WanderingWind
Mecklemore Is My Favorite Wrapper
That's a long time for newer players. The boxes will be quite a bit heavier on RtR/GTC cards because I bought about a million boxes of those. Not so much on DGM.
People are pricing it as though it were a manabarbs reprint. It's not, it's much better in the decks that want it. I think it's "not a .69 cent" card, so grab a cheap playset.You think this is like a 3 dollar card?
You should probably buy singles and make a cheap Standard-legal deck, I believe that's the format at most FNMs. Check the Standard section at the mtgsalvation forums to have an idea of what's being played.
If I recall correctly, current Standard-legal sets are Innistrad block, Return to Ravnica block, M13 and M14.
Sadly blue draw-go control is no longer a thing in modern Magic.
You think this is like a 3 dollar card?
I'm not entirely sure burning earth is great for mono red aggro.
The whole premise of the deck is that you win by turn 4. That said, putting this card in moves your curve up and thus increases the land count of the decks.
But, if you believe that mono red aggro won't win by turn 4, then burning earth makes more sense since it will shut down 80 percent of all decks in the meta right now. But if you think mono red doesn't win by turn 4 then you aren't playing the right deck.
So I dunno. It's great if you're expecting to have games go to turn 6 but with that kind of mindset you're inherently making your deck less aggro and more midrange. We all know midrange is way better when it is 2-3 colors and that's besides the point of burning earth. We all know mono red loses after turn 5. Is it worth messing up the deck to maybe have a chance of salvaging a long game?
your mainly talking about game 1 though. games 2 and 3 almost always go deeper when your opponent boards. keeping that in mind, burning earth makes more sense.
Oh, I'm maindecking that thing, lolBurning Earth being 4 mana is why it's the price it is, but I do agree that it's going to see some play as a SB card.
Oh, I'm maindecking that thing, lol
Yeah, I want to play this card. Im building RDW right now because I'm selling off most of my INN STD cards.
My Rough Draft
4 Stromkirk Noble
4 Rakdos Cackler
4 Lightning Maulers
4 Burning-Tree Emissary
5 Ash Zealot/Young Pyromancer
4 Boros Reckoner
3-4 Hellrider
4 Burning Earth
4 Searing Spear
3 Pillar of Flame
3 Mizzium Mortar
X Mountains
Of course, I need to cut some cards from it, and figure out a sideboard. Any advice?
Burning tree is terrible in this deck. You don't need the green mana. You must have 4 Hellriders at all time, same with Zealot. I like Bonfire over Mortar, but I think that's a meta/sideboard call.
I run 2 Thundermaws in the side for matchups where the opponent has a lot of removal, so there is an another threat late game.
Burning tree is terrible in this deck. You don't need the green mana. You must have 4 Hellriders at all time, same with Zealot. I like Bonfire over Mortar, but I think that's a meta/sideboard call.
I run 2 Thundermaws in the side for matchups where the opponent has a lot of removal, so there is an another threat late game.
Burning tree is there for dropping all your 2 drops on turn 2 (minus ash zealot). I've run mono red with bte and it's helped me drop my hand to win many times.
God's Beard!";70108531]Ok I get it now. Seems like the extra counters could be super helpful. [URL="http://crystal-cdn4.crystalcommerce.com/photos/891517/large/teysa.jpg said:Also, is Teysa's ability that kills "that" creature that does damage to you count as targeting?[/URL] Or does it beat hexproof?
Ended up 4-2 to take seventh place. I would have been second but I told my opponent that Zephyr Charge was not in fact an aura. He then proceeded to kill me with it twice. Oh well. Was fun enough for a Core set.
And I just opened my 4 prize packs and got a second Scavenging Ooze to go with the one I had in my pool (so much fun in limited) and a Chandra. So that worked out pretty well.
Had a pretty insane U/R pool today and went 5-0 for first. Flyers and burn are a good combination.![]()
Lands (24)
1 Steam Vents
1 Sulfur Falls
3 Izzet Guildgate
11 Mountain
8 Island
Creatures(16)
4 Goblin Electromancer
4 Young Pyromancer
1 Snapcaster Mage
3 Guttersnipe
2 Archaeomancer
1 Firewing Phoenix
1 Niv-Mizzet, Dracogenius
Other spells(20)
3 Pillar of Flame
1 Bonfire of the Damned
4 Mizzium Mortars
4 Think Twice
4 Izzet Charm
2 Turn/Burn
2 Thoughtflare
All prereleases in Argentina were moved back a week due to logistic issues, so we'll be getting our hands on the cards later.
I've finally realized my dream of building an izzet deck that doesn't suck using some M14 proxies, and it's been decent so far. All I need from M14 are the Young Pyromancers, which were quite interesting alongside Guttersnipe. This is the list I'm currently using:
I'm not sure how good Turn/Burn is, and I wish I could replace the Archaeomancers for Snapcaster Mages, but I just don't want to spend so much money on them. I've also been thinking about adding some counterspells, but I'm not sure what I should remove for them.
Having playtested only against myself using my slow BUG control deck, I'm not sure how it's going to hold up against my local FNM's aggro-filled metagame; the slowest deck out there was mine, followed by a midrange-ish rock deck, and the rest were all relatively fast aggro decks (ie: gruul, mono green, haste jund, golgari zombies and rakdos). As long as no control decks show up, I guess I'll have to fine-tune the deck to work specifically against aggro, possibly even main-decking hate cards... does anybody have any suggestions?
Turn/Burn is great since it cleanly answers some really hard to cleanly answer creatures like Angel of Serenity and the tusk.
Do you have invisible stalkers? Guttersnipe loves him with something cyphered on him...like hidden strings or hands of binding. You can consistently cast spells to get the snipe trigger plus control the board. Add in young pyromancer and now you can hold off any ground assault while pinging away at your opponent. Spear hits for 5 and all your cypher triggers hit for 2 plus make a token. It's silly. LOL
Does it answer any other important threats? My local FNM opponents have no Angels of Serenity, and I think only a guy's rock deck has Thrragtusks in it. Would Hands of Binding work well there, too?
I've been thinking about it, but I don't see what I could remove to make it work. Hands of Binding is an interesting card, but I'm not sure if its synergy with Pyromancer and Guttersnipe makes it good enough, as opposed to the times I don't have either of them on board and will barely get any value from casting Hands. Would they be any good if I wasn't running Invisible Stalker as well?
Also, what do you guys think about running Pillar of Flame? It does help against Voice of Resurgence and all, but I'm not sure if I shouldn't just run Shock or that 1RR instant that deals 3 damage and exiles (since I can cut its cost to RR with an Electromancer on board).