Iare
06-05-2011, 02:06 PM
This whole deck started by me grabbing a pile of cards and thinking it was good enough to call a deck. Its simply the best red and black deck that I could slap together. There are quite a few new toys to be had since red death went out of flavor and I wanted to build a modern red death deck, some fun to be had ;D . The list I came up with:
Creatures- 16
4x Keldon Mauraders
4x Kiln Fiend
4x Dark Confidant
4x Gatekeeper of Malikar
Spells-24
4x Inquisition of Kozilek
4x Lightning bolt
4x Terminate
4x Hymn to Tourach
3x Reanimate
3x Reckless Charge
2x Duress
Lands-20
4x Bloodstained Mire
4x Badlands
4x Marsh Flats
5x Swamp
2x Mountain
1x Scrubland
Sideboard-15
4x Surgical Extraction <-- at $5 a pop I think I will try these, look decent enough against re-animator and dredge to me, also board three of these in against storm combo in place of Reanimate since it is pretty well junk in the matchup.
4x Chain Lightning <--- bring these in against combo in place of terminate
4x Shattering spree <--- lets bone affinity and I don't like chalices much in this deck
3x Engineered explosives <--- Bring these in for reanimate against goblins, merfolk and elves. Only answer I have to a resolved counterbalance too.
The deck can be blistering fast if a second turn kiln fiend goes unanswered and can power through a midgame on the back of its card advantage (Hymn to tourach, bob, reckless charge flashback, gatekeeper of malikar). I am running 6 one cost discard because I really .. really want to see my opponents hand so I can out menuaver them. Reanimate is there mainly to get back kiln fiend, bob or to rip a nice juicy wincon from my opponents graveyard (Goofy is a good target).
I did do some limited testing and part of me thinks I should try and exploit the synergy between bob and magma jet, but I am unsure where to squeeze them in atm.
Creatures- 16
4x Keldon Mauraders
4x Kiln Fiend
4x Dark Confidant
4x Gatekeeper of Malikar
Spells-24
4x Inquisition of Kozilek
4x Lightning bolt
4x Terminate
4x Hymn to Tourach
3x Reanimate
3x Reckless Charge
2x Duress
Lands-20
4x Bloodstained Mire
4x Badlands
4x Marsh Flats
5x Swamp
2x Mountain
1x Scrubland
Sideboard-15
4x Surgical Extraction <-- at $5 a pop I think I will try these, look decent enough against re-animator and dredge to me, also board three of these in against storm combo in place of Reanimate since it is pretty well junk in the matchup.
4x Chain Lightning <--- bring these in against combo in place of terminate
4x Shattering spree <--- lets bone affinity and I don't like chalices much in this deck
3x Engineered explosives <--- Bring these in for reanimate against goblins, merfolk and elves. Only answer I have to a resolved counterbalance too.
The deck can be blistering fast if a second turn kiln fiend goes unanswered and can power through a midgame on the back of its card advantage (Hymn to tourach, bob, reckless charge flashback, gatekeeper of malikar). I am running 6 one cost discard because I really .. really want to see my opponents hand so I can out menuaver them. Reanimate is there mainly to get back kiln fiend, bob or to rip a nice juicy wincon from my opponents graveyard (Goofy is a good target).
I did do some limited testing and part of me thinks I should try and exploit the synergy between bob and magma jet, but I am unsure where to squeeze them in atm.