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Creature (3)

Instant (2)

Sorcery (2)


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Artifact (1)


Modern RDW, playtested in my local group. Card comments:

Teetering Peaks - At first I was hesitating, but after a few playtests this land became 4x auto include. It will slow you down in some rare cases (like getting two of them and no other lands in your opening hand) but that's about it. Rest of the time this card rocks.

Vexing Devil - Excellent card, works in about 90% of the situations. Perfect first-turn drop if I dont get Guide in my opening hand. Helps against Living End too.

Hellspark Elemental - Very useful in the end for delivering those last points of damage. Don't be scared of the mediocre mana/damage ratio.

Keldon Marauders - He will deliver 2 damage almost always, but don't put up your hopes of him hitting your opponent very often. Works nicely with Ensnaring Bridge and also as a fuel for Lavamancer.

Grim Lavamancer - This one doesn't always shine, but is still great card. Exactly three pieces of him are just fine. Excellent with Ensnaring Bridge.

Skullcrack - Considerable amount of decks are running some sort of lifegain (at least in my playgroup) - Thragtusks, Elixirs of Immortality, Timely Reinforcements are all there to ruin your fun and not always you can respond with some sort of burn against those pesky Nighthawks or Deathrite Shamans. Skullcrack is the answer, although it sometimes slows down the pressure by forcing you to keep those two mana untapped all the time.

Searing Blaze - Not so good without fetchlands. I used to run four of them, but too many times were Blazes totally useless or I couldn't produce landfall when I needed it.

Sideboard

Ensnaring Bridge is excellent against Aura Hexproof and infect decks and Im decking it against white aggro too.

I replaced Tormod's Crypt with Shusher, only one guy is playing Living End and I was able to beat him even without the Crypt.

Fetchlands - I think fetches aren't worth it. Deck thinning is a myth and the lifeloss can be devastating against some decks.

Cards I decked out:

Ball Lightning - I was hesitating a lot about this, because in some rare cases I was able to end the game with 8 damage (Teetering Peaks) - and winning like that is always wonderful. In the end I decided not to include, because in most cases he didn't deliver the damage - he was either counterspelled, exiled, threatened by first strike, bolted... take your pick.

Thunderous Wrath - I experimented with one piece of Wrath a little bit, but it just isn't worth it. Its totally useless in your opening hand and the draw chance isn't that high really.

Whats your opinion on Magma Jet? I'm including it at the expense of Ball Lightning.

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Date added 11 years
Last updated 11 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 4 Mythic Rares

19 - 7 Rares

18 - 2 Uncommons

8 - 2 Commons

Cards 60
Avg. CMC 1.63
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