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    Ruby Storm

    Tony has really been helming this deck for quite some time and his efforts have really mainstreamed the deck more with competitive players.

    epic primer
    podcast

    Fun Vintage Cards



    The Legacy Equivalent



    How?





    Ruby Storm:


    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.

    Let’s look for reasons to play a traditional storm deck like ANT or TES:

    1) Optimized for its combo. Brainstorm/Preordain/Ponder for consistency, Ritual effects, Lotus Petal, LED for mana generation.
    2) Duress/Thoughtseize/Cabal therapy for protection.
    3) Fetch lands to help with deck manipulation and mana fixing.
    4) Black/Red for tutor + past in flames/empty the warrens.
    5) Blue/Green additionally for sideboarding

    If you want to forego most protection, then you must play a speed game. Decks for that include:

    1) Belcher
    2) Oops
    3) Spanish Inquisition

    All of these are pretty rough to play against FoW decks, but you can still steal some wins and they are fun to play. IMHO they get a little boring as once you’ve mastered the lines of play there’s not a ton else to do.

    Somewhere in the middle is Ruby Storm (mono red storm).

    What are the benefits?

    1) Mono colored deck. Ability to play lots of basic lands.
    2) Not too many 1 drops to help consistency and optimize draws. (not as weak to chalice x=1)
    3) Ability to play some non-basics that aren’t for consistency. (Ancient Tomb and Sandstone Needle that provide quicker kills.
    4) Raw power cards, the cards while on their own aren’t at necessarily the same power level, together have great synergies.
    5) Ability to play red cards that are typically too mana intensive for multicolored decks.

    What does a decklist look like?

    It changes a lot, but since the Gitaxian Probe banning, I have settled on this:

    // 60 Maindeck
    // 12 Artifact
    4 Lotus Petal
    4 Ruby Medallion
    4 Lion's Eye Diamond

    // 10 Instant
    4 Manamorphose
    4 Seething Song
    2 Desperate Ritual

    // 14 Land
    4 Ancient Tomb
    6 Mountain
    4 Sandstone Needle

    // 24 Sorcery
    3 Rite of Flame
    4 Burning Wish
    3 Past in Flames
    4 Act on Impulse
    3 Reforge the Soul
    2 Hazoret's Undying Fury
    4 Bonus Round
    1 Fiery Confluence

    // 15 Sideboard
    // 6 Artifact
    SB: 4 Defense Grid
    SB: 2 Silent Gravestone

    // 9 Sorcery
    SB: 1 Tendrils of Agony
    SB: 1 Grapeshot
    SB: 1 Empty the Warrens
    SB: 1 Past in Flames
    SB: 1 Fiery Confluence
    SB: 1 Hazoret's Undying Fury
    SB: 1 Rite of Flame
    SB: 1 Reforge the Soul
    SB: 1 Shattering Spree



    Let me discuss the card selection choices:
    4 Ruby Medallion: Allows you to cast multiple spells in a single turn. Makes all of the red mana acceleration extremely powerful.

    4 Lotus Petal: free mana acceleration

    4 Lion’s Eye Diamond: Great acceleration and has a lot of synergy with Past in Flames, Act on Impulse, and Burning Wish.

    4 Seething Song: nets 2 mana like dark ritual, but with a Ruby Medallion it will net +3 red mana. Also can filter colorless into red mana. Pretty silly with Bonus Round, Ruby Medallion, and Hazoret's.

    4 Manamorphose: Mana Fixing + Cantrip. With Ruby Medallion or Bonus Round it also functions as mana acceleration.

    2 Desperate Ritual: 1 to make up for the Rite of Flame in the SB, a 2nd because it can help you get to 3 mana for seething song and also filter ancient tomb mana into red. (also synergizes well with Hazoret's, Ruby, and Bonus Round.)

    3 Rite of Flame: A good mana acceleration spell. Gets better with multiples and is pretty strong with Bonus Round. 1 in the sb.

    4 Burning Wish: Tutors for 1R or just R with a Ruby Medallion out. With Bonus Round it can enable many turns that will end the game quickly. Allows for a SB with dedicated targets to dealing with different situations for mostly comboing off.

    2 Hazoret's Undying Fury Can steal games. Another business spell for the deck. Extremely powerful with Bonus Round. (1 in the board)

    3 Past in Flames (1 in the sb): Yawgmoth’s Will is banned and this card is actually better in this deck (most of the time). With Ruby Medallion the cost is the same as Will and there are many times when you will cast this multiple times. Has great synergy with Lion’s Eye Diamond.

    4 Act on Impulse: 3 cards for 3 mana is pretty good. 3 cards for 2 or 1 mana is borderline vintage-power level. With Bonus Round you can flip 6, or 12, or 24 (depending on how many Bonus Rounds have been cast. Can be used to play around Surgical Extraction as your win conditions can’t be hit by it when in Exile. Has a lot of synergy with Lion’s Eye Diamond.

    4 Bonus Round: This is one of the cards that is a good reason to play this deck. Other storm decks can't cast this reliably, but seething song and lands like sandstone needle allow this deck to do so. Consider it another enabler of manamorphose. It is extremely good all of the instant/sorcery ramp spells and most of your sorcery cards are game over when used with this. Also worth noting that once it resolves you can cast your spells through cards like Chalice of the Void and even Trinisphere (since the copies can still ramp you).

    3 Reforge the Soul: Wheel of Fortune for 3RR. Can be miracled for R. Very good against discard decks and to help a bit vs counter magic. This card is one of the reasons to play this deck.

    1 Fiery Confluence: Can kill on its own with 2 Bonus Rounds or Bonus Round + Past in Flames. Gets around Leyline of Sanctity. Also can function as a sweeper and artifact killer.

    6 Mountain: 10 red sources minimum, see below for other 4.

    4 Ancient Tomb: Functions as a +1 ritual effect the turn you play it and can also enable turn 1 Ruby Medallion or Defense Grids. Also can start with Lotus Petal into Seething Song for some dirty turn 1 plays.

    4 Sandstone Needle: Helps smooth out some draws and allows you to play draw go a bit better. Comes into play tapped is obviously not great, but providing double red twice compensates.

    Sideboard:

    SB: 4 Defense Grid: Flex slots, Blue Decks (noted can come down turn 1 with Ancient Tomb/RoF).

    SB: 2 Silent Gravestone: Protects you from surgical extraction and for those matchups also hates on snapcaster mage. Also has a draw effect which is not negligible.

    SB: 1 Tendrils of Agony: Wish Target, easiest way to kill with low storm counts.

    SB: 1 Grapeshot: Wish Target, can sweep the board and function as a win condition. Gets under Gaddock Teeg.

    SB: 1 Empty the Warrens: Wish Target, easy to steal games. Many people with this deck also play more maindeck as most decks can’t interact well with lots of turn 1/2 goblins.

    SB: 1 Reforge the Soul: Flex slot, Functions as a wheel of fortune here.

    SB: 1 Past in Flames: Wish Target, needed at times to combo off.

    SB: 1 Fiery Confluence: Flex slot, Wish Target, can also kill on its own with 2 Bonus Rounds. Gets around Leyline of Sanctity. Also can function as a sweeper and artifact killer.

    SB: 1 Hazoret's Undying Fury: Hail Mary if you're too fearful to wish for Reforge against blue and don't want to go for goblins. Also extremely good if you have bonus round + wish + led. (get RoF + Hazoret's, flip 8 cards and hope to hit anything (most cards are legit outs here)).

    SB: 1 Rite of Flame: Can be used early on (turn 2 to get an ramp spell), or to get it mid combo during a Bonus Round sequence.

    SB: 1 Shattering Spree: Need another artifact hate, could be a number of different cards.



    Potential card choices for main or sb.

    SB: 1 Pyroclasm: Flex slot, Wish Target, cheap sweeper effect

    Simian Spirit Guide: On color ramp and helps play around soft counters like daze, spell pierce, and to a lesser extent flusterstorm. Can also start off some mana chaining after a resolved Reforge the Soul

    SB: Kozilek's Return: Flex slot, used for DNT matchup since it's an instant and can also get around Mother of Runes

    SB:By Force or shattering spree: Flex slot, Wish Target, good against Chalice decks.

    SB: Sadistic Sacrament: Flex slot, can be used against combo, in particular ANT which usually has no outs after this (assuming the card isn't in their graveyard or hand).

    SB: Gamble Flex slot, good interaction with Bonus Round. Can be used to grab a past in flames if you have enough mana. (not completely sold on this one in this build. got a lot worse after probe banning.

    SB: Goblin War Strike Flex slot, can help close out a game quicker.

    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 (even though they are still capable). 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 aren'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)
    Ancient Tomb and LED. More obvious but +1 and +3 respectively.

    Counting mana with Bonus Round:

    with 1 bonus round:

    RoF: +3, +5, +7, +9
    Seething Song: +7 (with Ruby +8)
    Desperate Ritual: +4 (with Ruby +5)
    Manamorphose: +2 and draw 2 (+3 and draw 2 with ruby)

    with 2 bonus round:
    Rof: +7, +11, +15, +19
    Seething Song: +17 (+18 with ruby)
    Desperate Ritual: +10 (+11 with ruby)
    Manamorphose: +6 and draw 4 (+7 with ruby and draw 4)

    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 (if you play it), and Fiery Confluence get around Leyline of Sanctity


    Grixis Delver

    This matchup is a bit of a skill tester. Clock, discard, counterspells, wasteland, and bolt maindeck. If they don't hit a threat fast then just slow roll them. (which is mostly just delver). Be aware that bonus round is symmetrical so lightning bolt can deal quite a bit. (3/6/12/24). don't go crazy if they have a land open. they only play 4 force, 4 daze, x spell pierce as their main interaction with counters. This deck doesn't really have a hard time with soft counters. Just remember that if your hand is average and they have delver + force + waste + another counter, it's okay to lose. You don't have to change the decklist, that's what their deck is designed to do. That draw will beat most decks.

    Game 2/3. you can expect a bunch of stuff coming in. flusterstorm, surgical, marsh casualties (for gobbos), abrade, null rod, grafdigger's cage etc. i think just bringing in the usual grids + gravestones are good here, but consider removing some more bonus rounds than usual. the extra mana could be useful here. if you have a ton of this in your local meta, consider running some abrades in the sb.

    the discard they have on you is pretty good, but you also have 3 reforge and can easily miracle back into the game.

    *sometimes* these decks run stifle. if they do they can stifle the miracle trigger, storm triggers, and bonus round triggers.

    [/B]Rug Delver[/B]

    RUG's strategy is to play a lone threat and stall the game out with countermagic until they can deal 20.

    RUG threats:

    Delver of Secrets
    Nimble Mongoose
    Tarmogoyf
    Lightning Bolt


    Protection

    Force of Will
    Daze
    Spell Pierce
    Flusterstorm
    Spell Snare
    Stifle


    These counterspells are all problematic for Ruby Storm. Your option here is to push your way through with raw power. You can refill both players hands with reforge, but each one of your cards as you enter late stage become absolute must counters. Eventually they just run out or don't have the mana to keep up with you.

    Disruption

    Wasteland


    In addition to the countermagic, wasteland can be strong against your Tombs and Needles.

    Strategy
    If you have a line where they are tapped out and you can pay for daze (if they have an island in play), go for it. If not, you might want to wait until you can overwhelm them in a single turn.

    If I can't resolve an Empty, then I try to resolve a Ruby Medallion as soon as possible. RUG delver relies a lot on its soft counters. Ruby Medallion allows you to cast your spells for less, and generate enough mana to pay for Spell Pierce and Daze easily.

    You generally have around 3-5 turns from when their threat was deployed, but it could be less if you are actively using Ancient Tomb.

    Sideboarding

    Defense Grid is very strong here. Your sweepers are also great. Thirdly, you can consider running the Scab-Clan Berserker if he's in your 75.
    Boil could also be a strong sb card since it only costs 2R with Ruby and can be played on their end step, which should force them to interact with you.

    Beware of Surgical Extraction. It can be okay to side out a Past in Flames here, possibly 2 if you think they are really pushing on the graveyard hate.
    Also beware of Lightning Bolts, as they become very dangerous when paired with your own Bonus Rounds.

    Fiery Confluence should be sided in with a Kozilek's Return. If you don't ever want to wish for Pyroclasm, side that in as well. Delvers threats die to these cards, except for goyf, which tends to get sided out in the storm matchup.

    OPPONENTS SB CARDS

    Surgical Extraction
    Grafdigger's Cage
    Flusterstorm
    Spell Pierce
    Rough // Tumble
    Abrade


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


    Miracles

    Miracles is a matchup where we are the favorite game 1, and I feel like the deck has a pretty fair shot of winning games 2/3.

    Key cards game 1:
    Ruby Medallion is pretty big here, as it allows you to beat their soft counters. Miracles relies on counterspells and sometimes counterbalance to keep them in the game long enough to win or stall you out with jace. Ruby Medallion makes so many cards must deal with threats that it can be overwhelming. It also allows you to jam multiple spells easily in a single turn.

    Past in Flames is able to keep the game going long even when the opponent has exhausted most of your spells for the first time. Because this latest version has 3 maindeck PiF and 1 sb PiF, if the spell is not dealt with game 1, it's almost always game over if you are mid to late game. Games 2 and 3 you will want to protect yourself with defense grid and silent gravestone to avoid surgical extractions.

    Reforge the Soul is very important for the matchup, as it allows you to refresh your hand (and theirs). Fortunately they have a limited number of ways of interaction, but all of your spells are redundant and you'll get there by brute force. Keep in mind with Ruby Medallion the miracle effect is only R.

    Act on Impulse and Hazoret's are both must counter cards, but they have a bit more randomness involved so I wouldn't consider them as important. Both are great topdecks. AoI especially midgame (with a Ruby out).

    Sideboarding:

    Miracles players will tend to leave in a few removal spells (terminus) so they have an out to empty the warrens. They will bring in more counterspells. Flusterstorm, spell pierce, and blue elemental blast (hydroblast) are all possible. Surgical extraction should be expected as well. Your main way of interacting is with 4 grid and 2 gravestone. Feel free to cut 2 bonus round, 2 led, 2 desperate ritual, 1 past in flames for 4 grid, 2 gravestone and 1 additional wincon.)

    Moon Stompy
    Elves
    ANT
    TES
    Death and Taxes
    Stoneblade
    GrixisControl
    Sneak and Show
    Eldrazi


    Turbo Depths
    NicFit
    Food Chain
    Bug Aluren
    Maverick
    Aggro Loam
    Reanimator

    UR delver
    Tron/Post Eldrazi
    Burn
    Dredge (LED)
    Last edited by mistercakes; 05-05-2021 at 09:33 AM.
    -rob

  2. #2
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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.

  3. #3
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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).

  15. #15
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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

  19. #19
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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 07:56 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.
    Brainstorm Realist

    I close my eyes and sink within myself, relive the gift of precious memories, in need of a fix called innocence. - Chuck Shuldiner

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