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Decks (Magic The Gathering) => Standard => Topic started by: Kaleo42 on July 18, 2013, 04:26:04 PM

Title: Raid 2.0
Post by: Kaleo42 on July 18, 2013, 04:26:04 PM

Raid 2.0

75 cards, 15 sideboard


2 {Ghost Quarter}
4 {Steam Vents}
8 {Mountain}
1 {Island}
4 {Sulfur Falls}

19 lands


4 {Goblin Electromancer}
4 {Young Pyromancer}

8 creatures


4 {Faithless Looting}
3 {Past in Flames}
2 {Barrage of Expendables}
1 {Massive Raid}
1 {Reverberate}
4 {Battle Hymn}
3 {Reforge the Soul}
4 {Krenko's Command}
3 {Desperate Ravings}
4 {Infernal Plunge}
4 {Thatcher Revolt}

33 other spells


Sideboard

4 {Searing Spear}
1 {Molten Birth}
3 {Reverberate}
3 {Dynacharge}
4 {Act of Treason}

15 sideboard cards



Notes:
{Young Pyromancer} has brought it back stronger than ever.
Title: Re: Raid 2.0
Post by: JordanCirk on July 18, 2013, 05:39:48 PM
 {Burn at the Stake} > raid. It's just a game finisher.

I recommend looking up: Rougedeckbuilder on yt. He has a turn 3 win with young pyromancer, kreikos command, and battle hymn. Trust me, it's insane.
Title: Re: Raid 2.0
Post by: Kaleo42 on July 18, 2013, 06:11:25 PM
Thats the same thing. There are lots of ways to build this but the idea is the same. Also stake forces a tap which means {blind obedience} shuts you down and you cant attack with the thatchers for an alternate win con. Also 40 damage from raid is just as deadly turn three as 120 damage. No point spending more for the same effect at sorcery speed with a greater cost.
Title: Re: Raid 2.0
Post by: Wally on July 18, 2013, 06:14:06 PM
For a card that the deck is named after, why is there only 1?
Title: Re: Raid 2.0
Post by: Kaleo42 on July 18, 2013, 07:00:28 PM
There was 2 before {barrage of expendables} came out.

You don't need very many, one or one with a flashback is all you need. There is more than enough draw to see it.
Title: Re: Raid 2.0
Post by: Wally on July 18, 2013, 08:11:36 PM
I still say you will need more than one.
Seeing it may not be the problem. Getting it to resolve may be tho?

Personally I would be waiting to {Cyclonic Rift} in response.

Having more that one gives you better chances its not the bottom card on the deck...
Title: Re: Raid 2.0
Post by: Kaleo42 on July 18, 2013, 11:36:55 PM
On turn 3 or 4? Thats what reverb is for. Counter their counter and dupe your spell.
Title: Re: Raid 2.0
Post by: Wally on July 19, 2013, 01:29:30 AM
Can you give me a run down of the first 4 or 5 turns, just so I can understand.

I just can't see you hitting it consistently at the moment.
Title: Re: Raid 2.0
Post by: Kaleo42 on July 19, 2013, 02:01:02 AM
If turn two yields a pyromancer or electromancer then a single mana spell with a token spell is enough to start the chain reaction. Draw some cards from the mana to play more spells to draw more cards. It works quite often.

Ill bump the old version for a detailed explaination.
Title: Re: Raid 2.0
Post by: Wally on July 19, 2013, 03:29:05 AM
Oh my gosh. I think I love you.

I'll be building this. Pitty it wasn't a few days earlier, I've just rocked up for our Fnm. I would have played it tonight.
Title: Re: Raid 2.0
Post by: Jherrick on July 19, 2013, 03:52:52 PM
Epic. Simple as that.
Title: Re: Raid 2.0
Post by: Monrodesign on July 19, 2013, 04:11:03 PM
Has {Ratchet Bomb} dealt you any problems?
Title: Re: Raid 2.0
Post by: JordanCirk on July 19, 2013, 04:16:31 PM
 {Burning Earth} just seems good here, since you have so few non basic lands
Title: Re: Raid 2.0
Post by: Kaleo42 on July 19, 2013, 04:31:40 PM
Good sideboard tec and I can drop it turn 3 easy
Title: Re: Raid 2.0
Post by: Jherrick on July 21, 2013, 08:58:49 PM
I built this and tested it out earlier today, I love it. However, it seems sometimes that I do not have any other options to go off of, and I'm stuck with around 80 mana and nothing left to do. My solution? I added in {volcanic geyser}s. amazing to have as an alt win, also tossed in some {mizzium mortars} for a nice board wipe. I'll post a list later on down the road if you wanna look at it. All credit will go to you of course. =)
Title: Re: Raid 2.0
Post by: Millionlittlee on August 03, 2013, 11:23:36 AM
Bumping for a question

What type of hands would be a mull
Like hands that look good?
Title: Re: Raid 2.0
Post by: Kaleo42 on August 03, 2013, 01:26:13 PM
In this build if it has 2 lands or a red source and {faithless looting} it is a keep. The combo wants a surplus of cards not necessarily a certain couple of cards.
Title: Re: Raid 2.0
Post by: Millionlittlee on August 03, 2013, 04:15:03 PM
Ya I played this deck and failed at it
Title: Re: Raid 2.0
Post by: Kaleo42 on August 04, 2013, 02:31:10 PM
It takes practice and planning. Just play it by yourself over and over till youre comfortable with it. It's a good skillset for any aspiring combo player.
Title: Re: Raid 2.0
Post by: Millionlittlee on August 04, 2013, 02:53:15 PM
I lost to all the removal it made me cry
Title: Re: Raid 2.0
Post by: Kaleo42 on August 04, 2013, 02:59:25 PM
{electrickery}, {golgari charm}, and {izzet staticaster} say scoop with this version. Im working on a white version to fix this.