4 x Consuming Fervor (Reasons: Need a low casting cost card that help increase power for my creatures to combo with double strike and to have an enchantment in my graveyard so that I have more card types among cards to help activate delirium for Scourge Wolf.)
4 x Cast Out (Reasons: To exile target nonland permanent opponent controls and can cycle the card if necessary to have an enchantment in my graveyard so that I have more card types among cards to help activate delirium for Scourge Wolf.)
Spells (12)
4 x Invigorated Rampage (Reasons: Need a low casting cost instant that help increase power and give trample for my creatures to combo with double strike. Because it is an instant, can also make opponent think twice whether they want to attack or block my creatures as all my creatures have first strike/double strike. Although all my creatures have low toughness but because of first strike/double strike, their creatures will most likely die while mine survive. )
2 x Dusk // Dawn (Reasons: Dusk (Dusk // Dawn) to destroy all big creatures opponent controls. All my creatures is not affected because none have the power greater than 2. Dawn (Dusk // Dawn) on the other hand to return all my creatures from the graveyard to my hand.)
4 x Collective Defiance (Reasons: To discard all the useless cards and hoping to draw some usefull cards. It is ok to discard creatures to my graveyard as I can use Dawn (Dusk // Dawn) to return them to my hand later. In addition, the discarding will help make my graveyard to have more card types among cards to help activate delirium for Scourge Wolf. When necessary, can use to deal 4 damage to creature or/and 3 damage to opponent.)
Lands (24)
4 x Evolving Wilds (Reasons: To get the right land and more importantly to have a land in my graveyard so that I have more card types among cards to help activate delirium for Scourge Wolf.)
2 x Needle Spires (Reasons: To make a 2/1 creature with double strike when necessary. Only 2 because I don't want too many lands entered the battlefield tapped as Evolving Wilds also make the land card entered the battlefield tapped.)
Generally, the idea of this deck is simple. Increase the power of a creature with double strike and deal a lot of damage with it. With the 3 cards shown above, can deal 16 damage on turn 3. If lucky, on turn 4 can deal another 22 damage ( Adorned Pouncer, 3/3 because of -1/-1 counter from Consuming Fervor + 2 more Invigorated Rampage). That will be a total of 38 damage with trample on turn 4.
Wanted to make a budget standard deck and the above is what I come out with. Please let me know what do you think about this deck? What cards should I put for my sideboard? TQ.
I would run the full set of Brute Strength. You need the trample because sometimes you just get roadblocked by a chump blocker when you're trying to swing for lethal. I might try a copy or two of Fling as an emergency precaution.
Also have you looked into GR Pummeler? It's the same basic idea and really cheap too, and has put up some decent results.
Generally, the idea of this deck is simple. Increase the power of a creature with double strike and deal a lot of damage with it. With the 3 cards shown above, can deal 16 damage on turn 3. If lucky, on turn 4 can deal another 22 damage ( Adorned Pouncer, 3/3 because of -1/-1 counter from Consuming Fervor + 2 more Invigorated Rampage). That will be a total of 38 damage with trample on turn 4.
Wanted to make a budget standard deck and the above is what I come out with. Please let me know what do you think about this deck? What cards should I put for my sideboard? TQ.
I would run the full set of Brute Strength. You need the trample because sometimes you just get roadblocked by a chump blocker when you're trying to swing for lethal. I might try a copy or two of Fling as an emergency precaution.
Also have you looked into GR Pummeler? It's the same basic idea and really cheap too, and has put up some decent results.
Standard: BG Golgari Midrange
Modern: U Merfolk GWUBR 5 Color Humans UBW Esper Gifts GW Bogles