i want to get rid of the goblins and the curse but the problem is that i need a red permanent for Kederekt Parasite to work. do you have any ideas what to replace them with? and i think ill try playing with Toil. howl of the horde probably wont work since i dont really attack much.
March 19, 2015 10:01 p.m.
ToolmasterOfBrainerd says... #3
Add in Incendiary Command for sure. It doesn't solve the red permanent problem, but it's an awesome card for this.
I've always liked Vexing Devil as an overall good card, but it's expensive and doesn't serve the right purpose.
What about Eidolon of the Great Revel? Font of Ire could be very deadly. It either will eat your opponent's removal or deal a lot of pain after a few turns. Quest for Pure Flame also works. Goblin Guide is the modern red staple that most people run, but this doesn't seem like the deck for it.
I don't know red very well so I'm not of much use, but the Font, Eidolon, and Quest look like they could be effective in here.
March 19, 2015 11:01 p.m.
i love the command suggestion.
i think they will either let me play vexing devil and remove it. or theyll take the damage. either way i doubt it stays on board.eidolon of the great revel has intrigued me. i wasnt sure if it was right since it hurts me the entire time, but i may try it out.Quest for Pure Flame now thats a card i could get behind. it stays on field when kederekt is out, but as soon as i need it to, i can trade it in for double damage.goblin guide is expensive and i agree he doesnt fit well.
thanks a lot for your suggestions.
March 19, 2015 11:39 p.m.
tried the eidolon. hurts way to much to play mainboard.
March 19, 2015 11:55 p.m.
Since I see you running 3 Braid of Fires, I would suggest something to sink all of that mana into for those long, drawn-out games against tempo and control. Rakdos's Return; Red Sun's Zenith; and Devil's Play may be good, general places to start. Banefire and Molten Disaster are rather effective sideboard material against control, and Demonfire might help with an unlikely mirror-match up.
March 26, 2015 9:05 p.m.
hmm i understand your suggestion, and here is what i think
with an early braid of fire i will be able to play my cards a turn or two early. i shouldnt ever really run out of a hand in a normal match up, since i will have draw spells and mutual draw effects in almost every hand. so i would almost always want to use the extra mana to play more of my key pieces. the reason i beleive this is simple. when is Demonfire better than Lightning Bolt? 5 mana. the same can be said for almost all of those XR spells. so lets think of that scenario. i have 5+ mana what can i do. at 5 mana that card will do 4 damage to one thing. it may kill a creature. or it may deal 4 damamge to a player. i hope its not the second, because my main pain bringer pieces do that much more effectively and consistantly (a kederekt does minimum 1 damage per turn for 1 mana if its on, but can do much more when combned with draw spells. spiteful does minimum 2 and gets better with draw spells. and i wont begin to suggest comparing the power of Reforge the Soul versus 5 mana XR damage spells.. so it would be mostly used as creature control. so i would be paying 5 mana to play Murder. (or Hero's Downfall if i targeted a planeswalker, but you get the point.) what about 6+ mana? at 6+ mana these card do a decent chunk of damage. or really expensive creature removal. so at this level its player damage. so lets now compare it to my other player damage pieces. kederekt is conditional, but this card does minimum 5 damage per game even when dropped later on. underworld dreams is harsh on the mana but is unconditional kederekt. it does not benifit from braids. lightning bolt is cheap and efficent but doesnt have the same damage capacity.spiteful visions is dangerous but effective. it will output large amounts of damage to everyone. but 6+ mana means 5+ damage which is better than those right? well thats if we think of these other cards as 1 ofs. but if i have 6 mana, i am playing 2 cards most likely. at which point they over take the XR spells again in damage. so when does XR become a good choice? id say about 8 mana. i have nothing that can compete with 7 damage unconditionally to a player with no notice. ok so how do i get there?
t1 land (1 mana)
t2 land braids (2 mana)
t3 land (4 mana)
t4 land (6 mana)
t5 land (8 mana)
so if i play braids as early as possible, i can play one of those spells on turn 5. to be fair thats not that bad. but i could also just replace it with another copy of Reforge the Soul which is always 7+ damage. it can also be played consistantly turn 5 without braids. with braids i can play more of my cards, such as two spiteful visions on turn 5, or maybe a font of mythos combined with a quest of pure flame and a kederekt. i could just play a font and a spiteful (wow that hurts). i know some would retort that i'd have to use more cards to do those things. that an XR spell may not be the most mana efficient card but it can still be used by itself. but with all of the draw i have in this deck, i think i can pretty consistantly have at least a few cards in hand at all times.
there are 2 cards you suggested that break pattern. Rakdos's Return and Molten Disaster.
rakdos adds card draw making it effective at mana costs as low as 4 mana and great at anything past that. molten disaster is great because it no longer focuses on a single creature. it becomes a board wipe that also hits players. now i look at those. rakdos return. the discard on this card is imperative. the damage is ok as explained above, and the discard is decent (1 card at 3 is bad, 2 at 4 is meh, 3 at 5 is ok, everything up is great). but combined the effects are very good. but Blightning is much better at mana that im willing to play.again this card is a late game bomb. but again in most circumstances i will have something better to do or id want to kill them before resorting to playing this. moten disaster is diffrent. its very usefull at 4 mana. even mildly useful at 3. its fantastic at 5. or atleast its those things against aggro decks. it becomes a lot more painful when i need to use it to take out bigger threats like seige rhino or something.
results
rakdos is second to blightning and may beat out Fall as a sideboard option against control which i wouldnt want to allow to have too many cards in hand. molten disaster is a good and may see some mainboard play for testing, but i feel i need to look for another less painful option later on.
my real concern is how to deal with creatures. this deck can gold fish and kill a player turn 5-6 just fine. it even has some really cheap and really effective discard spells against the control. but it doesnt respond to creatures all that well. and im not sure which cards will help me respond best. molten disaster seems too painful, but it also seems the most versatile.
March 26, 2015 10:41 p.m.
I'm curious as to why you are running Braid of Fire with only 4 instants in your deck. The mana from Braid of Fire empties out before your main phase so it is essentially useless here.
April 3, 2015 6:58 p.m.
thank you for pointing that out. for some reason i forgot it emptied before my mainphase. probably need to switch it back out for one of my other red permanents. possibly fireslinger or the ooze. i guess ill see what happens. thank you again, cant believe i missed that.
April 4, 2015 12:18 a.m.
also, i really wish i could delete my old comments because i now realize i look like an idiot in my long rant like comment.
April 4, 2015 12:20 a.m.
ToolmasterOfBrainerd says... #12
By adding an update you can wipe all the comments.
April 4, 2015 12:31 a.m.
AwesomeName says... #14
Molten Psyche is fun with all of your artifacts. +1 from me!
June 14, 2015 7:11 a.m.
My friend built a deck just like this. Also i would throw in Sign in Blood Toil / Trouble and Damnable Pact. Usually you draw cards, and the price is loosing life but in this case your opponent can draw the cards and eat double the damage.
July 12, 2016 10:43 p.m.
the most mana i really get to is 4-5, so Damnable Pact ends up being a really overcosted Sign in Blood. also the reason i don't play sign in blood, is because i don't like giving that much advantage to my opponent. even if i make them take 4 damage to draw 2 cards, that took me a card to do so im now behind 3 cards. i don't think thats worth the 4 life and thats not even factoring in that i had to pay mana to do it. Toil is bad sign in blood, with bad Lightning Bolt attached because the opponent usually plays most of their cards even with the extra draws. at most it would do 4 or 5, but only at 5 damage does it really start to beat out the cards already in. I just can't think what card to take out that isn't more consistant or more beneficial to the plan.
July 13, 2016 1:05 a.m.
ZOMBLES127 says... #17
Great deck! Perhaps a card to consider would be Dark Deal, it is great hand disruption and can get in more damage.
ToolmasterOfBrainerd says... #1
This deck is ..... weird. But it looks like it could actually work. An interesting take on force-feed, but maybe could be a little more focussed. Some damage outputs seem a little weak and could be replaced, such as Goblin Fireslinger and Curse of the Pierced Heart. I don't actually play force-feed, but this deck definitely is an interesting take on it. I would definitely run a few Toil / Trouble is I were you because it does everything you need. Another fun card in this could Howl of the Horde but I'll leave that one up to you. +1
March 19, 2015 9:40 p.m.