Boss Sligh

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Postby Jojja » Thu Feb 26, 2015 10:12 pm

Any red deck not running Outpost Siege is doing it wrong.
I'd say it depends on what the deck is trying to do, I'm testing 2 in the SB. But I'm not sure if I want them in there yet so they will be staying home for now.

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Postby dauntless268 » Fri Feb 27, 2015 5:19 pm

Josh, I guess you mean that we should only play red decks that exploit Outpost Siege? Can see where you're coming from, but I still love me a +1 from a Chandra in a traditional RDW for its falter effect.
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Postby dpaine88 » Fri Feb 27, 2015 10:32 pm

Heres the latest from the Boss man

[deck]Creatures (20)

4 Firedrinker Satyr
4 Foundry Street Denizen
4 Goblin Rabblemaster
4 Mardu Scout
4 Monastery Swiftspear
Lands (20)

20 Mountain
Spells (20)

4 Lightning Strike
4 Searing Blood
4 Stoke the Flames
4 Wild Slash
4 Hordeling Outburst
Sideboard

2 Goblin Heelcutter
1 Vaultbreaker
4 Eidolon of the Great Revel
1 Magma Spray
1 Hall of Triumph
2 Arc Lightning
2 Bathe in Dragonfire
2 Peak Eruption[/deck]
Burn baby burn!

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Postby PrimalBurn » Sat Feb 28, 2015 6:27 pm

Took the new Boss list to 4-0 last night at my fnm. I'm a sucker for a 20/20/20 build so I was kinda obligated to play it lol. Anyway the deck was super consistent and the extra burn really helped close out games. Heelcutter out of the sideboard impressed me quite a bit and led to my wins against two green decks.

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Postby Self Medicated » Sun Mar 29, 2015 2:21 am

List that made top 8 at SCG Invitational Richmond:

[deck]4 Lightning Berserker
4 Zurgo Bellstriker
3 Goblin Heelcutter
4 Wild Slash
4 Hordeling Outburst
4 Stoke the Flames
4 Eidolon of the Great Revel
4 Lightning Strike
4 Foundry Street Denizen
3 Dragon Fodder
21 Mountain
1 Goblin Rabblemaster

Sideboard
4 Roast
4 Outpost Siege
2 Hall of Triumph
1 Scouring Sands
1 Mountain
3 Arc Lightning[/deck]
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Postby Khaospawn » Sun Mar 29, 2015 3:35 am

I love it.
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Postby Self Medicated » Sun Mar 29, 2015 7:49 am

I love it.
I was thinking of something more like this:

[deck]
Lands (21)
1 Forest
4 Mana Confluence
9 Mountain
3 Temple of Abandon
4 Wooded Foothills

Creatures (17)
2 Eidolon of the Great Revel
4 Foundry Street Denizen
3 Goblin Heelcutter
4 Lightning Berserker
4 Zurgo Bellstriker

Spells (22)
4 Atarka's Command
3 Dragon Fodder
4 Hordeling Outburst
3 Lightning Strike
4 Stoke the Flames
4 Wild Slash

Sideboard (15)
3 Arc Lightning
2 Hall of Triumph
1 Mountain
4 Outpost Siege
4 Roast
1 Scouring Sands
[/deck]
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Postby Khaospawn » Mon Mar 30, 2015 4:39 pm

The command is a trap!
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Postby Self Medicated » Mon Mar 30, 2015 4:53 pm

Is it? I was under the impression that it was a pretty good card. But not for this deck?
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Postby LP, of the Fires » Mon Mar 30, 2015 9:25 pm

The Khao's is a lie.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby GoblinWarchief » Tue Mar 31, 2015 1:53 am

I think the 4 eidolons main deck slots could be used for something else ( ire shaman, mardu scout, dragon whisperer.... ). Also 4 zurgo and 4 berserkers seems a bit too much, maybe 3 zurgo 3 berserkers 2 firedrinker satyr is better. Another possibility is just playing all the one drops because they're all strong .
Something like 4 zurgo 4 denizen 4 berserkers 4 firedrinker 4 swiftspear 4 dragon fodder 4 outburst and all burn spells.

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Postby Khaospawn » Tue Mar 31, 2015 2:44 am

The Khao's is a lie.
Hey man, I'm just speaking from experience.
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Postby LP, of the Fires » Tue Mar 31, 2015 3:08 am

In my experience, when people don't agree with me, there testing is usually inbred.

There, I said it.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby LP, of the Fires » Tue Mar 31, 2015 3:10 am

@SM: I find myself repeating this a lot irl, but when you want to put a new card in a deck, don't just graft it onto an existing deck, take the deck concept and build it from the ground up with the new card in mind.

Sometimes you can get away with just throwing something in like a lightning berserker or whatever, but usually what happens is you add a card to something and miss some key interaction/information and realized how misbuilt your deck is in the middle of a tournament which is THE WORST.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Khaospawn » Tue Mar 31, 2015 3:11 am

You're inbred!
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Postby LP, of the Fires » Tue Mar 31, 2015 3:18 am

:gonk:
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby Khaospawn » Tue Mar 31, 2015 3:18 am

:unibrow:
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Postby Sioux » Tue Mar 31, 2015 3:58 am

Is the command really that bad? I was hoping it would give Boss Sligh another edge to finish rounds early.
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Postby lorddax » Tue Mar 31, 2015 6:05 pm

I've been running with Command in my current config and I have to say I've gotten more use out of it as a burn spell and stopping Ram lifegain. command works great when you can sequence it t2 fodder > hordeling > command, but those situations usually end up with a handy counterspell or Aetherspout. I have to mess with the consistency of my mana base to run it and frequently end up taking 1-2 points of damage early that pay off for my opponent later, but the ability to go to the dome for 2 on another 4 cards seems valuable. So im still trying to figure out if its a good or bad inclusion in my list.

My g1 plan usually tries for foundry into fodder into hordeling before the boardwipe so Command seemed to make sense as the t4 play. Going into G2 when I board out the fodders and outbursts for siege regent and arcs, Command seems less useful but still useful as a lifegain answer with upside.

I just got back into brewing and playing again so other opinions on this card are very welcomed.
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Postby Khaospawn » Tue Mar 31, 2015 9:10 pm

I've been seeing a lot of good decks without Command, as evidenced by the T8 of the Invi and from a recent winner of a TCG 5k.
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Postby Khaospawn » Tue Mar 31, 2015 9:10 pm

The decks just don't need it.
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Postby lorddax » Tue Mar 31, 2015 9:51 pm

This idea got tossed around so I shelled it and want to try it out:

[deck]Dropping Red[/deck]

Goal is to get 3 damage out of every R symbol.
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Postby Sioux » Wed Apr 01, 2015 1:51 am

Hrm. The command really does seem interesting but, it's definitely a fair point to say the deck doesn't need it. In the past I recall several times where RDW became hampered when other colors were introduced if they didn't outright provide a consistent result. I'm still going to try it out since I need to obtain that land base for my collection anyhow but, later in the season I'll probably readjust to mono Red again if Magic Origins doesn't provide a new archetype.
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Postby Valdarith » Fri Apr 03, 2015 8:00 pm

[deck]
4 firedrinker satyr
4 monastery swiftspear
2 zurgo bellstriker
2 lightning berserker
4 dragon whisperer

4 wild slash
2 lightning strike
2 roast
4 dragon fodder
4 hordeling outburst
4 stoke the flames
3 outpost siege

21 mountain

4 twin bolt
4 eidolon of the great revel
2 roast
2 searing blood
1 outpost siege
2 chandra, pyromaster
[/deck]

I'm thinking of taking this to FNM tonight. Can't tell if it's good. Wondering if Dragon Whisperer should just be Ire Shaman.
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Postby Khaospawn » Fri Apr 03, 2015 9:05 pm

I like how everyone is starting to realize that command just isn't needed.
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Postby Self Medicated » Fri Apr 03, 2015 9:07 pm

I haven't played Whisperer yet, but from what I've gathered from articles and speaking with players, it's not efficient enough for aggro and it fits better in a devotion shell.
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Postby Self Medicated » Fri Apr 03, 2015 9:07 pm

I like how everyone is starting to realize that command just isn't needed.
I like how jsilv said he was wrong about Lightning Berserker. Very cool.
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Postby Khaospawn » Fri Apr 03, 2015 9:38 pm

Berserker is the real deal, man.
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Postby Valdarith » Fri Apr 03, 2015 9:49 pm

The same people that misevaluated Berserker also missed on Stonewright. And Berserker is probably better.
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Postby Valdarith » Fri Apr 03, 2015 9:50 pm

Justin, any comments on my brew? I just whipped it up a couple of hours ago so I'm sure there's holes.
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Postby Khaospawn » Fri Apr 03, 2015 10:06 pm

My friends and I were playing with Braverman's list for a few hours last night before we switched to Modern and the deck is serious business. If I had to make some recommendations, it would look more like Braverman's list. Heelcutter, Eidolon, and Berserker are all just nuts. We made some minor tweaks. The singleton Hall in the main was added because it just seemed to be more useful than the lone Rabblemaster. Then we added a Purphoros to the board because why the hell not.

[deck]
Creature 18
4 Foundry Street Denizen
3 Zurgo Bellstriker
4 Lightning Berserker
4 Eidolon of the Great Revel
3 Goblin Hellcutter

Spells 21
4 Wild Slash
4 Lightning Strike
4 Dragon Fodder
4 Hordeling Outburst
4 Stoke the Flames
1 Hall of Triumph

Land 21
21 Mountain

Sideboard 15
1 Hall of Triumph
1 Purphoros, God of the Forge
4 Roast
3 Arc Lightning
1 Scouring Sands
4 Outpost Siege
1 Mountain
[/deck]
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Postby LP, of the Fires » Sat Apr 04, 2015 12:46 am

[deck]
4 firedrinker satyr
4 monastery swiftspear
2 zurgo bellstriker
2 lightning berserker
4 dragon whisperer

4 wild slash
2 lightning strike
2 roast
4 dragon fodder
4 hordeling outburst
4 stoke the flames
3 outpost siege

21 mountain

4 twin bolt
4 eidolon of the great revel
2 roast
2 searing blood
1 outpost siege
2 chandra, pyromaster
[/deck]

I'm thinking of taking this to FNM tonight. Can't tell if it's good. Wondering if Dragon Whisperer should just be Ire Shaman.
Since you want something other then play the braverman list, play at least 3 zurgo, and I'm always starting with 4 and going backwards as necessary.

Don't play roast, at least not main, especially since you have so many token makers. It's unlikely that 1 big creature will stonewall you since you have a lot of ability to just alpha each turn and burn them out, especially with maindeck siege that you can set on dragons.

I'm gonna assume satyr is supposed to be denizen and if not, your deck is unplayable. Seriously though, denizen is the best 1 drop and always my play turn 1 on the play. The ability to be able to follow up with 2 1-drops and hit for three is can't be overstated.

Lastly, Chandra doesn't seem playable. It's going to be worst then siege almost every time and if you're bringing in siege with Chandra, that's a ton of 4-drops on 21 land.

In the situation where Chandra is better then siege because you can play it and ping a guy, you're probably just siding a less efficient tool then something else.
You gotta understand, I love the beatdown. I really do. I always have.

Beatdown is hard, though.


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Postby lorddax » Sat Apr 04, 2015 5:36 am

Heres the slightly modified Braverman list I'm running and having a good run with, its a good consistent one

[deck]
4 Foundry Street Denizen
4 Lightning Berserker
3 Zurgo Bellstriker
3 Eidolon of the Great Revel
3 Goblin Heelcutter
1 Rabblemaster

4 Lightning Strike
4 Wild Slash
4 Stoke the Flames

4 Dragon Fodder
4 Hordeling Outburst

1 Hall of Triumph

21 Mountain

Sideboard
3 Outpost Siege
3 Roast
2 Arc Lightning
2 Twin Bolt
1 Mountain
1 Hall of Triumph
1 Vaultbreaker
2 Harness by Force
[/deck]

I pulled a Eidolon for a hall, and went to 3 zurgo and 4 fodder to try to avoid getting stuck with 2 in hand.
-1 siege +1 vaultbreaker, this is a meta call for me locally atm as the breaker can exchange late lands for action and push damage
-1 roast -1 scouring -1 arc -1 hall +2 twin bolt +2 Harness , feels more robust and the twin does a lot of what I want arc to do and the harness pulls nest and others.
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Postby Sioux » Sat Apr 04, 2015 7:03 am

Is Monastery Swiftspear not cutting it anymore? I notice her complete absence in these lists...I rather like her. Oh and is Zurgo that good? I figure Mardu Scout meets the demands of that spot nicely or is his one drop status that pivotal? Oh and I am sold on Lightning Berserker. For whatever reason I didn't think about him and after the under performance of the Firedrinkers tonight I think he is the ideal replacement.
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Postby lorddax » Sat Apr 04, 2015 7:35 am

I don't think she has enough legs in this deck, if we had more prowess interaction than probably but I don't want to be playing spells off timing simply to get her damage up.

Foundry + Zurgo is a heavy repeatable 4 damage. I think the number is 3 because you never really want 2 in your opener. I like him over scout as he wont token himself out. Plus a 2/2 for 1 with a drawback you dont give a shit about is GREEEAAAT.

Beserker is a good g1 topdeck as many times he'll hit into a tap out for a 3 or more.
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Postby Valdarith » Sat Apr 04, 2015 12:57 pm

[deck]
4 firedrinker satyr
4 monastery swiftspear
2 zurgo bellstriker
2 lightning berserker
4 dragon whisperer

4 wild slash
2 lightning strike
2 roast
4 dragon fodder
4 hordeling outburst
4 stoke the flames
3 outpost siege

21 mountain

4 twin bolt
4 eidolon of the great revel
2 roast
2 searing blood
1 outpost siege
2 chandra, pyromaster
[/deck]

I'm thinking of taking this to FNM tonight. Can't tell if it's good. Wondering if Dragon Whisperer should just be Ire Shaman.
Since you want something other then play the braverman list, play at least 3 zurgo, and I'm always starting with 4 and going backwards as necessary.

Don't play roast, at least not main, especially since you have so many token makers. It's unlikely that 1 big creature will stonewall you since you have a lot of ability to just alpha each turn and burn them out, especially with maindeck siege that you can set on dragons.

I'm gonna assume satyr is supposed to be denizen and if not, your deck is unplayable. Seriously though, denizen is the best 1 drop and always my play turn 1 on the play. The ability to be able to follow up with 2 1-drops and hit for three is can't be overstated.

Lastly, Chandra doesn't seem playable. It's going to be worst then siege almost every time and if you're bringing in siege with Chandra, that's a ton of 4-drops on 21 land.

In the situation where Chandra is better then siege because you can play it and ping a guy, you're probably just siding a less efficient tool then something else.
Thanks. I didn't have time to sleeve this up last night but I may play something like this at gameday. Satyr is supposed to be Denizen. I get FDS and FSD mixed up sometimes. :)
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Postby lobasaurus » Wed Apr 08, 2015 1:10 am

My friends and I were playing with Braverman's list for a few hours last night before we switched to Modern and the deck is serious business. If I had to make some recommendations, it would look more like Braverman's list. Heelcutter, Eidolon, and Berserker are all just nuts. We made some minor tweaks. The singleton Hall in the main was added because it just seemed to be more useful than the lone Rabblemaster. Then we added a Purphoros to the board because why the hell not.

[deck]
Creature 18
4 Foundry Street Denizen
3 Zurgo Bellstriker
4 Lightning Berserker
4 Eidolon of the Great Revel
3 Goblin Heelcutter

Spells 21
4 Wild Slash
4 Lightning Strike
4 Dragon Fodder
4 Hordeling Outburst
4 Stoke the Flames
1 Hall of Triumph

Land 21
21 Mountain

Sideboard 15
1 Hall of Triumph
1 Purphoros, God of the Forge
4 Roast
3 Arc Lightning
1 Scouring Sands
4 Outpost Siege
1 Mountain
[/deck]
Hey Khaospawn, do you have a concrete or even a rough SB plan for that deck? It looks fun as hell.

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Postby BrainsickHater » Wed Apr 08, 2015 2:29 pm

I'm wondering how people feel about cutting one-drops when sideboarding. I find my hands without one-drops to be considerably less good than those that do have them, but sometimes X/1s are really bad against certain decks (Jeskai Tokens for example). Is cutting one-drops fine when those one-drops are bad against a deck? Or is the ability to hit the ground running on turn 1 too important?

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Valdarith
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Postby Valdarith » Wed Apr 08, 2015 3:02 pm

Generally if you're cutting one drops against a particular deck you're either sideboarding wrong or built your 75 wrong. Your x/1s may be weak to tokens but I'd rather cut cards like Stoke the Flames for more effective removal like Arc Lightning, Twin Bolt, and Scouring Sands.
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Mr. Metronome
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Postby Mr. Metronome » Wed Apr 08, 2015 3:11 pm

One of the people who worked on that build (I think Michael Bravermans brother) was answering questions in the comments of a Gerry T deck spotlight on the deck.

In all red mirrors he cuts the 1/1 one drops and three heelcutters for every sideboard card except roast.

With his updates to the list that means he's bringing in:
1 Mountain
2 Arc Lightning
2 Twin Bolt
4 Outpost Siege
2 Hall of Triumph

I intend to jam a lot games and see if the old strategy of taking the draw in red mirrors for the free card is viable in this format.


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