All-In Red (AIR)

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Aodh
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Postby Aodh » Mon Nov 11, 2013 9:50 pm

Yeah, those are byes. The B/R list dies to Shock, so just include those and make trades when possible and you should be good. If there's a lot of B/R aggro, just run FotF instead of Boros Reckoner and that'll shore that match-up a little bit.

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Postby Tyrael » Mon Nov 11, 2013 10:46 pm

Wouldn't getting to 3 mana be a problem, even when you've sided in the extra land?
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Postby Aodh » Mon Nov 11, 2013 10:57 pm

I don't have a land in the sideboard. You'd have 16 land and one 3 CMC spell, so 3/17 configurations are bad which means you'll hit 3 mana before you find your FotF (or Boros Reckoner) around 14/17 of the time which is pretty fine, IMO.

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Postby Tyrael » Mon Nov 11, 2013 11:24 pm

Yeah, I meant sided in a* extra land

Thanks dude, i'll definitely try to run your setup! (you'll get all the credit if I do well with it though ;) )
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Postby Aodh » Tue Nov 12, 2013 12:00 am

The new set-up is -1 Land, +1 Rubblebelt Maaka. Kept the final Dynacharge in, but can probably -1 Dynacharge, +1 Rubblebelt Maaka also haha.

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Postby gozmit97 » Thu Nov 14, 2013 4:21 pm

so how do you sideboard with your list, aodh? considering running at my local FNM.

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Postby Aodh » Thu Nov 14, 2013 5:33 pm

I think it looks pretty straightforward, but:

Control: -4 falters, -1 Dynacharge; +4 RSF, +1 hammer
Midrange: -4 GHC, -1 Dynacharge; +4 MCS, +1 AoT
Aggro: -4 FDS, -1 Dynacharge; +4 Shock, +1 reckoner

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Postby Aodh » Thu Nov 14, 2013 5:37 pm

Beautiful scheme, by the way, because the curve is identical after SB. This deck is VERY consistent, so use that to your advantage.

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Postby gozmit97 » Thu Nov 14, 2013 6:14 pm

why would you play dynacharge if you always take it out?
also any tips and tricks for playing the deck?

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Postby Aodh » Thu Nov 14, 2013 7:24 pm

Play guys and attack; use all of your mana.

Dynacharge steals game one and isn't as effective when they're on the 100 kill spells plan.

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Postby magicdownunder » Sat Nov 16, 2013 12:53 am

I don't like the idea of being wiped by Golgari Charm which is seeing increased played so here is the version I'll test:

[deck]MDU Tweaked Boss Sligh[/deck]
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Postby Aodh » Sat Dec 14, 2013 10:09 pm

Took this list to a 4-1-1 T8 finish.

[deck]Creatures
4 FDS
4 FSD
4 Cackler
4 Loyalist
4 BTE
4 GHC
4 FFS
4 Ash Zealot
4 Goblin Shortcutter

Pum-pum-pump It Up
4 Titan's Strength
4 Rubblebelt Maaka
1 Dynacharge

Lands
15 Mountain

Sideboard
4 RSF
1 Hammer
4 MCS
1 Act of Treason
4 Shock
1 Reckoner[/deck]

Beat BuD, MBD, Gr Colossus, and Junk Midrange; lost to Jund Midrange and WW in top 8.

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Postby Aodh » Wed Dec 18, 2013 6:09 pm

3-1 at TNM with the exact same list. 1-2 vs. MUD, 2-0 vs. BgD, 2-1 vs. RWu Control, 2-1 vs. LKS. Deck's still amazing. Someone mentioned Seismic Stomp as another falter effect. I really need a way to attack through MUD because they mastered and I didn't have Legion Loyalist, so I just lost. MCS is my midrange tech and I usually bring it in on the play vs. MUD. Perhaps Seismic Stomp's just better. Against midrange, they do pretty much the same thing, except SS is so much better against MUD unless they hit the flier draw...

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Postby GoblinWarchief » Thu Dec 19, 2013 2:20 pm

I don't know how you manage to play with 15 mountains. I play 18 of them and sometimes i get stucked with just one, while i always want two-three or i'm not fast enough to win. The bare minimum to me is 17 lands.

That said, seismic stomp is very good against midrange but i'd never board in more than two copies because is terrible in multiples. Against MUD, i have elettrickery to wipe master of waves tokens.

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Postby Aodh » Thu Dec 19, 2013 11:49 pm

I basically went down to 15 from 16 to have a clean sideboarding plan. 16 lands gives you the best chance of 1-3 lands in your opener and 21 lands gives you the best chance of 2-3 in your opener.

With 16, we're at 53.43% to draw 2-3 and 29.24% to draw 1.
With 21, we're 59.63% to draw 2-3 and 17.74% to draw 1.

So now you just need to see what percentage of 1-landers are keepable and check out the math to see what's best for you. If 100% of one-landers are keepable, then 16 lands is like 5% better than 21 lands. If 0% are keepable, then 21 lands is 6.2% ahead... So where's the balance?

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Postby GoblinWarchief » Fri Dec 20, 2013 2:01 am

Usually i keep one land, but i know that i probably won't win if i don't draw another one in the next two turns.

I'm not good in doing percentages, but i would play the number of lands that give the highest probability of having exactly two lands in hand.

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Postby Aodh » Fri Dec 20, 2013 4:05 am

I think 17 for that.

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Postby Tyrael » Wed Jan 15, 2014 12:09 am

Screw it, I'm dropping my devo list and running AIR this friday

yolo n stuff
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Postby tmac » Sat Feb 08, 2014 3:23 pm

Took the 17-land list for a spin yesterday, went 4–1. Deck’s a real deal.

Wins: RG monsters, UW control ×2, White aggro.
Loss: Blue devotion (G1 mulligan to 4, G2 couldn’t draw the Loyalist for the alpha strike).

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Postby tmac » Sun Mar 02, 2014 10:57 pm

Two Game Days down. 1st in 17-man, 2nd in 12-man. RG midrange owned me hard, Polukranos totally wrecked the board.

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Postby Aodh » Mon Mar 03, 2014 7:33 am

Good job, Man. I'm glad it's working for you. Which list? I've been on MBA since I thought Drown in Sorrow would be more popular...

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Postby Tyrael » Mon Mar 03, 2014 1:01 pm

Barely anyone is running DiS tho
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Postby Aodh » Mon Mar 03, 2014 4:41 pm

Right. So I'll likely go back to AIR.

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Postby tmac » Tue Mar 04, 2014 1:58 am

@Aodh: viewtopic.php?p=139429#p139429 + 4 Ashleys which you left behind.

You can certainly play around board wipes which don't leave a fat body behind. Mono-black and UW are not as awful as you can think.

Loyalist vs Pack Rat interaction is totally fun. I've got a few WTF moments from Mono-black players.

That's a YOLO deck. You keep 1-landers and hope for the best. If this works, you win; if it doesn't, you fold and drink beer while the control players challenge the timer.

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Postby Aodh » Tue Mar 04, 2014 9:24 pm

Nice. You're running my original list? My buddy's
Been using it with -2 Goblin Shortcutter +2 Maaka to decet success also.

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Postby Tyrael » Wed Mar 05, 2014 12:21 am

I'm more concerned about the popularity of G/R monster decks atm

not a good matchup
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Postby tmac » Wed Mar 05, 2014 1:44 am

Gotta test more pump and less guys. Won’t go below 17 Mountains though, I've had a few nasty mulligans to 4.

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Postby Tyrael » Sun Apr 27, 2014 11:28 am

[deck] post-jou Prophetic AIR[/deck]

[deck] post-jou AIR heroic[/deck]

guise?
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Postby Longtoe » Tue Apr 29, 2014 11:56 pm

I like the build Tyrael. I would recommend some removal though for reach.
Standard: Red whatever variant is most meta appropriate
Modern: RB burn, infect, Twin, Bots
Legacy: UR delver, belcher

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Postby Toddington » Sat May 10, 2014 11:47 am

For those of you who don't read LSV's mothership column, he's posted some Prophetic Flamespeaker brews. I'll be sleeving this up for the next chance I get to play.

[deck]Prophetic Heroic[/deck]
https://www.wizards.com/Magic/Magazine/ ... ily/td/298

I'm reasonably new to this archetype, but from limited testing I don't think I'll be playing less than 4 Dragon Mantles and [card]Titan's Strength[/card]s. With playsets of both of these, I think you can consider shaving a few
lands. Hall of Triumph seems exciting with Akroan Crusader, even if it is a one-of.

This deck treads a fine line between AIR and RDW, I've put it here based on the absence of burn spells.

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Postby warwizard87 » Sat May 10, 2014 11:55 am

For those of you who don't read LSV's mothership column, he's posted some Prophetic Flamespeaker brews. I'll be sleeving this up for the next chance I get to play.

[deck]Prophetic Heroic[/deck]
https://www.wizards.com/Magic/Magazine/ ... ily/td/298

I'm reasonably new to this archetype, but from limited testing I don't think I'll be playing less than 4 [card]
Dragon Mantle[/card]s and [card]Titan's Strength[/card]s. With playsets of both of these, I think you can consider shaving a few lands. Hall of Triumph seems exciting with Akroan Crusader, even if it is a one-of.

This deck treads a fine line between AIR and RDW, I've put it here based on the absence of burn spells.
that deck really feels like it should have foundry street denizen and BTE in it =/
I swear to God, every thread we make falls victim to Godwin's law except instead of Hitler it's redthirst's piece.

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Postby Toddington » Sat May 10, 2014 2:58 pm

that deck really feels like it should have foundry street denizen and BTE in it =/
The other list on the link is a more typical RDW build. That might just be better, but I wanna test the Heroic aspect. I think Satyr Hoplite is pretty good without much help

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Postby PirateKingAtomsk » Sat May 10, 2014 8:31 pm

@Toddington
Curious what you'd run for a sideboard with that deck looks solid for an all in deck.
" :symtap: : Destroy target orifice."

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Postby Toddington » Sun May 11, 2014 12:22 pm

@Toddington
Curious what you'd run for a sideboard with that deck looks solid for an all in deck.
I've been thinking about it, and I reckon there's some matchups where Madcap Skills isn't what you want to be doing.

I think I'd consider a 1-of Purphoros in the board, but that might be loose. A Chandra on the other hand...

Some mix of Threatens, Falters, Electrickery/Scouring Sands, Mizzium Mortars, and Skullcracks. JOU gives us Harness by Force and Blinding Flare at least.

Boarding will be difficult with this deck
because you need creatures and enablers, a better player than I can give a better run down on the board. I know what I want to bring in, but not what I should be taking out :sweat:

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Postby zenbitz » Mon May 12, 2014 5:07 am

Rollicker isn't playable, is it? Eidolon of the Great Revel seems good against control and on the play.

I guess I cut the hoplites for skull cracks vs UWx.

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Postby Toddington » Mon May 12, 2014 12:38 pm

I am so on the fence about Rollicker. It's reasonable Heroic trigger, and fine on a Flamespeaker. The whole point of bestow is that you get value when the enchanted creatures dies. The body has to be relevant though, and a don't think a 1/1 is ever value...

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Postby Tyrael » Mon May 12, 2014 12:51 pm

For those of you who don't read LSV's mothership column, he's posted some Prophetic Flamespeaker brews. I'll be sleeving this up for the next chance I get to play.

[deck]Prophetic Heroic[/deck]
https://www.wizards.com/Magic/Magazine/ ... ily/td/298

I'm reasonably new to this archetype, but from limited testing I don't think I'll be playing less than 4 Dragon Mantles and [card]Titan's Strength[/card]s. With playsets of both of these, I think you can consider shaving a few lands. Hall of Triumph seems exciting with Akroan Crusader, even if it is a one-of.

This deck treads a fine line between AIR and RDW, I've put it here based on the absence of burn spells.
that deck really feels like it should have foundry street denizen and BTE in it =/
"An obvious non-inclusion is Burning-Tree Emissary. Firefist Striker, Madcap Skills, and Lightning Strike are the only cards with colorless mana symbols for you to use the green mana on. Instead you're happy to play two one-drops on turn 2 instead. In theory it's good in multiples and with Foundry Street Denizen,
but the 2/2 body wasn't doing enough." - Tom 'The Boss' Ross

It's also important to note that the Denizen suffers from all the bestow creatures since it will not trigger as often

and yeah, Rollicker is bad

I'd rather play Everflame Eidolon or something
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Postby hoeiberg » Fri May 16, 2014 5:20 pm

Has anyone had a chance to test any of these builds? I'm building a heroic AIR deck and I'm not quite sure what cards to get. Ofc I'm getting the 16 good 1-drops, madcap, dragon mantle, and TS. But other than that I'm not sure. Have anyone tested with rolicker? What about coordinated assault?

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Postby Toddington » Mon May 19, 2014 10:54 am

The 1/1 after Rollicker bestow is mostly irrelevant, I think Ordeal of Purphoros is better in the 2-drop Heroic enabler slot.

Coordinated Assault is best when you throw Arena Athlete into the mix with the 1-drop Heoric dudes. I've gone off [card]Titan's Strength[/card], but Coordinated Assault doesn't get blown out by a single removal spell as much I guess.

Blinding Flare is the real deal. You get to retrigger all your Heroic and swing for lethal, kinda like Overrun. It's been sweet every time I've cast it, and there's been so many other games where I would have won on the spot had I drawn it.

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Postby Tyrael » Mon May 19, 2014 4:00 pm

What list have you been running Toddington? I ran a heroic list last week and went 3-1 but the jund monsters matchup (I played the final vs that guy) turned out to be horrendously bad when he dreadbore'd my 9/6 Satyr Hoplite and my board collapsed on itself
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