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2 years ago  ::  Aug 06, 2011 - 8:00PM #1
greenmeanie72
Date Joined: Jan 28, 2011
Posts: 1,198
I had this deck in mind for singel player based around Chandra's Spitfire and Fire Servant .  I posted on the casual forum and after reading some of the suggestions it made more sense to make this deck to be a multi player deck.  I have changed all my spells to effect either all opponents or each player.   I have come up with a deck list of 58 but can't decide on the last two cards.  This just a starter list and I would like to here what you would add and takeout.

Land
24 x Mountain

Creatures
4 x Chandra's Spitfire
4 x Fire Servant

Planeswalker
1 x Chandra Ablaze
1 x Chandra Nalaar

Spells
4 x Sizzle
4 x Quest for Pure Flame
4 x Flame Rift
4 x Flamebreak
4 x Slagstorm
4 x Volcanic Fallout
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2 years ago  ::  Aug 06, 2011 - 9:04PM #2
Tich
Date Joined: May 27, 2006
Posts: 2,105
As awesome as this deck is, I would make a few changes to it before fielding it in a multiplayer setting. While playing 24 lands and 36 global burn spells (figuratively speaking) seems like it would be badass, the reality is that you probably won't be winning many games. Most of your cards hit players and deal with small creatures, but a 4/4 is going to give you some grief. If you take even 1 swing from something with 3+ power, you'll probably die before any of the other players. You better ****ing believe that you'll die in a blaze of glory, but still, you won't win. I love mass burn decks because they make for fast games, don't get me wrong, but I feel like most people are missing one key element: defense.

If I had to write a Red mage bible for multiplayer, it would probably start and end with Glacial Chasm . It's without a doubt the single best investment any Red mage could possibly make for multiplayer. When you play this card, you will win the game. It's that simple.

To reinterate, what your list lacks, as with most lists, is a way to actually protect yourself while you're burning everything down. When I build red burn decks, I start with something like 4x Ensnaring Bridge or 4x Glacial Chasm and build from there. My top priority is always going to be survival above all else, because you can't win if you've already lost. Speaking of which, Warrior's Oath has the best reminder text ever! Red mages, you don't lose if you've already won! 

So, with that being said, my advice would be to worry more about survival and less about what 36 burn spells you use. I mean we could debate Earthquake over Fault Line and other trivival changes for eternity, but at the end of the day your burn spells don't really matter. What matters is your plan to survive long enough to cast them. Again, I would pick Glacial Chasm over every other card in the game, but that's me. Sun Droplet can work too, but honestly, it's not nearly as good.

On a separate note, if I had to make general comments about Red decks, cards like War Elemental and Taurean Mauler are always good. The Elemental loves your global burn, and the Mauler is just a solid defender/beater. I also hate Planeswalkers in multiplayer (in general) because all they seem to do is draw hate and die. Neither Chandra has a particularly strong first or second ability, and so you're playing them for ultimates that you shouldn't be seeing. They're cool but not very good sadly. Finally Red decks also SUCK ASS at drawing cards. Mind's Eye is so freaking expensive, and Browbeat isn't reliable. Still, it might good in this deck since life totals should be low. Maybe consider adding some of those? It's that or Howling Mine / Temple Bell effects which also have drawbacks... big ones at that. Grafted Skullcap is good with Ensnaring Bridge , I should point that combo out while I'm at it.
My guide to Black multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706

My guide to Red multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879

My guide to White multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211

My guide to Green multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
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2 years ago  ::  Aug 07, 2011 - 6:48AM #3
MadMaxNL
Date Joined: Apr 16, 2009
Posts: 683
And yet again, Tich says it all. Defense is sorely needed in this deck, and Glacial Chasm fixes that like no other. Grafted Skullcap + Ensnaring Bridge is also great, if you (like me) don't like the steep cost the Chasm comes with.

Cap+Bridge also fixes another problem: Your hand will be empty pretty soon when playing mono red Burn. I play a Hostility deck myself, and the single biggest problem there is carddraw. I play some Browbeat s (which are pretty sick topdecks when your hand is empty, but you have a handful of 3/1 Hostility tokens, and everybody is on single digit life), a Wheel of Fortune and a full set of Wheel of Fate . But that deck is more of a combo build, so with this deck, you should probably focus more on long term CA like Cap, or maybe Sword of Fire and Ice (I know, it's a long shot).

Another thing might be a little bit of ramping. Some sort of rituals are probably perfect, because you only need them for a big turn, or your planeswalkers. Signets might work too, even though you don't need the extra color. Mind Stone accelerates, and gives you an extra card in the late game (when you really really need extra cards).

Tich only really makes a case for Glacial Chasm , but when you have 2+ opponents, Sun Droplet really shines too! You don't really have to prevent every damage, you just need to have a little more life than your opponents when burning them out.

To combat big creatures, Everlasting Torment can be an option. And from there, with you planeswalkers, the Quest, and the wither, some proliferation can be a good thing too.

Any inclusion you make besides those 2 cards your missing, I think Flamebreak should be the first card to go, because it burns your creatures to a crisp. And if you're going for some ramping, you can cut 1-2 lands too.
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2 years ago  ::  Aug 07, 2011 - 6:58AM #4
krichaiushii
Date Joined: Jul 17, 2003
Posts: 4,045
As a regular player of mass-burn decks, I agree with Tich - Glacial Chasm keeps you around long enough to maybe even win.  Given my personality, I may not wait to play the Glacial Chasm, but when I do, I live longer.

Card draw is always worthwhile.  Maybe even the great hand-fillers Wheel of Fortune or Wheel of Fate .  Yes, your opponents get cards, as well, but so what.  Games go faster when people do things.  Forgotten Cave is a nice option as well.  Even artifacts that allow draw, such as Illuminated Folio might be worth considering.

For monored defense, Aether Membrane cannot be beat.

All of your creature-zapping loves Repercussion - just saying.  Acidic Soil also speeds games nicely.

Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.

www.zombiehunters.org for all your preparation needs.

http://shtfschool.com/ - why prepping is useful, from one who has been there.
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2 years ago  ::  Aug 07, 2011 - 8:36PM #5
CadaverousBl00m
Date Joined: Oct 10, 2007
Posts: 6,295
Yep, defense and card draw alright.

I am running an artifact-minded build with Molten Psyche , and finally got the metalcraft ability to trigger yesterday!
Looks like the over/under on the number of artifacts required in the deck to make this happen is in the league of 8-10. Definitely needs a set of Great Furnace s to pull off, though.
Either way, this will trigger earlier and more often than Chandra Ablaze 's -2. People tend to see Ablaze in a deck like yours and freak out, no matter how useless she is before she maxes out.

I am also a big fan of running some cheap, decent walls for early defense. Aether Membrane , Aetherflame Wall , Wall of Stone and Wall of Fire are all very hard to get around.

A couple of other cards I would be running:
  • Wild Ricochet . This card just keeps on winning a place in my heart. Hard counter for red when it needs to be, ganks your opponent's Blatant Thievery , and will Fork your spells FTW. It's severely underrated.
  • At least two X spells. Yes, you can win easily with the cards you have. But they're not going to work every time, and your opponents will have gorillas on the other side of the board. An X spell gives you the ability to take them out, as well as giving you an extra win-con. I'd go for Fanning the Flames , Banefire or Rolling Thunder here.
  • Insurrection . You only need one, but it'll win you the game every time it goes off.
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2 years ago  ::  Aug 08, 2011 - 9:14AM #6
greenmeanie72
Date Joined: Jan 28, 2011
Posts: 1,198
I like some of the suggestions that I have read so far.  Not real crazy about the glacial chasm so I am going with Ensnaring Bridge instead.  Also I going to add Aether Membrane for some defense.  As for some mana ramp I thought maybe adding in cloudpost or seething song .
I am Red/Green
I am Red/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.

I'm both instinctive and emotional. I value my own instincts and desires, and either ignore or crush anything that stands in my way; planning and foresight are unnecessary. At best, I'm determined and fierce; at worst, I'm headstrong and infantile.


How to autocard Show


Most important rule in autocarding.  Always make sure you spell the card correctly.
Single Card
[*c]Forest[*/c] minus * = Forest

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[*deck]
16 Forest
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[*/deck]

minus * =
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Card Nicknames
[*c=Wrath of God]WoG[*/c] minus the * = WoG

Multi-Player Decks I have completed Show

The Burning Quest Show
Discard Show
Lifegain Show
We all Draw Show
Vampire: I want your Life Show
Beast gone Wild Show
Elven Rhythm Nation Show
Brewin a storm Show
rainbow sliver Show



Single Player Decks Show

Assault of the Minotaurs Show
Elemental Assault Show
Warrior's in the Woods Show
Pauper Stompy Show
Ula's Deep Sea Drezins Show
Green Beatdown Show
Use your Illusion Show
The Lands just Keep Falling Show
Rapid Infection Show
Budget Mill Show
Goblin Show
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2 years ago  ::  Aug 08, 2011 - 10:36AM #7
krichaiushii
Date Joined: Jul 17, 2003
Posts: 4,045
It could be argued that the best defense is a strong offense, and Furnace of Rath embodies this mindset.  I like it better than Fire Servant due to its cheaper casting cost, it being slightly harder to remove than a creature, and the fact that EVERYTHING damaging gets doubled, not just your red instants and sorceries.

Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.

www.zombiehunters.org for all your preparation needs.

http://shtfschool.com/ - why prepping is useful, from one who has been there.
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2 years ago  ::  Aug 08, 2011 - 10:51AM #8
Mr.No
Date Joined: Jul 30, 2011
Posts: 60
Unfortuantely, the best defense is not a strong offense. It's almost the opposite in multiplayer.

If you have an amazing card out, people are like "Hey! That person's gonna kill us all" and then you'll probably be dead before your next turn.

Of course, I'm usually the target in my groups when I play multiplayer. So my opinion is probably skewed.

Anyway, let's see...to be helpful, I think I have to throw out a card.
For red? I can only think of a good colorless defense card: Shield Sphere
Try me.
I am Blue/Black
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2 years ago  ::  Aug 08, 2011 - 10:55AM #9
krichaiushii
Date Joined: Jul 17, 2003
Posts: 4,045
The only bad games in MP are the ones that take forever to play out, due to a mix of stalling; control players; and bad luck in drawing/deck design.

Fast games - even the ones I lose - are preferable to spending two hours on one game watching someone agonize over which token to block an attacker with... then Fog the blasted battle. 

My opinion, but that thinking is what drives my suggestions here.

Cheers!
A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama.

www.zombiehunters.org for all your preparation needs.

http://shtfschool.com/ - why prepping is useful, from one who has been there.
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2 years ago  ::  Aug 08, 2011 - 6:13PM #10
Tich
Date Joined: May 27, 2006
Posts: 2,105

Aug 8, 2011 -- 10:55AM, krichaiushii wrote:

The only bad games in MP are the ones that take forever to play out, due to a mix of stalling; control players; and bad luck in drawing/deck design.

Fast games - even the ones I lose - are preferable to spending two hours on one game watching someone agonize over which token to block an attacker with... then Fog the blasted battle. 

Cheers!




Agreed 100%. I love seeing burn decks because they quite literally light fires under people's **** and forcce them to move rather than turtle up and play draw-go.

My guide to Black multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706

My guide to Red multiplayer cards and strategies:
http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879

My guide to White multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211

My guide to Green multiplayer cards and strategies
http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
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