October 2010’s
rotation totally changed my builds for Magic the Gathering competitive deck
play. After successfully playing
Vampires or red-black combinations for nearly a year I finally decided to use
the Jace, the Mind Sculptors I had acquired.
I built a white/blue control deck utilizing Sun Titans, Squadron hawks,
Day of Judgment and Roc Eggs (yeah. I
said Roc Eggs). The theory was get out
some eggs, blow up an agro board and suddenly I have creatures and you
don’t. I would equip my sword of Body
and Mind to a Roc and whoop on you. If
this was 1995 it might have worked. In
modern parlance, however, it sounds like a bad Caw-Blade build. And it was.
I am trapped in my old school thought on deck building. I had retired from active play in 1995 after
winning the first and only non-DCI State Championship for New York, not
returning to an FNM table until 2009.
Deck construction, regrettably, had been an unfortunate casualty of
this. I didn’t understand the meta-game to save my life. I was a shadow of my former self.
October also saw my
return to competitive Magic with the TCG 5K at Wiz World Boston. I brought this “caw-blows” deck into the
Friday night bye-qualifiers and promptly went 0-4. Frustrated, I sold the deck to a dealer and promptly bought a
play set of Koth of the Hammer, a couple Kargan Dragonlords and decided to get
back to basics. I had asked a friend
what my problem was, he asked in return, “What was the first color you learned
when you first started playing Magic?”
I replied that it was red. He
told me to build the best red deck you can.
I said I don’t want to play red deck wins, it’s too weenie for my
tastes. Then build Big Red he
said. So I did.
Main
Deck:
4 Kiln Fiend
4 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
4 Burst Lightning
4 Kiln Fiend
4 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
4 Burst Lightning
4
Staggershock
4 Exploration Map
4 Lightning Bolt
4 Reverberate
16 Mountain
4 Arid Mesa
4 Valakut, the Molten Pinnacle
Sideboard:
3 Cunning Sparkmage
4 Pyroclasm
4 Exploration Map
4 Lightning Bolt
4 Reverberate
16 Mountain
4 Arid Mesa
4 Valakut, the Molten Pinnacle
Sideboard:
3 Cunning Sparkmage
4 Pyroclasm
4
Combust
4
Punishing Fire
After
going 4-0, I lost my next three matches (White-Blue control, red deck wins and
Quest all beat me in succession) and dropped in the tournament. But the I knew
the deck had potential.
The
deck had a huge impact on the meta-game at my local store (Play the Game Read
the Story in Syracuse, NY). Reverberate
shut down Genesis Wave decks as I was copying the waves and killing people with
Valakut land drops. It also helped me
with counter-magic. I ran into trouble
with blue/white control, black/blue control and Valakut Ramp decks. I found myself winning against the control
decks about 50% of the time and Valakut destroyed me 75% of the time. The deck had to adapt. BIG
RED MARK 2:
Main
Deck:
2 Cunning Sparkmage
4 Ember Hauler
4 Goblin Guide
3 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
4 Burst Lightning
2 Red Sun’s Zenith
4 Lightning Bolt
4 Punishing Fire
13 Mountain
4 Scalding Tarn
2 Cunning Sparkmage
4 Ember Hauler
4 Goblin Guide
3 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
4 Burst Lightning
2 Red Sun’s Zenith
4 Lightning Bolt
4 Punishing Fire
13 Mountain
4 Scalding Tarn
4
Arid Mesa
4 Valakut, the Molten Pinnacle
Sideboard:
2 Slagstorm
1 Cunning Sparkmage
1 Inferno Titan
3 Molten-Tail Masticore
4 Combust
4 Reverberate
4 Valakut, the Molten Pinnacle
Sideboard:
2 Slagstorm
1 Cunning Sparkmage
1 Inferno Titan
3 Molten-Tail Masticore
4 Combust
4 Reverberate
Reverberate moved to
the Sideboard. I decided it would only come in to face Genesis Wave and decks
with counter-magic. The addition of the
Goblin Guides assisted me in early attack advantage. The Ember Haulers added 4 more direct damage spells to fold. I added Red Sun’s Zenith for the deck’s
Fireball. The changes brought me some
limited success at FNM. The deck stayed
consistent in its wins and losses, though. Then Caw-Go started
showing up at FNM. Once again the deck
needed to adapt, and finally it found the answers to the control decks and in a
better position against Valakut. BIG RED MARK 3:
Main
Deck:
4 Goblin Ruinblaster
2 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
2 Kuldotha Phoenix
3 Burst Lightning
2 Contagion Clasp
4 Everflowing Chalice
4 Lightning Bolt
1 Red Sun's Zenith
4 Tumble Magnet
3 Arid Mesa
11 Mountain
4 Scalding Tarn
4 Tectonic Edge
4 Goblin Ruinblaster
2 Inferno Titan
4 Kargan Dragonlord
4 Koth of the Hammer
2 Kuldotha Phoenix
3 Burst Lightning
2 Contagion Clasp
4 Everflowing Chalice
4 Lightning Bolt
1 Red Sun's Zenith
4 Tumble Magnet
3 Arid Mesa
11 Mountain
4 Scalding Tarn
4 Tectonic Edge
2
Mystifying Maze
Sideboard:
2 Brittle Effigy
3 Phyrexian Revoker
4 Pyroclasm
2 Ratchet Bomb
2 Slagstorm
2 Traitorous Instinct
Sideboard:
2 Brittle Effigy
3 Phyrexian Revoker
4 Pyroclasm
2 Ratchet Bomb
2 Slagstorm
2 Traitorous Instinct
It began wrecking
caw-blade decks. The main boarded
Ruinblasters were key to the match up.
The addition of the artifacts, especially Tumble Magnet, assured me
extra turns against red protected creatures.
The spheres allowed third turn Koth to hit the table. Maze helped me further deal with red
protection. Valakut couldn’t handle
Chandra’s wheel of fortune ability, an unexpected side effect of me wanting to
have her in a red deck. Chandra Ablaze
was a casual monster and deserved respect, as it wasn’t getting any competitive
play.
I brought this build
to the Star City Open in May 2011. I
went 4-3 then dropped after once again winning my first 4 matches, losing out
to White Control, Caw-Blade and Valakut. I thought it was the end of Big
Red. Insanity is defined as doing the
same thing and expecting different results.
I began playing
caw-blade and other variants at FNM.
Red would appear on occasion, but for the most part I was fed up with
it. Chandra’s new incarnation made her
way into the deck. When played, I would
frequently drop Koth & Chandra on the same turn. Many decks can’t handle two planeswalkers hitting the board on
turn 4. But now I found myself losing
to weenie decks.
The Star City Open
in August 2011 gave me an opportunity to play my Caw-Blade variant (Growl-Blade
aka Meow-Go, essentially Caw-Blade with main board Leonin Relic-Warders) and
left Big Red in the dust after I made top eight at Game Day. I didn’t leave red
home, though. It made the trip. The build I brought was this:
Main
Deck:
4
Chandra’s Phoenix
4
Goblin Guides
2 Plated Geopede
2 Plated Geopede
2 Kiln
Fiend
2 Inferno Titan
2 Inferno Titan
3
Grim Lavamancer
1
Wurmcoil Engine
2 Chandra, the Firebrand
2 Chandra, the Firebrand
3
Koth of the Hammer
4 Burst Lightning
4 Lightning Bolt
4 Incinerate
2 Forked Bolt
4 Burst Lightning
4 Lightning Bolt
4 Incinerate
2 Forked Bolt
4 Arid Mesa
13 Mountain
4 Scalding Tarn
2 Tectonic Edge
Sideboard:
2 Act of Aggression
13 Mountain
4 Scalding Tarn
2 Tectonic Edge
Sideboard:
2 Act of Aggression
2
Dismember
2
Combust
3
Manic Vandal
4
Goblin Ruinblaster
2
Slagstorm
As you can see, I
didn’t know what I wanted to do. I
wanted to have the new Chandra get play, bottom line. I asked my traveling
buddies, Andre Seggara and Allen Terry to look at the deck and fix it. The only rule: Both Koth and Chandra had to stay in the build. Andre started by
taking out the Goblin Guides, the Geopedes and Kiln fiends. “This is BIG RED, why does it have weenies
in it? Besides, do you want to keep
giving decks with 25 or more lands cards in their hands?” He upped the planeswalkers to 4 each,
returned the Sphere of the Suns and Everflowing Chalice to the deck, chastising
me for taking them out. Allen noticed
this increased our mana ratio on turn three and removed Chandra’s Phoenix from
the build. “Our three drop is our 4
drop now,” he said with conviction. I
then moved the Ruinblasters to the main board. We cut out a Lavamancer, added a
second wurmcoil engine, then we removed the forked bolts, added Searing Blaze
due to high amount of landfall in the deck.
The main coup was Andre’s suggestion to add Tezzeret’s Gambit to the
deck, which Allen thought was brilliant.
Red lacks card draw. He and
Andre ran test hands and constantly came up with consistent play in the
deck.
After falling in
love with the build, Andre played it at FNM at Harrison’s Comics in Salem,
MA. He went 4-1, losing to a Grand
Architect Deck after being mana flooded mid game.
I decided to play
Meow-Go on Saturday, the deck did it’s thing at FNM (I went 3-2, however had
a forced loss in round one because I took my wife to dinner. I did play a match against that opponent and
won). This left the new and
improved Big Red up for grabs. After
hemming and hawing and almost playing a Valakut Ramp deck, Allen decided to
play Big Red at the Star City Open.
This is the build he brought, after making some adjustments. BIG RED MARK 4:
Main
Deck:
4
Goblin Ruinblaster
2 Grim Lavamancer
2 Inferno Titan
2 Grim Lavamancer
2 Inferno Titan
2
Wurmcoil Engine
4
Chandra, the Firebrand
4 Koth of the Hammer
4 Koth of the Hammer
2
Burst Lightning
4 Lightning Bolt
2 Searing Blaze
4 Lightning Bolt
2 Searing Blaze
1
Slagstorm
3 Tezzeret's Gambit
3 Tezzeret's Gambit
4
Everflowing Chalice
4 Sphere of the Suns
4 Sphere of the Suns
14
Mountain
4 Arid Mesa
4 Scalding Tarn
4 Arid Mesa
4 Scalding Tarn
Sideboard:
1
Ratchet Bomb
4 Manic Vandal
2 Act of Aggression
2 Combust
3 Dismember
1 Ricochet Trap
2 Slagstorm
4 Manic Vandal
2 Act of Aggression
2 Combust
3 Dismember
1 Ricochet Trap
2 Slagstorm
The deck started the
day 5-0. He ended it 7-3, one of his
losses being a televised feature match against a Valakut deck. Chandra was $25 in the dealer case on
Saturday. On Sunday she was $35 and we
overheard people asking for Chandra all day in trading. One of our intentions was met – to finally
make Chandra a viable card in standard competitive play.
We’ve since adapted
the deck further. The Grim Lavamancers have left the build, replaced by
Kuldotha Phoenixes. The sideboard has been adapted to better deal with Splinter
Twin combo and Valakut. Other subtle
changes to the mana count and number of burn spells have been made, as
well. I understand a fan of the deck
and friend of Allen and Andre will be playing this deck at the Grand Prix in
Pittsburgh this weekend (sic. 8/24/11!).
This person has some experience playing Big Red and I wish them all the
luck. We’ll keep the new build under
wraps until then. Go Big Red!
UPDATE 8/21/12: Since writing this article last year, mono
red decks started falling by the wayside going into the next standard rotation in October 2011.
Losing M11's Lightning Bolt, Zendikar Block and its versatile Goblins (Guide and
Ruinblaster) and most importantly in the case of Big Red, Everflowing Chalice, spelled the demise of
mono red builds. Innistrad block
provided no viable replacements for these cards. Red instead smouldered and added little pieces of the puzzle here and there; cards like Stromkirk Noble, the
Hellrider and Bonfire of the Damned – the latter one of the most expensive
cards in the current standard format.
With these cards, red has lived on as a support color. At least until the release of M13, which saw
plenty of new red spells and creatures, most notably the Thundermaw Hellkite
and Krenko. Goblin decks resurfaced
shortly after, executing turn 4 and 5 wins on a regular basis. Now, like the phoenix
of old, so too has Big Red returned to claim its rightful spot as a respected
and feared opponent in the Tiers of Competition. The aforementioned Thundermaw Hellkite and Bonfire of the Damned are sure to lead the charge. I've begun playtesting an expirimental build which has had some limited success, but I don't want to post the build yet until it's become solidified. Until the next time I "Hitchew For Tree!"
PEACE!