Ice cream is my nemesis. Since I moved back closer to family I have realized that part of the essence of family is the phrase, "you want to go get some ice cream?" Apparently that phrase can be uttered after anything: dinner, work, shopping, jazzercise, etc. It wouldn't be that big of a problem if I could just say no. I mean I thought I had graduated from that program as a third-grader on red ribbon day. However the ice cream vendors must have an under the table deal with the education system in order to keep cold dairy treat off the list of controlled substances. I can't fight it. Ice cream is too powerful. Be it a banana split blizzard or a scoop of world-class chocolate or a strawberry shake the result is the same: ice cream is the Death Star and I'm the Millennium Falcon.
Pauper Burn may be the antithesis of ice cream but it too seems to have a hold on me. Last week I sought to smash it by brewing up a Mystical Teachings decklist complete with Martyr of Sands recursion. This week I decided to take the helm of the Red Deck (tm) myself. I began by tossing together the following seventy-five:
When I was tossing cards together in order to submit a decklist I didn't think too hard. I wasn't sure how many lands I should be playing or if Needle Drop deserved inclusion. Firebolt, Shard Volley, and Spark Elemental were all iffy to me as well. When you're trying to reduce your opponent to 0 as quickly as possible you want to have a tight list and I knew my numbers were going to be off. However the only way to figure out the changes that needed to be made was to hop into the 2-man queues. I threw a sideboard together: Smash to Smithereens for Affinity, Molten Rain against Storm and doubling up against Affinity, Flaring Pain against CoP:Red and Prismatic Strands, and Martyr of Ashes for creature decks like Slivers and Goblins. I wanted to get into the queues as quickly as possible. With M10 boosters being purchased for 4 tix a mere .500 match win percentage will allow one to break even while scoring some Magic Player Reward points along the way.
One of the most persistent notions surrounding the Red Deck (tm) is that it makes for uninteresting games. Whether you were slinging Orcish Librarian and Goblin Artillery, or Jackal Pup and Cursed Scroll, or Magus of the Scroll and Demigod of Revenge odds are people will tell you, "Red decks don't require thinking" or something along those lines. However one of my first matches in the queue presented what I believe to be the most interesting video segment I've featured thus far:
The third game is a good example of the chief problem I found with my initial list: too many of my lands ended up in the graveyard. With a full four copies of Fireblast and Shard Volley I would often find myself unable to cast a burn spell while waiting on lands to use as fodder. Furthermore Firebolt was a terrible choice as it was never going to be flashedback for . 22 lands felt like a sufficient number while also providing for a critical mass of burn spells. Needle Drop was far better than I had given it credit for and felt for the most part as if it read: , cycle, deal one damage to target player. I resolved to drop the underperforming Firebolt and shave the number of land sacrificing burn spells and arrived at the following:
I'm still not a huge fan of Spark Elemental and wonder if Volcanic Hammer with it's additional cost would be better. The problem however is compounded when trying to decide whether Volcanic Hammer should be played over Thunderbolt which can be cast at instant speed and is stronger if a flyer must be removed. Although I imagine if you're like me the difference between a two cent common and one that's a dollar and a half will make Volcanic Hammer look more attractive. I'd also entertain the idea of playing 21 lands. After playing several matches with BDW it is clear that while the Red Deck (tm) sometimes just gets there, several matchups seem far less than favorable. The control decks have Tendrils of Corruption and Corrupt. Mystical Teachings decks are popping up and sporting Aven Riftwatcher and a singleton Renewed Faith. Even the MUC matchup wasn't what I thought it might be. When the MUC player is able to bring in Hydroblast after sideboard the matchup certainly doesn't feel like the typical "burn beats blue control" bit. And of course there is the nightmare of seeing this guy across the table
Leonin Squire signals you are in for a trashing courtesy of something like this:
I'm not too fond of BDW in its current form. When it plays T1: 3dmg, T2: Keldon Marauders, T3: spell, Fireblast it is almost unbeatable. However the deck has a clear target on its head and lifegain and other measures such as Prismatic Strands and Hallow can make many of your draws seem awkward. I'd be interested in experimenting with something that moves more towards the Goblin lists with something along the lines of:
The idea here is to play recurring damage sources (aka creatures), stunt your opponent's mana development with a Stone Rain effect and finish them. Drooling Ogre is terrible against Affinity and the Cogs deck, I know. But you aren't going to beat the Cogs deck anyway and I believe a dead card against Affinity game one is worth having a 3/3 for against everything else. The Goblin deck may very well just be better than this sort of a list since you can get awkward draws like Goblin Cohort into Mogg Flunkies into um Molten Rain, pass. However Jackal Familiar into Mogg Flunkies or Drooling Ogre backed up by a single land destruction spell seems oftly good. It's worth a try anyways. I hope you log onto MTGO this week and enjoy a Pauper match or ten and be sure to hit up the 2-man queues while the gettin's good!
interesting but i must admit that rdw is probably one of the most boring deck to pilot i know. I dont know enough the format but isnt Fling an interesting card with keldon marauder & spark elemental in some pauper build ? (i guess you have to play more creature to play it however, but it transforms spark into ball lightning which could be handy)
your new red list
by numdiar (not verified)
at Mon, 08/31/2009 - 11:42
I pilot goblins and I can tell you your last decklist will have A LOT of problems with its creatures. Drooling ogre main will lose you way more games than it will win. The small creature count of only creatures that either kill themselves automatically or require other creatures with them to win is setting yourself up for disaster.
"However one of my first matches in the queue presented what I believe to be the most interesting video segment I've featured thus far"
You were up against Belette (if I read the name correctly): he's a very good control player, it would seem strange to me if he didn't put up quite the fight. And, by the way, kudos to you too for beating him. ;)
I always enjoy your articles and videos, keep it up! :)
Ice cream is horrible. As a diabetic I am forbidden and haven't had any sweets in years but it still calls my name when I walk by Baskin Robins etal.
I think a good red deck can be quite thought provoking and challenging to play against the better decks in a format. The problems that arise for the game plan (20 to dome before dying or decking) are not easily solved by just throwing Lava spells every turn and praying the op doesn't have life gain and counters. You have to deal with opposing threats (particularly fast Naya creatures, and shrouded creatures) and other game plans that disrupt your plan (discard being a prime suspect.) That is why I dislike Lava Spike even though it does the efficient 3 to the dome. It doesn't double as removal. I am not a fan of Volcanic Hammer either but at least it is multi-use.
Not sure the goblins deck you post is really any good...(land destruction seems randomly added for example, drooling ogre is bad, flunkies seem meh, not a huge fan of jackel outside of sligh which this aint.) Id like to see some games to confirm/dispel these beliefs.
I'm not saying it's a good idea for a pure burn deck, but running out of cards is the biggest problem for a burn deck. There are some other drawing, and cycling considerations. Zap, Flare, Solar Blast, and Orcish Cannonade. Chartooth Cougar is a good Mountaincycling card. Last of all why not run Oxidda Golem?
However your victory in the first MBC video seems to be solely the result of a misplay on your opponent's part at ~6:15. Had he waited until you either a) cast the second spell in your hand, or b) let the Chittering Rats resolve pushing your only card off the table, he could have then guaranteed his Tendrils for 8 life on his own creature, leaving him at 6 life to your 8 with a 2/2 on the board and 5 cards in hand. Nothing you could have possibly had in hand would make him not waiting to Tendrils a positive odds move.
I'm not fully sold on your pure burn deck. Even after the rule changes, I very much like Mogg Fanatic. Three reasons:
a) Fanatic can frequently get in 2-3 damage before being neutralized;
b) It can prevent one attacker's damage for a turn, hopefully buying you a bit of extra time. I play 20 lands in my version of RDW, and everything in the deck swings for at least 3, making an extra turn worth an estimated two damage. So an optimistic two extra damage plus the guaranteed one of sacrificing the Fanatic gets me to my goal of three damage per non-land.
c) Fanatic also works nicely with needle drop. E.g., Needle Drop, Lightning Bolt, then Sac Mogg on threatening 2 toughness creature.
The question of what fills those final four direct damage slots (I use Volcanic Hammer, but would love the pricey Thunder Bolt) is thankfully being resolved by Chain Lightning.
Finally, I love the idea of Drooling Ogre in a Goblin deck, but would take the more cautious approach and sideboard it. It's a great card when it works, but just disastrous otherwise. I guess cards like Bonesplitter, land affinity Golems, Strix, etc are just more common in the metagame I'm seeing, even setting aside Cogs and Affinity, and making them all into mini-Vedalken Shackles is just asking to shave 10% off your win percentage. Spark Elemental, on the other hand, can lead to some monstrous swings on turn 3-4 and while not spectacular, won't cost you the match. Mogg War Marshall might also slot in nicely as it activates all your other goblins, blocks for free for a turn, and gives you two tokens to activate a Flunky/Jackal. I'd replace the land destruction as well... you need as many creatures as possible to activate your attackers.
The point of the commentary on the first video and the reason for its inclusion was that it illustrates an interesting phenomenon.
The correct stack should have been: Chittering Rats, ok. I am playing around Tendrils of Corruption and should just place the first of the two Lightning Bolts on the top of my deck and be content to draw it on the next turn. My opponent then has to decide if they want to play around Fireblast or not.
However my misplay of casting Lightning Bolt in response to the Chittering Rats was washed over by my opponent's misplay with the Tendrils.
19 Comments
You need 4 spark elementals, 4 chain lightnings. Also T3 fireblast can't be right. You just cat it when its lethal.
interesting but i must admit that rdw is probably one of the most boring deck to pilot i know. I dont know enough the format but isnt Fling an interesting card with keldon marauder & spark elemental in some pauper build ? (i guess you have to play more creature to play it however, but it transforms spark into ball lightning which could be handy)
Fling is illegal. Not online
buh ? Isnt Stronghold legal in pauper online ?
fling is from stronghold therefore legal.
LOL Stupid! fling is in stronghold!
I flung a Phyrexian Dreadnought last night
i usualy berserk them, but to Fling them is pretty nice also ... and even the both at the same time :)
that commander deck looks pretty sweet you should do a write up on that lol
I pilot goblins and I can tell you your last decklist will have A LOT of problems with its creatures. Drooling ogre main will lose you way more games than it will win. The small creature count of only creatures that either kill themselves automatically or require other creatures with them to win is setting yourself up for disaster.
"However one of my first matches in the queue presented what I believe to be the most interesting video segment I've featured thus far"
You were up against Belette (if I read the name correctly): he's a very good control player, it would seem strange to me if he didn't put up quite the fight. And, by the way, kudos to you too for beating him. ;)
I always enjoy your articles and videos, keep it up! :)
Ice cream is horrible. As a diabetic I am forbidden and haven't had any sweets in years but it still calls my name when I walk by Baskin Robins etal.
I think a good red deck can be quite thought provoking and challenging to play against the better decks in a format. The problems that arise for the game plan (20 to dome before dying or decking) are not easily solved by just throwing Lava spells every turn and praying the op doesn't have life gain and counters. You have to deal with opposing threats (particularly fast Naya creatures, and shrouded creatures) and other game plans that disrupt your plan (discard being a prime suspect.) That is why I dislike Lava Spike even though it does the efficient 3 to the dome. It doesn't double as removal. I am not a fan of Volcanic Hammer either but at least it is multi-use.
Not sure the goblins deck you post is really any good...(land destruction seems randomly added for example, drooling ogre is bad, flunkies seem meh, not a huge fan of jackel outside of sligh which this aint.) Id like to see some games to confirm/dispel these beliefs.
I'm not saying it's a good idea for a pure burn deck, but running out of cards is the biggest problem for a burn deck. There are some other drawing, and cycling considerations. Zap, Flare, Solar Blast, and Orcish Cannonade. Chartooth Cougar is a good Mountaincycling card. Last of all why not run Oxidda Golem?
perhaps the time is ripe for a wild mongrel-gush deck? :)
Nice little write up.
However your victory in the first MBC video seems to be solely the result of a misplay on your opponent's part at ~6:15. Had he waited until you either a) cast the second spell in your hand, or b) let the Chittering Rats resolve pushing your only card off the table, he could have then guaranteed his Tendrils for 8 life on his own creature, leaving him at 6 life to your 8 with a 2/2 on the board and 5 cards in hand. Nothing you could have possibly had in hand would make him not waiting to Tendrils a positive odds move.
I'm not fully sold on your pure burn deck. Even after the rule changes, I very much like Mogg Fanatic. Three reasons:
a) Fanatic can frequently get in 2-3 damage before being neutralized;
b) It can prevent one attacker's damage for a turn, hopefully buying you a bit of extra time. I play 20 lands in my version of RDW, and everything in the deck swings for at least 3, making an extra turn worth an estimated two damage. So an optimistic two extra damage plus the guaranteed one of sacrificing the Fanatic gets me to my goal of three damage per non-land.
c) Fanatic also works nicely with needle drop. E.g., Needle Drop, Lightning Bolt, then Sac Mogg on threatening 2 toughness creature.
The question of what fills those final four direct damage slots (I use Volcanic Hammer, but would love the pricey Thunder Bolt) is thankfully being resolved by Chain Lightning.
Finally, I love the idea of Drooling Ogre in a Goblin deck, but would take the more cautious approach and sideboard it. It's a great card when it works, but just disastrous otherwise. I guess cards like Bonesplitter, land affinity Golems, Strix, etc are just more common in the metagame I'm seeing, even setting aside Cogs and Affinity, and making them all into mini-Vedalken Shackles is just asking to shave 10% off your win percentage. Spark Elemental, on the other hand, can lead to some monstrous swings on turn 3-4 and while not spectacular, won't cost you the match. Mogg War Marshall might also slot in nicely as it activates all your other goblins, blocks for free for a turn, and gives you two tokens to activate a Flunky/Jackal. I'd replace the land destruction as well... you need as many creatures as possible to activate your attackers.
So basically he should just play goblins?
The point of the commentary on the first video and the reason for its inclusion was that it illustrates an interesting phenomenon.
The correct stack should have been: Chittering Rats, ok. I am playing around Tendrils of Corruption and should just place the first of the two Lightning Bolts on the top of my deck and be content to draw it on the next turn. My opponent then has to decide if they want to play around Fireblast or not.
However my misplay of casting Lightning Bolt in response to the Chittering Rats was washed over by my opponent's misplay with the Tendrils.
Very nice article. The only suggestion I have is to more fully discuss playing vs. other archetypes. The video commentary was well done.
"Overrun 5 times is good."
Heh, quite the understatement.