I'm going to continue working on Zemanjaski's original Rakdos Suicide concept.
I want to start off with a quote from the RDW primer:
You want to win your games. There is a difference between trying to win them as quickly as possible (say, always a turn 4 kill) and trying to kill them as quickly as is feasible, that is, through resistance. I can build a deck that goldfishes a Turn 4 kill without resistance, but if my opponent interacts meaningfully, by win rate might only be 50%.
I've seen a lot of deck building in this thread and others going into a turbo aggro direction, which not to say that a hyper aggressive deck can't be good; but they are usually hamstringed by the general metagame around them. In Theros standard, AIR was deck that received a fair bit of play, however, I'd classify a deck like AIRs popularity as stemming more from it's extremely cheap
card cost, then due to it's ability to win tournaments. AIR was a great deck against metagames that were soft to it, but often struggled greatly vs decks that could stop it from goldfishing.
I don't think going all in with a hyper aggressive deck is the way to go right now. I know that the additional temple lands are often clogging up the early turns and making control and midrange decks look even weaker to hyper aggression, but unless you can kill on turn 3, you are not going to just goldfish a opponent.
After game one, an opponent knows you are on the hyper aggression plan, they are not going to keep a hand of scry land, scry land, scry land, and irrelevant cards.You are going to have to fight vs an opponents interaction with your early turns and unlike white based Boros aggro, you wont have cards like BtE and Boros Charm to buy you that last turn you need, which makes keeping a high burn count relevant.
One card I'd be extremely careful of in any deck building, is [card]Chandra,
Pyromaster[/card]. It's not a card we red mages have a lot of experience playing against and overloading a deck with x/1 creature can make a turn 4 (or turn 3 Chandra out of Gruul decks) absolutely backbreaking.
Either way, be really careful about making decks that struggle to win through resistance. They might be the correct call, depending on how the metagame pans out, but I wouldn't discount the wisdom of the RDW primer just yet.
Anyway, here is some theory craft stuff on Rakdos Suicide.
1. In what match up exactly is
Xantrid Necromancer bad? He is awesome vs other small aggressive creature decks, often mucking up their plans to attack or block. The only aggro deck that can outclass a 2/2 with ease is G/W. He is great vs Supreme Verdict decks. He blanks their verdict and makes their out a card Last Breath or DSphere, which they may have already used on an earlier creature. Generally, making control decks have a very specific set or sequence of cards in
order to not lose puts too much pressure on them. Even vs a deck like G/R, he represents multiple chump blocks, which can buy time to draw burn, black removal, or fliers that can swing the game in your way. He even plays a good feed the demon game vs BDevotion.
2. Is YP just completely dead vs control? Before, in Pyrored, YP always got sided out vs control decks. Jace, Architect makes 1/1 tokens irrelevant, but she is a human for Necromancer. I really want to find some card that I can sideboard into the place of YP in that matchup. YP seems pretty well positioned against newer G/R deck though, althought she is poorly positioned vs Polokranos. Trample is a thing, but instead of Nylea, we are seeing Ghor-Clan Rampagers, which either come out as a one time effect or have to be hardcast, which makes then vulnerable to removal.
I really like seeing all the new brews, keep up the good work.