Wednesday, July 13, 2011

General Musings on New Decks: Post Rotation Kuldotha Red

Kuldotha Red being a new deck type in standard these days has seen quite a bit of play since the inception of the card that spawned it, Kuldotha Rebirth being the card this deck is based around has been around for some time and spawned a deck in itself with inclusions from the core set, scars of mirrodin, mirrodin besieged and even New phyrexia, let's see the list for it.

Petr Brozek's Kuldotha Red


Creatures


4 Memnite
4 Signal Pest
4 Ornithopter
4 Goblin Bushwacker

Spells


3 Mox Opal
4 Kuldotha Rebirth
4 Flayer Husk
4 Galvanic Blast
2 Lightning Bolt
4 Devastating Summons
4 Chimeric Mass

Lands


15 Mountain
4 Contested War Zone

With that there's not a lot in this list that needs to be altered for post rotation purposes, the landbase is just fine as it is, 19 lands with 15 basics and 4 contested war zone is perfect for the deck to replace the cards we're gonna look at, let's take a look at potential choices for the deck itself.

Shock - The new replacement for Lightning Bolt, will easily fit into the 2 of slot, probably gonna end up bumping it to 3 maybe if there is room.

Crush - Believe it or not this one red drop spell is pretty awesome in itself, deals with opals, bombs etc takes out a whole slew of heavy artifact things, including ramp cards like Sphere of the Suns


Panic Spellbomb - Yes another great target for kuldotha red in this case, if your going artifact heavy this is your choice of card for the deck, plus you can use it's secondary ability when it goes boom from rebirth.

With that in mind let's look at the spells now

Spells


4 Flayer Husk
3 Mox Opal
4 Kuldotha Rebirth
4 Galvanic Blast
2 Shock
4 Panic Spellbomb
4 Chimeric Mass


Creatures wise we are gonna have to replace the goblin guide and bushwacker with something a bit more impressive let's look at some better dudes for the deck.

Phyrexian Revoker - Yep, something that deals with walkers, ratchet bombs, the works basically, perfect rebirth target too, probably put him as a 3 of in the deck or 4 of, depending on what he's needed for.

Goblin Wardriver - Why isn't this in the list, this is the best dude in red and double red is nothing to scoff at, seriously this guy is the best red dude ever printed, 2/2 for a 2 red mana dude with battle cry, busted fun.

Goblin Chieftain - I guess since he's back in M12 i guess this makes him a valued choice for this deck since it makes tons of goblins, +1/+1 and haste is also nothing to scoff at for 3 mana as a 2/2 period powering the extra few points of damage so well.

So here is the creatures for the deck let's take a look

Creatures


4 Memnite
4 Signal Pest
4 Goblin Chieftain
4 Goblin Wardriver


So with that let's see the final list of Kuldotha red as of post rotation

Final List



Creatures

Memnite
Signal Pest
Goblin Chieftain
Goblin Wardriver

Spells

Flayer Husk
Mox Opal
Kuldotha Rebirth
Galvanic Blast
Shock
Panic Spellbomb
Chimeric Mass

Lands

15 Mountain
4 Contested War Zone

With that that's pretty much how i see Kuldotha Red being till innistrad arrives, if innistrad brings a few good cards this list will of course be updated, till next time this is vergil signing off.

1 comment:

Ironhead said...

I'm a big fan of Petr's Kuldotha red deck myself. I'm running it as my standard deck of choice.

I can answer a few of your questions...

The reason he's not running wardiver is because it's too slow. Two red on turn 2 for a non-haste creature is too expensive for this deck. Idealy on turn two you are attacking with 3 goblin tokens (that you cast on turn one) and a Memnite using the ability from the Contested Warzone to swing for 8 (or more if you have more memnites).

If you play the wardiver on turn two you can't use the warzone (you can't even lay it down), and you are costing yourself critical turn two damage. Kuldoltha red is a wicked deck, but if you don't finish them by turn 5 you are in big trouble. Ideally you are going for the turn 3 win which Petr's deck will do with good consistancy. The more wardivers chief's etc that you add in the slower you are making your agro and the less chance you have.

I've played well over 200 matches with my deck, which is only slightly different than Petr's and I have found that I lose 50% of the games that make it to turn 5, and 99% of games that go to turn 6. Wardiver and Chief don't give the deck enough staying power to justify slowing it down. Once your opponent stabilizes you're done.

At least that's my take on it. That said I'm playing in my second tournament tomorrow so my thoughts might not be worth much. I can say I have playtested extensively against the popular decks in the format and I've come to the conclusion if you can't win on turn 4 the deck is a sitting duck.