how do you guys feel about Oviya Pashiri, Sage Lifecrafter as a one or two or? Not the most aggressive body, but she'll be piloting Smuggler's Copter most of the time, and pumping out 1/1s or Voice of Resurgence tokens in the mid game
I had Oviya until I did some reading and the pumped out tokens aren't voice of resurgence tokens they are just x/x for how many creatures you have on board when you make one.
I've been super surprised by Arlinn Kord in both Stompy and midrange versions of RGx Energy. The more I play with her, the more I'd recommend her over a card like Bristling Hyrda.
I've been super surprised by Arlinn Kord in both Stompy and midrange versions of RGx Energy. The more I play with her, the more I'd recommend her over a card like Bristling Hyrda.
I know the Aetherworks, Decoction sounds like an odd sideboard choice, but against control decks that are predominately creatureless, I think dumping lightning and evolution and get value when they are destroying creatures.
I'm JUST getting back in standard and I figured this deck was safe to get into...so some choices are a bit blind to meta etc... so please critique. I figured Blossom defense MB just does too much in terms of being a counter spell to removal and winning trades, this can of course be a removal slot. In the 4cc slot I opted Hydra over Fleetwheel Cruiser, we'll see how tests fair.
SB choices, 3 Appetite for the Unreal since I expect gearhulks and artifacts to have more presence. Thinking this is the best art/enchant removal for what the meta might be. 4 Galvanic's to thwart aggro. Plummets to kill angels. Woodweaver's to get a lil health against aggro. Chandra/defiance to take out 4 def threats.
Also debating 22 land instead since we have so many 2 drops.
I really like your list, simple, more midrange'y than aggressive, I think this might be my first ever standard deck :P. Tried it yesterday online and got mixed results(mostly because of my lack of experience than anything). however I really like how it is played. Got destroyed by hard control B/W, when they had all removal.
I am wondering how Architect of the Untamed would fare in this deck.
Was the control stopping hydras as well? I figured all the hex proof would stop a lot of removal. My biggest concern is this deck is really weird on T3 as all the card are pretty much 2s and 4s. I've debated Architect, but im not sure but she satisfies that 3cc slot I don't have filled. I might drop 2 land, and a gearhulk then throw 3 of her in. As essential as gear hulk is i think 3 is more than enough for a 5 drop in a deck with 24 0-2 cc spells.
I'm JUST getting back in standard and I figured this deck was safe to get into...so some choices are a bit blind to meta etc... so please critique. I figured Blossom defense MB just does too much in terms of being a counter spell to removal and winning trades, this can of course be a removal slot. In the 4cc slot I opted Hydra over Fleetwheel Cruiser, we'll see how tests fair.
SB choices, 3 Appetite for the Unreal since I expect gearhulks and artifacts to have more presence. Thinking this is the best art/enchant removal for what the meta might be. 4 Galvanic's to thwart aggro. Plummets to kill angels. Woodweaver's to get a lil health against aggro. Chandra/defiance to take out 4 def threats.
Also debating 22 land instead since we have so many 2 drops.
I really like your list, simple, more midrange'y than aggressive, I think this might be my first ever standard deck :P. Tried it yesterday online and got mixed results(mostly because of my lack of experience than anything). however I really like how it is played. Got destroyed by hard control B/W, when they had all removal.
I am wondering how Architect of the Untamed would fare in this deck.
Was the control stopping hydras as well? I figured all the hex proof would stop a lot of removal. My biggest concern is this deck is really weird on T3 as all the card are pretty much 2s and 4s. I've debated Architect, but im not sure but she satisfies that 3cc slot I don't have filled. I might drop 2 land, and a gearhulk then throw 3 of her in. As essential as gear hulk is i think 3 is more than enough for a 5 drop in a deck with 24 0-2 cc spells.
You have the Hellion as a 3 drop, although another 2 of a 3 drop could help. BW or BU control was probably running spells that make you sacrifice the Hydra.
Been playing around with something like this. Hydra wasn't as good as I wanted it to be. I don't know ow if I should replace the villager with Scythe Leopards. Simple list.
Was the control stopping hydras as well? I figured all the hex proof would stop a lot of removal. My biggest concern is this deck is really weird on T3 as all the card are pretty much 2s and 4s. I've debated Architect, but im not sure but she satisfies that 3cc slot I don't have filled. I might drop 2 land, and a gearhulk then throw 3 of her in. As essential as gear hulk is i think 3 is more than enough for a 5 drop in a deck with 24 0-2 cc spells.
Hydra was good when played, won me game of this BW Control matchup, but later he go around her by tokens from Gideon and board sweep, added 2xNature's Way to SB, to get some trample effect on hydra in such case. I tried deck today also and I have done better.
Modified deck a little bit -1 Gearhulk, Cub and Land +3 Architect, however she was underwhelming for me, didn't use her ability since I used energy for other things. I think she needs deck more focused on her or I simply mismanaged energy. In the end I would prefer to draw Hellion Maybe Tireless Tracker would be better fit ? Or Relentless Hunter as in sciencemike1's deck.
Looking forward to your testing, since like I said - I am not very experienced in MTG:)
I did another play test. I feel like 22 is definitely right for the mana and I agree with -1 gear hulk. It's kind of a way to push the win in, but not crucial to every round and having multiple in hand is not always great. I definitely keep all 4 cubs though, the card is amazing in all stages of the game and there's ways to ensure the +1/+1 t3, making it basically a 3/3 for 2cc in most cases. You then either get a good trade block or start netting more energy. Late game there's always spare energy to turn it into a decent body in top deck situations. The Blossoming defenses are working out better than expected, but maybe only 3 are needed as the fear of them existing is just as good. This opens up 4 slots and we can either go with a 3cc drop...or removal and I think there's a good discussion over which and what gets the place. I'm gonna test mainboarding Galvanics, because it plays to the speed of the deck and we can do things like T2: Cub; T3: 2 drop, Galvanic blocker, swing with cub. That makes a very strong opener. It also is a great tool when swinging in with triggered Volatic Brawlers that will trade, and still getting your damage. Sideboard will have heavier removals...which is where we consider Chandras. Mainboard, she is awkward in my first tests. Often basically being a 4cc removal spell that dies next turn...and then we have to compare it to Collected Defiance with our curves and expected value. Obv Chandra is better if she can stick around, but how often will that extra mana see that benefit.
I'm gonna test mainboarding Galvanics, because it plays to the speed of the deck and we can do things like T2: Cub; T3: 2 drop, Galvanic blocker, swing with cub.
well at that point in the game the main blocker we're worried about is Sylvan Advocate, which doesn't die to the first Galvanic
And blue is going to be a ton of x/3. Any energy deck with blue is running Aether Theorist and some run Thriving Turtle Artifact decks running blue tend to run Glint-Nest Crane and some of those run the theorist as well for the scry ability. Then you have the Thermo-Alchemist/Thing in the Ice decks and Contraband Kingpin is starting to find a home. I won't be surprised if Consulate Skygate doesn't end up finding a place in decks that want to set up game ending move. And even Smuggler's Copter can block if they hit a 1 drop.
Galvanic is probably going to be more for opponents running low drop aggro that grows or serves as a meal for emerge creatures.
Since I'm doing a paper build of this, I thought I'd chime in that if you go mid-range with Chandra, she really needs some defenses in place first. I keep getting hit with free wheel cruiser and copters.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Say I have a voltaic brawler on the battlefield and attack.
Do I have to declare my counter before blocks or damage.
Or can I add them after?
It depends on card and how it reads. Voltaic Brawler can only use it when you attack, you have to declare at that time, and you can only do it once. It also doesn't get a counter, just +1/+1 until end of turn. Thriving Rhino can only get one when he attacks, but he does get a counter. Longtusk Cub and Bristling Hydra can do it at any time and as many times as they want. Cards that read "When X happens you may pay Y. If you do Z happens." can only be done once when X happens. Cards that read "Pay X: Y happens" can be done multiple times whenever you want.
I'm gonna test mainboarding Galvanics, because it plays to the speed of the deck and we can do things like T2: Cub; T3: 2 drop, Galvanic blocker, swing with cub.
well at that point in the game the main blocker we're worried about is Sylvan Advocate, which doesn't die to the first Galvanic
Well I'm starting to lean maybe running Collective Defiance MB in the slot or incendiary flow. I'm at the opinion that we have enough creatures for mid range beatdown, we just need a little more removal to keep the beats going and maybe a little reach. Chandra MB is tempting but once again that turn 3 is kind of awkward with only Lathnu Hellion or a Servant into Hydra. Opinions. What would you put in the slot instead of galvanics (which will go SB). Everything about the deck feels good though...it's just this slot that has me puzzled and maybe a few SB choices.
Done a little bit more testing and, well, maybe not 'refined' the deck. Sometimes I can over-test and make something worse. Anyway.
I have gone off Longtusk Cub a little bit. I think for it to be playable you want to be able to use his ability on turn two on the draw, as this feels really important otherwise you just have to take a hit from something like Sylvan Advocate, which does not feel great. I think it's fine with Attune with Aether (or any card that can help it become a 3/3 on turn 2 on the draw), but mediocre otherwise.
I think there's a place for Planeswalker's in this deck, but probably only if we can cheat them out (i.e., Servant of the Conduit). The Servant is somewhat weak to Galvanic Blast, but you can't have everything. I think if you're going the Servant route, you may want to up your 4 & 5 CMC count, to really maximize her potential. However the downside to this is that if your opponent answers the Servant, that's your trump card on the draw gone.
I also think Empyreal Voyager is worth a look. It helps both plans of the deck: finishes an opponent (evasion) and provides energy (and can easily provide a lot). It's not that difficult to make room for either, especially if you're already running 4 Servant of the Conduit and 4 Aether Hub.
I would also definitely play some burn that can go to the dome. The additional reach will be really useful in closing out matches.
I may cut Blossoming Defense for Collective Defiance. I liked the idea of a cheap way to pump my trample dudes or a one-mana counterspell, but I think I might be better off with some more burn.
I'm also not 100% convinced by Empyreal Voyager, but I'll persevere because it has felt good in some match ups and a 3 mana spell really helps the curve.
Edit: If you're willing to splash blue, Saheeli Rai is a fair shout. Almost all our creatures have an ETB, which she can trigger.
Done a little bit more testing and, well, maybe not 'refined' the deck. Sometimes I can over-test and make something worse. Anyway.
I have gone off Longtusk Cub a little bit. I think for it to be playable you want to be able to use his ability on turn two on the draw, as this feels really important otherwise you just have to take a hit from something like Sylvan Advocate, which does not feel great. I think it's fine with Attune with Aether (or any card that can help it become a 3/3 on turn 2 on the draw), but mediocre otherwise.
I think there's a place for Planeswalker's in this deck, but probably only if we can cheat them out (i.e., Servant of the Conduit). The Servant is somewhat weak to Galvanic Blast, but you can't have everything. I think if you're going the Servant route, you may want to up your 4 & 5 CMC count, to really maximize her potential. However the downside to this is that if your opponent answers the Servant, that's your trump card on the draw gone.
I also think Empyreal Voyager is worth a look. It helps both plans of the deck: finishes an opponent (evasion) and provides energy (and can easily provide a lot). It's not that difficult to make room for either, especially if you're already running 4 Servant of the Conduit and 4 Aether Hub.
I would also definitely play some burn that can go to the dome. The additional reach will be really useful in closing out matches.
I may cut Blossoming Defense for Collective Defiance. I liked the idea of a cheap way to pump my trample dudes or a one-mana counterspell, but I think I might be better off with some more burn.
I'm also not 100% convinced by Empyreal Voyager, but I'll persevere because it has felt good in some match ups and a 3 mana spell really helps the curve.
Edit: If you're willing to splash blue, Saheeli Rai is a fair shout. Almost all our creatures have an ETB, which she can trigger.
I like the Voyager with the splash of blue added. It gives you air defense, and you have enough burn to clear the skies for her to attack. Gearhulk can put counters on her as well and a 6/7 flier with trample is game breaking. Sure someone could put Emrakul in front of it, but if Emrakul is out you probably are going to lose anyway.
Personally I would keep the Blossoming Defense. It protects whatever creature you consider most important or is the extra push for a win and it is much easier to keep 1 mana open. Maybe cut 2 Incendiary Flow for the Collective Defiance since it cast at sorcery speed anyway and 4 mana to a Collective Defiance serves as 2 Incendiary Flows.
Since you have splashed blue, negate comes into consideration for sideboard which is nice.
I've heard a lot of ideas on a R/G energy aggro, but I don't particularly like the concept. I think if R/G (energy-synergy) is going to be played, it's going to be a mid-range deck. I think energy will have a viable place in U/R burn as well.
The key that R/G energy aggro is missing is an aggressive 1 drop energy card. Attune with Aether is one, but in an aggro deck it doesn't provide any kind of threat turn 1--but is great for mid-range as you'll be able to get a nice +2 that will likely get used in T2 or T3. In fact, I think I would strongly consider a mulligan if I top deck an Attune with Aether but no T2 or T3 play to dump energy. In aggro, you want to be doing something threatening every turn. It seems people have turned to Kessig Prowler and/or Inventor's Apprentice to circumvent this, but then you are losing your synergy, which is something I really don't like in constructed and is going against the #1 rule in constructed--if it isn't essential to the deck it isn't getting played.
I've heard a lot of ideas on a R/G energy aggro, but I don't particularly like the concept. I think if R/G (energy-synergy) is going to be played, it's going to be a mid-range deck. I think energy will have a viable place in U/R burn as well.
The key that R/G energy aggro is missing is an aggressive 1 drop energy card. Attune with Aether is one, but in an aggro deck it doesn't provide any kind of threat turn 1--but is great for mid-range as you'll be able to get a nice +2 that will likely get used in T2 or T3. In fact, I think I would strongly consider a mulligan if I top deck an Attune with Aether but no T2 or T3 play to dump energy. In aggro, you want to be doing something threatening every turn. It seems people have turned to Kessig Prowler and/or Inventor's Apprentice to circumvent this, but then you are losing your synergy, which is something I really don't like in constructed and is going against the #1 rule in constructed--if it isn't essential to the deck it isn't getting played.
Energy aggro doesn't focus on energy for anything other than to fuel Voltaic Brawler and Lathnu Hellion, which have enough energy built in to fuel their needs so there isn't a need for a glut of energy producing cards. The mid range version some people are saying is aggro is actually more about fueling a bomb of sorts past the point Lathnu Hellion gets played, like Electrostatic Pummeler.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I've heard a lot of ideas on a R/G energy aggro, but I don't particularly like the concept. I think if R/G (energy-synergy) is going to be played, it's going to be a mid-range deck. I think energy will have a viable place in U/R burn as well.
The key that R/G energy aggro is missing is an aggressive 1 drop energy card. Attune with Aether is one, but in an aggro deck it doesn't provide any kind of threat turn 1--but is great for mid-range as you'll be able to get a nice +2 that will likely get used in T2 or T3. In fact, I think I would strongly consider a mulligan if I top deck an Attune with Aether but no T2 or T3 play to dump energy. In aggro, you want to be doing something threatening every turn. It seems people have turned to Kessig Prowler and/or Inventor's Apprentice to circumvent this, but then you are losing your synergy, which is something I really don't like in constructed and is going against the #1 rule in constructed--if it isn't essential to the deck it isn't getting played.
Energy aggro doesn't focus on energy for anything other than to fuel Voltaic Brawler and Lathnu Hellion, which have enough energy built in to fuel their needs so there isn't a need for a glut of energy producing cards. The mid range version some people are saying is aggro is actually more about fueling a bomb of sorts past the point Lathnu Hellion gets played, like Electrostatic Pummeler.
longtusk cub and harnessed lightning benefit from energy as well, but the deck needs some 1-drop energy aggro card. the cub doesn't seem like it will connect that often
Yeah, I don't see any reason to run Goldnight Castigator when Fleetwheel Cruiser is available.
ok, after seeing the sheer aggressiveness of the format at SCG Indy, i admit Goldnight Castigator is too risky.
i wonder why there's a startling lack of G/R Energy Aggro, though. are W/R Vehicles and B/R Aggro just better?
my thinking is that G/R can adapt somewhat by bringing in more removal, tougher creatures and possibly even planeswalkers to grind against the aggro matchup. before rotation, i managed to defeat W/r Humans decks using my humble mono red deck simply because i loaded up on efficient removal post board and Hanweir Garrison closed games rather quickly. a similar strategy could work vs the new aggro decks.
What about 2 of each and go something like
4x Servant of the Conduit
4x Voltaic Brawler
4x Lathnu Hellion
2x Relentless Hunter
2x Bristling Hydra
2x Verdurous Gearhulk
2x Ulrich of the Krallenhorde
Plainswalkers (6)
2x Chandra, Torch of Defiance
2x Arlinn Kord
2x Nissa, Vital Force
4x Attune with Aether
2x Eldritch Evolution
Instants (6)
2x Blossoming Defense
4x Harnessed Lightning
Land (22)
4x Aether Hub
2x Cinder Glade
4x Game Trail
7x Forest
5x Mountain
4x Kozilek's Return
4x Collective Defiance
2x Blossoming Defense
3x Aetherworks Marvel
2x Decoction Module
I know the Aetherworks, Decoction sounds like an odd sideboard choice, but against control decks that are predominately creatureless, I think dumping lightning and evolution and get value when they are destroying creatures.
You have the Hellion as a 3 drop, although another 2 of a 3 drop could help. BW or BU control was probably running spells that make you sacrifice the Hydra.
4 Voltaic Brawler
4 Longtusk Cub
3 Tireless Tracker
4 Lathnu Hellion
2 Fleetwheel Cruiser
3 Smuggler's Copter
4 Village Messenger
1 Verdurous Gearhulk
2 Arlinn Kord
//Instant 6
4 Harnessed Lightning
2 Incendiary Flow
//Sorcery 6
2 Nature's Way
4 Attune with Aether
//Land 21
2 Cinder Glade
4 Game Trail
4 Aether Hub
7 Forest
4 Mountain
GWU Eldrazi
BRG Living End
WBG JunkFit
4 Bristling Hydra
4 Lathnu Hellion
4 Longtusk Cub
4 Servant of the Conduit
4 Voltaic Brawler
3 Verdurous Gearhulk
Instant - 11
4 Galvanic Bombardment
4 Harnessed Lightning
3 Blossoming Defense
4 Attune with Aether
Land - 22
4 Aether Hub
3 Cinder Glade
6 Forest
3 Game Trail
6 Mountain
3 Appetite for the Unnatural
3 Chandra, Torch of Defiance
2 Savage Alliance
2 Plummet
2 Woodweaver's Puzzleknot
2 Fleetwheel Cruiser
1 Blossoming Defense
Cards considered in the Galvanic MB Slot:
Cards considered in the Sideboard:
CUBE: http://www.cubetutor.com/viewcube/73964;jsessionid=2DE1F5FF41A24820A137448A2FD5CF8F
I LIKE DRAGONS!
Which could bring her Architect of the Untamed back into the equation
well at that point in the game the main blocker we're worried about is Sylvan Advocate, which doesn't die to the first Galvanic
Galvanic is probably going to be more for opponents running low drop aggro that grows or serves as a meal for emerge creatures.
Say I have a voltaic brawler on the battlefield and attack.
Do I have to declare my counter before blocks or damage.
Or can I add them after?
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
It depends on card and how it reads. Voltaic Brawler can only use it when you attack, you have to declare at that time, and you can only do it once. It also doesn't get a counter, just +1/+1 until end of turn. Thriving Rhino can only get one when he attacks, but he does get a counter. Longtusk Cub and Bristling Hydra can do it at any time and as many times as they want. Cards that read "When X happens you may pay Y. If you do Z happens." can only be done once when X happens. Cards that read "Pay X: Y happens" can be done multiple times whenever you want.
I have gone off Longtusk Cub a little bit. I think for it to be playable you want to be able to use his ability on turn two on the draw, as this feels really important otherwise you just have to take a hit from something like Sylvan Advocate, which does not feel great. I think it's fine with Attune with Aether (or any card that can help it become a 3/3 on turn 2 on the draw), but mediocre otherwise.
I think there's a place for Planeswalker's in this deck, but probably only if we can cheat them out (i.e., Servant of the Conduit). The Servant is somewhat weak to Galvanic Blast, but you can't have everything. I think if you're going the Servant route, you may want to up your 4 & 5 CMC count, to really maximize her potential. However the downside to this is that if your opponent answers the Servant, that's your trump card on the draw gone.
I also think Empyreal Voyager is worth a look. It helps both plans of the deck: finishes an opponent (evasion) and provides energy (and can easily provide a lot). It's not that difficult to make room for either, especially if you're already running 4 Servant of the Conduit and 4 Aether Hub.
I would also definitely play some burn that can go to the dome. The additional reach will be really useful in closing out matches.
Anyway, here's my current list:
4x Bristling Hydra
4x Empyreal Voyager
4x Servant of the Conduit
4x Lathnu Hellion
4x Verdurous Gearhulk
4x Voltaic Brawler
4x Harnessed Lightning
4x Incendiary Flow
2x Blossoming Defense
Planeswalkers:
2x Arlinn Kord
2x Chandra, Torch of Defiance
Lands:
1x Botanical Sanctum
4x Aether Hub
4x Cinder Glade
5x Forest
4x Game Trail
3x Mountain
1x Spirebluff Canal
Been happy with both planeswalkers, and quite happy with Arlinn Kord, who feels better in this deck to me than Chandra, Torch of Defiance.
I may cut Blossoming Defense for Collective Defiance. I liked the idea of a cheap way to pump my trample dudes or a one-mana counterspell, but I think I might be better off with some more burn.
I'm also not 100% convinced by Empyreal Voyager, but I'll persevere because it has felt good in some match ups and a 3 mana spell really helps the curve.
Edit: If you're willing to splash blue, Saheeli Rai is a fair shout. Almost all our creatures have an ETB, which she can trigger.
I like the Voyager with the splash of blue added. It gives you air defense, and you have enough burn to clear the skies for her to attack. Gearhulk can put counters on her as well and a 6/7 flier with trample is game breaking. Sure someone could put Emrakul in front of it, but if Emrakul is out you probably are going to lose anyway.
Personally I would keep the Blossoming Defense. It protects whatever creature you consider most important or is the extra push for a win and it is much easier to keep 1 mana open. Maybe cut 2 Incendiary Flow for the Collective Defiance since it cast at sorcery speed anyway and 4 mana to a Collective Defiance serves as 2 Incendiary Flows.
Since you have splashed blue, negate comes into consideration for sideboard which is nice.
4x Sylvan Advocate
4x Lathnu Hellion
4x Nebelgast Herald
4x Woodland Wanderer
4x Verdurous Gearhulk
4x Attune with Aether
4x Harnessed Lightning
4x Revolutionary Rebuff
4x Botanical Sanctum
4x Spirebluff Canal
3x Cinder Glade
2x Lumbering Falls
1x Evolving Wilds
3x Forest
3x Mountain
4x Galvanic Bombardment
2x Negate
2x Arlinn Kord
2x Clip Wings
2x Nissa, Vital Force
1x Kiora, Master of the Depths
1x Confiscation Coup
1x Incendiary Flow
Not sure if it's possible to do both could always go heavy EP + LtL combo main board then drop for EE and midrange post board.
4 Aether Hub
4 Cinder Glade
5 Forest
4 Game Trail
2 Hanweir Battlements
4 Mountain
4 Voltaic Brawler
4 Sage of Shaila's Claim
4 Electrostatic Pummeler
2 Hanweir Garrison
4 Lathnu Hellion
2 Reality Smasher
2 Verdurous Gearhulk
3 Blossoming Defense
3 Harnessed Lightning
// Sorceries
3 Attune with Aether
4 Larger Than Life
2 Eldritch Evolution
Cube
Terricube
Modern
8Rack
Burn
Legacy
Oops, All Spells!
Pox
The key that R/G energy aggro is missing is an aggressive 1 drop energy card. Attune with Aether is one, but in an aggro deck it doesn't provide any kind of threat turn 1--but is great for mid-range as you'll be able to get a nice +2 that will likely get used in T2 or T3. In fact, I think I would strongly consider a mulligan if I top deck an Attune with Aether but no T2 or T3 play to dump energy. In aggro, you want to be doing something threatening every turn. It seems people have turned to Kessig Prowler and/or Inventor's Apprentice to circumvent this, but then you are losing your synergy, which is something I really don't like in constructed and is going against the #1 rule in constructed--if it isn't essential to the deck it isn't getting played.
Energy aggro doesn't focus on energy for anything other than to fuel Voltaic Brawler and Lathnu Hellion, which have enough energy built in to fuel their needs so there isn't a need for a glut of energy producing cards. The mid range version some people are saying is aggro is actually more about fueling a bomb of sorts past the point Lathnu Hellion gets played, like Electrostatic Pummeler.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
longtusk cub and harnessed lightning benefit from energy as well, but the deck needs some 1-drop energy aggro card. the cub doesn't seem like it will connect that often
ok, after seeing the sheer aggressiveness of the format at SCG Indy, i admit Goldnight Castigator is too risky.
i wonder why there's a startling lack of G/R Energy Aggro, though. are W/R Vehicles and B/R Aggro just better?
my thinking is that G/R can adapt somewhat by bringing in more removal, tougher creatures and possibly even planeswalkers to grind against the aggro matchup. before rotation, i managed to defeat W/r Humans decks using my humble mono red deck simply because i loaded up on efficient removal post board and Hanweir Garrison closed games rather quickly. a similar strategy could work vs the new aggro decks.