I was trying an experimental deck at FNM last week , and it did better than I thought. The basic aim is to interact minimally against the opponent, and just drop as much burn as is available in the current format as quickly as possible, and maybe even duplicate it with Howl of the Horde. I lost against UW enchantments and Esper Tokens, beat GB sacrifice and a Hardened Scales deck (that one in 4 turns both times!). I started off with the list below, but based on my results, I think there's a few changes to be made.
While I did manage to live the dream in one game (using Goggles to cast a Howl (with raid) and then drop Collateral Damage to deal 15 damage, two spells to flip Chandra for another 5 damage for 20 total in one turn), getting the Goggles out was far too clunky and slow. Also, there are just not enough creatures to support the TBRs. That said, I did some testing after swapping out the TBRs for 4 Dragon Fodder, and the Goggles for 2 Crater's Claws, as well as a Collateral Damage for a Lightning Berserker just for another T1 play. That iteration seems to work a lot better, and a lot faster. The Fodder goblins fit in well as they are targets for everything - Howled Titan's Strength, sac fodder, chump blockers, and a spell for Chandra. I'm toying with taking out a mountain and putting the Collateral Damage back in, but part of me says to keep the mountains up a little to provide pump mana for the Berserker, and also for the Crater's Claws. I don't think that I want to add in any Abbots, as I'm not sure whether I like the chance of flipping away a Howl that I can't use, or a spell and be left with a Howl in hand. What do others think? Could Twin Bolt be an option for more "to-the-face" burn, instead of, say, Crater's Claws, but to be replaced with something amazing that has yet to be spoiled in OGW?
"it's better to put it in the sideboard if you know that the opponent's deck will switch to control mode. "
Hey Zhakad, thanks for your reply. Not wishing to be argumentative, but it would seem to me duress would still be a good card if the opponent did switch to control mode. As duress can target many of the control spells and remove them. And/or once again early in the game give us some intel as to what changes our opponents side boarded in and allow us to adapt accordingly.
I agree with murderous cut being included. I had the roasts to handle Rhinos and such, but obviously there are limits to roast which do not apply to Murderous Cut. I am not sure why I keep over looking that card, but will make that change. Thank you!
On your comments concerning card draw, my experience has been very different. At heart, I am and always will be an aggro player. Mono Red burn decks has always been my favorite, but I enjoy all aggro decks, from WW to stompy, zoo, atarka, landfall, etc... To me one of the most common problems is running out of cards. So I hear you and agree whole heartedly in that I would always rather have another burn or critter spell in hand, but that's just it. With the card draw that read the bones allows, for it gives fast aggro decks, such as this one the opportunity to stay in the game and keep those cards in my hand. Its almost exclusively the only reason why I find a need to even splash black into red. I specifically like [cardread the bones[/card] because it fits in nicely. Not to expensive, only 1 splash color to play. I really like the scry ability in a 2 color deck, which I feel makes it a stronger candidate to fill this role than painful truths. It really helps to keep cards moving, and along with the titan's strength and abbot of keral keep it has so far been just the right mix to keep my hand full of options, and help me to over come mana flooding, or being empty handed.
oops. ok that was my bad. what i meant was, "Duress is better placed in the sideboard and be boarded in if you know your opponent is going to go the control route post board."
in my local meta, there are many Abzan players and they have very few spells in their decks to make Duress worthwhile. but if your local meta is full of Dark Jeskai, Esper control/tokens and such, then maybe Duress mainboard is a good meta call.
as for card drawing, well, it may be really up to the player. from what i have learned recently, i'd rather have a kill or burn spell in hand than a card draw spell. while it is true that running out of gas can be really bad for the aggro player, i think card drawing is more for midrange to control decks. the exemption is, of course, if the spell is a cantrip (Defiant Strike) or a creature that generates card advantage, like Abbot of Keral Keep.
but really, as an aggro player, the ideal game plan would be to kill the opponent before one runs out of spells in hand.
well, that's just me. i am relatively new to Magic. i am sure veterans can provide a better answer to whether or not card drawing is good for aggro.
What are the opinions of main deck Outpost Siege for a card draw engine ???
i board in Outpost Siege when i know the opponent will go control mode, unless he's Abzan because Dromoka's Command will do short work of Outpost Siege.
so my default plan is to board in Duress and Outpost Siege whenever i expect to be controlled.
@JonInWherever How good is the performance of Collateral Damage with only 7 creatures? (I'm not counting Chandra), wouldn't be better to play Fiery Impulse? or add some token generators to use them as sacrifice?. I'm asking, because i play with 4 Dragon Fodder and 3 Hordeling Outburst in main and I'm not playing Collateral Damage because I feel that i have very few creatures (14 creatures + 7 token generators), because the meta has to many removal and very often i only have 3 tokens in game with another creature or less than that.
Mixed, is the simple answer. If I get one in hand, then I usually wait for it to be a finisher, or a response to some removal like Silkwrap. When it gets coupled with a Howl, it becomes quite efficient, and there were a couple of games last week that ended with attack, Howl, Collateral for at least 9... But yes, only a few creatures does put it on the "questionable" side, which is one reason I dropped it to two copies. It would almost certainly be one of the first things to be swapped out if and when a new spell comes out.
Oh thanks for the answer @JonInWherever :), but IMHO I feel that if you don't have an immediate benefit when your sacrificing your own creature, like a Hangarback Walker or playing with Liliana, Heretical Healer, Collateral Damage will be a useless card in your hand, like when you need your single creature in play and need to remove the opponent creature to win.
On the other hand, I would like to see Goblin Piledriver as a competitive playable card in the meta, it's too bad that there isn't very good goblins yet or something that gives evasion or haste as soon as he hits the ground, i was thinking about Break Through The Line, but i don't find it a very good choice because you loose tempo playing the enchantment in turn 2, what do you think?
Oh thanks for the answer @JonInWherever :), but IMHO I feel that if you don't have an immediate benefit when your sacrificing your own creature, like a Hangarback Walker or playing with Liliana, Heretical Healer, Collateral Damage will be a useless card in your hand, like when you need your single creature in play and need to remove the opponent creature to win.
On the other hand, I would like to see Goblin Piledriver as a competitive playable card in the meta, it's too bad that there isn't very good goblins yet or something that gives evasion or haste as soon as he hits the ground, i was thinking about Break Through The Line, but i don't find it a very good choice because you loose tempo playing the enchantment in turn 2, what do you think?
Oh thanks for the answer @JonInWherever :), but IMHO I feel that if you don't have an immediate benefit when your sacrificing your own creature, like a Hangarback Walker or playing with Liliana, Heretical Healer, Collateral Damage will be a useless card in your hand, like when you need your single creature in play and need to remove the opponent creature to win.
I think I'm playing it with a different mentality than you. I (usually) only drop the Collateral Damage during combat or in response to a removal spell - i.e. if the creature is dying already, then I play it to get extra 3 damage out of it. The other time, as I said, with Howl in my deck, then a post-combat Howl coupled with Collateral Damage becomes 9 damage for 4 mana and a creature. If I'm not in one of these situations, and if the opponent is at greater than 3 life, then it does become a useless card. However, with only 2 copies in the deck, those times are few and far between.
I've already think about it, and it doesn't work, there are better drop 1 and better creatures than goblins and the deck is too slow and the current goblins doesn't answer very good against the meta, it will be awesome if there is a new card that give +1/+1 to all creatures or goblins and something that gives haste too, but currently it's very difficult to build a goblin deck.
Yes, Nantuko Husk is played even with all the removal in the meta, but at least he is useful as soon as he enters the battlefield which is something that Goblin Piledriver can't unless he gets haste or something else.
As SotS said, it depends on the matchup, and what you want to do with it. If you're wanting creature removal, what are you wanting to remove? Mantis Rider? Jace? I'd just board in Rending Volley, as you won't always be able to hit Rider with it. If you want burn options to the face, Wild Slash every time for me. Token removal? Keep the Wild Slash in hand, board in Boiling Earth.
If you need combat damage to get across without the opponent using a Fog effect and you have a creature that meets the Ferocious clause then Wild Slash is your spell. Do it right and no need to worry about Winds of Qal Sisma or Dromoka's Command.
Hi Everyone,
This Thursday night my LGS held a constructed standard swiss. It was a small turn out with 3 rounds. Using ideas from Demimagus and Nevelo, this is the deck and the results:
The opponent is one of the top players in our area.
Its pretty much a beat down coming my way. He resolves 3 Arashin Cleric round 2. I also feel I did not draw very well. But I always lose against this player using other decks too.
Game 2 vs Atarka Red (2-0)
Round 1 I mulligan to FOUR on the PLAY and start off with two lands, one zurgo and draconic roar. Scrying a Dragon Fodder leaving on top.
I am able to chip away at him while he plays 0 creatures or tokens. He does remove my hard creatures but my tokens and Trumpet Blasts wear him down. Firecraft finishes the round.
Round 2 He takes the play and we both keep opening hands. As he attempts to deploy creatures, I remove them one at a time with Slashes and Roars. I build a presence with tokens and sound the Trumpet blasting in with 9 to take the victory.
Game 3 vs 4c Good Stuff (2-0)
Round 1 on the play. Pretty standard play from the deck. Starting off with Swiftspear and firing off a Titan's Strength on my turn 2 up keep to scry enhance my draw step. Tokens develop a presence and we move to round 2
Round 2 Since the only creatures I really saw in round 1 was Seeker of the Way I brought in 2 Rending Volley and 3 Outpost. This game turns in to a grind fest he has no problem using removal spells on my tokens. No board wipes were used. However when he was able to remove my creatures I was able to keep reloading the battlefield while removing his Seekers before he could trigger lifelink.
He was able to resolve a Rhino when he was at 3. However he used Abzan Charm 2x through out the round to draw cards. Twice he activated two different Shambling Vent on consecutive turns. But I was able to shutdown the vents with Rending Volley and Roar. Yet again I was able to burn out my opponent with a Firecraft for the final 4.
Thunderbreak made one appearance and vanished toCrackling Doom on arrival. No Draconic Roar dragon bonus. But the card worked well just as a removal.
Thunderbreak didnt make the impact I was hoping for.
Some changes I want to make: Remove Thunderbreak for 3 Pia and kiran Nalaar and 1 Hordeling Outburst. Since this is a token deck, Pia and Kiran should be able have some decent impact.
@kmp101 I feel that more token generator is a good idea, beacause IMHO I found that in the current meta the mono red can't go bigger, it must be slight and try to win before the opponent play his good cards, and going wide is a good choice now. But have you found yourself without lands? because with four drop 4 in main and twelve drop 3 in main 20 lands may not be sufficient.
Have you found useful 2 Goblin Heelcutter in main instead of more drop 1?
This guy keeps winning with the same deck. I really dont know how to use the Hangarback Walkers from the sideboard :C
I've tried this deck but the lack of knowing of how to use the sideboard troubles me. I really would be very thankfull if some one help me here.
@kmp101: I think it's a good idea to add more tokens. Until i knew virulent plague is played on almost every deck with black splash :C and with 1 or 2 of them my tokens strategy dies.
Heelcutter did not make an appearance last night. Perhaps I am looking for something to do that brings value if I am not able to get wide enough.
If that theory is not the best and replacing those Heelcutters with one drop creatures is better, I am open to ideas.
You are right however that the list is mana hungry. Removing one Outburst adding one basic mountain.
This guy keeps winning with the same deck. I really dont know how to use the Hangarback Walkers from the sideboard :C
I've tried this deck but the lack of knowing of how to use the sideboard troubles me. I really would be very thankfull if some one help me here.
@kmp101: I think it's a good idea to add more tokens. Until i knew virulent plague is played on almost every deck with black splash :C and with 1 or 2 of them my tokens strategy dies.
He is probably using it against other aggro strategies. And as a secondary option blowing it up with Draconic Roar to release thopters.
Why did he have two hangarback walkers in the sideboard?
Why 4 Draconic Roars if there's only 3 dragons in the main deck?
I personally would make these changes when building this deck:
Out:
-2 Hangarback Walkers
-2 Touch of the Void
-2 Draconic Roars
-1 Zurgo Bellstriker
In:
-2 Chandra, Flame of Kaladesh
-2 Draconic Roars (Move from Main to Sideboard)
-2 Temur Battle Rage
-2 Titan's Strength
-1 Dragonmaster Outcast
But I'm fairly new to this game and would like to build this deck, so I'd like to understand the rationale behind these card choices before building it.
There was some discussion about HBW earlier in this thread. I can't remember what was decided as the rationale, buried think they are in there for the slower, controlly matches - drop early, pump before removal, shed ton of thopters.
As for your suggestions, the flip side is to ask what the rationale behind your card choices are. Touch of the Void is one of the best/only cards to deal with opposing HBWs, as it exiles it, giving no tokens. Draconic Roar main is primarily there for creature removal, and the reveal damage is a bonus. With a high expectation of Dark Jeskai, Roar is the only way to answer a T3 Mantis Rider on the play. Finally, Zurgo is still one of the best T1 plays for mono red. Three is actually a good number to ensure he shows up early and often.
My opinions on your cards - Chandra is fine, and I run 3 in my deck. Roars, see above. TBR/Titan's Strength, with only two pump spells, TBR can reasonably only be expected to deal 1-2 extra damage, and for 2 mana, that's not that efficient, and there's better choices. I run 4 Strength, and no TBR, just to keep the curve low. Lastly, Outcast is way too slow for this deck. He's basically a vanilla 1/1 for six turns, screaming "kill me". You want to have won, or almost won, by turn 6 with mono red, so honestly this doesn't fit here.
Thanks, that makes sense. Given that, do you still think it's still necessary to have 4 draconic roars in the main deck?
Also, regarding Chandra...why do prefer 3 Chandras as opposed to 3 Thunderbreaks or any Mardu Scouts (Based on the decklist you posted earliers in this forum).
My Chandras are more a local meta call. It's often better for me to be able to flip Chandra T4 for at least 5 damage and get that in, rather than drop Regent T4, then (maybe) hit for 4 in the air, but only if there's no blockers around... I know I don't have the Roars in, but that's only because I'm playing with having the 4 Howls in at the moment. Otherwise, I'd definitely be playing 4 Roars main, solely for creature removal (I forgot about Vent removal) and only hope to activate when I board in the Dragons.
And does anyone have any insight on the two hangarbacks in the sideboard? I'm not questioning this choice per se, but I do want understand the rationale behind it, as it does seem an odd choice for this kind of build.
I've been losing a lot against esper dragons because of virulent plague, which they can dig at ease. im changing my game plan to move the hordeling sideboard to avoid dead cards and will go for all dash strategy to stall their attack, casting dragons and whatever things they plan on doing their turn.
23 Mountain
1-drops (18)
3 Collateral Damage
3 Zurgo Bellstriker
4 Wild Slash
4 Titan's Strength
4 Monastery Swiftspear
4 Temur Battle Rage
3-drops (9)
2 Touch of the Void
3 Chandra, Fire of Kaladesh
4 Exquisite Firecraft
Psuedo 4-drops (4)
4 Howl of the Horde
5-drops (2)
2 Pyromancer's Goggles
2 Rending Volley
2 Boiling Earth
2 Scab-Clan Berserker
3 Roast
3 Draconic Roar
3 Thunderbreak Regent
While I did manage to live the dream in one game (using Goggles to cast a Howl (with raid) and then drop Collateral Damage to deal 15 damage, two spells to flip Chandra for another 5 damage for 20 total in one turn), getting the Goggles out was far too clunky and slow. Also, there are just not enough creatures to support the TBRs. That said, I did some testing after swapping out the TBRs for 4 Dragon Fodder, and the Goggles for 2 Crater's Claws, as well as a Collateral Damage for a Lightning Berserker just for another T1 play. That iteration seems to work a lot better, and a lot faster. The Fodder goblins fit in well as they are targets for everything - Howled Titan's Strength, sac fodder, chump blockers, and a spell for Chandra. I'm toying with taking out a mountain and putting the Collateral Damage back in, but part of me says to keep the mountains up a little to provide pump mana for the Berserker, and also for the Crater's Claws. I don't think that I want to add in any Abbots, as I'm not sure whether I like the chance of flipping away a Howl that I can't use, or a spell and be left with a Howl in hand. What do others think? Could Twin Bolt be an option for more "to-the-face" burn, instead of, say, Crater's Claws, but to be replaced with something amazing that has yet to be spoiled in OGW?
oops. ok that was my bad. what i meant was, "Duress is better placed in the sideboard and be boarded in if you know your opponent is going to go the control route post board."
in my local meta, there are many Abzan players and they have very few spells in their decks to make Duress worthwhile. but if your local meta is full of Dark Jeskai, Esper control/tokens and such, then maybe Duress mainboard is a good meta call.
as for card drawing, well, it may be really up to the player. from what i have learned recently, i'd rather have a kill or burn spell in hand than a card draw spell. while it is true that running out of gas can be really bad for the aggro player, i think card drawing is more for midrange to control decks. the exemption is, of course, if the spell is a cantrip (Defiant Strike) or a creature that generates card advantage, like Abbot of Keral Keep.
but really, as an aggro player, the ideal game plan would be to kill the opponent before one runs out of spells in hand.
well, that's just me. i am relatively new to Magic. i am sure veterans can provide a better answer to whether or not card drawing is good for aggro.
i board in Outpost Siege when i know the opponent will go control mode, unless he's Abzan because Dromoka's Command will do short work of Outpost Siege.
so my default plan is to board in Duress and Outpost Siege whenever i expect to be controlled.
On the other hand, I would like to see Goblin Piledriver as a competitive playable card in the meta, it's too bad that there isn't very good goblins yet or something that gives evasion or haste as soon as he hits the ground, i was thinking about Break Through The Line, but i don't find it a very good choice because you loose tempo playing the enchantment in turn 2, what do you think?
How about something like this Demimagus?
2x Goblin Heelcutter
4x Goblin Piledriver
4x Subterranean Scout
4x Mardu Scout
4x Hordeling Outburst
4x Magmatic Chasm
However Piledriver quickly dies to Ultimate Price and Surge of Righteousness.
But that does not stop the Rally Decks from playing Nantuko Husk
C Long Live Eldrazi C
I think I'm playing it with a different mentality than you. I (usually) only drop the Collateral Damage during combat or in response to a removal spell - i.e. if the creature is dying already, then I play it to get extra 3 damage out of it. The other time, as I said, with Howl in my deck, then a post-combat Howl coupled with Collateral Damage becomes 9 damage for 4 mana and a creature. If I'm not in one of these situations, and if the opponent is at greater than 3 life, then it does become a useless card. However, with only 2 copies in the deck, those times are few and far between.
4x Monastery Swiftspear
4x Abbot of Keral Keep
3x Zurgo Bellstriker
3x Lightning Berserker
Spells (25)
4x Atarka's Command
3x Become Immense
4x Wild Slash
4x Dragon Fodder
4x Titan's Strength
3x Hordeling Outburst
3x Temur Battle Rage
4x Wooded Foothills
4x Bloodstained Mire
1x Forest
10x Mountain
2x Cinder Glade
1x Arc Lightning
1x Chandra, Fire of Kaladesh
1x Boiling Earth
1x Hordeling Outburst
1x Goblin Heelcutter
3x Rending Volley
4x Roast
3x Fiery Impulse
Yes, Nantuko Husk is played even with all the removal in the meta, but at least he is useful as soon as he enters the battlefield which is something that Goblin Piledriver can't unless he gets haste or something else.
Fiery Impulse or Wild Slash ?
C Long Live Eldrazi C
As SotS said, it depends on the matchup, and what you want to do with it. If you're wanting creature removal, what are you wanting to remove? Mantis Rider? Jace? I'd just board in Rending Volley, as you won't always be able to hit Rider with it. If you want burn options to the face, Wild Slash every time for me. Token removal? Keep the Wild Slash in hand, board in Boiling Earth.
Hi Everyone,
This Thursday night my LGS held a constructed standard swiss. It was a small turn out with 3 rounds. Using ideas from Demimagus and Nevelo, this is the deck and the results:
4 Monastery Swiftspear
2 Zurgo bellstriker
2 Lightning Berserker
2 Goblin Heelcutter
4 Thunderbreak Regent
Spells 26
4 wild slash
4 Titan's Strength
4 Draconic Roar
4 Dragon Fodder
3 Hordeling Outburst
3 Exquisite Firecraft
4 Trumpet Blast
20 Mountain
2 Rending volley
4 Roast
2 Arc Lightning
3 Act of Treason
3 Outpost Siege
1 Touch of the Void
Game 1 vs Jeskai Doom (0-2)
The opponent is one of the top players in our area.
Its pretty much a beat down coming my way. He resolves 3 Arashin Cleric round 2. I also feel I did not draw very well. But I always lose against this player using other decks too.
Game 2 vs Atarka Red (2-0)
Round 1 I mulligan to FOUR on the PLAY and start off with two lands, one zurgo and draconic roar. Scrying a Dragon Fodder leaving on top.
I am able to chip away at him while he plays 0 creatures or tokens. He does remove my hard creatures but my tokens and Trumpet Blasts wear him down. Firecraft finishes the round.
Round 2 He takes the play and we both keep opening hands. As he attempts to deploy creatures, I remove them one at a time with Slashes and Roars. I build a presence with tokens and sound the Trumpet blasting in with 9 to take the victory.
Game 3 vs 4c Good Stuff (2-0)
Round 1 on the play. Pretty standard play from the deck. Starting off with Swiftspear and firing off a Titan's Strength on my turn 2 up keep to scry enhance my draw step. Tokens develop a presence and we move to round 2
Round 2 Since the only creatures I really saw in round 1 was Seeker of the Way I brought in 2 Rending Volley and 3 Outpost. This game turns in to a grind fest he has no problem using removal spells on my tokens. No board wipes were used. However when he was able to remove my creatures I was able to keep reloading the battlefield while removing his Seekers before he could trigger lifelink.
He was able to resolve a Rhino when he was at 3. However he used Abzan Charm 2x through out the round to draw cards. Twice he activated two different Shambling Vent on consecutive turns. But I was able to shutdown the vents with Rending Volley and Roar. Yet again I was able to burn out my opponent with a Firecraft for the final 4.
Thunderbreak made one appearance and vanished toCrackling Doom on arrival. No Draconic Roar dragon bonus. But the card worked well just as a removal.
Thunderbreak didnt make the impact I was hoping for.
Some changes I want to make: Remove Thunderbreak for 3 Pia and kiran Nalaar and 1 Hordeling Outburst. Since this is a token deck, Pia and Kiran should be able have some decent impact.
C Long Live Eldrazi C
Have you found useful 2 Goblin Heelcutter in main instead of more drop 1?
This guy keeps winning with the same deck. I really dont know how to use the Hangarback Walkers from the sideboard :C
I've tried this deck but the lack of knowing of how to use the sideboard troubles me. I really would be very thankfull if some one help me here.
@kmp101: I think it's a good idea to add more tokens. Until i knew virulent plague is played on almost every deck with black splash :C and with 1 or 2 of them my tokens strategy dies.
If that theory is not the best and replacing those Heelcutters with one drop creatures is better, I am open to ideas.
You are right however that the list is mana hungry. Removing one Outburst adding one basic mountain.
C Long Live Eldrazi C
He is probably using it against other aggro strategies. And as a secondary option blowing it up with Draconic Roar to release thopters.
C Long Live Eldrazi C
3 Thunderbreak Regent
4 Monastery Swiftspear
4 Abbot of Keral Keep
4 Mardu Scout
2 Goblin Heelcutter
4 Lightning Berserker
3 Zurgo Bellstriker
4 Exquisite Firecraft
Instant (10)
4 Draconic Roar
2 Fiery Impulse
4 Wild Slash
Land (22)
2 Haven of the Spirit Dragon
20 Mountain
3 Arc Lightning
3 Outpost Siege
4 Roast
2 Hangarback Walker
2 Touch of the Void
1 Sarkhan, the Dragonspeaker
Why did he have two hangarback walkers in the sideboard?
Why 4 Draconic Roars if there's only 3 dragons in the main deck?
I personally would make these changes when building this deck:
Out:
-2 Hangarback Walkers
-2 Touch of the Void
-2 Draconic Roars
-1 Zurgo Bellstriker
In:
-2 Chandra, Flame of Kaladesh
-2 Draconic Roars (Move from Main to Sideboard)
-2 Temur Battle Rage
-2 Titan's Strength
-1 Dragonmaster Outcast
But I'm fairly new to this game and would like to build this deck, so I'd like to understand the rationale behind these card choices before building it.
As for your suggestions, the flip side is to ask what the rationale behind your card choices are. Touch of the Void is one of the best/only cards to deal with opposing HBWs, as it exiles it, giving no tokens. Draconic Roar main is primarily there for creature removal, and the reveal damage is a bonus. With a high expectation of Dark Jeskai, Roar is the only way to answer a T3 Mantis Rider on the play. Finally, Zurgo is still one of the best T1 plays for mono red. Three is actually a good number to ensure he shows up early and often.
My opinions on your cards - Chandra is fine, and I run 3 in my deck. Roars, see above. TBR/Titan's Strength, with only two pump spells, TBR can reasonably only be expected to deal 1-2 extra damage, and for 2 mana, that's not that efficient, and there's better choices. I run 4 Strength, and no TBR, just to keep the curve low. Lastly, Outcast is way too slow for this deck. He's basically a vanilla 1/1 for six turns, screaming "kill me". You want to have won, or almost won, by turn 6 with mono red, so honestly this doesn't fit here.
Hope this helps.
C Long Live Eldrazi C
Also, regarding Chandra...why do prefer 3 Chandras as opposed to 3 Thunderbreaks or any Mardu Scouts (Based on the decklist you posted earliers in this forum).
And does anyone have any insight on the two hangarbacks in the sideboard? I'm not questioning this choice per se, but I do want understand the rationale behind it, as it does seem an odd choice for this kind of build.
4 abbot of keral keep
4 lightning beserker
3 zurgo bellstriker
1 Goblin Heelcutter
4 Dragon fodder
4 wildslash
4 titan strength
4 atarka's command
4 temur battle rage
4 become immense
4 bloodstained Mire
2 windswept heath
2 cinder glade
1 forest
7 mountains
4 rending volley (blue control)
4 roast (abzan, temur)
4 Boiling Earth (mirror, tokens decks)
3 Hordeling Outburst (abzan, mirror and decks I can go wide)