[Archetype]Red Deck Loses

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[b][size=4]What is Red Deck Loses?[/b][/size]



Red Deck Loses (RDL) is a deck I threw together in about 10 minutes, about 11 minutes before I left for FNM. The idea was to burn like crazy but most likely fall short. That did not happen. Not only was I beating people, I was doing it convincingly and making them mad since this entire deck can be built for well under $100.

RDL aims to win the game in as few turns as possible by using efficient burn/creature spells to maintain an early damage curve to allow for a turn 5-7 explosion of Rift Bolts, Cheap Burn and Grapeshot all while maintaining more card advantage than should be allowed!

So people can hopefully stop asking this question over and over:
RDW = Creatures
RDL = Burn

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[b][size=4]Why Play RDL?[/b][/size]



One of the best reasons to play RDL is that unlike all the people you will be competing against, you can take pride in knowing that your $50 deck is not only holding its own against decks that cost 6+ times as much, but actually beating them regularly.

Another major selling point is that it is next to impossible to stop by traditional means. This deck laughs at counter spells, flying creatures, trampling creatures, creatures with shroud, bounce and so much more. The beauty of this design is that when you decide to go off, you have so many spells flying around that it is impossible (pre-sideboard) to stop them all!

Perhaps the most important reason to play RDL is because it is really fun, and really powerful. This is the type of deck you play when you want to dictate the tempo, and this deck stomps on the accelerator turn 1 and never lets up.

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[b][size=4]How Does RDL Work?[/b][/size]



RDL works by efficiently spending the first 3 turns getting in damage with creatures, setting up its hand for the big finish, and then executing the big finish. Ideally it wants to go off by turn 5, but if it takes a turn or two longer it is usually within reason to still expect to win.

The first few turns are ideally spent aggressively attacking with Mogg Fantastic and Keldon Marauders while using Incinerate to either keep the road clear or smack the dome of your opponent. Browbeat early on keeps the pressure on by either refilling your hand or doing the 5 damage and dropping your opponent dangerously close to Rift Bolt+Grapeshot territory. In the interim cards like Mudbutton Torchrunner help pile on the damage while holding off ground assaults.

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[b][size=4]What Cards Go In RDL?[/b][/size]


Creature Spells

Mogg Fanatic: An early thorn in your opponent's side that will continue to irritate. 4 is a must.
Keldon Marauders: This 2-drop is essential to the early win. also want a 4-of.
Mudbutton Torchrunner: This is a personal call more than anything, run if you want. It does serve as really good intimidation against Doran Doran or other aggro.
Greater Gargadon: Could be useful as a sack engine for the Marauders, but viability is up to you.
Storm Entity: For the stormy types
Spark Elemental: Decent first turn drop.
Emberwilde Augur: Another option to slow down aggro while still posing an explosive threat, but the timing of the sacrifice ability makes it less desirable than Torchrunner

Burn Spells

Shock: A quick 2 damage.
Tarfire: Shock's gobo cousin.
Sudden Shock: Shock's uncounterable relative
Rift bolt: Awesome burn with a small delay. Sick with decks that run Grapeshot or Ignite Memories
Shard Volley: More burn awesomeness.
Incinerate: Another necessary burn spell. Run 4.
Grapeshot: An awesome finisher to build up to
Ignite Memories: A bit expensive, but if you build up a storm with Rite of Flame, it can be devastating.
Needle Drop: Salt on the wound and a cantrip to boot.
Browbeat: Not sure if this should be Card Draw or Burn. Or both? :D
Pyroclasm: Provides much needed creature control/synergies well with Mudbutton Torchrunner

Other Cards to Consider

Mountain: If you can't figure this out, you might as well quit magic.
Mishra's Bauble: Peek for . Wrap it up!
Rite of Flame: If you want to go the neo D-Storm route, you'll need to build up a storm. That's where this guy comes in.
Keldon Megaliths: This card should be at least considered as a 1 or 2 of inclusion in any RDL
Kher Keep: Allows the ability to create chump blocks for fat ground attackers
Wheel of Fate: Synergies well with this entire deck list.

Potential Sideboard Material

Sulfurous Blast: Awesome board wipe. Meta dependent, SB in most cases.
Arc Blade: it keeps coming back to bite 'em in the @**. Good SB material.
Pithing Needle: Got Story Circle? No problem, mon.
Fury Charm: Budget Artifact hate+options. Your call.
Disenchant Takes out all enchantments/artifacts, use only as a last resort if your meta is stacked with annoying enchantment/artifacts, and if so you will have to main deck Battlefield Forge.
Detritivore: Nice option against opponents running many, many annoying non-basics. Slows your clock, but adds to storm when it comes into play.
Tormod's Crypt: Provides a very nice defense against Lark/Blink and Reanimator.
Cryoclasm: Excellent against all these decks that boldly choose to plains with islands/plains.

Anti-discard Deck Tech
Discard decks featuring The Rack pose the biggest challenge to RDL, so these cards in the sideboard will help RDL battle against the discard deck.
Guerrilla Tactics: Against a discard deck, this card is 4 damage for 0 mana, not bad at all.
Dodecapod: Against a turn 1 funeral Charm this guy wins you the game no later than the 5th turn, even less with a few burn spells thrown in.
Wheel of Fate: Reload your hand for another assault. W00t!
Fiery Temper: When played for the madness cost, is quite devastating.


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[b][size=4]Sample RDL Deck Lists[/b][/size]


Sample Decks

Red Deck Loses by Binaural


4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=mogg+fanatic" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=mogg+fanatic">Mogg Fantastic</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Keldon+Marauders" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Keldon+Marauders">Keldon Marauders</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Mudbutton+Torchrunner" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Mudbutton+Torchrunner">Mudbutton Torchrunner</a>


4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Shard+Volley" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Shard+Volley">Shard Volley</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Incinerate" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Incinerate">Incinerate</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Rift+Bolt" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Rift+Bolt">Rift Bolt</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Sulfurous+Blast" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Sulfurous+Blast">Sulfurous Blast</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Browbeat" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Browbeat">Browbeat</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Shock" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Shock">Shock</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Grapeshot" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Grapeshot">Grapeshot</a>


8 x Mountain
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Kher+Keep" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Kher+Keep">Kher Keep</a>
RedGuyWins' deck

[deck= red deck loses]
CREATURES:
4 x Mogg Fanatic
4 x Keldon Marauders
4 x Storm Entity

SPELLS:
4 x Rite of Flame
4 x Shock
4 x Tarfire
4 x Rift Bolt
4 x Needle Drop
4 x Incinerate
4 x Grapeshot
2 x Seismic Assault

LAND
18 x Mountain[/deck]
ddrfr33k's sample deck

[deck="The Leprechaun tells me to burn things"]
CREATURES:
4 x Keldon Marauders
4 x Mudbutton Torchrunner
4 x Mogg Fanatic
2 x Spark Elemental
SPELLS:
4 x Browbeat
4 x Rift Bolt
4 x Incinerate
4 x Needle Drop
4 x Shard Volley
4 x Sudden Shock
4 x Shock
2 x Wheel of Fate
LAND:
17 x Mountain
2 x Kher Keep
//15 SB:
4 x Demolish
4 x Fury Charm
4 x Ghostfire
3 x Arc Blade[/deck]
Wulpack's RDL

[deck=Memories Ignited]
CREATURES:
4 x Mogg Fanatic

SPELLS:
4 x Rite of Flame
4 x Ignite Memories
4 x Shock
4 x Rift Bolt
4 x Tarfire
4 x Shard Volley
4 x BrowBeat
2 x Wheel of Fate
2 x Fury Charm

LAND:
24 x Mountain[/deck]


IMAGE(http://i230.photobucket.com/albums/ee215/Hodoku/R.gif)
[b][size=4]Match Ups[/b][/size]



Because of this deck's rather unique path to victory, there are not a lot of current standard decks that present a great deal of problems for RDL. Since RDL aims to just burn face ASAP a lot of creature based decks simply cannot get 20 in on the RDL deck before they get burned for 20 to the face. The notable exception is Doran Doran which has a faster clock than RDL. Later versions of RDL have included more creatures (most notably Mudbutton Torchrunner) to attempt to slow down Doran and his attacking hordes. Results have been mixed, but these changes have given RDL a chance where previously there was none.

Every deck has one or two creatures at least that really must be dealt with (like Mad Auntie, Scion of Oona, Imperious Perfect, Treetop Village among others, and this deck does run Incinerate for that reason. Burning out 1 tough creature with 1 Incinerate can buy RDL all the time it needs to finish the job.

Also, as previously mentioned, any deck which has a reliable source of life gain is a big problem for RDL. While the dreaded Martyr of Sands seems to have lost favor of late, it is still devastating. The other major life gaining card RDL must worry about is Loxodon Warhammer (which is run in decks like The Rock). In game 1 it can be worked around by burning the creature attached to the warhammer, but games 2 and 3 there must be a sideboard answer for Warhammer, which usually takes the form of Fury Charm or Pithing Needle.

In recent times Lark/Blink has burst on the scene with tremendous results and is probably THE deck to beat right now. RDL wins game 1 far more than any other current archetype does, but games 2 and 3 can be trouble with the sideboarded Aven Riftwatcher. Some kind of graveyard disruption is essential to having a chance post board against Lark (Tormod's Crypt) or else good old Cryoclasm.

The last major archetype that gives RDL problems is discard. Most good discard decks will dominate the first game, but since the RDL player knows its weaknesses, the sideboard will turn the tides in games 2 and 3 with additions like Guerrilla Tactics and Dodecapod.

SPECIAL NOTE:
Management wishes to inform everyone that they will no longer be discussing the benefits of Grapeshot. Please note that it has been discussed ad nauseum throughout the many pages of the thread, and everything that can be said about it has been said countless times, so if you want to know about Grapeshot, you are going to have to read the thread.

To sum up why Grapeshot is a great card for RDL:
- It synergies terrificly with suspended cards like Rift Bolt and Wheel of Fate
- It synergies greatly with cheap burn like Shock and Shard Volley
- It divides its damage into increments of 1 so you can send each damage wherever you want (like your own Mud Buddy)
- It is virtually uncounterable
- It synergies well with your opponent's counter spells
- On average and with very little planning it is 2 mana for (on average) 3-4 damage and 1 card

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-EDIT-Slapped on the Pre-Archetype tag. I'll do some work in the next couple of days to make the O.P. more appealing/informative (specific card suggestions, sideboard options, etc)...I also updated my current version of the deck in the O.P.

Just updated the O.P. to make it more deserving of the tag "pre-archetype"

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Thank You



...To Yourradiogeek for the AWESOME banner!
...To Hodoku for the excellent red borders.
...To ddrfr33k and Wulfpak for believing
Wheel of fate can kick some serious ass in this deck
-4 chromatic star
+4 spark elemental

Also consider just plain turning this into dragonstorm, same burn them down playstyle except more competitive
Add Magus of the Scroll and Sensation Gorger when Morningtide set in.
-4 chromatic star
+4 spark elemental

Also consider just plain turning this into dragonstorm, same burn them down playstyle except more competitive

I do not have an exact decklist for you, but last night I dueled a Dragonstorm deck for fun and we each won two games. I also split 4 games against fish afterwards (again, I do not have an exact decklist).

I will try out the Spark Elemental, that seems like a logical replacement, especially as a 1 drop, which takes a little sting out of going second since you'll either start them at 17 or you will get them to 18 and eat a Birds or mana elf.
First of all, I want to say congratulations. Second of all, these are the changes I would make if I had to play it next FNM.

IN:

+4 Storm Entity
+4 Rite of Flame
+2 Seismic Assault

OUT:

-4 Chromatic Star
-4 Brow Beat (These aren't bad... just not consistant)
-2 Mountain

My Version - Red Deck Loses

12 Creatures

4 Mogg Fanatic
4 Keldon Marauders
4 Storm Entity

30 Spells

4 Rite of Flame
4 Shock
4 Tarfire
4 Rift Bolt
4 Needle Drop
4 Incinerate
4 Grapeshot
2 Seismic Assault

18 Lands

18 Mountain

No matter what version you go with though, good luck with it. More power to mono-red decks.
Dang, more good suggestions! I've got a lot to think about

I think I should at least make a case for Browbeat in this deck, as having run it in the deck I cannot possibly see it being removed. If they take the 5 damage, I am usually shocked because it makes no sense to me but I'm like "thank you!". If they let me draw 3 cards I now have 3 more cards to refill my hand of cheap burn to either ramp up storm or to drop a Marauders or something similar. Basically, no matter what they choose they are getting screwed...it is also a very nice card to draw in the off chance that both decks empty their hands in a longer game because at that point it is nearly a certainty that I am drawing 3 cards.

I'm not surprised because if I were on the other end of this thread I would probably be seriously questioning Chromatic Star myself, but I really like it in this deck. In fact, it is my favorite turn 1 drop by far. Turn 1 drop star, turn 2 tap mountain sac star for red, draw a card, drop Keldon Marauders/Incinerate or even a second star/Mogg Fanatic. And then the turn I try to storm out if I happen to have 1 in hand it can easily be played to ramp up storm. Actually, I like having 1 in play when I try to storm out because I filter my first mana through it to draw the extra card to potentially draw into another 1 drop to boost storm even higher.

The one card I am surprised nobody has said too much about is Needle Drop. The early card draw is huge, the free damage from playing it on the same turn as a Marauders is very nice, and the ability to ramp up storm later is great. I almost laughed at myself when I even considered using it, but after seeing it in action, I refuse to remove it

The one thing I neglected to do for this deck was to create a sideboard...after last night, I am thinking that artifact destruction is a must given how 3 of my 4 opponents ran warhammers. To a much lesser degree I am concerned with Story Circle, although I'm thinking the bigger threat from white is Rule of Law (Rule of Law + Story Circle is instant scoop I'm thinking)
in all mono-red decks, i always advocate +1 loxodon warhammer, +1 kher keep
it wins and swings games + when you lose steam so quickly, this keeps your game up till you draw burn
Such a simple deck intrigues me so. Let me give it a shot.

Land: 20
17 x Mountain
2 x Keldon Megaliths
1 x Kher Keep

Creatures: 12
4 x Mogg Fanatic
4 x Keldon Marauders
4 x Spark Elemental

Spells: 28
4 x Shock
4 x Tarfire
4 x Incinerate
4 x Rift Bolt
4 x Needle Drop
2 x Wheel of Fate
4 x Grapeshot
1 x Loxodon Warhammer
1 x Beacon of Destruction

SB:
4 x Sudden Shock
4 x Ingot Chewer
3 x Tormod's Crypt
4 x Cryoclasm

SB is shoddy, but is a good start. This one may be a little slower, I think. But can refill with a timely wheel.

Also note Keldon Megaliths can skirt around Story Circle. At least I'm 90% sure.
Also note Keldon Megaliths can skirt around Story Circle. At least I'm 90% sure.

Yup, lands are colorless.
Yup, lands are colorless.

Awesome, that should help with the last points. Also, maybe consider Ghostfire in the Board, or maybe some other colorless source.
I got beat a few weeks ago by a R/B deck similar to this, 'scept he used Magus and Shadow Guildmage to get the final points through.

I think this can do surprisingly well.
My only worry about the Megaliths was that they would be my only land on turn 5 when I needed 5 mana. I'm not saying that it is a great worry, but that was why I neglected them in the first deck list (I did think of it but made a decision to not include it...especially given how this deck NEVER has an empty hand, ever...seriously, ever)

Aside from Ghostfire, the other burn choices against Story Circle are:
Moonglove Extract
Sudden Shock

...neither of these are a great choice....
Yeah, wheel of fate is a must-need in this deck, cause youll run out of things to use too quickly.

All i could think of when i saw this deck was:
Turn four suspend four riftbolts.
Turn five Riftbolts come out, Play five grapeshots.

Good luck with this deck, it looks like it could beat most of the decks I see at FNM.
I really feel that Wheel of Fate is best in the side board. It has to be suspended on turn 2 to be effective in this deck, and on turn 2 I really want to drop a Keldon Marauders or have the ability to incinerate something, usually my opponent. I want them on a fast clock.

And I truly feel it is a misunderstanding that this deck will run out of cards. I only run out of cards in most games when I'm going for broke with storm. I have 8 1 drops that replace themselves and 4 browbeats that either refill my hand or put my opponent's life total dangerously close to grapeshot range.

I absolutely agree that against certain decks Wheel of Fate is huge. And in those games I have no problem grabbing it from the board, but I think that in the main deck it slows the clock down too much because suspending it on turn 2 means you really cannot conceivably go off until turn 6 at the earliest, and this thing gold fishes turn 5 kills about 50% of the time.
If you aren't running out of cards, your burn spells are too expensive.

You need at least 2 Keldon Megaliths, some decks just can't stop them.

I don't like Grapeshot here, it seems like it makes you want to keep burn in your hand instead of playing it.

How about Sulfurous Blast?

Also, I agree with you about Browbeat. This is the one and only deck type where Browbeat is good.
Given the suggestions thown around in this thread, I figured I'd throw version 1.1 around. Won't bother to autocard, most cards are givens.


The hammer seems a little out of place the more I think about it, and might be dropped in the actual card build.

Sulfurous blast would be interesting, as both creature and player damage.
Yeah, that Warhammer is not good here. Your creatures won't ever live long enough.
Yeah, that Warhammer is not good here. Your creatures won't ever live long enough.

Dropped for +1 Grapeshot.

If you can think of a better burn spell in place of that, that fits the curve half decent, I'm up for it. Sulfurous blast seems a bit steep to me.
i'm serious when i mention loxodon warhammer... it with kher keep can destroy tempo late-game vs other aggro in a tight match, and if you get it under control and other aggro-control, you essentially buy yourself all the time you need to burn for game
red lacks steam, card draw, and presence, loxodon's permanent lifegain and ability to make a threat for nearly no cost and give you CA+ all the while makes up for it
red just can't win otherwise, it doesn't have enough of the aforementioned quality cards to do it unless you go sligh
i'm serious when i mention loxodon warhammer... it with kher keep can destroy tempo late-game vs other aggro in a tight match, and if you get it under control and other aggro-control, you essentially buy yourself all the time you need to burn for game
red lacks steam, card draw, and presence, loxodon's permanent lifegain and ability to make a threat for nearly no cost and give you CA+ all the while makes up for it
red just can't win otherwise, it doesn't have enough of the aforementioned quality cards to do it unless you go sligh

The problem here is, is that Hammer costs , and another to equip. Also, It and Kher Keep is singletons. The chances of drawing them both is slim. Otherwise all the creatures will last for 2-3 turns, max.
The problem here is, is that Hammer costs , and another to equip. Also, It and Kher Keep is singletons. The chances of drawing them both is slim. Otherwise all the creatures will last for 2-3 turns, max.

if you don't draw it, you're as well off as you can be, if you do, you're better off than before (you won't draw it again, since its a 1-of) and it'll do its job
its like playing poker and counting cards, albeit, slightly skewed in some respects
a deck like this simply won't work in standard unless you have some difficult-to-deal-with board presence, and some half-decent time buyers to compensate for the lack of card-draw. aggro will simply win b/c you'll waste all your burn on their creatures and really get nowhere far
if you don't draw it, you're as well off as you can be, if you do, you're better off than before (you won't draw it again, since its a 1-of) and it'll do its job
its like playing poker and counting cards, albeit, slightly skewed in some respects
a deck like this simply won't work in standard unless you have some difficult-to-deal-with board presence, and some half-decent time buyers to compensate for the lack of card-draw. aggro will simply win b/c you'll waste all your burn on their creatures and really get nowhere far

What lack of card draw are you referring to?
I am totally going to make a burn deck now Binaural cause most of those card are really cheap.
What do you think about tribal flames its a drop two for at least 2-3 damage and more then that later in the game. Maybe get rid of a few grapeshots for it?
What lack of card draw are you referring to?

browbeat and needle drop are conditional, and neither provides sufficient CA when you need it
all your spells are essentially one for none(life), assuming they'll be aimed at the opponent, and the board presence = null, does little to make up for it, like sligh, or other better aggro decks
Now who says we're using burn on creatures? All our burn can target players. Most of the time the deck will ignore their board position to strike at their direct Life.

The biggest reason I can see on using burn on creatures is Lords. Most aggro decks slow down without them.
I am totally going to make a burn deck now Binaural cause most of those card are really cheap.
What do you think about tribal flames its a drop two for at least 2-3 damage and more then that later in the game. Maybe get rid of a few grapeshots for it?

This deck is mono Red, How would Tribal flames deal more than 1 damage? Grapeshot is superior in that matchup.
Now who says we're using burn on creatures? All our burn can target players. Most of the time the deck will ignore their board position to strike at their direct Life.

The biggest reason I can see on using burn on creatures is Lords. Most aggro decks slow down without them.

Well said Occasionally you'll need to throw an incinerate at a creature (or Garruk) but by and large, we are completely ignoring what our opponent does.

And as for Browbeat not being a card draw machine, that is inaccurate. If you do not let me draw the 3 cards you just took 5 damage, and believe me, when I've got a hand full of shocks and rift bolts, this is not a good option...it is an option though, you are right, I may not get to draw my cards. But I really do not care in the slightest. Like I said before, the 5 damage is like a gift from lesser players. With just that loss of 5 life, suddenly 2 rift bolts+2 shocks +1 grapeshot = :D
omg I am retarded I read the card wrong. Just picked it up and thought it said # of lands my bad
ok my first suggestion was not the best but what about
karplusan wolverine its basically the same thing mogg fanatic except cheaper cash wise but do you think it's worth putting in? Another good card might be Assault-Battery dunno what do you guys think?
I wouldn't call any of that card draw. Browbeat is a burn spell, as far as I'm concerned.
ok my first suggestion was not the best but what about
karplusan wolverine its basically the same thing mogg fanatic except cheaper cash wise but do you think it's worth putting in? Another good card might be Assault-Battery dunno what do you guys think?

If you do not have access to Mogg Fanatic Karplusan Wolverine is not a bad replacement. I would caution though that Mogg Fanatic is AWESOME in this deck if for no other reason, if you drop him on the turn you are going off with Grapeshot, once he resolves he can be sac'd for 1 point of damage if need be. Plus, there are an awful lot of really annoying 1 toughness creatures that he can "shoot" if it becomes a problem (ie Oona's Prowler)
ok my first suggestion was not the best but what about
karplusan wolverine its basically the same thing mogg fanatic except cheaper cash wise but do you think it's worth putting in? Another good card might be Assault-Battery dunno what do you guys think?

Assault battery is a possibility as another shock, but at sorcery speed I'm a bit hesitant.

Karplusan Woverine is strictly worse, as it has to be blocked in order for its effect to take place. While Mogg fanatic is basicly the same thing in that sense, it limits options if you go with the wolverine IE:

Your opponent is at one life, you have no cards in hand. He's up for an alpha strike next turn. You draw.... The Wolverine.

this isn't a far stretch. Fanatic can win games faster than the Wolverine can.
I added the Spark Elementals for testing purposes and rather than goldfishing, I ran it up against Sonic Boom....and went 2-0 :D

This got me to thinking that another reason Grapeshot is so good is because you get to do 1 damage for each spell played before it that turn...this includes your opponent's counter spells, so if they rune snag a tarfire or something, big deal, Grapeshot just got one bigger.
I prefer a late-game burn spell over the strictly early-game Spark Elemental. I just hate cards that become useless in the late game.
I prefer a late-game burn spell over the strictly early-game Spark Elemental. I just hate cards that become useless in the late game.

While I'm no expert on the deck, it looks like a burn with a storm backup plan in it; AKA: it has no late game. Burn has early game and a little mid-game, but not much else.
In burn, I count either turn 5-6 as the late game, or just the part where you need to topdeck burn to kill the opponent.

Not that I'm suggesting 6-mana spells. By late-game burn, I mean stuff like Ghostfire.
In burn, I count either turn 5-6 as the late game, or just the part where you need to topdeck burn to kill the opponent.

Not that I'm suggesting 6-mana spells. By late-game burn, I mean stuff like Ghostfire.

The chance of dealing 3 damage by turn 1 is pretty good though.

SPOILER: This deck could easily benefit from the card called Shard Volley. Late game it doesn't matter much, and in early game you don't need that much land. Here it is.
***********SPOILER************
Shard Volley R
Instant
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.
The chance of dealing 3 damage by turn 1 is pretty good though.

SPOILER: This deck could easily benefit from the card called Shard Volley. Late game it doesn't matter much, and in early game you don't need that much land. Here it is.
***********SPOILER************
Shard Volley R
Instant
As an additional cost to play Shard Volley, sacrifice a land.
Shard Volley deals 3 damage to target creature or player.

That card is going to be 100% 4 of, that is huge.
Binaural, you have a knack for making awesome decks. The power in this is just too fast to handle most of the time. My Johnny side recommends Pyromancer's Swath. Someone owned my Deathrenewal deck with that + Grapeshot (Storm Count:6, Shock GG) @_@;
That card is going to be 100% 4 of, that is huge.

Agreed. I think it could even replace spark elemental.

Also, from Morningtide, Mutavault could help as well.