Creatures
0-4
Boros Reckoner
: From the original skred builds where you throw a large Skred at this guy and he redirects it at your opponents face. He also serves other purpose. He is able to trade with 6 toughness creatures and can have first strike. On your curve this, your sweepers and blood moon are your 3 drops. This is generally played in place of scourge.
0-4
Eternal Scourge
: INCREDIBLE against spot removal and he is also controls worst nightmare. When paired with
Relic of Progenitus
this is effectively an infinite creature. He can also be cast after an
Anger of the Gods
. On your curve this, your sweepers and blood moon are your 3 drops. This is generally payed in place of reckoner. The general rule at the moment is run 2 of these guys or 4. I am considering moving them to the core cards.
0-2
Bedlam Reveler
: This is one I have been play testing with for awhile. It is not very good in relic of progenitus builds but in other builds it seems like it wants to be in the deck. I am unsure of how good it is as of yet in this deck. If my current build ran no relics and a couple more instants or sorceries I would be running 1-2 of these guys. The potential power level of this card in the deck is pretty darn strong if done properly. It can be a 3 mana draw 3 with a 3/4 prowess body that is immune to our sweepers and grows each time we cast a non creature spell.
0-3
Pia and Kiran Nalaar
: This card goes wide and helps to slow the board down if it is getting out of control. It is considered by many to now be a staple card.
0-2
Hangarback Walker
: While this is definitely not good against
Path to Exile
or your own
Anger of the Gods
it can be pretty lethal. Playing a large one of these then blocking or even getting hit from spot removal is not a bad option.
0-1
Wurmcoil Engine
: Solid in metas without
Path to Exile
heavy games. This can also be run in a wide skred build as when it does die its explodes into two tokens. It can hit the board pretty early thanks to ramp from
Koth of the Hammer
and
Chandra, Torch of Defiance
.
0-4
Simian Spirit Guide
depending on how fast you want to drop your
Blood Moon
. It is also a mandatory playset in the "free win" skred builds. There is much debate about whether or not to run spirit guides, mind stone or coldsteel heart. My opinion on this is spirit guide is better at the moment. My logic behind this is a turn 2 blood moon, a turn 2 anger of the gods or even a turn 3 pia and kiran followed up by a PW is incredibly powerful and it gives us a huge edge.
0-3
Stormbreath Dragon
: Played in dragon heavy builds and in metas where
Path to Exile
is dominant. The monstrous ability comes into play more often than you would think.
0-4
Thundermaw Hellkite
: This was used as a finisher in some of the original skred deck lists. Its obvious advantage is against spirit tokens and flying blocker. However, the pro white from
Stormbreath Dragon
makes thundermaw hellkite a less popular choice now.
0-4
Demigod of Revenge
: VERY weak in builds with relic but it can provide an instant kill if you have 3 in the graveyard.
0-3 solemn siumlacrum: This guy was played in some of the original Skred builds. Hey still sees ome play in the high cost skred decks.
0-4
Inferno Titan
: Titan was one of the original win cons of Skred Red decks. Its ETB bolt and attack step bolt in addition to be a 6/6 with fire breathing is very powerful if left unchecked.
0-4
Thunderbreak Regent
: Great in dragon heavy builds. Not so great by himself if the opponent it at a manageable life total.
0-3
Magus of the Moon
: Increase the number of Blood Moons in the deck.
0-3
Stuffy Doll
: This card is played in the classic skred variants. It acts as an indestructible
Boros Reckoner
.
0-2
Goblin Dark-Dwellers
: Not very good in a relic build but he is very good in non relic builds.
Instants
0-4
Desperate Ritual
: Played in the "free win" skred builds as a way to slam dock a "lock piece" very early on.
0-4
Pyretic Ritual
: Played in the "free win" skred builds as a way to slam dock a "lock piece" very early on.
0-2
Lightning Axe
: Surprisingly good as in most game 1's there will be some dead cards. Extra Blood moons, extra lands etc.
0-2
Magma Jet
: Kills early creatures and sets up your draws.
0-2
Commune with Lava
: Filters through LOTs of cards.
0-2
Kozilek's Return
: The advantage to this over
Volcanic Fallout
is that it requires one less red to cast so you can run more scrying sheets, AND it can deal damage to pro red creatures. This is not a very big deal in the MB except for
Etched Champion
.
Sorceries
0-2
Roast
: Kills Tasigur, siege rhino, goyf and other things that can have more toughness than you can skred early on. The downside to this spell is that it is sorcery speed.
0-2
Flame Slash
: Same thing as roast but one less mana and 1 less damage. The downside to this spell is that it is sorcery speed.
0-2
Mizzium Mortars
: Same thing as flame slash but one more mana and the ability to overload in the late game.
0-1
Blasphemous Act
: Fun trick against decks that do VERY wide. Especially fun with a
Boros Reckoner
in play.
0-2
Faithless Looting
: Filters through cards.
0-2
Tormenting Voice
: Filters through cards. Some people will opt to play
Cathartic Reunion
in its place.
Enchantments
More info to come!
Planeswalkers
0-2
Chandra, Pyromaster
: She has generally been replaced by the new
Chandra, Torch of Defiance
. However, she is still decent vs lingering souls.
0-2
Sarkhan, the Dragonspeaker
: Sarkhan is run in some lists in place of
Stormbreath Dragon
because he does not die to bolts and terminates. However he does die to path. He shines in a dragon heavy skred build.
0-1
Chandra, Flamecaller
: She is a very strong finisher but she comes at a high mana cost for the deck which is why she is generally only seen as a 1 of.
Artifacts
0-2
Batterskull
: A popular control option. However, it has been recently put into check by
Kolaghan's Command
.
0-4 MindStone depending on how many 5 drops you have.
0-4
Coldsteel Heart
: The advantage of this mana drop over a mindstone is that this one is a snow artifact so it will help to boost your skred. Also, it serves as mana fixing in two color skred decks. The downside is that it enters tapped and does not cantrip.
0-4
Trinisphere
: These are generally only played in the "free win" style of skred. This variant attempts to slam down a trinnisphere,
Ensnaring Bridge
or
Blood Moon
on the first or second turn via the use of Simian spirt guide,
Pyretic Ritual
,
Desperate Ritual
etc. The logic behind the free win skred variants is that some decks simply fold to a game 1 blood moon, bridge or trinisphere.
0-4
Ensnaring Bridge
: These are generally only played in the "free win" style of skred. This variant attempts to slam down a trinnisphere,
Ensnaring Bridge
or
Blood Moon
on the first or second turn via the use of Simian spirt guide,
Pyretic Ritual
,
Desperate Ritual
etc. The logic behind the free win skred variants is that some decks simply fold to a game 1 blood moon, bridge or trinisphere.
0-2
Hammer of Purphoros
: This one is an interesting pick in the deck. It makes your extra lands into creatures and gives all of your creatures haste. But its cost is steep, 3 mana, tap and sacrifice a land for a 3/3 golem.