4
Blood Hound
2 Molten Hydra
4 War Elemental
2 Gamble
4 Ion Storm
4 Magma Jet
4 Overabundance
4 Seal of Fire
2 Sulfuric Vortex
3 Sun Droplet
3 Talon of Pain
11 Mountain
1 Forest
4 City of Brass
4 Karplusan Forest
4 Wooded Foothills |
 Warstorm.
Description of deck by its author (quoted):
One of red's strengths through the years has been enchantments that
deal damage when strange little conditions are met. These are great in
this deck. You want to damage your opponent to stock your War Elemental
and Talon of Pain with counters. (And, y'know, to win the game.) You
want to damage yourself to stock your Blood Hound and Sun Droplet with
counters. And there are so many options. Some of the most interesting:
Manabarbs: Damage when a player taps
lands for mana.
Citadel of Pain: Damage when a player doesn't tap lands for mana.
Rivalry: Damage when a player has too many lands.
Spellshock: Damage when a player plays a spell.
Impatience: Damage when a player doesn't play a spell.
Pyrostatic Pillar: Damage when a player plays a small spell.
Antagonism: Damage when a player doesn't deal damage.
And there are more. These pile up in
such interesting ways. Manabarbs + Citadel of Pain is, um, painful. As
is Manabarbs + Impatience. Or Impatience + Spellshock. They're all
painful, and that's very much the point. For my deck, I cut right to the
chase with Sulfuric Vortex (damage when a player takes a turn) and—gasp!—the
green-tinged Overabundance. It was just more efficient than cramming in
both Manabarbs and Mana Flare. It will double my Ion Storming
capabilities each turn while happily feeding Blood Hound my own blood.
Plus, the need to get green mana gives me a great excuse to hurt myself
with painlands and fetch lands. I can only hope I'm still at 1 when I
drop my opponent to 0. Red is reckless—but it sure isn't wreckless.
Note: Sulfuric Vortex + Sun Droplet is not a combo. Make sure that when
you put the Vortex on the table that you really want it there! |
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