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(MTG) Red Deck, making do.

Nightstalker

Party on!!
  • 205
    Posts
    14
    Years
    Hey this is my first MTG deck and i only started playing the other week so heres my deck and a list of all the other cards i have that i can swap stuff in/out for, i'm just making do with what i have until i get some more stuff.

    total: 64

    lands: 20 (all mountain)

    Creatures: 21
    3x hellfire mongrel
    3x vulshok replica
    2x Akoum battlesinger
    2x iron myr
    1x grotag thrasher
    1x goblin ballon brigade
    1x skitter of lizards
    1x goblin arsonist
    1x earth servant
    1x arc runner
    1x incurable ogre
    1x bladetusk boar
    1x fire servant
    1x conquering manticore
    1x highland berserker

    instants: 9
    3x bull rush
    3x chandras outrage
    1x pyretic ritual
    1x lightning bolt
    1x searing blaze

    sorceries: 7
    2x demolish
    1x lava axe
    1x hellion eruption
    1x dragon fodder
    1x mark of mutiny
    1x arc trail

    Enchantments: 5
    2x zektar shrine exebition
    2x crusher zendikon
    1x goblin war paint

    Artifacts: 2 (barbed battlegear x2)
    and heres all my other stuff that i can swap stuff in/out for

    25x mountain

    creatures: 52
    molten ravanger x4
    goblin roughrider x3
    emrakuls hatcher x3
    grotag siege-runner x3
    goblin shotcutter x3
    deathforge shaman x2
    vulshok heartstoker x2
    flameborn hellion x2
    oxida scrapmelter x2
    barrage ogre x2
    murassa pyromancer x2
    manic vandal x2
    lagac lizard x2
    battle-rattle shaman x2
    vulshok berserker
    pyrodigal pyromancer
    hoard-smelter dragon
    bloodcrazed goblin
    geyser glider
    akoum boulder foot
    tuktuk scrapper
    berserkers of blood ridge
    battle rampart
    kiln fiend
    highland berserker
    bloodpyre elemental
    goblin tunneler
    lavafume invoker
    torch slinger
    shatterskull giant x2
    tuktuk grunts

    enchartments: 14
    claws of valakut x4
    fissure vent x2
    quest for the goblin lord x2
    volcanic strength
    lightning talons
    electropotence
    crusher zendikon
    raid bombardment
    goblin war paint

    sorceries: 14
    explosive revelation x2
    rolling terrain x2
    fireball x2
    brood birthing
    demolish
    turn to slag
    arc trail
    lust for war
    act of treason
    wrap in flames
    disaster radius

    instants: 9
    shatter x3
    punishing fire x2
    slaughter cry
    spire barrage
    fling

    artifacts: 2

    golem foundry
    panic spellbomb

    i know its gonna be annoying scrolling up and down constantly for you guys but i really want to get into this and i would really really appreciate your help, thanks!
     
    OK...*cracks knucles*

    To start, this deck isn't Standard-legal. Standard consists of the last two years of box print, and cards from the Shards of Alara set aren't legal in Standard, so we have to cut Incurable Ogre and Dragon Fodder from the list, if you ever want to enter a Standard tournament.

    Now, we have 62 cards left in the deck. Trust me, you want 60; when you're in a situation where you need to draw the one card that will help you get out of the situation you're in, every other card in your deck plays against you. So, we cut the two weakest cards in the deck:
    -Goblin Balloon Brigade
    -Pyretic Ritual

    Brigade is going to be a 1/1 unless you put a billion Bull Rushes behind it, and even then, that card is bad because if your opponent kills your Brigade you've just wasted at least 2 cards to their 1, giving your opponent card advantage over you. Pyretic Ritual is just bad because it really doesn't DO anything, in the grand scheme of things.

    Next, we take a look at the rest of your collection to see what you should be running. You have some pretty solid cards in your collection that can go above what you're currently using. Those cards are:

    +Hoard-Smelter Dragon
    +Kiln Fiend
    +Turn to Slag
    +Arc Trail
    +Punishing Fire x2
    +Spire Barrage

    To me, those stand out as powerful cards your deck will want to have. You'll notice a large majority of those cards are damage spells. That's what you want in a red deck; spells that deal damage. There are going to be times where you fight troublesome creatures, and you'll want spells that can deal with them.

    Hoard-Smelter Dragon is a powerful creature even when your opponent doesn't have any artifacts. By itself, without any help from your other creatures, it kills your opponent in four attacks. That has a lot of value, believe it or not.

    So, that's 7 additions, bringing your deck to 67. We exchange those 7 spells for the 7 weakest cards in your deck:

    -3 Bull Rush
    -2 Demolish
    -2 Akoum Battlesinger

    Bull Rush is bad when you could just be running Burst Lightning or Galvanic Blast over it. Demolish is an unfun card. Anything that says "Destroy target land" is not fun. People will hate you for playing these cards. Don't play them unless they're named Tectonic Edge. Your Ally package is weak, because you have three Allies and Battlesinger will often just be Skitter of Lizards for 2, which is bad...because Skitter of Lizards should never be a 1/1.

    Next, we take a look at upgrading the weaker cards in your deck to more solid, less answerable options. We look at options you have:

    +2 Flameborn Hellion
    +2 Shatterskull Giant
    +4 Molten Ravager

    And we then take out weaker, less stable cards your deck has:

    -Goblin War Paint
    -2 Crusher Zendikon
    -3 Vulshok Replica
    -Highland Berserker
    -Lava Axe

    Goblin War Paint is an Aura. Aura spells are notorious for the following play:

    "I play my Aura, enchant my creature"
    "I'll respond and kill your creature. Now that your creature is dead, your Aura has nothing to enchant and now just dies. =)"

    Zendikons, Highland Berserker and Vulshok Replicas are too slow, frail, and die too easily. Lava Axe is just too clunky a card at 5 mana, Spire Barrage is better because it'll be doing much of the same thing.

    Those are the fixes. Gimme a sec to look for things to suggest to you...

    EDIT: Here are some common-rarity, solid red cards to look into. Good stores won't charge you more than $0.25 a pop for these, so they should be budget-friendly options:

    -Galvanic Blast is the first and foremost. Galvanic Blast is probably the cheapest of these, since the current market of cards is flooded with Scars of Mirrodin cards (seeing as it's the latest released expansion and there have been a lot of opened boosters), and everyone should have their playsets (4 of them), so getting your hands on a playset should be easy. Ask some friends, ask a store owner, etc.; should be the easiest to get your hands on.

    -Lightning Bolt. The innocuous. You need four. Period. It's the best thing a red deck has. It's the bread, butter, knife and toaster of a red deck. Seriously. Get four. Shouldn't be hard; they went from a $3 common from M10 to absolutely dirt-cheap after being reprinted not only in M11, but in the new Fire & Lightning deck (foil, no less!) as well, so they shouldn't be more than $0.49 a pop.

    -Searing Blaze. You should be running at least two, if not more. Not many decks play them due to them being a very awkward draw when you have no lands to play alongside it, or no creatures to target alongside them. Shouldn't be too hard to pick up.

    -Goblin Bushwhacker is a fast, aggressive creature at common rarity that most red deck players would want a playset of. They're a very powerful aggro creature, as, for two extra red mana, it gives whatever creature you just played haste, which is really relevant.

    -Flame Slash is a powerful removal spell. Keep in mind, it's sorcery-speed, though. No decks play it due to that, so you should be able to pick a couple copies up no problem.

    -Staggershock is a great way of dealing with multiple pesky small creatures (like most white decks, for example), and you can often find yourself nabbing 2 kills with this for the cost of one card, to gain card advantage over your opponent.

    -Burst Lightning can be a very powerful way to end a game when you're running out of relevant cards to kill your opponent with. If you have five mana and they have 4 or less life, they're dead if you draw this, and that situation can and will happen a lot of the time...

    Some uncommon options are:

    -Cunning Sparkmage is all-around a solid creature. It can continuously deal 1 damage to an opponent, or kill their tiny utility creature (like a Lotus Cobra or something). There are a lot of things at 1 toughness this guy would love to ping to death.

    -and Pyroclasm's a great answer to any deck beating you down with a massive swarm of small creatures (Elves and White Weenie in particular). Just drop this to burn all their dudes to a crisp. Watch you don't kill your own creatures in the process, though.
     
    Last edited:
    I'll suggest more expensive, but nonetheless very powerful options for the deck. Something for you to look out for, I guess...

    -Goblin Guide is first and foremost, and is probably one of, if not the best red creature ever printed for one mana. They always get a few crucial points of early damage in, which can sometimes win games in the abstract.

    -That guy in my display is a pretty cool guy. He says "Kill me or I win in two turns" and doesn't afraid of anything.

    -Kargan Dragonlord can become very difficult to deal with very quickly. He gets out of Bolt range quickly and can dominate a game by itself.

    -Inferno Titan is large and in charge. The damage ability is what helps push him over the top, since you can fry opponent's creatures before they're able to block.

    -And Hellkite Charger is the most powerful budget-friendly option you can get your hands on. Often times, he threatens your opponent's doom on his own, as that ability can get out of hand quite quickly.

    I hope I've helped. =)
     
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