Red Prison inna Blue Strip meta
looking for opinions / suggestions on red prison for the current blue strip meta.
currently running the below list in bo3, which is multiple iterations on an old red prison meme deck from against the odds (i think maybe last autumn) which is kinda what got me to move to timeless as the only constructed ladder format i can be bothered to play on this godforsaken app.
it's far from perfect, i tweaked it post SOS and am currently at this, which has so far got me from gold to diamond 3 in like 30ish games. But there's a lot of qs still to be answered:
- is it really worth the squelcher / chalice combo when you dont have squelcher but chalice on board and can't play your own one mana spells? so far this is maybe 25% ish percent of the time.
- are the mines (plus back up sundering sorta land destruction) worth it when it just fucks up your draws and forces mulligans. so far this is maybe 25-50% of the time. i feel like mines can go to be replaced by either more mountains or fetches to combat mines on the other side and the sundering gets dropped for something else more meaningful. i have used them a handful of times to meaningful effect but 90% of time they're a tapped land drop, a bolt land drop, or fodder for mox or fury.
- are the moxes worth it (see the above). they're only really good for turn 1 chalice, turn 1 dash ragavan or turn 1 squelcher or obviously when you're getting mined but i've already dropped them down to 2. oh they're also 2 damage for bombardiers
- not convinced on the goyf / fury package but they win games, just like 4/5 mana seems ridiculously hopeful in this meta.
- would it make more sense to build this as a sort of half burn / half prison deck and use the sideboard to switch between deck types, potentially add black for bowmasters (in which case the mines etc def go)
- the fireblast are just there cos i couldn't think of anything else, make more sense if i remove the mines and make this more prison / burn
- also not convinced the moon is worth it anymore but it works every once in a while.
Otherwise, bombardiers and squelcher are very strong and i'd say have won me the majority of games. one ring is there because card draw. fire magic, rending volley, and confluence have all been solid boarding options, dropping chalices/moons on games 2/3. matchups are what you'd imagine considering the top decks but it doesn't feel like the deck suffers against any particular archetype, it just suffers from the usual random elements of the game and probably because it's not super well tuned.
anyways any useful thoughts/feedback appreciated, and hello, good game, your turn, lands am i right? to you all.
Deck
9 Mountain (SLD) 1133
3 Pyrogoyf (M3C) 111
2 Fury (SPG) 47
2 Chrome Mox (SPG) 0
4 Fable of the Mirror-Breaker (NEO) 141
4 Strip Mine (EOS) 40
4 Lightning Bolt (FCA) 40
4 Ancient Tomb (EOS) 1
3 The One Ring (LTR) 246
3 Blood Moon (WOT) 40
4 Sundering Eruption (MH3) 248
4 Ragavan, Nimble Pilferer (FCA) 43
4 Broadside Bombardiers (LCC) 86
4 Chalice of the Void (MRD) 150
4 Hexing Squelcher (ECL) 145
2 Vexing Bauble (MH3) 212
Sideboard
1 Surgical Extraction (OTP) 19
1 Disruptor Flute (MH3) 209
2 Rending Volley (DTK) 150
2 Fire Magic (FIN) 136
1 Grafdigger's Cage (M20) 227
2 Fiery Confluence (CM2) 98
3 Roiling Vortex (ZNR) 156
1 Fury (SPG) 47
2 Fireblast (VMA) 159