This is what I have so far. I'd like to make it better. I'd really appreciate any suggestions. Also note that I'm not loaded and this deck is fairly cheap, seeing as how I already have a playdet of Ball Lightnings. Just looking to improve without the expensive baggage (I'm looking at you, Figure of Destiny).
This deck is all about haste and doing big damage. Garruk`s overrun ability is great in this deck, and with siege-gang commander it gets even better. Its alot of fun to play.
I'm not sure that Garruk Wildspeaker is the card you want for this deck, most of your creatures are 1 shots and as such don't benefit hugely from his overrun ultimate, you don't have anything big that you need to accelerate into with his untap ability and making a beast token every couple of turns doesn't seem all that powerful in a hyper fast deck like yours.
If you do cut him it would also give you the ability to reduce the number of forests which would help you be able to cast Ball Lightning/Flame Javelin with more consistency.
I'm not sure that Garruk Wildspeaker is the card you want for this deck, most of your creatures are 1 shots and as such don't benefit hugely from his overrun ultimate, you don't have anything big that you need to accelerate into with his untap ability and making a beast token every couple of turns doesn't seem all that powerful in a hyper fast deck like yours.
If you do cut him it would also give you the ability to reduce the number of forests which would help you be able to cast Ball Lightning/Flame Javelin with more consistency.
In terms of the mana base if you want to make it stronger without reducing the green the obvious addition would be 3-4 Fire-Lit Thicket.
I was iffy on Garruk as well. He works well when I play him turn 4 along with a two-drop after untapping, then turn 5 I'd play a creature, then use the final ability. But like you said, it doesn't seem fast enough.
Jund Hackblade was another idea I tossed around, but I don't really have any multicolor in here (only 12 multicolor permanents)
As far as the Thicket, I'd hate to be stuck with it on turn one. That and I don't have any ;P
Has anyone actually played with Blitz Hellion? Is he any good? He doesn't seem so great to me.
imo it really depends on the R/G deck your running if those mights are needed. I like them, they can be a great suprise, but they are not always needed, and with R/G's habit of running BBE, it can actually hurt you sometimes. Though I may have experienced this more often because i save BBE for after a board wipe, and when it cascades into a might I cant play it since BBE hasnt resolved yet and I dont have any other creatures on the field.
new players as they show up maybe twice with some budget deck they've spent the week designing and testing only to be beaten into oblivion by expensive decks they cannot hope to obtain and I think this is a tragedy.
The way the list is right now theres no way for Jund Hackblade to have haste on turn 2. to fix this i suggest Tattermunge Maniac or Figure of Destiny(assuming you have the appropriate mana fixing).
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The way the list is right now theres no way for Jund Hackblade to have haste on turn 2. to fix this i suggest Tattermunge Maniac or Figure of Destiny(assuming you have the appropriate mana fixing).
or just dont run the hackblades /shrug
Im sure there are other cards to run in its place, best thing it can do is get cascaded into with BBE for 2x 3/2's for 4 mana, but even then id rather cascade into..i dunno, lightning bolt, maelstrom pulse, puncture blast, ram-gang, ball lightning, etc
I have a similar list, which I'll post soon, and I've been having trouble deciding between Ball Lightning and Hell's Thunder. With the WW Soldier deck running around, the prospect of running my Ball Lightnings into their first strikers makes me not want to run them. But on the other hand, Hell's Thunder simply gets chumped by Spectral or Bitterblossom tokens.
Hell's thunder atm is a card that right now is iffy, but get friendly with him because he will be imo pretty powerful come October. This is the RG deck i've been fiddling with.
This is what I have so far. I'd like to make it better. I'd really appreciate any suggestions. Also note that I'm not loaded and this deck is fairly cheap, seeing as how I already have a playdet of Ball Lightnings. Just looking to improve without the expensive baggage (I'm looking at you, Figure of Destiny).
-4 Hellspark Elemental
-3 Cliffrunner Behemoth
-4 Hell's Thunder
-3 Garruk Wildspeaker
-2 Mountain
-2 Forest
+4 Jund Hackblade (same damage as Hellspark, and not dead at the end of turn)
+3 Boartusk Liege (you need to increase damages)
+4 Tattermunge Maniac (trigger Jund Hackblade)
+2 Blitz Hellion
+1 Banefire (as a finisher)
+4 Fire-Lit Thicket (make Flame Javelin and Ball Lightning easier to cast)
-4 Hellspark Elemental
-3 Cliffrunner Behemoth
-4 Hell's Thunder
-3 Garruk Wildspeaker
-2 Mountain
-2 Forest
+4 Jund Hackblade (same damage as Hellspark, and not dead at the end of turn)
+3 Boartusk Liege (you need to increase damages)
+4 Tattermunge Maniac (trigger Jund Hackblade)
+2 Blitz Hellion
+1 Banefire (as a finisher)
+4 Fire-Lit Thicket (make Flame Javelin and Ball Lightning easier to cast)
Ok gotta say this, I both disagree with the person you quoted, and some of your suggestions.
taking out hellsparks for hackblades isnt really worth it. 1...your not always going to be able to play a pumped hackblade, and 2..hackblade doesnt have trample. hellspark can force damage thru and its unearth can be a great suprise.
tattermunge maniacs arent very good since oftentimes after turn2 he will simply die into a creature, at best trade, then hes crap for the rest of the game.
blitz hellion is a bit top heavy for a aggro deck, include the fact taht it doesnt last then its not really worth the 5 mana.
banefire is questionable if you run 4x BBE, why risk cascading into that? Sure you wont do it often, but when it does it turns BBE from a good card into a crap 3/2 haste for 4.
also if your gonna use the liege, make sure you have enough creatures to really get advantage of it, and whether it would make tattermunge worth it...is questionable, but possible. as for what you suggested taking out, I agree with all of it I think.
Question is though, do you want to keep some of the garruks to push damage thru? only so many of your creatures have trample.
Ok gotta say this, I both disagree with the person you quoted, and some of your suggestions.
taking out hellsparks for hackblades isnt really worth it. 1...your not always going to be able to play a pumped hackblade, and 2..hackblade doesnt have trample. hellspark can force damage thru and its unearth can be a great suprise.
I'm going to say that you need permanents here, not only just a trample guy that can die by it's own. Let say that opponent had a 3/3 first strike creature. If you use Hellspark, it's dead uselessly. If you use Hackblade, you can at least block it and not take any damage.
tattermunge maniacs arent very good since oftentimes after turn2 he will simply die into a creature, at best trade, then hes crap for the rest of the game.
You must use Tattermunge only if you use Hackblades.
blitz hellion is a bit top heavy for a aggro deck, include the fact taht it doesnt last then its not really worth the 5 mana.
5 mana is not too expensive for an aggro deck I think, it got trample and haste which kind of useful in this deck. Let say Demigod of Revenge in previous RDW pro deck? They use four of it.
banefire is questionable if you run 4x BBE, why risk cascading into that? Sure you wont do it often, but when it does it turns BBE from a good card into a crap 3/2 haste for 4.
I said it's only for finisher, you only had it one. If you got it by BBE, poor you. But that's kinda rare I think.
also if your gonna use the liege, make sure you have enough creatures to really get advantage of it, and whether it would make tattermunge worth it...is questionable, but possible. as for what you suggested taking out, I agree with all of it I think.
All of the cards I would change including not change are all almost red and green except Ball Lightning. So I think it's kind great to pump all you haste creatures.
Question is though, do you want to keep some of the garruks to push damage thru? only so many of your creatures have trample.
You mean to use Overrun to creatures? Well that's only if you can keep it's loyalty, not say when you face Spectal Procession.
Well, I'm not looking for an overhaul, just a few reccomendations.
I don't like Tatturmunge in here. It's painful to cascade into him via BBE.
The Thicket is a good idea, I'd just have to try to find some.
Boartusk Liege is one I might try. Same with the Blitz Hellion.
I don't think I need a finisher. Just about every card in the deck is already a finisher.
Also after playtesting, there aren't enough multi-color permanents to support Hackblade. If I go the route of Blitz Hellion and Boartusk Liege, then I might swap it out.
Hellspark Elemental and Hell's Thunder are both great in this deck. They can do their jobs twice. This isn't a typical aggro, it is faster than a typical aggro deck. I'd like the curve to stay around 2-3cc.
I'm also not quite convinced with Colossol might. I guess I need more testing. Is there anything else that can make this deck any better?
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4x Rip-clan Crasher
4x Hellspark Elemental
4x Ball Lightning
4x Hell's Thunder
4x Boggart Ram-Gang
4x Bloodbraid Elf
3x Cliffrunner Behemoth
------------------
27 Creatures
Other Spells
4x Lightning Bolt
3x Garruk Wildspeaker
4x Flame Javelin
------------------
11 Other Spells
Lands
4x Rootbound Crag
11x Mountain
7x Forest
------------------
22 Lands
This is what I have so far. I'd like to make it better. I'd really appreciate any suggestions. Also note that I'm not loaded and this deck is fairly cheap, seeing as how I already have a playdet of Ball Lightnings. Just looking to improve without the expensive baggage (I'm looking at you, Figure of Destiny).
============
Creatures: 25
4x Birds of Paradise
4x Hellspark Elemental
4x Rip-Clan Crasher
4x Ball lightning
4x Bloodbraid Elf
3x Blitz Hellion
2x Siege-Gang Commander
4x Lightning Bolt
4x Volcanic Fallout
4x Garruk Wildspeaker
Lands: 23
4x Rootbound Crag
9x Forest
10x Mountain
This deck is all about haste and doing big damage. Garruk`s overrun ability is great in this deck, and with siege-gang commander it gets even better. Its alot of fun to play.
Good luck on your FNM.
If you do cut him it would also give you the ability to reduce the number of forests which would help you be able to cast Ball Lightning/Flame Javelin with more consistency.
You could quite easily replace him with either 3 Blitz Hellion or a 4th Cliffrunner Behemoth and 2 Blitz Hellion.
Another worthwhile card to consider is Jund Hackblade.
In terms of the mana base if you want to make it stronger without reducing the green the obvious addition would be 3-4 Fire-Lit Thicket.
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I was iffy on Garruk as well. He works well when I play him turn 4 along with a two-drop after untapping, then turn 5 I'd play a creature, then use the final ability. But like you said, it doesn't seem fast enough.
Jund Hackblade was another idea I tossed around, but I don't really have any multicolor in here (only 12 multicolor permanents)
As far as the Thicket, I'd hate to be stuck with it on turn one. That and I don't have any ;P
Has anyone actually played with Blitz Hellion? Is he any good? He doesn't seem so great to me.
hmm. . . that's a good question. . .
imo it really depends on the R/G deck your running if those mights are needed. I like them, they can be a great suprise, but they are not always needed, and with R/G's habit of running BBE, it can actually hurt you sometimes. Though I may have experienced this more often because i save BBE for after a board wipe, and when it cascades into a might I cant play it since BBE hasnt resolved yet and I dont have any other creatures on the field.
Opponent: !@#$
:symu::symw: Control
:symr::symb: Aggro
Life Gain
4 Rip Clan Crasher
4 Jund Hackblade
4 Hellspark Elemental
4 Boggart Ram Gang
2 Ball Lightning
4 Blood-Braid Elf
4 Lightning Bolt
3 Collosal Might
3 Double Cleave
4 Violent Outburst
24 Land
-3 Behemoth
-3 Garruk
+3 Blitz Hellion
+3 Collosal Might
Your deck is straight aggro, and I don't think you want to protect Garruk rather than attacking.
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or just dont run the hackblades /shrug
Im sure there are other cards to run in its place, best thing it can do is get cascaded into with BBE for 2x 3/2's for 4 mana, but even then id rather cascade into..i dunno, lightning bolt, maelstrom pulse, puncture blast, ram-gang, ball lightning, etc
Opponent: !@#$
Any thoughts?
10 Mountain
8 Forest
4 Tattermunge Maniac
4 Rip-clan Crasher
4 Hellspark Elemental
4 Boggart-Ram gang
4 Hell's Thunder
4 Bloodbraid Elf
4 Blitz Hellion
4 Lightning Bolt
4 Colossal Might
4 Flame Javelin
4 Great Stable Stag
4 Chaotic Backlash
4 Earthquake
3 Volcanic Fallout
Earthquake and fallout are just placeholders atm as I tend to switch my sideboard often.
UWR UWR Mid-Range
GBW Junk
Legacy
RBG Punishing Jund
Vintage
0 Ichorid
X MUD
4 figure of destiny
4 jund hackblade
4 hellspark elemental
4 rip-clan crasher
4 boggart ram-gang
2 hell's thunder
3 magma spray
4 lightning bolt
4 flame javelin
4 rootbound crag
4 fire-lit thicket
3 forest
12 mountain
-4 Hellspark Elemental
-3 Cliffrunner Behemoth
-4 Hell's Thunder
-3 Garruk Wildspeaker
-2 Mountain
-2 Forest
+4 Jund Hackblade (same damage as Hellspark, and not dead at the end of turn)
+3 Boartusk Liege (you need to increase damages)
+4 Tattermunge Maniac (trigger Jund Hackblade)
+2 Blitz Hellion
+1 Banefire (as a finisher)
+4 Fire-Lit Thicket (make Flame Javelin and Ball Lightning easier to cast)
Ok gotta say this, I both disagree with the person you quoted, and some of your suggestions.
taking out hellsparks for hackblades isnt really worth it. 1...your not always going to be able to play a pumped hackblade, and 2..hackblade doesnt have trample. hellspark can force damage thru and its unearth can be a great suprise.
tattermunge maniacs arent very good since oftentimes after turn2 he will simply die into a creature, at best trade, then hes crap for the rest of the game.
blitz hellion is a bit top heavy for a aggro deck, include the fact taht it doesnt last then its not really worth the 5 mana.
banefire is questionable if you run 4x BBE, why risk cascading into that? Sure you wont do it often, but when it does it turns BBE from a good card into a crap 3/2 haste for 4.
also if your gonna use the liege, make sure you have enough creatures to really get advantage of it, and whether it would make tattermunge worth it...is questionable, but possible. as for what you suggested taking out, I agree with all of it I think.
Question is though, do you want to keep some of the garruks to push damage thru? only so many of your creatures have trample.
Opponent: !@#$
I'm going to say that you need permanents here, not only just a trample guy that can die by it's own. Let say that opponent had a 3/3 first strike creature. If you use Hellspark, it's dead uselessly. If you use Hackblade, you can at least block it and not take any damage.
You must use Tattermunge only if you use Hackblades.
5 mana is not too expensive for an aggro deck I think, it got trample and haste which kind of useful in this deck. Let say Demigod of Revenge in previous RDW pro deck? They use four of it.
I said it's only for finisher, you only had it one. If you got it by BBE, poor you. But that's kinda rare I think.
All of the cards I would change including not change are all almost red and green except Ball Lightning. So I think it's kind great to pump all you haste creatures.
You mean to use Overrun to creatures? Well that's only if you can keep it's loyalty, not say when you face Spectal Procession.
I don't like Tatturmunge in here. It's painful to cascade into him via BBE.
The Thicket is a good idea, I'd just have to try to find some.
Boartusk Liege is one I might try. Same with the Blitz Hellion.
I don't think I need a finisher. Just about every card in the deck is already a finisher.
Also after playtesting, there aren't enough multi-color permanents to support Hackblade. If I go the route of Blitz Hellion and Boartusk Liege, then I might swap it out.
Hellspark Elemental and Hell's Thunder are both great in this deck. They can do their jobs twice. This isn't a typical aggro, it is faster than a typical aggro deck. I'd like the curve to stay around 2-3cc.
I'm also not quite convinced with Colossol might. I guess I need more testing. Is there anything else that can make this deck any better?