A Fortunate Pairing

So I had a really interesting roundabout way of getting to this video.

Originally BDM wanted me to do a “build” from the MTGO deck editor, which ended up being Building the Red Deck (probably not surprising)… But I have always thought it would be useful to actually show readers how decks work instead of just using written words.

That ended up being this one.

The thing was… I mean you can run into anything in the Tournament Practice room, but the first pairing out was almost comical: Mono-Blue deck exhaustion against Vexing Shusher and Demigod of Revenge. But you know what? A match against Kithkin wouldn’t have been a good illustration of how the Red Deck works. A really fortunate pairing actually allowed me to show the various capabilities of the Red Deck, even if it was not thanks to a Tier One opponent. 

I think this one turned out pretty well (although I hate dead air and there is a fair amount in this one).

I hope you enjoy it.

LOVE
MIKE



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1 comment so far ↓

#1 wsitcher on 11.01.08 at 1:29 pm

Mike,

I’ve been debating a similar build to this one for Standard, but I included some green for a few more options in the sideboard:

4x goblin fanatic
4x wild nacatl
4x rip-clan crasher
4x hell’s thunder
4x demigod of revenge

4x incinerate
4x shard volley
3x magma spray
4x flame javelin
3x shock

3x forest
7x mountain
4x mutavault
4x karplusan forest
4x fire-lit thicket

board:
3x kitchen finks
2x naturalize
3x wheel of sun and moon
3x threaten
4x guttural response

The MO here is to take a Sligh approach and deal about 12-14 damage with small creatures in phases I and II with burn (and flying on thunder) clearing the way, and then burn the opponent out or bring out demigod in phase III for the win.

The obvious replacements here are:
tattermunge maniac for wild nacatl (which gets to 2/2 on turn 2 pretty consistently)
shusher for crasher (still not sure about maindeck shusher)
figure of destiny for mutavault (more early damage)
gouger for hell’s thunder (almost always deals 8 damage)

And I’ve replaced the ram-gang and extra lands with more burn to let the weenies get through for longer. Magma spray gives me some extra help against Reveillark, and I like lash out over shard volley perhaps, since I never want to play shard volley until turn 6, usually x2 for the win.

In the board, wheel gives me help against Reveillark, but it might be too much bad synergy with demigod and thunder. I like threaten against rogue fat for another win condition, and response helps out againt cruel control and faeries.

Do you think I’m diluting the deck’s power too much by adding green and going a bit smaller with the creatures?

Thanks for taking a look,
Dan

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