Creatures you control get +2/+2 and have flying and "
Sacrifice the general:
1)Goblin Bombardment- the most obvious way to sacrifice a creature in red. Also really good with a large number of tokens.
2)Magmaw- similar card that can sacrifice more permanents
3)Predator Dragon- can eat the commander when he comes into play, also good with tokens
4)Preyseizer Dragon- devowers some more.
5)Scorched Rusalka- another goblin bombardment
6)Shivan Harvest- hate for troublesome lands.
land-1-3)High Market, Keldon Necropolis, Miren, the Moaning Well - All sacrifice outlets without taking up card slots
Thats 9 sacrifice outlets, should be good for keeping out commander flipping out.
Tokens:
7)Beetleback Chief- I'm a fan- 3 bodies for 4 mana with no drawback.
8)Brood Birthing- 3 tokens for 2 mana, can be used to accel into a turn 3 homura (but that probably isn't ideal)
9)Chancellor of the Forge- could make for a lot of tokens, will always be at least 2 bodies.
10)Dragon Roost- reusable token maker, awesome for when we run out of cards.
11)Dragonmaster Outcast- Also good for making multiple dragons.
12)Elemental Mastery- put on anything with some power and it should make multiple tokens each turn.
13)Emrakul's Hatcher- makes 4 bodies for 5 mana
14)Goblin Marshal- another 4 bodies for 6 mana
15)Goblin Offensive- a 1 time shot token production
16)Rakka Mar- 1 token per turn
17)Rapacious One- quickly gets out of hand
18)Siege-Gang Commander- 4 for 5 mana.
19)Myr Battlesphere- 5 creatures for 7 mana.
20)Orochi Hatchery- play it at 4-5 counters, should make a ton of tokens
21)Pentavus- can spread himself out making 4 tokens
22)Soul Foundry- make tokens of token makers
23)Mimic Vat- similar to soul foundry but with even more uses
24)Batterskull- once the commander is in play it can be repeatedly used to make a token, but more importantly it makes a hard to kill guy with lifelink.
25)Hellion Eruption- Turns our fairly small creatures into 4/4 hellions
Other buffs for our tokens:
26)Aggravated Assault- letting our horde attack more than once seems important
27)Anger- should be easy to get it into the yard
28)Fervor- 2nd anger
29)Furystoke Giant- absurd with a horde of creatures
30)Haze of Rage- repeatedly used to pump the horde
31)Inner-Flame Igniter- pump the team and add first strike
32)Instigator Gang- +1 is good, +3 is awesome
33)Lavafume Invoker- again +3 is good
34)Rage Reflection - double the damage output
35)Urabrask the Hidden- haste, also makes it harder for an opponent to block.
36) Akroma's Memorial- lotsa buffs
37)Caged Sun- most of our creatures are red
38)Eldrazi Monument- indestructible!
39)Gauntlet of Power- again, mostly red
Other red spells
40)Insurrection- I dont need to explain if you have all the creatures you should win...
41)Tibalt, the Fiend-Blooded- the plus 1 turns bad draws into better
42)Chandra Nalaar- removal when needed, when not needed just ping and opponent to get up to her ult
43)Koth of the Hammer- his ult is the goal here.
44)Vicious Shadows- with so many creatures many are likely to die
45)War Cadence- can make creatures nearly unblockable
46)Word of Seizing- love hitting this one a planeswalker about to ultimate
47)Reiterate- Im looking for filler at this point, this card always has its uses
48)Chaos Warp- remove any target permanant
49)Bonfire of the Damned- good way to clear the way
50)Heat Shimmer- one of my favorite red commander cards, removes an opposing commander, or duplicates enter the battlefield effects
51)Mass Mutiny- to test it out, for now
52)Alpha Brawl- great way to clear an opposing board position
53)Tyrant of Discord- sick card, I think it's my favorite from avr
54)Moonveil Dragon- instead of giving 1 craeture +1/+0 lets give them all +1/+0
Draw power:
55)Farsight Mask- deterant for attackers as well
56)Jayemdae Tome- simple draw
57)Mind's Eye- lotsa of draw, usually gets disenchanted quickly
58)Slate of Ancestry- hopefully will be strong when in topdecking mode
59)Urza's Blueprints- Ive always been a fan of drawing with this card.
Land:
4-9)Blinkmoth Nexus, Dread Statuary, Inkmoth Nexus, Mishra's Factory, Mutavault, Ghitu Encampment- mand lands are actually fairly strong for this deck
10-11)Kher Keep,Springjack Pasture- make some more tokens
12)Valakut, the Molten Pinnacle and
13-40) Mountains, some damage if valakut shows up and enough red mana to run the deck.
Building a mono red token deck has been a little wierd. At one point I thought about switching it to a myr themed deck adding Myr Matrix and Myr Turbine, which should totally work, but I decided to stick to a more red theme.
No comments:
Post a Comment