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Author Topic: Deck Idea Red Magus/Blood moon Control  (Read 2097 times)
Dhamon
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« on: March 15, 2010, 03:48:43 pm »

FYI I am new to vintage (after a 10+ year break)

This is a deck idea I came up with after reading over the green/red beatz deck and noticing that some players in my area run 0 basic lands

The idea is to get out a very early bloodmoon/magus or at least nullrod/chalice/wasteland to slow the game down considerably

This is my initial list:

4 simian spirit guide
4 wasteland
1 stripmine
1 black lotus
1 lotus pedal
1 mox ruby
4 ancient tomb
4 city of traitors
8 mountains

4 chalice of the void
4 null rod
4 bloodmoon
4 magus of the moon
4 pyroblast
4 shattering spree
2 gorilla shaman
6 ??

sideboard
4 red elemental blast
more artifact hate for against shops decks
??


for kill(other then beatdowns with 2/2s here are some Ive been considering:

black vise(with a blood/magus out opponent's hand should fill up)
price of progress(with a black vise out and game locked under a bloodmoon/magus opponent should be laying down lots of non-basics so this could easily be 10+ dmg)
duplicant  (anti-oath creatures such as iona, spinx of steel wind, akroma,  or dark steel colossus)
hunted dragon  6/6 flying haste finisher for 4  who's drawback is good against oath
jesters cap(remove win conditions)

workshop based decks of course would still be a problem
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vassago
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« Reply #1 on: March 15, 2010, 04:05:46 pm »

Greater Gargadon is the nuts. Try him. Also, look into Thorn of Amethyst.  4 Shattering Spree is too much. I would actually suggest Goblin Welder. Duplicant turns out to be sick if you use welders.   Also, play fetch lands. 8 mountains might as well be a million when you think about future draws mid game.  Tangle Wire is also good if you are trying to lock people out or buy time. That might be needed if you do not have any draw engine in mind. 

If you cut Null Rods, you could play Sensei's Divining Top and play Key/Vault and/or Painter/Grindstone.

Idea(s) steering away form mono red:

              Urborg, Tomb of Yawgmoth.  Opens up black for Demonic Tutor, and Vampric Tutor.  These seem very good to you as you could tutor for you piece of choice. Also gives you Diabolic Edict, but I do not know how good that would be to you.   

Anyway, hope any of this helps at all.
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honestabe
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« Reply #2 on: March 15, 2010, 04:50:37 pm »

Looks like you want more cards that do things.  Your only win cons are magus and shaman
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meadbert
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« Reply #3 on: March 15, 2010, 04:51:05 pm »

Raze might be useful for removing basic lands unaffect by Blood Moon.
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Troy_Costisick
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« Reply #4 on: March 15, 2010, 05:31:50 pm »

I played many decks with similar builds in 2007-2008.  Check out this thread: http://www.themanadrain.com/index.php?topic=35901.0  It will be very educational.

This is the last version of the deck I played:

Creatures 
4   Greater Gargadon 
4   Magus of the Moon   
4   Simian Spirit Guide   
4   Vexing Shusher   
2   Viashino Heretic   

Enchantments 
1   Blood Moon

Artifacts 
1   Black Lotus
4   Chalice of the Void
1   Lotus Petal
1   Mana Crypt
1   Mox Emerald
1   Mox Jet     
1   Mox Pearl
1   Mox Ruby
1   Mox Sapphire
2   Pithing Needle
1   Sol Ring 
4   Sphere of Resistance
2   Sword of Fire and Ice
4   Thorn of Amethyst   
1   Trinisphere 

Lands 
3   Ancient Tomb
11  Mountain
1   Tolarian Academy
   
Sideboard     (15 cards) 
4   Dead/Gone   
2   Pyroblast
3   Red Elemental Blast
2   Martyr of Ashes
4   Relic of Progenitus

It couldn't compete now, but I had a lot of success back then.  Magus of the Moon, Greater Gargadon, and Vexing Shusher all had excellent synergy.  I'd build a deck around that core and go from there.
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Dhamon
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« Reply #5 on: March 16, 2010, 03:02:40 am »

Thanks for the good ideas

Greater Gargadon and vexing shuster(great with chalice!) both look good.

duplicant and welder are interesting too  was trying to avoid making this much like a workshop deck, but maybe thats not a bad idea

raze too(maybe in sb)

being a moon lock deck I dont see thorn of amethyst helping much as my opponent will most likely have plenty of colorless mana available from his "mountains"

fetches I was avoiding so as to take less damage from my own price of progress

Urborg, Tomb of Yawgmoth unfortunately gets overruled by bloodmoon/magus  so I think the deck has to be mono red

4 shattering spree might be too much, however it fulfills 2 roles:  hate against workshops decks(which are not locked under bloodmoon/magus as half as-much as others decks)  as well as a surefire and efficient way to kill fast artifact mana when on the draw

basically Im trying for an explosive turn1/turn2 to lock the game up under a moon+artifact mana disruption  followed by a slow win probably many turns later from whatever win cond works best under such lock
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silvernail
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« Reply #6 on: March 16, 2010, 07:31:49 pm »

Lodestone Golems are a good idea for this kind of deck I would think - 5/3 with sphere effect kills and slows them down.
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vassago
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« Reply #7 on: March 17, 2010, 10:15:26 am »

Lodestone Golems are a good idea for this kind of deck I would think - 5/3 with sphere effect kills and slows them down.

*DING* and the winner is.....

I do not know why any of us had not suggested this earlier, but this is a phenominal idea. 
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BruiZar
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« Reply #8 on: March 17, 2010, 12:52:31 pm »

Legacy has a similar build, imperial painter. http://www.deckcheck.net/deck.php?id=32267

Mainboard

8 Mountain
4 City of Traitors
4 Ancient Tomb
4 Imperial Recruiter
4 Painter's Servant
4 Magus of the Moon
4 Simian Spirit Guide
2 Jaya Ballard, Task Mage
4 Chrome Mox
4 Grindstone
3 Magma Jet
4 Lightning Bolt
3 Blood Moon
4 Pyroblast
4 Red Elemental Blast
# 60

Sideboard:

3 Tormod's Crypt
1 Relic of Progenitus
2 Pithing Needle
2 Shattering Spree
4 Pyrostatic Pillar
2 Powder Keg
1 Viashino Heretic
# 15
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Cyberpunker
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« Reply #9 on: March 17, 2010, 01:59:08 pm »

You don't want to buy Imperial Recruiters though...
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