reforge the soul

    sb:
    1 rite of flame
    1 apocalypse (seems fun w/ AoI, but probably terrible)
    1 grapeshot
    1 pyroclasm
    4 leyline of the void
    1 helm of obedience
    1 empty the warrens
    1 past in flames
    1 chandra, torch of defiance
    1 reforge the soul
    1 pulverize (what was i thinking?)
    1 by force

    i think until next week this deck can work. the leyline helm wasn't so useful in these matchups, but vs reanimator it would have been great.

    if i knew i was going to play against 3 blue decks 1 combo deck and a stompy deck...i would have played some pyroblasts probably. need to have a way of dealing with leovold. other option is running 2-3 fiery confluence, but i don't have them on modo.

    there should also likely be a cave-in, which i have on my paper list.

    worth double noting. leovold isn't THAT good against this deck compared to other storm decks....when the new card comes out. i'd say the strongest part of leovold is that he stops your manamorphoses from cantripping, which can be important.


    chandra was also pretty great. it won me a game or two (even if it did just cycle a card during the combo turn)

    -Rob
    -rob

  13. #13

    Re: Mono Red Storm

    Helm of obedience + leyiline of the void (usually gy hate of monored) in sb is viable imo. Both are an hit with hazoret, and helm is a kill with opponent's rip.


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  14. #14

    Re: Mono Red Storm

    Quote Originally Posted by Nocioni88 View Post
    Helm of obedience + leyiline of the void (usually gy hate of monored) in sb is viable imo. Both are an hit with hazoret, and helm is a kill with opponent's rip.
    ...
    I've wondered whether you can cut the land count and run Goblin Charbelcher (which combines with a ritual off Hazoret).

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    Re: Mono Red Storm

    We tried both in earlier versions, belcher is better than the leyline plan. Right now we've been using scab Clan eidolon guy and defense grids. The deck is very capable of winning thorough lots of grave hate, even through leyline of the void.
    -rob

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    Re: Mono Red Storm

    My current list im messing around with is


    https://www.mtggoldfish.com/deck/689113#paper

    I'm just screwing around with the gifts ungiven. (see my previous post earlier this week.)

    It will likely end up either 2 Act on Impulse or 1 Act on Impulse + 1 led. Or something with an empty the Warrens.

    I need to test more. It's also possible I'll just run another Helm and 1 of those other cards just mentioned. Chandra feels like a good fit. It's easy to cast on turn 2 and even if you brick hard on hazoret's, it's still not too bad if you hit a Chandra.

    LED's work well with past in flames as well, so if you cut the LED's then the deck can also go back to 2 Past in Flames. Gifts version wants 3 Past in Flames so it can more easily kill on the spot. (keep in mind with gifts you likely want to run 2 pyretic ritual and 2 desperate instead of 4 desperate.
    -rob

  17. #17

    Re: Mono Red Storm

    Mengucci posted a video today playing against mono red storm, it was you?

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    Re: Mono Red Storm

    Just watched it. That was me. It's an older version of the deck. Whiffing on hazoret's happens. Perhaps in that game 3 I should have baited with the hazoret's and then cast bringing wish for either empty or Reforge.

    Hope it was entertaining, and sorry for playing slow. Newborn in the house so it's likely I was not just playing magic during the match.
    -rob

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    Re: Mono Red Storm

    here's the list i played last night to a 2-2.

    //lands
    12 mountain
    4 ancient tomb

    //ramp
    4 lotus petal
    4 simian spirit guide
    4 rite of flame
    4 seething song
    4 manamorphose
    4 ruby medallion

    //big spells
    4 reforge the soul
    3 hazoret's undying fury
    4 burning wish
    4 chandra, torch of defiance
    3 past in flames

    //flex spots
    1 magma jet
    1 fiery confluence

    //sideboard
    2 tormod's crypt
    3 defense grid
    3 scab-clan berserker
    2 rending volley
    1 tendrils of agony
    1 grapeshot
    1 by force
    1 empty the warrens
    1 past in flames


    Round 1: Daniel with ANT:

    Daniel and I talk a bunch on facebook, so he's pretty familiar with the concept of the deck...but not so much specific numbers and he has no idea about the current sb. I won the dice roll and my opening hand was pretty sketchy, but knowing he is on ANT and knowing he knew what I was playing I kept.

    Game 1
    SSG, LP, RoF, Seething Song, PiF, Reforge the Soul, Hazoret's. I played out all the cards I could and cast reforge. I didn't get an amazing hand but had a turn 2 ruby followed by a turn 3 kill. Unfortunately for me he was able to kill me on his second turn. At least my reforge revealed his opening hand of Dark Ritual,2 land, LED, infernal tutor and a Past in Flames.
    Game 2
    I cut 2 Chandra, 1 Reforge, 1 Magme Jet, 1 Confluence for 3 Berserker and 2 Crypt.
    Starting hand was: 2 SSG, Hazoret's, Ruby, 2 mtn. (top card was berserker from Mulligan scry)
    I start with a turn 1 ruby. He plays Underground Sea, Duress. Then a petal and another duress. (he was on starting 6). I draw a Scab-Clan Berseker and he can't recover.
    Game 3
    Now he knows some of my SB plan. Opening hand is: Ruby , Mtn, LP, BW, PiF, RoF, SSG.
    He plays a probe, then ponder and shuffles. I draw Berserker. Later he told me that he shuffled away his bounce spell because he saw that the coast was clear and wanted to find a faster combo hand.

    Round 2: Johannes with Bant

    This is the first time I've met Johannes, and he seemed to be a nice guy. I saw he was playing a bunch of countermagic from the previous round.
    I won the die roll and started with a hand of:
    Song, Tomb, RoF, Ruby, Hazoret's, 2 Mountain.

    I play turn 1 ruby and there's no counter. He plays a turn 1 Misty and passes the turn. i played my 2nd land and a petal and passed the turn. (i always like playing petal in case i hit my miracle). He brainstormed and then got a tundra.

    On my turn 3 I play the Tomb following by the rest of the hand and went for it. He didn't have the force (later he showed me a handful of daze and stifle), but unfortunately for me Hazoret's completely whiffed and revealed Petal, SSG, land, land.

    He played KotR on turn 3, and on turn 4 he Tutored up the dark depths to kill me.

    Game 2:
    I mulliganned a reasonable hand but with only 1 land and ruby, but also a rending volley. My 6 is much worse. I didn't really take notes on this one, but he had a turn 1 noble, turn 2 kotr, turn 3 stage and tutor up dark depths. he also had 2 force of will, 2 daze, 1 flusterstorm and a stifle.

    Round 3: Jan with DNT

    I also speak w/ Jan regularly and he's a nice guy. He's always playing DNT, pox, or aggro loam. I knew he was on DNT because he is preparing for Prague. (I'm not going b/c I just had a baby and my wife would kill me!....life's priorities!)

    I didn't take notes but I'll try to remember what happened here:

    Game 1
    I had a turn 1 ruby. I know I had manamorphose and a hazoret's but I needed another mana source. He started with Vial, then port, then he played recruiter on turn 3 to vial in a thalia. (canceling out my ruby). I unfortunately never drew another land until it was too late. Sometimes DNT does what it's supposed to do!

    Game 2

    I start with a turn 1 Ruby. Turn 2 I go for a Hazoret's which hits 4 non lands, including a Ruby, Seething Song, and Reforge The Soul and a Chandra. I won that turn.

    Game 3
    I have another turn 1 Ruby on the draw. I remember preemptively getting a Burning Wish for Canonist. I also drew a Rending Volley while we both durdled for a few turns and then killed his Thalia, and then killed him. I remember Chandra being pretty good here as well.

    R4 Alex

    I've met Alex a few times and another likable guy. He's always playing some kind of Control Brew. This time he's playing 4c control with lots of snapcasters, khologans, flusterstorm, fow, DRS etc.

    Game 1
    I start again with a turn 1 Ruby. (wee) He starts with a ponder. I play a tomb, cast seething song, Burning Wish (it resolves) and I go for 6 goblins. He played a strix, takes 5, plays a DRS, takes 4, then i draw my fiery confluence. I get excited b/c I initially think it can deal 1 damage to only his creatures (stupid german card..or stupid me!) When I play it, I realize what it actually does and choose to deal 6 to him, then attack. he goes down to 3 life, but can gain 2 from the DRS.

    I think had I attacked first then wiped out his DRS and dealt 4 to him I would have been a lot better off. After that turn he killed both of my ruby medallions with khologan's command + snapcaster, played a fluster, FoW, and a Leovold. ouch!

    Game 2
    I start with a defense grid on turn 1. He FoW's. I play another Defense grid on t2. He FoW's. Then he Hymns me discarding ruby, pif. I play a land and Ruby medallion. I miracle a Reforge. This game goes back and forth a lot. He casts 3 FoW's, counterspell, and flusterstorm 3 times and Toxic Deluge for my goblins. He also played surgical extraction twice. Once on my Chandra and once on my ...I have no idea.

    Then board position at the near end was the following

    My Chandra (6 Loyalty) + Ruby + some lands + Petals. vs his DRS, Snapcaster, and Jace TMS with 3 Counters.

    My hand is Chandra, and I draw a burning wish. He's tapped out too with all sources. If I can resolve Wish to get Past in Flames I win easily here.

    I start my turn by +1 chandra and reveal nothing good. I cast Simian Spirit guide as a blocker to protect Chandra. Then I cast Burning Wish, he FoW #4. This is not so insanely lucky b/c I did wheel at least 2 or maybe 3 times at this point and he was cantripping like crazy to find more counters. (he had about 20 cards left in his deck, I had counted).

    Then I played the next Chandra to see if I can hit the PiF naturally from the deck. I whiff and deal 2 to Jace, then I cast a Simian Spirit guide. It wasn't enough and I died.

    In hindsight what I should have done was create a threat to his Jace. Chandra, deal 2 to his Jace, set it to 1. Then play the 2nd Chandra, he would likely FoW this to protect his Jace. Then I was free to cast Wish into PiF into a win.

    I also chose not to board in the Berserker, which was maybe a mistake. I boarded in rending volleys and grids, which are great, but I could have also boarded in the 3 guys and taken out some of the more All in combo stuff. Hazoret's is still really good with berserker grid chandra etc.

    We played a third game for fun without SB and I was able to overwhelm his countermagic and discard. That felt nice.

    Fortunately in Berlin the players are good and it's always a good learning experience. Carsten Kotter, Alex and Daniel was there as well and we discussed the deck a little bit on the train ride back. Carsten is pretty innovative so I like to hear his opinions. He said that I should really consider Blood Moon in this version, and the ability to steal game 1's randomly is probably worth it. I don't really have a good argument to that especially now that I am running 4 Chandra. I feel in the other versions, especially the LED version, blood moon is too often a dead card.

    with an update this deck has 4 blood moon, 4 chandra and then the rest is a combo deck. i still need to test it, but it feels like if not going for the other plans it could be a solid option.

    This archetype could really go 3 ways.

    Midrange with blood moon and chandra. it can still win with turn 1 hands if you're super lucky. (something like turn 1 hazoret's into wheel + seething song can easily get there). it can also end a game with t1 blood moon or even t1 chandra can steal a lot of games. it's also got some good topdecks with 3 reforge, hazoret's, chandra and past in flames.

    LED combo. This version is trying to abuse as much as possible with exile cards temporarily so that they can be cast with LED or other rituals. It's by far the fastest version and is also likely the most fun to goldfish. Deck is not as resilient as midrange, but if you can hit your land drops Commune with Lava can easily keep blue decks under control. I feel like this deck is likely to win mostly on turn 3, but it can still win on turn 1 as well.

    8 rock. 4 ruby and 4 helm of obedience. This version is trying to maximize the amount of spells that would be broken if they cost 1 or 2 less. It's also the most budget friendly version, but it is quite capable of turn 1 and likely has the most turn 2 kills since a turn 1 rock is very easy to accomplish. Consider this the turn 2 deck.

    midrange = turn 3-5
    LED = turn 3-4
    8 rock = turn 2-3

    the deck is still in its infancy but it is super fun to play. it's also nice to play a storm deck that doesn't run counterspells or discard and isn't a glass cannon like belcher, spanish inquisition, or oops all spells.

    here's my latest version of the midrange. vieko is the expert on the LED version, and I feel like the 8 rock should be somebody else's baby if they're willing! they can start with some of the other builds in the thread.

    4 Seething Song
    4 Lion's Eye Diamond
    4 Rite of Flame
    4 Burning Wish
    4 Ruby Medallion
    4 Blood Moon
    4 Lotus Petal
    3 Past in Flames
    3 Reforge the Soul
    4 Manamorphose
    2 Hazoret's Undying Fury
    4 Chandra, Torch of Defiance
    4 Ancient Tomb
    12 Mountain

    sb:

    2 Empty the Warrens
    1 Grapeshot
    1 Past in Flames
    1 Reforge the Soul
    1 Tendrils of Agony
    1 By Force
    1 Hazoret's Undying Fury
    2 Rending Volley
    3 Scab-Clan Berserker
    2 Tormod's Crypt


    this is not a 100% set in stone list, and is still in testing phases. depending on the meta as well, empty the warrens maindeck over some of those numbers could be correct.

    if stealing games w/ blood moon isn't your thing, i'd recommend this configuration for the midrange:

    4 ancient tomb
    12 mountain
    4 lotus petal
    4 rite of flame
    4 burning wish
    4 manamorphose
    4 ruby medallion
    4 seething song
    4 simian spirit guide
    3 empty the warrens
    3 past in flames
    3 chandra, torch of defiance
    3 reforge the soul
    3 hazoret's undying fury
    1 reiterate

    sb:
    1 Goblin War Strike
    1 Empty the Warrens
    1 Grapeshot
    1 Past in Flames
    1 Reforge the Soul
    1 Tendrils of Agony
    1 By Force
    1 Hazoret's Undying Fury
    2 Rending Volley
    3 Scab-Clan Berserker
    2 Tormod's Crypt


    notice that reiterate can allow you to get infinite storm with a Ruby and a seething song. also copying a hazoret's seems reasonably unfair.
    Last edited by mistercakes; 07-26-2017 at 08:56 PM.
    -rob

  20. #20
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    Re: Mono Red Storm

    Just curious: how many games have you played out where you had the choice between EtW or Reforge the soul? It happened to me several times in testing (I also play 3 maindeck warrens) and I had to choose. I only had a storm count of maybe 3, with 5 mana floating (no Ruby) and I had to choose 8 goblins or Reforge and hope I don't brick. Both times it was turn 2, trying to force a window against DnT (their turn 2 would be Thalia, with a port already online to lock me out turns 3+.) I thought the warrens would help with speed, but instead it became too awkward. My thought is to have more mana spells (Desperate Ritual up to 4) to enable fast Warrens games and to trim down a bit on the ancillary cards (Hazoret's, Act on Impulse, both as singeltons maybe.) Currently I am just trimming an EtW for another DRitual.

    How about Gamble, searching out PiF? Have you tried that?

    EDIT: Chandra is looking sexier and sexier in this deck...does everything you want. Interaction, removal, mana, and an ultimate that kills opponents. I might have to buckle down and trade into a set.
    Approaching transcendence
    I see clarity through deprivation

    -Suffocation-

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