This is a deck that I think deserves more attention. MTGO user u_mad_bro put up a 5-0 in a competitive league, it got listed as an oddball Mardu deck, and then it sort of faded out of sight. No hype on CFB and no videos featuring it that I've seen. I thought it looked like fun so I took it for a spin in a competitive league and cruised to a 4-1 result the first time I played the deck.
In my opinion this is the closest thing in standard to Kuldotha red. When your draw lines up right it's like your opponent is using unleaded gasoline and you're on pure rocket fuel.
I like Ferocidon over Chandra and Lay Bare as anti-tokens tech (and a 70 ticket savings) but I think there's a lot of room to play around with the sideboard.
WHAT'S THE PLAN?
Bury the opponent in bodies. You reeeeally want to see a one drop so you can turn dudes sideways from turn one. You don't want to throw away guys in the early turns but trading guys in order to get damage through is fine. Even just attacking to force a trade to clear the way for future attacks is fine.
If the game devolves into a board stall, build up a wide board with an eye towards a big finish fueled by Trial of Zeal or Shefet Dunes.
If you stall out with an opponent close to death, Chandra, Torch of Defiance or Hazoret can push through the last few points. They also give you a tiny bit of a high end and wrath-proofing. You super don't want your hand to get clogged with a bunch of four drops, though.
Note that Legion's Landing flips a lot. While you could in theory use this to grind out the game, in practice it acts more as ramp to turn on your Shefet Dunes or allow you to play your four drops.
CARD CHOICES:One drops:
Toolcraft Exemplar is the guy you want to play on turn one every time. Attacking for three on turn two is sweet, and you're going to get it to first strike pretty often.
Bomat Courier turns on your artifact synergies, gets in for haste damage, and gives you a semblance of a late game refuel. This is the kind of deck that often overwhelms targeted removal, so the courier has a slightly higher life expectancy than usual.[/card].
Legion's Landing is honestly not what you really want to be playing on turn one. Ideally you want to run it out as part of double spelling on turn three and then immediately flip it. It's fine to play it turn one but it doesn't make a hand an auto-keep the way that Toolcraft Exemplar into any artifact does.
Two drops:
Scrapheap Scrounger is what it is. Swings for 3, turns on artifact synergies, and sometimes comes back from the dead. You will usually have fuel for it, but you do want to keep an eye on things--with the token producers you can have a lot of bodies on the board that don't turn into fuel in the graveyard after a sweeper.
Servo Exhibition is not just for limited any more. The two power for two mana is not a great rate but (1) it gives us some resilient artifact presence for our good one drops and (2) we get two bodies for our pump effects.
Earthshaker Khenra has been a solid performer for Ramunap Red. This deck likes the falter effect but probably can't afford a non-artifact two drop.
Three drops:
Pia Nalaar puts two bodies on the board, one of which is an artifact. Both of her abilities can be relevant, but most of the time you just want more bodies.
Rampaging Ferocidon shuts down annoying life gain and attacks with menace. It doesn't really synergize with the rest of the deck (it's kind of a nonbo with the go-wide strategy in general) but if you're running into a lot of token and UW approach it could merit a sideboard slot.
Ahn-Crop Crasher made the transition from limited bomb to constructed staple. It gets in for hasty damage while also faltering a blocker. On the other hand, you aren't getting an artifact out of it.
Four drops:
Hazoret the Fervent. This deck is going to consistently get empty handed by turn four. It's not going to be super-consistent at hitting four mana on turn four. Still, Hazoret does what she does.
Chandra, Torch of Defiance is generally good value. We're actually decent at playing temporary defense so her ultimate is kind of in play. OTOH, you won't always have the mana for it on turn four and, again, you don't want to get jammed up with pricey cards.
Pump spells:
Trial of Zeal. This card is crazy high variance. It's terrible if your opponent has kept the board under control, but it also enables some massive turn four overkill hands. I often sideboard out one or two since it's less effective when your opponent's deck is geared up to deal with our swarm strategy.
Shefet Dunes is basically a free pump spell in terms of taking up deck slots. It can put your team over the top sometimes and sometimes just by sitting there makes opponents hesitant to attack.
Cartouche of Zeal helps our one drops attack through a lot of midrange creatures (e.g. Whirler Virtuoso, Rogue Refiner), puts another body on the board, and lets us pick up a Trial of Zeal. You do have to be a little careful about playing it into removal.
Interaction:
Haha no.
SIDEBOARD PLAN :The raw zerg rush is less likely to work after sideboarding. You want to bring in a little bit of interaction so you can hang for a longer game. You don't want to overboard though--this deck is never going to win by actively playing for the long game. Notice that even the sideboard cards are kept very cheap. A 22 land deck can't really go big.
Duress lets us attack the opponent's hand. Bring it in for the matchups where that is more important than interacting with creatures (UW Approach, Tokens).
Fragmentize lets us attack artifacts and enchantments. Mostly valuable against tokens.
Chandra's Defeat lets you kill stuff on the cheap and sometimes trades way up on mana.
Abrade kills a lot of the midrange cards that we care about (most creatures, Aethersphere Harvester).
Lay Bare the Heart hits a decent amount of cards out of the hand. Can't hit planeswalkers or The Scarab God, but does hit sweepers I guess.
Doomfall is powerful and never dead but a little expensive.
I think there's a little room to tune up the main deck and sideboard a bit, but the deck as is feels competitive and is a blast to play. I'd love to hear about anybody else's experience with the deck.
After playing some more with this deck my feeling is that every matchup other than Temur Energy is quite good. I just put up my first 5-0 with it in my first league where I dodged energy decks (Ramunap Red 2-0, Br aggro 2-0, Turbofog 2-0, UB Control 2-1 after punting game one, UW Approach 2-0). The deck goes fast enough to outrace other aggro, it puts a lot of pressure on UW approach type strategies, and there's enough grind to it that you have a fighting chance against UB. Temur energy is a beast though. They throw big blockers in front that you can't really deal with, Whirler Virtuoso lets them go super-wide, and they turn the corner very quickly.
I've been trying out Glorybringer out of the side and having some success with it. With Legion's Landing flipping all over the place we have a little more land in the deck than it might look at first glance.
ETA: I had a 4-1 competitive league that included a 2-1 split against temur with this list:
An attacking Hazoret on turn four is one of the best things you can do in standard, so it makes sense to maximize your chances. This deck empties its hand super quickly. After sideboarding a turn four Glorybringer is very doable thanks to Legion's Landing.
For sideboarding I will typically do -2 Trial, -2 Cartouche, -1 Exhibition and/or -1 Courier, +2 Glorybringer, +4 other good interaction. I never really wanted all four Duress, even against UW. Our mana for it is a little shaky and post-board games against them often turn into slogs through Sunscourge Champion and Regal Caracal instead of just races to approach.
All right, I'll stop bumping the thread after this. I put up a couple more 4-1s with the list from my last post. A couple of close game threes kept me off the coveted 5-0. I feel like this deck is legit. It reminds me a little of Ramunap Red before the pro tour: you can play this deck to a very positive EV online but people don't take it seriously because it looks like kind of a little kid deck.
This deck will give you free wins, it punishes opponent stumbles badly, it can grind games out, and it can win out of nowhere. You just have to do everything at sorcery speed. The only sketchy thing about it from a deck building perspective is that it plays double red spells with only 14 sources of red mana, but the only double red spells are the sideboard haymakers.
I really like the premise of this deck; after playing with it a couple of times on untap the extreme speed is just so satisfying. As someone with a budget of below 100 (dollars, not tix), how should I go around adjusting the deck? So far, Ive gone -2 Hazoret/-2 Chandra and -1 mountains (as average cmc is lowered significantly) for +3 throne of the god pharoah and +2 Ahn-Crop Crasher. Thoughts?
How much of the mana base do you already have? I assume you're looking to put the deck together in paper. Chandra can definitely go. Hazoret is a tough one to replace. I could see Crasher, I could also see Ferocidon. Throne is interesting but it's kind of a nonbo with Trial.
I dont have any existing manabase; I can afford a playset of one of the fast lands, so a playset of inspiring vantage and forsaken sanctuary, however nonoptimal, will be the best I can do. I still think throne is useful, as it is a much better early play than trial, and has artifact synergies.
If throne works for you then that's great. I'd worry a little that it seems bad if we're on the back foot. When you trim out the haymakers you're mostly losing resilience and the ability to come back from being behind (already not our strong suits). If you want to go super all in on getting there with the rush plan I would take a look at Honored Crop-Captain and Glory-Bound Initiate. The captain amps up the go wide threat and the initiate attacks through a lot of stuff. You really want to have as many Hazorets as you can get, though.
I'd also think about going with plains over Forsaken Sanctuary. We really need our first few lands to come into play untapped. Reanimating Scrapheap is more of a nice to have than a need to have.
The other card possibly worth trying out is Huatli, Warrior Poet. It's easier on the mana than Glorybringer and can be played for value post combat-driven Legion's Landing flip. I don't love it against Temur Energy but against anybody else the stream of 3/3 dinos followed by a triple falter seems strong
I managed another competitive 5-0 with the deck, aided by some friendly matchups. A detailed league report is included below in the hopes of encouraging others to try out the deck.
Game 1 I win the die roll and mulligan a hand that is very nearly the stone nuts because of sketchy mana (Exemplar, 2x Apprentice, Exhibition, Cartouche, Trial, Courtyard). I probably would have kept if the courtyard were an Inspiring Vantage but I had visions of my exemplar getting pushed and me sitting there with no usable spells. My six is even sketchier (apprentice, landing, landing, cartouche, trial, mountain). I keep and scry Inspiring Vantage to the top.
I draw a shefet dunes after the vantage and go apprentice into landing into cartouche (on vampire) + landing. Opponent has no one drop and plays Scrounger turn two and Yahenni turn three. Turn four I play trial, swing with all four creatures and play Bomat Courier post combat off the flipped landing. Opponent does the block-sac to kill a vampire. He's at six with Yahenni in play while I have apprentice, courier, vamp (w/cartouche), warrior.
He plays Night Market Lookout and a Bomat Courier, I rip and play Hazoret and send the team. Blocks all around plus a fatal push and he's at 5 with a 6/6 Yahenni in play while I have Hazoret and a Warrior. He plays a Dread Wanderer, I draw another Trial and hit him down to 2, he scoops.
Game 2 I have an explosive hand (Vantage, Spire, Apprentice, Exemplar, Landing, Cartouche, Glorybringer). I even draw Scrounger off the top. Opponent's first play is again a turn two scrounger into turn three Yahenni. On turn three I get to play landing + Courier and attack with the team to flip landing right away. He eats the courier with Yahenni and I play a post combat apprentice + Cartouche. End of turn three I have four lands and five creatures in play and a Glorybringer in hand. Opponent has Yahenni + Scrapheap, three lands, four cards in hand, and 11 life. I miss a land drop on turn four but hit it on turn five and glorybring the win home.
Round 2: Ramunap Red (2-0)
Game 1 I lose the die roll but my hand is insane (courtyard, vantage, ramunap, exemplar, courier, courier, pia). Opponent doesn't have a one drop creature or removal. I basically just out curve him (Exemplar into Courier + Apprentice into Courier + Exhibition into Trial is better than Khenra into Crasher into Khenra).
Game 2 my hand is again very fast (Exemplar, Courier, Scrounger, Pia, Courier, Dunes, Spire) and he again has no one drop. He has some removal this time and there's some awkwardness when he played an Aethersphere Harvester (what with the Chandra's Defeat in my hand not being an Abrade and all) but in the end I just go too wide for him.
Round 3: Jeskai Approach (2-0)
Game 1 I lose the die roll and mull a no lander. The six is pretty meh (Exemplar, Exhibition, vantage, vantage, hazoret, hazoret). Opponent lead with Spirebluff into magma spray on Exemplar into mountain into Aether Hub. I had him on an awkward energy draw until he Supreme Willed my Bomat Courier on turn three. I had drawn and played a Scrounger on turn two, so he got in while I played exhibition. Legion's Landing on turn three (stuck on three lands with two Hazoret in hand) prompted a cast out for the Scrounger. The next turn, a Harnessed Lightning on the vampire prevented me from flipping. I drew and played a Scrounger, then a Courier, finally flipping the landing and beating opponent to seven. He plays approach up to 14, I play land + Hazoret to hit him down to 3, and his last card in hand is not another approach or a fumigate.
Game 2 I keep a land heavy hand (vantage, courtyard, spire, spire, landing, courier, apprentice). My courier gets in a couple whacks before eating a harnessed lightning and I end turn two with apprentice and vampire in play and five lands in hand. I draw a servo exhibition (countered) and legion's landing (resolves) while beating in for two a turn. On turn five my opponent runs the main phase Glimmer and lets me flip Legion's Landing. He has Hour of Devastation next turn, so I start my next turn with just a new vampire in play. I draw and play Pia (eats Magma Spray + Abrade) and crank out another vampire (opponent down to 10). I hit him down to 8 (holding trial) and he approaches up to 15. I draw and play Chandra and beat him back down to 10. He rivulets himself, I make my fourth vampire token, and the Trial prompts a concession.
A flipped Legion's Landing is a powerhouse against creatureless control decks.
Round 4: Mardu Vehicles (2-1)
Game 1 I lose the die roll but my opponent mulls to 5 and my hand is red hot (vantage, spire, ruins, landing, exemplar, exhibition, Hazoret). Unfortunately he has the dream five of Exemplar into Heart into Pia and manages to get me for exactsies in the air thanks to Shefet Dunes while he was at two life and facing down 17 power on the board.
Game 2 I keep a slow seven (spire, spire, ruins, landing, abrade, Chandra, Glorybringer). Opponent leads on Exemplar but has no turn two artifact. I draw a mountain into apprentice and on turn three play the apprentice and then abrade his Harvester. Chandra whacks his exemplar and then powers out running Glorybringers that take over the game. No artifacts, no white mana, no problems.
Game 3 I blitz my opponent out of the game with Exemplar into Exhibition into Pia into Courier + Trial.
Round 5: Br aggro (2-0)
Game 1 I win the die roll and mull another hand that's one off the nuts (Exemplar, Exemplar, Exhibition, Pia, Spire, Ramunap, Mountain... no white mana) into a shaky six (Apprentice, Cartouche, Exhibition, Trial, Hazoret, Mountain). I scry a Shefet dunes to the top so I am able to make my opponent's Night Market Lookout into Scrounger opening look pretty silly (Apprentice into exhibition into courier + cartouche leaves him at 12 after my turn three). He untaps into a bolt and a lightning strike, but after my trial fueled attack he's down to three. I draw a land for Hazoret next turn to finish him off.
Game 2 I get another fast start (Apprentice into Exhibition into Pia into Landing into Landing + Hazoret) and my opponent's Hazoret and Vraska's Contempt aren't enough to turn the tide.
Overall thoughts:
This deck is extremely good against decks that are not Temur Energy, tokens, or gifts. It's ok-to-poor against energy decks and bad against tokens and gifts. I was not a fan of the Chandra's Defeat out of the side--even against mono-red Abrade is often better. That slot could be better used as something to shore up our weak matchups, though I'm not sure what that might be: I could see arguments for Rampaging Ferocidon, Sorcerous Spyglass, Kinjali's Sunwing, and Crook of Condemnation. Maybe Cast Out or Angel of Sanctions if we want to get a little spicy.
ETA: Testing with the Angel of Sanctions has been very positive. It's reasonably aggressive and it's an out to a lot of things that we don't have outs for (i.e., The Scarab God). I fit it into the sideboard by dropping two Trial of Solidarity from the main deck for two Abrade.
This is a deck that I think deserves more attention. MTGO user u_mad_bro put up a 5-0 in a competitive league, it got listed as an oddball Mardu deck, and then it sort of faded out of sight. No hype on CFB and no videos featuring it that I've seen. I thought it looked like fun so I took it for a spin in a competitive league and cruised to a 4-1 result the first time I played the deck.
In my opinion this is the closest thing in standard to Kuldotha red. When your draw lines up right it's like your opponent is using unleaded gasoline and you're on pure rocket fuel.
The deck:
4 Inventor's Apprentic
4 Toolcraft Exemplar
4 Scrapheap Scrounger
3 Pia Nalaar
2 Hazoret the Fervent
2 Chandra, Torch of Defiance
4 Servo Exhibition
4 Legion's Landing
4 Trial of Solidarity
4 Concealed Courtyard
4 Inspiring Vantage
3 Mountain
3 Ramunap Ruins
4 Shefet Dunes
4 Spire of Industry
2 Chandra's Defeat
4 Duress
2 Fragmentize
4 Abrade
1 Lay Bare the Heart
2 Chandra, Torch of Defiance
WHAT'S THE PLAN?
CARD CHOICES:
One drops:
Haha no.
SIDEBOARD PLAN :
The raw zerg rush is less likely to work after sideboarding. You want to bring in a little bit of interaction so you can hang for a longer game. You don't want to overboard though--this deck is never going to win by actively playing for the long game. Notice that even the sideboard cards are kept very cheap. A 22 land deck can't really go big.
I think there's a little room to tune up the main deck and sideboard a bit, but the deck as is feels competitive and is a blast to play. I'd love to hear about anybody else's experience with the deck.
I've been trying out Glorybringer out of the side and having some success with it. With Legion's Landing flipping all over the place we have a little more land in the deck than it might look at first glance.
ETA: I had a 4-1 competitive league that included a 2-1 split against temur with this list:
4 Inventor's Apprentic
4 Toolcraft Exemplar
4 Scrapheap Scrounger
3 Pia Nalaar
4 Hazoret the Fervent
4 Servo Exhibition
3 Cartouche of Solidarity
4 Legion's Landing
4 Trial of Solidarity
4 Inspiring Vantage
3 Mountain
3 Ramunap Ruins
4 Shefet Dunes
4 Spire of Industry
2 Chandra's Defeat
3 Duress
2 Fragmentize
4 Abrade
2 Glorybringer
2 Chandra, Torch of Defiance
An attacking Hazoret on turn four is one of the best things you can do in standard, so it makes sense to maximize your chances. This deck empties its hand super quickly. After sideboarding a turn four Glorybringer is very doable thanks to Legion's Landing.
For sideboarding I will typically do -2 Trial, -2 Cartouche, -1 Exhibition and/or -1 Courier, +2 Glorybringer, +4 other good interaction. I never really wanted all four Duress, even against UW. Our mana for it is a little shaky and post-board games against them often turn into slogs through Sunscourge Champion and Regal Caracal instead of just races to approach.
This deck will give you free wins, it punishes opponent stumbles badly, it can grind games out, and it can win out of nowhere. You just have to do everything at sorcery speed. The only sketchy thing about it from a deck building perspective is that it plays double red spells with only 14 sources of red mana, but the only double red spells are the sideboard haymakers.
I'd also think about going with plains over Forsaken Sanctuary. We really need our first few lands to come into play untapped. Reanimating Scrapheap is more of a nice to have than a need to have.
The other card possibly worth trying out is Huatli, Warrior Poet. It's easier on the mana than Glorybringer and can be played for value post combat-driven Legion's Landing flip. I don't love it against Temur Energy but against anybody else the stream of 3/3 dinos followed by a triple falter seems strong
The 75:
4 Inspiring Vantage
3 Mountain
3 Ramunap Ruins
4 Shefet Dunes
4 Spire of Industry
4 Toolcraft Exemplar
4 Inventor's Apprentice
4 Bomat Courier
4 Legion's Landing
4 Servo Exhibition
4 Scrapheap Scrounger
3 Pia Nalaar
4 Hazoret the Fervent
3 Cartouche of Solidarity
4 Abrade
3 Fragmentize
2 Duress
2 Chandra's Defeat
2 Chandra, Torch of Defiance
2 Glorybringer
Round 1: Br aggro (2-0)
Game 1 I win the die roll and mulligan a hand that is very nearly the stone nuts because of sketchy mana (Exemplar, 2x Apprentice, Exhibition, Cartouche, Trial, Courtyard). I probably would have kept if the courtyard were an Inspiring Vantage but I had visions of my exemplar getting pushed and me sitting there with no usable spells. My six is even sketchier (apprentice, landing, landing, cartouche, trial, mountain). I keep and scry Inspiring Vantage to the top.
I draw a shefet dunes after the vantage and go apprentice into landing into cartouche (on vampire) + landing. Opponent has no one drop and plays Scrounger turn two and Yahenni turn three. Turn four I play trial, swing with all four creatures and play Bomat Courier post combat off the flipped landing. Opponent does the block-sac to kill a vampire. He's at six with Yahenni in play while I have apprentice, courier, vamp (w/cartouche), warrior.
He plays Night Market Lookout and a Bomat Courier, I rip and play Hazoret and send the team. Blocks all around plus a fatal push and he's at 5 with a 6/6 Yahenni in play while I have Hazoret and a Warrior. He plays a Dread Wanderer, I draw another Trial and hit him down to 2, he scoops.
Sideboard: -1 Hazoret -2 Trial -2 Cartouche -1 Exhibition + 2 Glorybringer +4 Abrade
Game 2 I have an explosive hand (Vantage, Spire, Apprentice, Exemplar, Landing, Cartouche, Glorybringer). I even draw Scrounger off the top. Opponent's first play is again a turn two scrounger into turn three Yahenni. On turn three I get to play landing + Courier and attack with the team to flip landing right away. He eats the courier with Yahenni and I play a post combat apprentice + Cartouche. End of turn three I have four lands and five creatures in play and a Glorybringer in hand. Opponent has Yahenni + Scrapheap, three lands, four cards in hand, and 11 life. I miss a land drop on turn four but hit it on turn five and glorybring the win home.
Round 2: Ramunap Red (2-0)
Game 1 I lose the die roll but my hand is insane (courtyard, vantage, ramunap, exemplar, courier, courier, pia). Opponent doesn't have a one drop creature or removal. I basically just out curve him (Exemplar into Courier + Apprentice into Courier + Exhibition into Trial is better than Khenra into Crasher into Khenra).
Sideboard: -1 Hazoret -2 Trial -2 Cartouche -1 Exhibition, +2 Glorybringer +2 Abrade +2 Chandra's Defeat.
Game 2 my hand is again very fast (Exemplar, Courier, Scrounger, Pia, Courier, Dunes, Spire) and he again has no one drop. He has some removal this time and there's some awkwardness when he played an Aethersphere Harvester (what with the Chandra's Defeat in my hand not being an Abrade and all) but in the end I just go too wide for him.
Round 3: Jeskai Approach (2-0)
Game 1 I lose the die roll and mull a no lander. The six is pretty meh (Exemplar, Exhibition, vantage, vantage, hazoret, hazoret). Opponent lead with Spirebluff into magma spray on Exemplar into mountain into Aether Hub. I had him on an awkward energy draw until he Supreme Willed my Bomat Courier on turn three. I had drawn and played a Scrounger on turn two, so he got in while I played exhibition. Legion's Landing on turn three (stuck on three lands with two Hazoret in hand) prompted a cast out for the Scrounger. The next turn, a Harnessed Lightning on the vampire prevented me from flipping. I drew and played a Scrounger, then a Courier, finally flipping the landing and beating opponent to seven. He plays approach up to 14, I play land + Hazoret to hit him down to 3, and his last card in hand is not another approach or a fumigate.
Sideboard: -2 Trial -1 Cartouche -1 Hazoret +2 Duress +2 Chandra.
Game 2 I keep a land heavy hand (vantage, courtyard, spire, spire, landing, courier, apprentice). My courier gets in a couple whacks before eating a harnessed lightning and I end turn two with apprentice and vampire in play and five lands in hand. I draw a servo exhibition (countered) and legion's landing (resolves) while beating in for two a turn. On turn five my opponent runs the main phase Glimmer and lets me flip Legion's Landing. He has Hour of Devastation next turn, so I start my next turn with just a new vampire in play. I draw and play Pia (eats Magma Spray + Abrade) and crank out another vampire (opponent down to 10). I hit him down to 8 (holding trial) and he approaches up to 15. I draw and play Chandra and beat him back down to 10. He rivulets himself, I make my fourth vampire token, and the Trial prompts a concession.
A flipped Legion's Landing is a powerhouse against creatureless control decks.
Round 4: Mardu Vehicles (2-1)
Game 1 I lose the die roll but my opponent mulls to 5 and my hand is red hot (vantage, spire, ruins, landing, exemplar, exhibition, Hazoret). Unfortunately he has the dream five of Exemplar into Heart into Pia and manages to get me for exactsies in the air thanks to Shefet Dunes while he was at two life and facing down 17 power on the board.
Sideboard: -2 Trial -2 Cartouche -1 Exhibition -1 Courier -2 Hazoret +4 Abrade +2 Chandra +2 Glorybringer.
Game 2 I keep a slow seven (spire, spire, ruins, landing, abrade, Chandra, Glorybringer). Opponent leads on Exemplar but has no turn two artifact. I draw a mountain into apprentice and on turn three play the apprentice and then abrade his Harvester. Chandra whacks his exemplar and then powers out running Glorybringers that take over the game. No artifacts, no white mana, no problems.
Game 3 I blitz my opponent out of the game with Exemplar into Exhibition into Pia into Courier + Trial.
Round 5: Br aggro (2-0)
Game 1 I win the die roll and mull another hand that's one off the nuts (Exemplar, Exemplar, Exhibition, Pia, Spire, Ramunap, Mountain... no white mana) into a shaky six (Apprentice, Cartouche, Exhibition, Trial, Hazoret, Mountain). I scry a Shefet dunes to the top so I am able to make my opponent's Night Market Lookout into Scrounger opening look pretty silly (Apprentice into exhibition into courier + cartouche leaves him at 12 after my turn three). He untaps into a bolt and a lightning strike, but after my trial fueled attack he's down to three. I draw a land for Hazoret next turn to finish him off.
Sideboard: -2 Trial -2 Cartouche -1 Exhibition -1 Hazoret +2 Glorybringer +4 Abrade.
Game 2 I get another fast start (Apprentice into Exhibition into Pia into Landing into Landing + Hazoret) and my opponent's Hazoret and Vraska's Contempt aren't enough to turn the tide.
Overall thoughts:
This deck is extremely good against decks that are not Temur Energy, tokens, or gifts. It's ok-to-poor against energy decks and bad against tokens and gifts. I was not a fan of the Chandra's Defeat out of the side--even against mono-red Abrade is often better. That slot could be better used as something to shore up our weak matchups, though I'm not sure what that might be: I could see arguments for Rampaging Ferocidon, Sorcerous Spyglass, Kinjali's Sunwing, and Crook of Condemnation. Maybe Cast Out or Angel of Sanctions if we want to get a little spicy.
ETA: Testing with the Angel of Sanctions has been very positive. It's reasonably aggressive and it's an out to a lot of things that we don't have outs for (i.e., The Scarab God). I fit it into the sideboard by dropping two Trial of Solidarity from the main deck for two Abrade.