It mainly pumps up Electrostatic Pummeler than uses his energy ability three or four times to attack. I love that mechanism. I am afraid I am trying to do too much with the deck though. It was originally built for standard duels, I now do not care much about duels, or being standard as I mostly play casual multiplayer.
First of all every Energy-based deck should start with 4x Attune with Aether and go from there. It's strictly better than a land in the vast majority of cases and while I realize that it can prevent you from curving out all of your "nut draws" will include them in large quantities. You want to start every game with one on turn 1 and since you have eight 2 drops it's a perfect turn 3 play alongside a 2 drop. Again, I understand that drawing this as opposed to an untapped land on turn 4 totally sucks, I'm not suggesting otherwise, but I've played with a ton of Green Energy decks in Standard and not once have I ever even considered cutting a copy of that card from my lists. It's just way too good in all of your average-to-above-average draws.
Where you play Lathnu Hellion I would rather see a card like Panharmonicon than gives you a steady stream of extra energy as opposed to a big energy sink. This deck is never going to win games swinging with a 4/4 so there's no point in even trying.
I really like Gruul Turf as a way to virtually increase your land count while bouncing your Aether Hubs. Multiplayer games tend to run long enough that it's almost always going to be a free 2-for-1 and it makes cards like Game Trail and Aether Hub more consistent/useful midgame draws.
Every RG beatdown deck should field some number of Kessig Wolf Runs. Not only does it boost power but it also provides Trample which makes it literally perfect for this type of shell. Even if you only add 1 that's totally fine because I promise you that your list will be strictly better as a result.
Where you have Chandra I play Xenagos, God of Revels. The card is a bonkers Haste enabler + power doubler, he's resistant to removal and he combos insanely well with buff spells and Kessig Wolf Run. You never want to play 4 or anything but I'll always play at least 1 in all of my RG decks. I realize that he's not the cheapest card in the world but you have to agree that he's perfect for this archetype.
Where you play buff spells I tend to prefer Equipment since multiplayer is such a grindy format. Obviously comboing Become Immense + Temur Battle Rage (insert any pump spells here) will enable you to kill 1, maybe 2 players but ultimately you'll run out of gas and lose. That's why I I try to field persistent forms of pump whenever it's an option and that typically means Equipment. For example, one of my favorites is Grafted Wargear. It's not too expensive, you typically don't need to move around and it doesn't cost any mana to use. Obviously if your meta has a ton of Artifact removal then it's awful but otherwise it's a "permanent" buff spell that combos amazingly well with your other effects. Obviously there's "good" Equipment such as Umezawa's Jitte and Sword of Fire and Ice but they're all quite expensive. Grafted Wargear is, IMO, the best compromise between "power" and "affordability" assuming that your meta is light on artifact removal.
Alternatively I don't mind your Scepter plan at all. It wouldn't be my personal go-to (I'd rather play the Scepter in a Control deck) but it provides you with that grindy "value" gameplan that you desperately need in multiplayer. I still don't like putting actual pump spells in my decks if I don't have to, I'd much rather kill people with Kessig Wolf Run, Equipment and Xenagos, God of Revels, but if you already own the Scepters then that's a cheap way to make the deck more long-term focused.
FWIW the primary reason why I prefer my spells over your pump spells is because then enable me to play Dense Foliage. The worst part about playing Green decks is having your big dudes die to Doom Blades and so it's nice to have a card that reads "spot removal is literally worthless." Clearly if your meta is full of Wrath of Gods then it's useless but most casual MP metas still use spot removal from what I've read and that's where a card like Dense Foliage shines. I hope it's clear that the Foliage does NOT prevent you from using activated abilities (Kessig Wolf Run, Equipment and Xenagos, God of Revels are activated abilities and NOT spells) but it DOES prevent you from targeting your own dudes with Become Immense and Berserk and whatnot.
Great suggestions. I do like the equipment route. What other budget equipment is there. There are so many abilities that could be useful, it is hard to narrow it down. Obviously I need some pump effect. Trample is also pretty important. But then there is equipment for just about everything else, hexproof/shroud, double strike, unblockable, indestructible, lifelink, etc. What does this deck need the most? What equipment would be best?
Loxodon Warhammer and Sword of Vengeance look good. They both increase power and give trample - both key to the deck. Haunted Cloak looks decent; I like the equip cost, but it is critical that it also increases power.
4 Servant of the Conduit
4 Voltaic Brawler
4 Electrostatic Pummeler
2 Lathnu Hellion
3 Bristling Hydra
2 Mirrorwing Dragon
Sorceries
2 Attune with Aether
4 Larger Than Life
Instants
3 Blossoming Defense
2 Built to Smash
2 Harnessed Lightning
4 Uncaged Fury
1 Chandra, Torch of Defiance
Lands
4 Aether Hub
2 Cinder Glade
7 Forest
3 Game Trail
7 Mountain
2 Attune with Aether
1 Harnessed Lightning
2 Longtusk Cub
2 Plummet
2 Reckless Bushwhacker
2 Thriving Grubs
4 Village Messenger
It mainly pumps up Electrostatic Pummeler than uses his energy ability three or four times to attack. I love that mechanism. I am afraid I am trying to do too much with the deck though. It was originally built for standard duels, I now do not care much about duels, or being standard as I mostly play casual multiplayer.
Some ideas I had were removing Larger Than Life, Mirrorwing Dragon, and Chandra, Torch of Defiance. In their place I would put a playset of Isochron Scepter (I already have these card not being used), as well as three pump instants like Titanic Growth or Colossal Might. I do not know if that is the right move though.
One concern that I have is not having enough energy to use Electrostatic Pummeler on multiple turns. Is there a way to fix this?
Thanks!
Where you play Lathnu Hellion I would rather see a card like Panharmonicon than gives you a steady stream of extra energy as opposed to a big energy sink. This deck is never going to win games swinging with a 4/4 so there's no point in even trying.
I really like Gruul Turf as a way to virtually increase your land count while bouncing your Aether Hubs. Multiplayer games tend to run long enough that it's almost always going to be a free 2-for-1 and it makes cards like Game Trail and Aether Hub more consistent/useful midgame draws.
Every RG beatdown deck should field some number of Kessig Wolf Runs. Not only does it boost power but it also provides Trample which makes it literally perfect for this type of shell. Even if you only add 1 that's totally fine because I promise you that your list will be strictly better as a result.
Where you have Chandra I play Xenagos, God of Revels. The card is a bonkers Haste enabler + power doubler, he's resistant to removal and he combos insanely well with buff spells and Kessig Wolf Run. You never want to play 4 or anything but I'll always play at least 1 in all of my RG decks. I realize that he's not the cheapest card in the world but you have to agree that he's perfect for this archetype.
Where you play buff spells I tend to prefer Equipment since multiplayer is such a grindy format. Obviously comboing Become Immense + Temur Battle Rage (insert any pump spells here) will enable you to kill 1, maybe 2 players but ultimately you'll run out of gas and lose. That's why I I try to field persistent forms of pump whenever it's an option and that typically means Equipment. For example, one of my favorites is Grafted Wargear. It's not too expensive, you typically don't need to move around and it doesn't cost any mana to use. Obviously if your meta has a ton of Artifact removal then it's awful but otherwise it's a "permanent" buff spell that combos amazingly well with your other effects. Obviously there's "good" Equipment such as Umezawa's Jitte and Sword of Fire and Ice but they're all quite expensive. Grafted Wargear is, IMO, the best compromise between "power" and "affordability" assuming that your meta is light on artifact removal.
Alternatively I don't mind your Scepter plan at all. It wouldn't be my personal go-to (I'd rather play the Scepter in a Control deck) but it provides you with that grindy "value" gameplan that you desperately need in multiplayer. I still don't like putting actual pump spells in my decks if I don't have to, I'd much rather kill people with Kessig Wolf Run, Equipment and Xenagos, God of Revels, but if you already own the Scepters then that's a cheap way to make the deck more long-term focused.
FWIW the primary reason why I prefer my spells over your pump spells is because then enable me to play Dense Foliage. The worst part about playing Green decks is having your big dudes die to Doom Blades and so it's nice to have a card that reads "spot removal is literally worthless." Clearly if your meta is full of Wrath of Gods then it's useless but most casual MP metas still use spot removal from what I've read and that's where a card like Dense Foliage shines. I hope it's clear that the Foliage does NOT prevent you from using activated abilities (Kessig Wolf Run, Equipment and Xenagos, God of Revels are activated abilities and NOT spells) but it DOES prevent you from targeting your own dudes with Become Immense and Berserk and whatnot.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Creates heaps of energy...
My meta: 3 or 4 player free for all, anything goes but boring games or broken decks cause a vote to end that game.
-Loxodon Warhammer
-Conqueror's Flail
-Haunted Cloak (lower equip cost version of Sword of Vengeance) - Vigilance is very powerful in multiplayer