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Author Topic: Mono Red Land Destruction?  (Read 4405 times)
thefish
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« on: February 06, 2004, 10:01:01 pm »

Here is my deck that i plan on using in an upcoming 1.5 tourney.
I expect a lot of elves, wizards and bad monoblue control. Any advice
would be GREATLY appreciated, thanks in advance.

4 lightning bolt
4 chain lightning
4 seal of fire
4 incinerate
4shock
4stone rain
4pillage
4molten rain
4ankh of mishra

4wasteland
4ancient tomb
16 mountain
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Smash
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« Reply #1 on: February 06, 2004, 10:56:33 pm »

Land destruction is not a viable strategy. It is a form of disruption, used to buy you extra time so you can do what you want to do.

The problem is, what you are doing is not big enough. If you threw down some early firewalkers and jackal pups, in a format like t2 and t1.x, your LD can buy you enough time to finish the game off. But... in type 1 no WAY will this strategy work.

Compare to suicide black decks. They throw down a hippie or negator, mess up their opponents hand, and THEN blow up a few lands to get some beats in.


At the _VERY_ least, you need more long term threats to win you the game. Things such as cursed scroll and grim lavamancer are a good place to start.  I mean what, your deck will do 20 damage by turn 20?  Ankh has the POTENTIAL to do good, but your opponents can pretty much sit there and refuse to play land... they control the damage it does.

Also, if you see any power at all, mox monkies would help ya out greatly.
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Pago
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« Reply #2 on: February 07, 2004, 12:08:09 am »

Id just like to raise a point about you saying LD isn't viable in T1. Mono-G LD recently won Turnhout and is making a strong upstart in germany.
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brendan
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« Reply #3 on: February 07, 2004, 12:11:02 am »

Power is banned in 1.5.

The ancient tombs don't help with many of your spells. If you had more 2R spells then they might be good but with all of your R, 1R and 1RR spells I don't see them doing much good, for you anyway. Great for your opponant. Wink

You do need some bigger beats. Magnivore might be a good choice since it's cheap and easy to acquire.

Avalanche Riders might be another card to consider.

Ideally, you should go for either a G/R or R/B LD deck. Mono red lacks the beats to back up the LD. G/R is the best I would think, giving you all of the 1cc accelleration which allows you to start shooting off those 3cc LD's on turn 2. Coupled with the green LD spells (icestorm is great if you can get them), and beats, it's a decent, if not super powerful strategy.

Also from the sound of your metagame, 2-3 pyroclasms maindeck would be a good idea.

If you really want a cheap deck to trounce that metagame with, just build 1.5 gro-a-tog. That is, assuming you can get the duals. That is the only difficulty.
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Tha Gunslinga
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« Reply #4 on: February 07, 2004, 12:11:13 am »

Quote from: Smash

Also, if you see any power at all, mox monkies would help ya out greatly.


If you see power, call a judge.
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Fëanor
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« Reply #5 on: February 07, 2004, 02:30:34 pm »

Dual Lands will be rampant, since theyre the best way other than moxen to keep perfect mana. Use Price of Progress and watch them scream and yell.

I played BuRn.dec in 1.5 for a very long time and only recently took it apart because it became unfun.

Consider some creatures. Firecats and Ball lightnings are still weak in 1.5 but more playable nonetheless. Mogg fanatics are fun little boom cakes that you can get some attacks off. Slith Firewalker is mint in 1.5. Grim Lavamancer allows you not only to take out little pests (instead of wasting your good burn in hand) but you can also chunk your opponent down to Ankh zone with it.

Red LD is probably the most unplayable of all the LD decks since all of the LD is 3cc. Watchout for chalice there...Taking out one set of LD means youll still have 12 LD, which seems like enough. Remember it's not really denying your opponent mana that makes an Ankh deck. It's allowing your opponent to wallow in the insufficient pool. eventually youll draw LD you cant cast and want more burn, or beasties.

I second the idea for no ancient tomb, not to mention its anti-Ankh.

Peace Cool
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Smash
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« Reply #6 on: February 07, 2004, 05:35:38 pm »

Quote
4.) TMD has changed to a Type I - only site. But you can discuss decks of other formats in the Casual Forum, just do not exspect any expert replies there.)


This is a type 1 board. I assumed the topics would be about type 1. Why even ask a 1.5 question here?


MonoG LD works better than this, because it has big threats to drop. You need something with some beef, not a bunch of 3 damage burn spells.


Try to take any form of a "LD" deck to a serious tourney, and you will get smashed. LD is not a strategy, it is a means to an end.
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defector
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« Reply #7 on: February 07, 2004, 07:03:10 pm »

I ran LD for awhile with sinkhole/negator as primary strategy.  It failed.  You play 1.5, so you will drop 1 land per turn for three straight turns, then you will cast an LD spell.  That will not work.  Run black, with Ritual you can destroy lands from turn 1 on, you need edict or something for early creature drops.  I play type 1, in type 1 this doesn't work even with power, maybe it will work in 1.5.
good luck,
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« Reply #8 on: February 07, 2004, 09:21:26 pm »

hmm LD
i was just toying around an idea
here is the unfininished alpha 0.1a version

//NAME: Trinity
       
The Mana:
        4 Wooded Foothills
        4 Taiga
        3 Mountain
        3 Forest
        4 Elvish Spirit Guide
        1 Sol Ring
        1 Mana Crypt
        1 Mox Ruby
        1 Mox Emerald
        4 Ancient Tomb
The Creeps:
        1 Strip Mine
        4 Wasteland
        4 Ice Storm
        4 Stone Rain
        2 Creeping Mold
The Rest:
        1 Terravore
        4 Sylvan Library
        3 Dwarven Blastminer
        3 Argothian Wurm
        4 Powder Keg
        4 Trinisphere

Well the whole purpose of the deck is to slap in a first turn trinisphere and try to mana screw the guy until an argothian wurm comes and kills

the mana base: shaky
the winning conditions: sucky
the speed: so and so
the potential: hopeful

trinisphere is powerful and yes i know all about workshop but i wanted to try this twist
i also tried hidden guerrilas, more terravores, gorilla shamans, more LD in the form of fallow earth / creeping mold, binds...
well somehow its not working no matter what i do and i dont want to give it quits.
any ideas?
eh i forgot a lotus..lol..i just saw it. na well anyway
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defector
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« Reply #9 on: February 07, 2004, 09:28:05 pm »

Maybe thermokarst over creeping mold.  I'd cut the win condition down to three terravores for kill.  L. Bolt for spot removal.  I'd have to build/play it to give you any better suggestions.
good luck,
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Dream_Merchant
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« Reply #10 on: February 08, 2004, 06:03:20 am »

The reason I chose the argothian wurm over the terravor is the fact that terravor costs 1GG. I played with 1 Wurm and 3 terravores and it wasn't working , couldnt get enough forest/green in play. Thats another reason I dont run pillage ( or even molten rain ) over stone rain, but maybe just my bad luck through and through.
Regarding thermokarst, I wanted to have 2 maindeck artifact/enchantment destruction in case I need it ( other then the kegs which are supposed to kill birds/elves and jewelery ) and with the mana base in mind id still prefer to run Plow Under.

One must ask oneself. What does bolt do in this deck? If intended to kill early small creatures, I find the current metagame just a bit too bolt unfriendly to keep them maindeck. Unless I run into food chain or first turn workshop/metalworker/welder the bolt will do nothing. I cant see it killing psychatogs , wurm tokens, worldgorger dragons, dreadnoughts or the 7 soldiers. On average Id prefer main deck reb. Also it doesnt work with trinisphere. 50-50 card.. i dont like those odds.
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thefish
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« Reply #11 on: February 08, 2004, 08:51:41 pm »

I have Tropical Islands and Underground Seas. What does 1.5 Gro-a-tog look like? I have experience with Super Gro is the playstyle similar?
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Jacob Orlove
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« Reply #12 on: February 08, 2004, 09:01:59 pm »

1.5 info:

http://grexin.shonic.net/cgi-bin/ikonboard.cgi
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