with the exception of the basic supertype (mountain, plains, forest, swamp, island) and relentless rats, you may not run more than 4 of any card in a deck. I'm afraid you'll have to lose 4 of those stomping grounds.
If you're playing aggro, then why aren't you running some potentially nasty red/green aggro cards from the past? You could run kird ape, incinerate, scab-clan mauler, rift bolt..there are any number of beyond excellent cards to run and you aren't. As it is, the deck is pretty slow, no disrespect.
That said, what I'm suggesting is finding a happy medium. Do you want ultra fast red/green aggro (noting your goblin guides and stormblood berserkers as examples) or are you wanting a more midrange approach ( sarkhan vol, garruk, vengevine) ? they are both options, but you need to tailor you deck better to deal with such things. harmonize is a card I like, but I'm not sure it belongs here. Again, it's more of a midrange/control card. Also, why naturalize or goblin grenade? Goblin grenade kind of reminds me of reckless abandon in legacy burn. To reliably run it, you probably want 11 or 12 goblins, which you aren't. I only see 8. Much of the time, it will be a dead cascade or draw. You might want to remedy that. If you want maindeck artifact removal , then why not consider tin street hooligan? You get an excellent 2 drop that's going to be card advantage that can also be a "sac me target opponent dies" to your grenade plan!
You are aware that you can't play more than 4 Stomping Grounds, right?
Also, you're playing a very large number of 4cmc spells for such an aggressive format. I would consider cutting the Harmonizes, as Bloodbraid Elf and Vengevine will probably provide enough card advantage.
with the exception of the basic supertype (mountain, plains, forest, swamp, island) and relentless rats, you may not run more than 4 of any card in a deck. I'm afraid you'll have to lose 4 of those stomping grounds.
If you're playing aggro, then why aren't you running some potentially nasty red/green aggro cards from the past? You could run kird ape, incinerate, scab-clan mauler, rift bolt..there are any number of beyond excellent cards to run and you aren't. As it is, the deck is pretty slow, no disrespect.
That said, what I'm suggesting is finding a happy medium. Do you want ultra fast red/green aggro (noting your goblin guides and stormblood berserkers as examples) or are you wanting a more midrange approach ( sarkhan vol, garruk, vengevine) ? they are both options, but you need to tailor you deck better to deal with such things. harmonize is a card I like, but I'm not sure it belongs here. Again, it's more of a midrange/control card. Also, why naturalize or goblin grenade? Goblin grenade kind of reminds me of reckless abandon in legacy burn. To reliably run it, you probably want 11 or 12 goblins, which you aren't. I only see 8. Much of the time, it will be a dead cascade or draw. You might want to remedy that. If you want maindeck artifact removal , then why not consider tin street hooligan? You get an excellent 2 drop that's going to be card advantage that can also be a "sac me target opponent dies" to your grenade plan!
Its Supposed to be as fast as possible. I added in tin street and scab clan maulers.
the others im not a fan of. any others you couud suggesT that would go well would be great!
Now should goblin grenade be taken out? or should i run it and add 4 tin streets vs 2?
How is kird ape not fast and consistent? T1 stomping ground untapped kird ape is pretty solid and fast. Not quite as fast as goblin guide, but still fast. Slightly harder to kill, too.
As your deck stands, I would say that incinerate and rift bolt both belong in here. Rift bolt is good enough to see play in legacy burn, and incinerate is their bar for a card making it in or not. Rift bolt also works particularly well as a t1 suspend, t2 blood thirst enabler. If you have scab clan mauler and stomblood berserkers ready to play, I certainly would!
How is kird ape not fast and consistent? T1 stomping ground untapped kird ape is pretty solid and fast. Not quite as fast as goblin guide, but still fast. Slightly harder to kill, too.
As your deck stands, I would say that incinerate and rift bolt both belong in here. Rift bolt is good enough to see play in legacy burn, and incinerate is their bar for a card making it in or not. Rift bolt also works particularly well as a t1 suspend, t2 blood thirst enabler. If you have scab clan mauler and stomblood berserkers ready to play, I certainly would!
Hmm i guess your right. So what should i take out?
and again how many tin streets?
also goblin grenade, yes no?
any other consistant aggro spells i should add?
okay, so any feedback here? ive worked some things in.
Also goblin grenade yay or nay?
Goblin Grenade no. It would be better in a goblin shell, which you're not running.
Your deck is looking much better. However, I would still consider taking the planeswalkers out. That said, It is worth noting that they do allow things that otherwise your deck might not. For an aggro deck like yours, I'm not so sure they're worth it. As fast as your deck is looking to be, I'd think that you want two more stormblood berserkers. I think they belong in place of garruk and sarkhan. That said, You also need more reach. -4 explore (you're not ramp, why do you need a ramping card? ), +4 rift bolt OR 4 Incinerate.
You still need at least 4 more burn spells after that (killing opponents blockers is always good), and I would suggest that the other one go in place of either boggart ram gang or vengevine. Both are good cards, but reach is really preferable, as after you knock them down 10 points or so, you can easily finish them off with burn spells.
Personally, there are a lot of cards I would love to add in here to give it that late game stomping power, but these cards will make it pretty fast. I'm not sure if it's possible to make it faster without adding a crap ton of money to it.
wait...you're not a fan of the card that enables bloodthrist every turn and gives you MUCH needed reach??
i agree that bloodbraid would probably be a better choice for the 4 CMC slot if you are trying to go balls-out aggro. but i could see a VERY strong argument being made in favor of rumbling slum.
Imo, the deck needs more dual lands and less forests as the deck is mainly R Burn is awesome in this style of deck as there will be a lot of times that your opponent will stabilize and you will be left just a few points away from killing them... then top deck lightning bolt finishes them. The creatures seem pretty good and I do love me some vengevines, especially bringing them back with bloodbraid elf.
Goblin Grenade no. It would be better in a goblin shell, which you're not running.
Your deck is looking much better. However, I would still consider taking the planeswalkers out. That said, It is worth noting that they do allow things that otherwise your deck might not. For an aggro deck like yours, I'm not so sure they're worth it. As fast as your deck is looking to be, I'd think that you want two more stormblood berserkers. I think they belong in place of garruk and sarkhan. That said, You also need more reach. -4 explore (you're not ramp, why do you need a ramping card? ), +4 rift bolt OR 4 Incinerate.
You still need at least 4 more burn spells after that (killing opponents blockers is always good), and I would suggest that the other one go in place of either boggart ram gang or vengevine. Both are good cards, but reach is really preferable, as after you knock them down 10 points or so, you can easily finish them off with burn spells.
Personally, there are a lot of cards I would love to add in here to give it that late game stomping power, but these cards will make it pretty fast. I'm not sure if it's possible to make it faster without adding a crap ton of money to it.
That will be what il run for a while, this seems to be very balanced. Thanks a ton!
The duel lands are costly, i would rather no more than are currently there.
Rumbling slum may enable blood thirst, but that one damage to ME and my opponent might make the difference in the game. that's why i don't like it. FYI it doesn't have reach
I don't know why you don't want keldon marauders. They see play in legacy goyf sligh, rdw, and burn, all of which are styles you're trying to emulate. I honestly don't think you'll be able to enable vengevine enough to be worth it. If you really want a cmc 4 haster, then try the old standby giant solifuge.
I don't know why you don't want keldon marauders. They see play in legacy goyf sligh, rdw, and burn, all of which are styles you're trying to emulate. I honestly don't think you'll be able to enable vengevine enough to be worth it. If you really want a cmc 4 haster, then try the old standby giant solifuge.
Its not that i don't want to play it, vengevine is strictly better, Blood braid turn 4 into a vengevine. insane combo there, honestly i think that'd pay off more than keldon marauders.
i do like giant solifuge though, when i make my sideboard, keldons and and giant solifuge will be in it, along with the cards i removed, with the exception of the pleaneswalkers.
Its not that i don't want to play it, vengevine is strictly better, Blood braid turn 4 into a vengevine. insane combo there, honestly i think that'd pay off more than keldon marauders.
Let me put it to you this way, sir. Only if you hit a creature does that bloodbraid elf turn into a vengevine. You are packing 12 burn spells now. If you want to be fast, then you're better off with the keldon marauders.
On blistering firecat, it's not modern legal, so you can forget about that! The other cards, at least, have some uses in the board. I'd suggest you figure out what you're weak to before you you actually do anything else! If you're weak to wrath effects, then vengevine is a good choice. If you win before they become relevant, then you'll never cast it and it will set dead in your hand. One of the best uses of giant solifuge was that back in the day (heezy street was the deck), when someone would wrath, they would hold the giant solifuge back and then swing in right afterwards with a card that couldn't be touched save by blocking.
I just think Vengevine is always a good game plan. I played RG(w) aggro back in old extended and Vengevine was a complete house, even without the Fauna Shaman blah blah toolbox junk. He's just such a solid creature in a deck that runs Bloodbraid Elf. I do agree, you should definitely cut your non-creature spells to a small amount, and at that, 4 of them should be Lead the Stampede.
EDIT: I'll try to build a list quickly one moment.
I was originally going to put in Lightning Bolt over Punishing Fire but the Burnwillow/Punishing Fire repeatable removal is just too good...
If I were to invest into a RG aggro deck I'd probably play what I put above. It just seems easy to pilot and able to smash good face relatively quickly
4x Blood braid elf
4x Stromkirk Noble
4x Goblin Guide
2x Boggart Ramgang
4x Scab-Clan Mauler
4x Kird Ape
4x Stormblood Beserkers
4x Lightning Bolt
4x rift bolt
4x incinerates
Land:
7 Mountain
7 Forest
4 Stomping Ground
4 Kessig wolf run
I added in:
8 SG
4 Kessig wolf run
I took out:
4 Forest
4 Mountain
4 Tattermunge Maniac
Delver
EDH:
Kemba
Commander GU Edric Control
he could definitely make this deck better, but what should i take out for him?
Delver
EDH:
Kemba
Needs Kessig Wolf Run- turns all your guys into Fireballs.
Needs Magus of the Moon or Blood Moon in the sideboard.
why Blood Moon or Magus of the Moon?
the other two and Vengevine i'm gonna work in.
Delver
EDH:
Kemba
Delver
EDH:
Kemba
with the exception of the basic supertype (mountain, plains, forest, swamp, island) and relentless rats, you may not run more than 4 of any card in a deck. I'm afraid you'll have to lose 4 of those stomping grounds.
If you're playing aggro, then why aren't you running some potentially nasty red/green aggro cards from the past? You could run kird ape, incinerate, scab-clan mauler, rift bolt..there are any number of beyond excellent cards to run and you aren't. As it is, the deck is pretty slow, no disrespect.
That said, what I'm suggesting is finding a happy medium. Do you want ultra fast red/green aggro (noting your goblin guides and stormblood berserkers as examples) or are you wanting a more midrange approach ( sarkhan vol, garruk, vengevine) ? they are both options, but you need to tailor you deck better to deal with such things. harmonize is a card I like, but I'm not sure it belongs here. Again, it's more of a midrange/control card. Also, why naturalize or goblin grenade? Goblin grenade kind of reminds me of reckless abandon in legacy burn. To reliably run it, you probably want 11 or 12 goblins, which you aren't. I only see 8. Much of the time, it will be a dead cascade or draw. You might want to remedy that. If you want maindeck artifact removal , then why not consider tin street hooligan? You get an excellent 2 drop that's going to be card advantage that can also be a "sac me target opponent dies" to your grenade plan!
Credit to DolZero for this awesome sig!
Also, you're playing a very large number of 4cmc spells for such an aggressive format. I would consider cutting the Harmonizes, as Bloodbraid Elf and Vengevine will probably provide enough card advantage.
And Goblin Grenade sucks.
Legacy: Strawberry Shortcake, Aggro Loam, DnT+b
Modern: Devoted Karn
Vintage: Survival
Its Supposed to be as fast as possible. I added in tin street and scab clan maulers.
the others im not a fan of. any others you couud suggesT that would go well would be great!
Now should goblin grenade be taken out? or should i run it and add 4 tin streets vs 2?
Delver
EDH:
Kemba
As your deck stands, I would say that incinerate and rift bolt both belong in here. Rift bolt is good enough to see play in legacy burn, and incinerate is their bar for a card making it in or not. Rift bolt also works particularly well as a t1 suspend, t2 blood thirst enabler. If you have scab clan mauler and stomblood berserkers ready to play, I certainly would!
Credit to DolZero for this awesome sig!
Hmm i guess your right. So what should i take out?
and again how many tin streets?
also goblin grenade, yes no?
any other consistant aggro spells i should add?
Delver
EDH:
Kemba
Also goblin grenade yay or nay?
Delver
EDH:
Kemba
That one damage doesn't give me an advantage in any way. In-fact it levels the playing field. therefore, not a fan
Delver
EDH:
Kemba
Goblin Grenade no. It would be better in a goblin shell, which you're not running.
Your deck is looking much better. However, I would still consider taking the planeswalkers out. That said, It is worth noting that they do allow things that otherwise your deck might not. For an aggro deck like yours, I'm not so sure they're worth it. As fast as your deck is looking to be, I'd think that you want two more stormblood berserkers. I think they belong in place of garruk and sarkhan. That said, You also need more reach. -4 explore (you're not ramp, why do you need a ramping card? ), +4 rift bolt OR 4 Incinerate.
You still need at least 4 more burn spells after that (killing opponents blockers is always good), and I would suggest that the other one go in place of either boggart ram gang or vengevine. Both are good cards, but reach is really preferable, as after you knock them down 10 points or so, you can easily finish them off with burn spells.
Maybe your list would look better this way.
4 Goblin Guide
4 Kird Ape
4 Rift Bolt
4 Lightning bolt
4 Scab-Clan Mauler
4 Stormblood Berserker
4 Incinerate
2 Tin Street Hooligan
4 Keldon Marauder
4 Bloodbraid Elf
4 Kessig Wolf Run
4 Stomping Ground
6 Forest
6 Mountain
Personally, there are a lot of cards I would love to add in here to give it that late game stomping power, but these cards will make it pretty fast. I'm not sure if it's possible to make it faster without adding a crap ton of money to it.
Credit to DolZero for this awesome sig!
i agree that bloodbraid would probably be a better choice for the 4 CMC slot if you are trying to go balls-out aggro. but i could see a VERY strong argument being made in favor of rumbling slum.
Follow the link for nice cheap clothing.
Playing:
Death's Shadow Jund
Played:
Kiki Chord, Zoo variants, Goblins, Burn
That will be what il run for a while, this seems to be very balanced. Thanks a ton!
The duel lands are costly, i would rather no more than are currently there.
Rumbling slum may enable blood thirst, but that one damage to ME and my opponent might make the difference in the game. that's why i don't like it. FYI it doesn't have reach
Delver
EDH:
Kemba
Credit to DolZero for this awesome sig!
Its not that i don't want to play it, vengevine is strictly better, Blood braid turn 4 into a vengevine. insane combo there, honestly i think that'd pay off more than keldon marauders.
i do like giant solifuge though, when i make my sideboard, keldons and and giant solifuge will be in it, along with the cards i removed, with the exception of the pleaneswalkers.
again i really appreciate your help.
Delver
EDH:
Kemba
im gonna have some fun with it
Delver
EDH:
Kemba
Giant Solifuge?
Also:
How does Bloodbraid turn into a Vengevine?
my count was off, and i meant due to its cascade ability.
Blistering fire cat is going in my side board along with giant solifuge.
Delver
EDH:
Kemba
On blistering firecat, it's not modern legal, so you can forget about that! The other cards, at least, have some uses in the board. I'd suggest you figure out what you're weak to before you you actually do anything else! If you're weak to wrath effects, then vengevine is a good choice. If you win before they become relevant, then you'll never cast it and it will set dead in your hand. One of the best uses of giant solifuge was that back in the day (heezy street was the deck), when someone would wrath, they would hold the giant solifuge back and then swing in right afterwards with a card that couldn't be touched save by blocking.
Credit to DolZero for this awesome sig!
EDIT: I'll try to build a list quickly one moment.
4x Goblin Guide
4x Keldon Marauders
4x Boggart Ram-Gang
4x Bloodbraid Elf
4x Vengevine
4x Giant Solifuge
2x Kitchen Finks
1x Kiki-Jiki, Mirror Breaker
1x Birds of Paradise
4x Punishing Fire
4x Lead the Stampede
Lands - 24
8x Mountain
4x Forest
4x Grove of the Burnwillow
4x Karpulsan Forest
4x Raging Ravine
I was originally going to put in Lightning Bolt over Punishing Fire but the Burnwillow/Punishing Fire repeatable removal is just too good...
If I were to invest into a RG aggro deck I'd probably play what I put above. It just seems easy to pilot and able to smash good face relatively quickly
Commander GU Edric Control