Hello, I'm a player back from the 2000-2003 era getting back into the game. One of my favorites from back then was Fires of Yavimaya decks. The strategy was to drop a mana dork turn one, then fires turn 2, then start the massive beatdown with 4 mana monsters like blastoderm and flametongue kavu. Saproling Burst took major advantage of haste, allowing 3 4/4 creatures on turn 4. Fires is essentially a RG beatdown deck, and any good build can function as one without drawing a Fires of Yavimaya. Here is a casual version I'm thinking of building:
I freakin' love Fires of Yavimaya. Whenever anyone posts a G/R deck I always suggest it. Look into some of the newer sets like Guildpact for Gruul cards and Shadowmoor/Eventide for some great G/R hybrids. Any reason you are running Mishra's Factory over Treetop Village or Raging Ravine?
Could you please name some of the newer cards? I'm unfamiliar with most. I know of Vexing Shusher, but 1 and 2 mana creatures don't work well in this build. With 10 mana dorks, I'm betting on playing the 3 and 4 mana creatures fast. Example:
Turn 1 Birds
Turn 2 Fires
Turn 3 Rancored Leatherback (6/5 trample haste on turn 3? Yes, I'll have that please)
As for the Factories, being stuck with colorless mana sucks, but having a land that comes into play tapped in a fast aggressive deck sucks way more. In fact, maybe 2 factories is best for another forest. This deck MUST have a green mana land and birds or elf in the opening hand, period.
Primal Forcemage is awesome with saproling burst =) so are proliferate effects, Contagion Engine is the best of them as it can also help clear the way for you.
Then theres also planeswalkers of course, Garruk Wildspeaker probably being the most useful for a fires deck.
The lands you listed are all great, but I don't want to spend big bucks on this deck and I already have a playset of the painlands.
White is an idea, but I feel like if I was going to add white, why not ditch Fires for a Zoo deck?
Thrun is FANTASTIC, however, way out of my budget.
Spellbreaker and Rumbling Slum both look like great additions. I like Blastoderm because he's old-school; it's THE Fires staple from back in the day. He's got great synergy with Fires, as haste is like adding another fading counter to him, and being untargetable can never be underestimated. But I can totally see swaping him for either of those two 4 mana gold cards and having a great deck.
Just curious to people's opinion here: What's better, Blastoderm or Phantom Centaur?
I had a fast R/G deck that revolved around Orcish Lumberjack back when Alliances came out. This is the list as best as I can remember, well over a decade ago so memory is a little fuzzy. Feel free to use any of the list to add to your deck has some random old cards. Was a decent T2 deck back in the day, course the restricted list was cards from sets before revised XD. Tinder Wall has some mana accel and there are other neat cards there, no Fire's out yet so best available then was concordant crossroads but didn't like giving all creatures haste then (pretty sure chronicle's was available at that time).
First thing, Leatherback Baloth is gone. Call of the Herd is so much more superior at the 3 mana spot. It's easier to cast on turns 2 or 3, plus it offers major card advantage and a 4-mana creature if i didnt draw a 'Derm, Centaur, or Flametongue. Counter spell, Path to Exile, Smother and the like will totally wipe out a Leatherback, but a Call? No big deal, flashback it and force the control deck to use another precious counter. Once my opponent has run out of cards dealing with my elephants, then I drop the Blastoderm or Saproling Burst. (BTW, I checked out Wolly Thocor, that thing will be impossible to play consistently if I had problems with the Baloth. To me, the 'Derm is still the best)
I also am now using the usual 8 mana dorks and 6 2-mana creatures. Thinking that I'd get a mana dork in every hand, even running 12 of them, was silly. 8 is the right number. In case I can't pull one, my 2-drops act as early game insurance until I cast the scary stuff. Plus they are plenty useful late and mid game.
I think for Derm vs Centaur, they are equally powerful, but 'Derm has the slight edge against control and Centaur has the slight edge against other aggro decks. Since Flametongue is also for aggro match-ups, 3 'Derms and 2 Centaurs is balanced.
Ok that's it! I think this is as balanced as a Fires deck gets.
It might already have haste, but the best 4cc R/G creature has to be Bloodbraid Elf. Actually, I'd you don't have out a Fires, she might be able to nab you one.
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My Black & Silver Cube [360/Peasant/Draft It! EDH Decks: - Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
I'm sad to see the Rancor's go, but there is no room for them.
Artifacts and enchantments are way more widely played compared to when this deck was born, so Hull Breach is a must. Every game I played had either a killer card like Moat, or a chump artifact creature blocker I wanted to get rid of. Plus is can get my cards back from Journey to Nowhere or Oblivion Ring.
Upped the land count from 20 to 22, adding 2 more Mishra's Factories. I ran into Day of Judgement and Standstill, both wiped me out. Running a bunch of mana dorks is no excuse for not running a proper amount of lands, especially ones than can turn into 2/2's, when my Birds and Elves can be so easily wiped out by Black, Red, and White cards.
Dumped Phantom Centaur entirely for Blastoderm. Shroud on a 5/5 is just so damn deadly. My Centaurs kept getting hit with white removal (Path to Exile and Oblivion Ring).
Like a person suggested, I would -1 Blastoderm +1 Thrun, The Last Troll. Just 1 would be good to slip into your deck since its a 4/4 that's GOING to hit play since blastoderm can get countered.
I would also suggest Krosan Grip > Hull Breach. I like guaranteeing that that pesky moat is going to die.
Thrun is sweet! A little too expensive to buy, but I will be sure to keep an eye out for him in people's trade binders. I'm only playing with the stomping ground and wooded foothills because I traded for them. If I manage to get a copy I will play him for sure.
Krosan Grip is good, but I like the mana curve in this deck. Swapping hull breach for Grip would mess up the curve. Now that I think about it, I'd rather have Naturalize over Hull Breach. Dropping the 3 red Breaches also allows me to safely swap a Mountain for the 4th Mishra's Factory. I'll edit the deck in my last post
Well if you like the 2cc cost, you can look at Seal of Primordium If you lack a 2 drop and you can just leave it out there and activate when you want to
Seal of Primordium is awesome, I will swap naturalize for those. This deck usually taps out, so getting one on the board early is better than keeping a naturalize in hand.
Viridian Zealot is good, but I can imagine my opponent killing it off before playing the game-changing artifact/enchantment.
I love Wild Mongrel! Maybe it's because I'm an old player and he was the ☺☺☺☺ when he first came out, like Call of the Herd. I brought in the playset of Call of the Herds and the new players didn't understand why I like it so much. That card was $20 each when it came out and for good reason. Anyway, Mongrel can be saved from blocking 2/2's, 2 damage direct damage spells, and can change color to bypass "protection from green" for the cost of one card (I save up extra lands for Mongrel ammo). He turns otherwise useless extra lands into a very useful ability. He's a great finisher if you have a ton of cards in hand. Discard 3 cards, sac Fires, you've got a 7/7 haste for 2 mana! The problem with the Boa is, as i said, this deck has the tendency to tap out. When I'm tapped out, the regen is useless. Plus, 2/1 is much easier to kill than 2/2. I consider Mongrel a superior card to Boa in any green deck.
Garruk is a great card, Swapping 2 Blastoderms for a Garruk and a Thrun would be a good addition to the deck.
Just checking, you do know that Hull Breach must have both targets to actually work?
First of all, no. Read the card.
Okay, I'm reviving an old thread because I'm in the same boat as the OP was several years ago (old player coming back that loves fires). I came here for the same purpose, to see if there have been some updates to the deck. I haven't found anything major online, so I want to add my contribution. Here's my current build for casual play:
Doubling Season:
OH. MY. GOD. In terms of new tech for the deck, this is the 800 LB gorilla. Having this card in play takes the deck from satisfying sometimes over the top beatdown to LITERALLY INSANE. Burst normally swings for 12. Doubling Season will double the number of fade counters Burst comes in with AND double the number of tokens it creates. So if you eat a turn and drop this first, Burst creates 14 7/7's and swings for 98!!! Holy *****. Do you play free-for-all's? I do. You can take out several players at a time with this insanity. I was testing Savage Beating before this, and while it is no doubt a good card, it doesn't match the power of Doubling Season. The only drawback here is that dropping a Season after Burst can potentially be underwhelming (you can still remove a 4th counter for an extra bonus token if the situation calls). However, it also has synergy with several other cards in the deck. Blastoderm also comes in with double the counters, Volt Charge adds double, Fangren Firstborn adds double. If you've got a Fangren and a Burst in play, swing and Fangren gives everything +1/+1 and a Volt Charge will give all your tokens +2/+2 by adding an additional +1/+1 counter and a fade counter to Burst. So the tokens get +3/+3. Got a Season in play? Your tokens now get +6/+6. Raging Ravine would also fit nicely here as it's like a mini Fangren and will benefit from the counter tech. But I've yet to test it and I agree with the previous comment about it coming into play tapped. If Season is out of your budget, then Savage Beating is great and Volt Charge is still worth having as it plays well with Derm, Burst, and Fangren.
Jund:
So you can see I've splashed black for Terminate and (kinda) Flesh // Blood. Depending on your meta, you could also swap that for Abrupt Decay, Putrefy, or Dismember. If you like Fling, I consider Blood to be strictly better in G/R decks. It's sorcery speed, but doesn't require you to sac. In the olden days, you could put damage on the stack and then Fling so it didn't matter, but nowadays you have to choose between attacking and Flinging... Blood gives you your cake and lets you eat it too. Also, note that if you fuse the card, the rules say play the left half, THEN the right half. So the ideal play here is to cast Flesh // Blood for 7 and pitch a Derm from the yard targeting Shivan Wurm to make a 12/12 trample, then throw 12 to the face. SWING. You can also turn your Birds into a fat flier mid to late game. Did I mention Doubling Season? If you don't want to splash, Blood is still a great card on it's own and Birds alone will occasionally let you play Flesh. You could swap the Terminates for more burn or Rancor's (I was running Chain Lightning before). Fecundity is also an interesting suggestion.
Dorks:
Birds is obviously a staple. Tribe Elder is a Rampant Growth on a stick, which means it's not a total waste of card late game or if you've got enough mana (even if you don't you can block then sac). I've recently discovered Utopia Sprawl, and may play test that over Tribe Elder or possibly even Birds, because mana dorks are so easily removed as previously mentioned. Also, being that Sprawl is an enchantment it doesn't suffer from summoning sickness, so if you drop it on an untapped Forest you can use it right away even without Fires in play. Also, Eternal Witness is of course a great all around utility creature for any green deck. Need land? Bring back a Foothills/Birds/Elder. Pesky buggers on the other side of the table? Get another use out of your Bolt or Terminate. Etc. It also makes another great target for Shivan Wurm.
Beaters:
Derm, Flametongue, Shivan, and Burst are all staples. I've been playtesting between Fangren Firstborn and Bloodbraid, and I've decided to go with Fangren because it has more synergy with other cards in the deck, particularly Doubling Season and Volt Charge. Even without that it can grow your dorks and makes them useful later in the game. If you've got one out with Burst then it means your tokens are swinging for 4 every turn. Bloodbraid is a good card and I like that it is independent of Fires and digs into your deck, but it will also throw all your great 4 and 5 drops to the bottom of your library which isn't ideal. Also, the Mosswort Bridge's dig as well and don't care about CMC. Also, for those who don't have Bloodbraid's, Fangren is much cheaper.
Lands:
As mentioned, Mosswort Bridge provides some digging. Here and there it actually hurts, but usually it helps. Note that if you're running Savage Beating, you can still pay the entwine cost off the Bridge. However, with Flesh // Blood, you have to choose one or the other. The best is bridging into a Fires and then dropping a Burst with surprise haste. Gaea's Crade is pretty self explanatory, and supplies the deck with ample mana, especially once a Burst or two hits play. Cradle plus a couple of mana dorks can get the Fires, Season, then Burst in play as early as turn 4. Also note that with the new legend rule, if you haven't dropped a land yet you can tap your Cradle, drop another Cradle (destroying the first) and then tap that for more mana. If you have Stomping Ground's, you could remove some of the basics.
Tournaments:
I've got a lot of 2 of's in the build. If you're going to tourneys you can certainly tune this. For me, I play casually without a sideboard and I like having a little diversity in the deck so it's not the same story over and over. Full disclosure, I run 2 Skullclamp's. If your play group doesn't mind then they're obviously great.. the only dyssynergy being Derm can't be equipped. Also, if you're going to tourneys, I think 4xUtopia Sprawl should be a staple in your sideboard to swap for Birds.
Creatures:
4x Birds of Paradise
3x Llanowar Elves
3x Fyndhorn Elves
3x Call of the Herd
3x Leatherback Baloth
3x Blastoderm
3x Phantom Centaur
2x Flametongue Kavu
Other Spells:
4x Fires of Yavimaya
3x Lightning Bolt
3x Arc Trail
4x Rancor
2x Saproling Burst
Land:
8x Forest
4x Mountain
3x Mishra's Factory
1x Pendelhaven
4x Karplusan Forest
Thoughts?
Turn 1 Birds
Turn 2 Fires
Turn 3 Rancored Leatherback (6/5 trample haste on turn 3? Yes, I'll have that please)
As for the Factories, being stuck with colorless mana sucks, but having a land that comes into play tapped in a fast aggressive deck sucks way more. In fact, maybe 2 factories is best for another forest. This deck MUST have a green mana land and birds or elf in the opening hand, period.
Keldon Marauders is pretty cool. Some other vanishing creatures are Lavacore Elemental and Ravaging Riftwurm, but they're both kinda just meh to me compared with the rest of the deck.
Primal Forcemage is awesome with saproling burst =) so are proliferate effects, Contagion Engine is the best of them as it can also help clear the way for you.
Then theres also planeswalkers of course, Garruk Wildspeaker probably being the most useful for a fires deck.
Other random/good/tech/sideboard/meta cards include: Vithian Renegades, Artifact Mutation, Burning-tree Shaman, Troll Ascetic, Spellbreaker Behemoth... lots of options
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White is an idea, but I feel like if I was going to add white, why not ditch Fires for a Zoo deck?
Thrun is FANTASTIC, however, way out of my budget.
Spellbreaker and Rumbling Slum both look like great additions. I like Blastoderm because he's old-school; it's THE Fires staple from back in the day. He's got great synergy with Fires, as haste is like adding another fading counter to him, and being untargetable can never be underestimated. But I can totally see swaping him for either of those two 4 mana gold cards and having a great deck.
Just curious to people's opinion here: What's better, Blastoderm or Phantom Centaur?
9 Mountain
4 Orcish Lumberjack
4 Balduvian Horde
2 Roc of Kher Ridge
4 Birds of paradise
4 Erhnam Djinn
2 Tinder wall
4 Gaea's Touch
4 Giant Growth
4 Incinerate
4 Lightning Bolt
4x Birds of Paradise
4x Llanowar Elves
3x Wild Mongrel
2x Garruk's Companion
1x Dryad Sophisticate
3x Blastoderm
2x Phantom Centaur
2x Flametongue Kavu
4x Call of the Herd
2x Saproling Burst
3x Rancor
4x Lightning Bolt
2x Arc Trail
4x Fires of Yavimaya
9x Forest
4x Mountain
1x Pendelhaven
1x Mishra's Factory
4x Karplusan Forest
1x Stomping Ground
First thing, Leatherback Baloth is gone. Call of the Herd is so much more superior at the 3 mana spot. It's easier to cast on turns 2 or 3, plus it offers major card advantage and a 4-mana creature if i didnt draw a 'Derm, Centaur, or Flametongue. Counter spell, Path to Exile, Smother and the like will totally wipe out a Leatherback, but a Call? No big deal, flashback it and force the control deck to use another precious counter. Once my opponent has run out of cards dealing with my elephants, then I drop the Blastoderm or Saproling Burst. (BTW, I checked out Wolly Thocor, that thing will be impossible to play consistently if I had problems with the Baloth. To me, the 'Derm is still the best)
I also am now using the usual 8 mana dorks and 6 2-mana creatures. Thinking that I'd get a mana dork in every hand, even running 12 of them, was silly. 8 is the right number. In case I can't pull one, my 2-drops act as early game insurance until I cast the scary stuff. Plus they are plenty useful late and mid game.
I think for Derm vs Centaur, they are equally powerful, but 'Derm has the slight edge against control and Centaur has the slight edge against other aggro decks. Since Flametongue is also for aggro match-ups, 3 'Derms and 2 Centaurs is balanced.
Ok that's it! I think this is as balanced as a Fires deck gets.
Steel Sabotage'ng Orbs of Mellowness since 2011.
EDH Decks:
- Reya Dawnbringer // - Mistform Ultimus // - Balthor the Defiled // - Urabrask the Hidden // - Mirri, Cat Warrior
4x Llanowar Elves
2x Wild Mongrel
2x Garruk's Companion
4x Blastoderm
2x Flametongue Kavu
4x Call of the Herd
4x Saproling Burst
4x Fires of Yavimaya
4x Lightning Bolt
1x Arc Trail
3x Naturalize
8x Forest
1x Pendelhaven
3x Mountain
4x Karplusan Forest
1x Stomping Ground
1x Wooded Foothills
4x Mishra's Factory
I'm sad to see the Rancor's go, but there is no room for them.
Artifacts and enchantments are way more widely played compared to when this deck was born, so Hull Breach is a must. Every game I played had either a killer card like Moat, or a chump artifact creature blocker I wanted to get rid of. Plus is can get my cards back from Journey to Nowhere or Oblivion Ring.
Upped the land count from 20 to 22, adding 2 more Mishra's Factories. I ran into Day of Judgement and Standstill, both wiped me out. Running a bunch of mana dorks is no excuse for not running a proper amount of lands, especially ones than can turn into 2/2's, when my Birds and Elves can be so easily wiped out by Black, Red, and White cards.
Dumped Phantom Centaur entirely for Blastoderm. Shroud on a 5/5 is just so damn deadly. My Centaurs kept getting hit with white removal (Path to Exile and Oblivion Ring).
I would also suggest Krosan Grip > Hull Breach. I like guaranteeing that that pesky moat is going to die.
Krosan Grip is good, but I like the mana curve in this deck. Swapping hull breach for Grip would mess up the curve. Now that I think about it, I'd rather have Naturalize over Hull Breach. Dropping the 3 red Breaches also allows me to safely swap a Mountain for the 4th Mishra's Factory. I'll edit the deck in my last post
or
Viridian Zealot if you want to beat with your naturalize.
Viridian Zealot is good, but I can imagine my opponent killing it off before playing the game-changing artifact/enchantment.
I love Wild Mongrel! Maybe it's because I'm an old player and he was the ☺☺☺☺ when he first came out, like Call of the Herd. I brought in the playset of Call of the Herds and the new players didn't understand why I like it so much. That card was $20 each when it came out and for good reason. Anyway, Mongrel can be saved from blocking 2/2's, 2 damage direct damage spells, and can change color to bypass "protection from green" for the cost of one card (I save up extra lands for Mongrel ammo). He turns otherwise useless extra lands into a very useful ability. He's a great finisher if you have a ton of cards in hand. Discard 3 cards, sac Fires, you've got a 7/7 haste for 2 mana! The problem with the Boa is, as i said, this deck has the tendency to tap out. When I'm tapped out, the regen is useless. Plus, 2/1 is much easier to kill than 2/2. I consider Mongrel a superior card to Boa in any green deck.
Garruk is a great card, Swapping 2 Blastoderms for a Garruk and a Thrun would be a good addition to the deck.
First of all, no. Read the card.
Okay, I'm reviving an old thread because I'm in the same boat as the OP was several years ago (old player coming back that loves fires). I came here for the same purpose, to see if there have been some updates to the deck. I haven't found anything major online, so I want to add my contribution. Here's my current build for casual play:
4x Taiga
4x Wooded Foothills
2x Mosswort Bridge
2x Gaea's Cradle
1x Badlands
1x Bayou
4x Forest
2x Mountain
4x Birds of Paradise
2x Sakura-Tribe Elder
3x Eternal Witness
3x Flametongue Kavu
3x Blastoderm
2x Fangren Firstborn
2x Shivan Wurm
4x Fires of Yavimaya
4x Saproling Burst
2x Doubling Season
Instants/Sorceries:
4x Lightning Bolt
2x Volt Charge
2x Flesh // Blood
2x Terminate
2x Destructive Revelry
Doubling Season:
OH. MY. GOD. In terms of new tech for the deck, this is the 800 LB gorilla. Having this card in play takes the deck from satisfying sometimes over the top beatdown to LITERALLY INSANE. Burst normally swings for 12. Doubling Season will double the number of fade counters Burst comes in with AND double the number of tokens it creates. So if you eat a turn and drop this first, Burst creates 14 7/7's and swings for 98!!! Holy *****. Do you play free-for-all's? I do. You can take out several players at a time with this insanity. I was testing Savage Beating before this, and while it is no doubt a good card, it doesn't match the power of Doubling Season. The only drawback here is that dropping a Season after Burst can potentially be underwhelming (you can still remove a 4th counter for an extra bonus token if the situation calls). However, it also has synergy with several other cards in the deck. Blastoderm also comes in with double the counters, Volt Charge adds double, Fangren Firstborn adds double. If you've got a Fangren and a Burst in play, swing and Fangren gives everything +1/+1 and a Volt Charge will give all your tokens +2/+2 by adding an additional +1/+1 counter and a fade counter to Burst. So the tokens get +3/+3. Got a Season in play? Your tokens now get +6/+6. Raging Ravine would also fit nicely here as it's like a mini Fangren and will benefit from the counter tech. But I've yet to test it and I agree with the previous comment about it coming into play tapped. If Season is out of your budget, then Savage Beating is great and Volt Charge is still worth having as it plays well with Derm, Burst, and Fangren.
Jund:
So you can see I've splashed black for Terminate and (kinda) Flesh // Blood. Depending on your meta, you could also swap that for Abrupt Decay, Putrefy, or Dismember. If you like Fling, I consider Blood to be strictly better in G/R decks. It's sorcery speed, but doesn't require you to sac. In the olden days, you could put damage on the stack and then Fling so it didn't matter, but nowadays you have to choose between attacking and Flinging... Blood gives you your cake and lets you eat it too. Also, note that if you fuse the card, the rules say play the left half, THEN the right half. So the ideal play here is to cast Flesh // Blood for 7 and pitch a Derm from the yard targeting Shivan Wurm to make a 12/12 trample, then throw 12 to the face. SWING. You can also turn your Birds into a fat flier mid to late game. Did I mention Doubling Season? If you don't want to splash, Blood is still a great card on it's own and Birds alone will occasionally let you play Flesh. You could swap the Terminates for more burn or Rancor's (I was running Chain Lightning before). Fecundity is also an interesting suggestion.
Dorks:
Birds is obviously a staple. Tribe Elder is a Rampant Growth on a stick, which means it's not a total waste of card late game or if you've got enough mana (even if you don't you can block then sac). I've recently discovered Utopia Sprawl, and may play test that over Tribe Elder or possibly even Birds, because mana dorks are so easily removed as previously mentioned. Also, being that Sprawl is an enchantment it doesn't suffer from summoning sickness, so if you drop it on an untapped Forest you can use it right away even without Fires in play. Also, Eternal Witness is of course a great all around utility creature for any green deck. Need land? Bring back a Foothills/Birds/Elder. Pesky buggers on the other side of the table? Get another use out of your Bolt or Terminate. Etc. It also makes another great target for Shivan Wurm.
Beaters:
Derm, Flametongue, Shivan, and Burst are all staples. I've been playtesting between Fangren Firstborn and Bloodbraid, and I've decided to go with Fangren because it has more synergy with other cards in the deck, particularly Doubling Season and Volt Charge. Even without that it can grow your dorks and makes them useful later in the game. If you've got one out with Burst then it means your tokens are swinging for 4 every turn. Bloodbraid is a good card and I like that it is independent of Fires and digs into your deck, but it will also throw all your great 4 and 5 drops to the bottom of your library which isn't ideal. Also, the Mosswort Bridge's dig as well and don't care about CMC. Also, for those who don't have Bloodbraid's, Fangren is much cheaper.
Lands:
As mentioned, Mosswort Bridge provides some digging. Here and there it actually hurts, but usually it helps. Note that if you're running Savage Beating, you can still pay the entwine cost off the Bridge. However, with Flesh // Blood, you have to choose one or the other. The best is bridging into a Fires and then dropping a Burst with surprise haste. Gaea's Crade is pretty self explanatory, and supplies the deck with ample mana, especially once a Burst or two hits play. Cradle plus a couple of mana dorks can get the Fires, Season, then Burst in play as early as turn 4. Also note that with the new legend rule, if you haven't dropped a land yet you can tap your Cradle, drop another Cradle (destroying the first) and then tap that for more mana. If you have Stomping Ground's, you could remove some of the basics.
Tournaments:
I've got a lot of 2 of's in the build. If you're going to tourneys you can certainly tune this. For me, I play casually without a sideboard and I like having a little diversity in the deck so it's not the same story over and over. Full disclosure, I run 2 Skullclamp's. If your play group doesn't mind then they're obviously great.. the only dyssynergy being Derm can't be equipped. Also, if you're going to tourneys, I think 4xUtopia Sprawl should be a staple in your sideboard to swap for Birds.
4x Utopia Sprawl
4x Stomping Ground
2x Savage Beating
2x Bloodbraid Elf
1x Thrun, The Last Troll
2x Abrupt Decay
2x Putrefy
2x Garruk Wildspeaker
2x Domri Rade
1x Banefire
1x Fecundity
1x Raging Ravine
1x Rolling Earthquake
1x Pyroclasm
Necro-Locked
-ThatRedwood