Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Red Deck Wins
3 goblin glorychaser
2 bomast courrier
4 shock
2 kari zev
3 fanatic of the circuit
3 2/2 double red goblin with sac does 2 dmg(im sorry i dont know the english name)
2 3/1 eldrazi haste that can steal a creature for 2
2 lathnu hellion
3 ahn crop smasher
2 exquisite firecraft
2 collective defiance
1 hazoret the fervent
2 fleetwheel cruiser
1 chandra torch of defiance
2 glorybringer
2 reality smasher
4 sunscorched desert
1 hanweir land
19 mountains
This is i think the best configuration for mono red, many may argue about no copter or heart of kiran, or the 4/3 for 2 that discards missing. For the first 2 the main reason is that this deck tend to lose long games (more than the 6th 7th turn) so you basicly dont want to waste your turn crewing a copter and have it eat a fatal push or harnessed lightning this decks plays like a straight mono red with hasty creatures filling the board with some occasional removal for threats you cant deal in the form of defiance glorybringer and exquisite firecraft and chandra. The 4/3 for two mana is not there because its not hasty it will eat the same removal copter does and leaves you at card disadvantage. Firecraft and shocks are best used to the opponent face but if you gotta beat down a kalitas or some problematic stuff that will make the game longer or gain life/advantage tot he opponent feel happy to waste it on a creature or planeswalkers. Dont be hasty in shocking some 2/2's this is a mono red if the opponent stabilize the board you will need some straight up dmg to their face to end the game. 2 toughness creatures its not the problem of this deck. If you are on the play with a decent hand and play right youi will win 90% of the time. Cheers
2 greenblet rampager
2 sylvan advocate
3 longtusk cub
4 1/3 green mana dork
3 harnessed lightning
2 lathnu hellion
1 nissa vastwood seer
1 rhonas the indomitable
2 tireless tracker
3 whirler virtuoso
3 rogue refiner
1 hazoret the fervent
2 brystling hydra
1 chandra torch of defiance
2 glorybringer
1 verdurous gearheulk
2 confiscation coup
1 nissa vital force
1 chandra the flamecaller
2 islands
3 mountains
5 forests
2 lumbering falls
2 cinder glade
2 rootbound crag
2 interland harbor
2 sulfuric falls
3 aether hub
This is a toned down version of the standard deck that is having a great succes in standard paper play, this is a all doing midrange deck with some of the most valuable creatures in standard, as removal you get only 3 lighnings 1 chandra and 2 bringers but i swear that's enough, the opponent will be so busy dealing with your longtusk cubs trackers, planeswalkers that 6 removals is fair enough. This deck has the most value/mana cost creaturees of all. Curving out its pretty easy and with mana dorks, you can drop a chandra on turn 3 or a glorybringer on turn 4 ravaging your opponent. For problematic creatures that you cant kill there are 2 confiscation coup with the amount of energy this deck generates you'd be able to even steal an ullamog. Cheers
3 fatal push
1 jace vryn prodigy
1 pull from tomorrow
3 telling time
3 censor
4 essence scatter
3 graps of darkness
1 kefnet the mindful
2 scatter to winds
1 liliana the last hope
1 kalitas traitor of ghet
3 glimmer of genius
2 languish
1 ob nixilis reignited
1 torrential gearhulk
2 never return
2 commit memory
2 sunken hollow
2 drowned catacombs
3 aether hub
4 tapped ub lands
7 swamps
8 islands
This deck is a straightup draw go control, you mostly wont play anything mainphase just stay open for counters removal and draw spells, the only thing you will cast main phase is a jace, a kalitas + removal or a plainswalker on a stabilized board or a languish, you got plenty of removal and disruption, save your never for pw's since control decks dies to resolved planeswalkers, same goes for scatter to winds if you can save it for non creature stuffs since you got plenty of ways to deal with creatures, your main win conditions are kalitas,gearhulk,kefnet,and planeswalkers ultimates (or opponent conceding when they reach an unwinnable board state). If you like blue and draw go this is the best shell i come out with im pretty confidant on not missing any card in this colors.
I think it does worse than rb, they are both decks who dies to sweepers, but comparing them rb has more resiliency in wanderers and scroungers, and will deal more dmg when a languish is going to wipe out everything, it's a cool deck nontheless but i just think rb does the job better. And that deck relies too much on a turn 3 always watching
You are basicly trading scroungers wanderers fatal pushes disintegrations for what? Declaration in stone? a 1 of gideon? not a worthy trade in my book
I don't have any of those cards listed. Here's what I play (all I have really)
3 Expedition Envoy
4 Suntail Hawk
2 Bloodlust Inciter
4 Gust Walker
2 Bloodrage Brawler
4 Nef Cop Entangler
2 Honored Crop Captain
2 Glorybringer
1 Hazaret God
4 Twin Bolt
4 That enchantment that gives +1/+2 and Flying W1
2 Cartouche of Solidarity
4 Red enchant for 2 gives +2/+0 and R: Sacrifice to deal 2 damage
22 RW lands
Im a competitive player even in this mess of a game, so basicly there are 2 mindsets. Wanna compete with that? No way. Wanna have fun with that? Sure you can
I'll post the rg monster soon
Do you want me to post rg monsters decklist? I dont think its really top tier, but its viable and good.