Yeah, there are quite a couple cards I personally dislike in those decks too, but at least it's proving that Kari Zev can lead a deck to top 8.
Also, I would like to discuss a card that once was in your list (I think?) but that is now no longer in it: Sin Prodder
We all know that the big weakness of mono-red is drawing cards, and especially with this deck, after 4-5 turns, I often find myself with empty hands, and if my opponent has been able to stabilize and I have not won yet, I am in big trouble because I no longer have gas, since I can't draw enough cards. That is why I try to get as many card draw or similar effects as possible while still focusing on the gameplan.
Sin Prodder being at a CMC of 3 does not interfere with our commander. It has menace, so on the following turns, it can attack and get through. But the most interesting thing is the simili-draw effect, combined with some other cards in the deck, in order to try and make the decision of the opponent a win-win for us, no matter where the card ends. If it ends in the yard, they take some damage. If they give us the card, we just drew an additional card, so we get more gas. If it is a land, since we have access to at least 3 lands already, we don't care that much, as the CMC of the deck is so low. So as is, without talking synergy, the card already generates value in the long run WHILE following our gameplan to damage our opponent.
Also, the card often requires to be answered, as it will generate value for us. So, at the very least, this gets rid of an interaction piece.
Once Sin Prodder is on the battlefield, it has some crazy synergy with many other cards, and it also gives us fuel:
* Grim Lavamancer would be happy no matter what if the card you reveal was to be put in the graveyard.
* Reckless Charge is a card that you are currently playing, and it has flashback. Even if it ends up in the yard, you get to deal one damage and to play it later.
* Earthshaker Khenra has embalm AND haste, so no matter where it ends (hands or yard), you get to deal at least two damage before being able to get it back for the embalm cost as a 4/4.
* Hellspark Elemental can be unearthed. Sure, you get one less damage in if they decide to put it in the yard, but you will then be able to unearth it and get some more damage in, for a maximum of 5.
* Browbeat becomes really hard for the opponent to decide what to do with. It would become either a free Lightning Bolt, or they will have to take 5 damage, or we will draw 3 cards. I think it would more often either be the free bolt or the draw 3, and both are really good for us.
* Risk Factor is even more amazing than Browbeat, since you would be able to cast it again from the graveyard! So either they take 3 and you draw 3 or they take 7 for 3 mana or you draw 6 cards. No matter what, that interaction is really crazy. I would play both Browbeat and this in the deck, not one over the other.
* Flame Javelin is nice too, since they either take 6 to the face or give it to you, so you will almost always end up having it in your hands, effectively drawing 2 cards.
* Insult//Injury will still let you cast Injury for the aftermath cost after a free bolt.
Those are only interactions with cards that are already in the deck, and that is without counting the fact that every 3 drop card in the deck can be turned into a free Lightning Bolt if they decided not to let us draw it. There are even more cards that you are not playing that could be good with it.
Also, I was wondering what could be done with the new legendary swap rule, if it was possible to be abused in this deck. There is one card you removed from the deck that I think should go back in specifically for this: Zo-Zu the Punisher.
Maybe it is just me, but I think this makes it a lot easier to win heavy ramp matchups (for example, mono-green with commanders such as Titania or Nissa) and multicolor matchups. Since those decks will most likely play a lot of fetchlands and ramp, having access to a direct hate piece in the command zone could potentially be huge.
I also think that against Titania, if we can manage to get our commander down on T3, it comes down on the perfect turn to prevent Titania from sacrificing all of her lands and alpha strike the next turn.
What do you think? What was the reason you removed it from the deck?
I was so upset when I read they banned Zurgo, but now that I see this, I feel a little better. Minor adjustments, but the deck is still quite similar.
I was also wondering, hasve you considered Thud? It is similar to Collateral Damage and Reckless Abandon, the only thing being that it is variable on the power of the sacrificed creature. Are you not playing it because those cards are usually used with Ragavan? It would be 1 cmc for 2 damage, which I get is worse than 1 cmc for 3 or 4 damage, but if it is used on another creature, it could do even more damage, which would not be that bad.
Long time since I have posted anything! So I think we are getting some pretty good cards out of Ixalan, and just wanted to share them here to see what you guyz were thinking about those cards, if they were worth an inclusion. Since my decklist differs a bit, I will use OP's one for comparisons. Also, at the end of the post. Let's start (with the decklist for reference here):
We already have in our deck one card that prevents lifegain, and it is so strong it is the only enchantment in the deck. This one comes attached to a difficult to block creature that has the advantage of dealing damage to opponents easily. Since the meta has shifted to fast aggro decks that run a lot of creatures, this could pull it's weight. It would hurt to cast creatures for opponents, more than for us. I think it would be pretty great. I would take out one of the other 3 CMC or more card for her, simply I don't know what are the worst picks because I have been off until recently, so I would like an advice on this one... I am pretty sure it could be included but simply don't know what to remove yet. For now I am thinking Goblin Rabblemaster would be the one to remove, as every time I have played it I have been deceived, but what do you guyz think?
This one I think would be really busted in the deck. In fact, it could almost be considered a 2 mana 3/2 with haste that can be casted on turn 3. I mean, you will always attack, always netting a token...? This would let us ramp and give us some more fuel to cast either a bigger finisher one turn faster, get out of situations where we are missing lands. Imagine casting this, crack the token to make it 3/2 then use the mana for a Bolt. That would be a pretty awesome turn 3 play in my opinion. This card is really good at being aggressive and is also awesome to help survive a bit longer if the game goes to 5/6 turns. I would remove any card for this one really. I think it would be an amazing inclusion. I think I would remove Fleetwheel Cruiser for it. I don't know how good the vehicle can be, but I think this pirate would be better. It can come down 1 turn earlier, so it would deal 3 damage on T3 and 3 T4 (6 total), while the vehicle would have done only 5 on T4, then would have been dead if we have no other creature. The vehicle also is dependant on your other creatures to attack on the following turns. If the only other card you have is a 4 power card, you don't really want to tap it, so you swing for 5. But imagine you have the 4 power card AND this pirate, you swing for 6 or even 7, keeping one spare mana to cast an instant, like Lightning Bolt, to deal a total of 10 in a single turn. I would like you guyz to think about this and would clearly like to know what you are thinking about this 3drinks.
This one I am less sure about. It would be really dependant on the creatures we have in play (see my above comment on vehicles) and would not even work with Zurgo, but in the right situation we could copy some really ridiculous stuff. Imagine attacking with a Ball Lightning or Blistering Firecat and copying it with this, going for 12/14 damage in a single attack from two creatures!!! I think this deserves some testing, but I see it being really good with a lot of those high-power cards. And I also think copying anything at like 3 or more CMC in the deck becomes really good. I think testing would be required.
Ok guyz, long time no post, but I just wanted to share that I took this to a 20 players tournament (small tournament but still) and manage to beat everyone, taking first place.
My decklist is a bit different, but that is not the point. I just wanted to know which of those 3 cards should make it to the deck:
I see there was some discussion earlier, and this is absolutely going in my list, more creatures we can bring from the yard is always good, and this can replace any other 2/1 hasty creature in the list as it will be strictly better.
No haste, but we now have a lot of spells... Cost 1 less than Guttersnipe, for 1 less damage, but... Maybe? Opinions on this one?
This I think could be included in place of a mountain. Can tap for colorless without damage if colored is not needed, will still tap for red if needed, and comes into play untapped. During the tournament I won because of Barbarian Ring, and this would be a second copy of it in the deck. Yes the cost to activate thr ability is higher, but sometimes I have an empty hand and nothing to do with the 6 mana I have (if game goes a bit longer than what it is supposed to and we had to burn some creatures instead of going to the dome). This would be another emergency button, and I see no big reason why it should not be in?
Coming back from far, but hey, I see that Vexing Devil is now getting some love in here
If I can comment on Monastery Swiftspear, I would say that he do is good, but with way more spells to buff him. We run a lot more creatures that will not make him stronger... And he also competes against Zurgo as a 1 drop. Like said before, I personnally prefer to cast Zurgo turn 1, as a 1 drop, and have less 1CMC creatures in the deck (the only one I run is Goblin Guide, not even Grim Lavamancer because I don't run fetches in here). If I have it in my opening hand, it will wait until at least turn 2, but then at this moment I prefer casting a 2CMC hasty creature to get a lot more damage in faster.
Also, 3drinks, would it be possible to see the most up to date list you are currently running/trying? I did some quick changes last time I asked you, and my list is better now, but I have difficulty following along all the discussion here because I can't read it as often as I would like... So I think having your list would greatly help me, as it is the best Zurgo list I found yet
I think in the case there, Ankh should probably go. Zo-Zu probably should stay (Easier to deal with yes, but its also a clock).
But the effect is, is that you shouldnt cut the fetchlands just because they non-bo with one card in this case now. You're not going to have every game where you land Ankh/Zo-zu everytime on curve. But by virtue of using them, you now have the option to get more activations out of Grim Lavamancer without having to potentially eat a spell for Exquisite Firecraft.
I think a card that deserves more talk about being cut, if im looking at the right list, is Lava Hounds. Yes its a hasty 4/4, but its 4 life no matter what you do.
Yea quite right about the fetches... I am going to give them more test to see the results. And for the replacement of Lava Hounds, would something like Vexing Devil be good enough? I know it gives a choice to your opponent, and he is always going to pick the most advantageous for him, but worst case scenario it still is 1 mana for 4 damage, what could go wrong? I think this one would deserve a spot in the deck... What do you think about it?
One thing to note is that fetchlands do feed Grim Lavamancer, which if a stall appears is a good way to break it.
Yea but is it worth the 5 damage they will inflict us with Ankh or Zo-Zu in play (I think both are better against fetches, since most (if not all) decks run them)? Now that we have only 20 life points, it would be 1/4 of our entire life total and I think it is way too much, regarding all the other things we will cast that will harm ourself, we don't need extra ones like this....
Ok. Just came back to see that DC will now be played with 20 life instead of 30. I don't think I'm pretty happy about that new rule for the format, but I think it will greatly benefit this deck. With 30 life points, we were able to have some wins by turn 5 pretty easily. I have done a couple playtests with my own list (not the one used by you 3drinks, see a couple posts up it's on top of the paage 21 here). Now, I am able to win by turn 4 with almost any hand I start with (goldfishes I know, but this means that the deck as gained in speed). I think it also means we need to modify the deck a bit, because I think there would be a way to be even faster.
1) Now that we have less life, things that hurt us uselessly should get removed I think. Ankh of Mishra and Zo-Zu the Punisher are both excellent cards, but in the OP 3drinks is also including fetchlands. Now, I think fetchalnds should get removed, because it would mean 4 damage for us in a single strike, this should be a thing only an unprepared opponent is damaged for. I also think the 1 life loss would be relevant in the mirror match against another aggro deck, and I think with the new rule switch, aggro decks are going to be much more represented in the format.
2) I think it is now time to cut non-hasty creatures, or creatures that can't attack the turn they come into play. With less life, we want to deal more damage as soon as possible, and even if some creatures like Thunderbreak Regent are good, they can't attack the turn they come into play, they don't always have an impact as soon as they enter (except if an opponent tries to remove them asap). I think some cards like Vexing Devil should be considered again, as now, it either is 4 damage for one mana at sorcery speed early in the game or a 4/3 for only 1 mana later in the game when the opponent would not take the 4 damage right away. I think that with 20 life points, even if the decision belongs to our opponent, it is way better than in a 30 life format. For example in modern, it is sometimes seen in burn builds, and when it can be played it does awesome things. It can also bait removal or counterspells so other threats like Hellrider for example would be able to be cast easier.
3) Self-sacrificing red creatures (Ball Lightning and friends) are now better in the deck I think. They have a high damage for mana ratio, and they can swing for a huge chunk of our opponent's life total at once. As I mentionned earlier, Lathnu Hellion should now be considered I think, and cards like Impetuous Devils could alos be considered.
4) Tangle Wire should be removed. It comes down turn 3 and doesn't deal damage. Now that we have only 20 life, I think the idea would be to deal the 20 as fast as possible, as the game will be faster than with 30 life and we should care less about having to stall or control early game; I would prefer to have something to deal damage in my hands rather than Tangle Wire.
Just realized this also means no longer commander damage, 1 less damage is a win Not relevant for this deck really, but man, why the changes...?
Please tell me if I am wrong, but I think we would be able to rework the deck to make it even faster in a 20 life total format than it currently is.
What are the vehicles you are interested into? The ones with haste I guess? All of the ones that require only one creature to crew? How many would you include in the deck? Personnaly, I think Fleetwheel Cruiser would be the best one, with a pretty nice body for the cost, and it can then be crewed by Zurgo alome, it would turn him into more damage. Ovalchase Dragster could also be good. But even if the non hasty ones have nice bodies, are they worth a slot in the deck? Being artifacts that will turn into artifact creatures, they are not that hard to remove... Thoughts?
So the Recruiter I have would not be good enough to include in this deck? If you had two would you include one in here? Or do you just think it is bad? I could still had Magus of the Moon for the target, as a resolved Magus can be a win against some 2/most of the 3 or more colored decks... Or would it be too much mana investment for no damage?
Also, while I was looking at cards from Kaladesh, I just saw Lathnu Hellion, and I think it could be good for us... It would be 3 mana for a potential 8 damage... I think it could be better than Keldon Champion? I know the champion deals 3 damage right when he enters, but I never pay the echo cost (should I? I personnaly think no), so it can go for a maximum of 6 damage, when the hellion can go for a maximum of 8 in two swings... Or maybe something else could be removed for the hellion? I will definitely test it though.
Another edit But have you already tested Purphoros, God of the Forge? The 5 devotion is not something that difficult to achieve in the deck, and we play a lot of creatures, so we could get some 2 damage triggers, also synergises well with cards such as Hanweir Garrison, Goblin Rabblemaster, Captain's Claws, dashing creatures, unhearth creatures... If we manage to turn him into a creature well he becomes quite a strong beater, and if the game goes a bit longer (bad things can happen sometimes...) it can also be a good mana sink if we no longer have cards in hand to buff our entire army and get those extra damage we might need.
Yea I admit now that my foil Cavern might see some play in the deck just to see, lol
I know the land is meh, but as tou said meld wins on the spot... And it can happen! One question though, if you had an Imperial Recruiter available, would it be good enough to include? I mean, it could grab pretty much any needed creature for next turn, I know it is three mana for only one power but getting a strong hasty creature in hand could be good?
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So, what can I do if I want this deck to "draw" more cards? I mean, I am already running Browbeat, Risk Factor, Skullclamp, Bomat Courier and Smuggler's Copter.
Is that it or could any other card help to draw more?
Also, I would like to discuss a card that once was in your list (I think?) but that is now no longer in it: Sin Prodder
We all know that the big weakness of mono-red is drawing cards, and especially with this deck, after 4-5 turns, I often find myself with empty hands, and if my opponent has been able to stabilize and I have not won yet, I am in big trouble because I no longer have gas, since I can't draw enough cards. That is why I try to get as many card draw or similar effects as possible while still focusing on the gameplan.
Sin Prodder being at a CMC of 3 does not interfere with our commander. It has menace, so on the following turns, it can attack and get through. But the most interesting thing is the simili-draw effect, combined with some other cards in the deck, in order to try and make the decision of the opponent a win-win for us, no matter where the card ends. If it ends in the yard, they take some damage. If they give us the card, we just drew an additional card, so we get more gas. If it is a land, since we have access to at least 3 lands already, we don't care that much, as the CMC of the deck is so low. So as is, without talking synergy, the card already generates value in the long run WHILE following our gameplan to damage our opponent.
Also, the card often requires to be answered, as it will generate value for us. So, at the very least, this gets rid of an interaction piece.
Once Sin Prodder is on the battlefield, it has some crazy synergy with many other cards, and it also gives us fuel:
* Grim Lavamancer would be happy no matter what if the card you reveal was to be put in the graveyard.
* Reckless Charge is a card that you are currently playing, and it has flashback. Even if it ends up in the yard, you get to deal one damage and to play it later.
* Earthshaker Khenra has embalm AND haste, so no matter where it ends (hands or yard), you get to deal at least two damage before being able to get it back for the embalm cost as a 4/4.
* Hellspark Elemental can be unearthed. Sure, you get one less damage in if they decide to put it in the yard, but you will then be able to unearth it and get some more damage in, for a maximum of 5.
* Browbeat becomes really hard for the opponent to decide what to do with. It would become either a free Lightning Bolt, or they will have to take 5 damage, or we will draw 3 cards. I think it would more often either be the free bolt or the draw 3, and both are really good for us.
* Risk Factor is even more amazing than Browbeat, since you would be able to cast it again from the graveyard! So either they take 3 and you draw 3 or they take 7 for 3 mana or you draw 6 cards. No matter what, that interaction is really crazy. I would play both Browbeat and this in the deck, not one over the other.
* Flame Javelin is nice too, since they either take 6 to the face or give it to you, so you will almost always end up having it in your hands, effectively drawing 2 cards.
* Hell's Thunder has unearth, see Hellspark Elemental.
* Insult//Injury will still let you cast Injury for the aftermath cost after a free bolt.
Those are only interactions with cards that are already in the deck, and that is without counting the fact that every 3 drop card in the deck can be turned into a free Lightning Bolt if they decided not to let us draw it. There are even more cards that you are not playing that could be good with it.
What do you think 3drinks?
Also, I was wondering what could be done with the new legendary swap rule, if it was possible to be abused in this deck. There is one card you removed from the deck that I think should go back in specifically for this: Zo-Zu the Punisher.
Maybe it is just me, but I think this makes it a lot easier to win heavy ramp matchups (for example, mono-green with commanders such as Titania or Nissa) and multicolor matchups. Since those decks will most likely play a lot of fetchlands and ramp, having access to a direct hate piece in the command zone could potentially be huge.
I also think that against Titania, if we can manage to get our commander down on T3, it comes down on the perfect turn to prevent Titania from sacrificing all of her lands and alpha strike the next turn.
What do you think? What was the reason you removed it from the deck?
I was also wondering, hasve you considered Thud? It is similar to Collateral Damage and Reckless Abandon, the only thing being that it is variable on the power of the sacrificed creature. Are you not playing it because those cards are usually used with Ragavan? It would be 1 cmc for 2 damage, which I get is worse than 1 cmc for 3 or 4 damage, but if it is used on another creature, it could do even more damage, which would not be that bad.
Have you tested it and are you considering it?
We already have in our deck one card that prevents lifegain, and it is so strong it is the only enchantment in the deck. This one comes attached to a difficult to block creature that has the advantage of dealing damage to opponents easily. Since the meta has shifted to fast aggro decks that run a lot of creatures, this could pull it's weight. It would hurt to cast creatures for opponents, more than for us. I think it would be pretty great. I would take out one of the other 3 CMC or more card for her, simply I don't know what are the worst picks because I have been off until recently, so I would like an advice on this one... I am pretty sure it could be included but simply don't know what to remove yet. For now I am thinking Goblin Rabblemaster would be the one to remove, as every time I have played it I have been deceived, but what do you guyz think?
This one I think would be really busted in the deck. In fact, it could almost be considered a 2 mana 3/2 with haste that can be casted on turn 3. I mean, you will always attack, always netting a token...? This would let us ramp and give us some more fuel to cast either a bigger finisher one turn faster, get out of situations where we are missing lands. Imagine casting this, crack the token to make it 3/2 then use the mana for a Bolt. That would be a pretty awesome turn 3 play in my opinion. This card is really good at being aggressive and is also awesome to help survive a bit longer if the game goes to 5/6 turns. I would remove any card for this one really. I think it would be an amazing inclusion. I think I would remove Fleetwheel Cruiser for it. I don't know how good the vehicle can be, but I think this pirate would be better. It can come down 1 turn earlier, so it would deal 3 damage on T3 and 3 T4 (6 total), while the vehicle would have done only 5 on T4, then would have been dead if we have no other creature. The vehicle also is dependant on your other creatures to attack on the following turns. If the only other card you have is a 4 power card, you don't really want to tap it, so you swing for 5. But imagine you have the 4 power card AND this pirate, you swing for 6 or even 7, keeping one spare mana to cast an instant, like Lightning Bolt, to deal a total of 10 in a single turn. I would like you guyz to think about this and would clearly like to know what you are thinking about this 3drinks.
This one I am less sure about. It would be really dependant on the creatures we have in play (see my above comment on vehicles) and would not even work with Zurgo, but in the right situation we could copy some really ridiculous stuff. Imagine attacking with a Ball Lightning or Blistering Firecat and copying it with this, going for 12/14 damage in a single attack from two creatures!!! I think this deserves some testing, but I see it being really good with a lot of those high-power cards. And I also think copying anything at like 3 or more CMC in the deck becomes really good. I think testing would be required.
My decklist is a bit different, but that is not the point. I just wanted to know which of those 3 cards should make it to the deck:
I see there was some discussion earlier, and this is absolutely going in my list, more creatures we can bring from the yard is always good, and this can replace any other 2/1 hasty creature in the list as it will be strictly better.
No haste, but we now have a lot of spells... Cost 1 less than Guttersnipe, for 1 less damage, but... Maybe? Opinions on this one?
This I think could be included in place of a mountain. Can tap for colorless without damage if colored is not needed, will still tap for red if needed, and comes into play untapped. During the tournament I won because of Barbarian Ring, and this would be a second copy of it in the deck. Yes the cost to activate thr ability is higher, but sometimes I have an empty hand and nothing to do with the 6 mana I have (if game goes a bit longer than what it is supposed to and we had to burn some creatures instead of going to the dome). This would be another emergency button, and I see no big reason why it should not be in?
But now that I think about it, would a deck using http://mythicspoiler.com/c16/cards/vialsmasherthefierce.html as the commander would be possible? Lots of Lightning Ball creatures to get lots of damage, and reanimator spells to be able to get them back into play after?
http://mythicspoiler.com/c16/cards/assaultigneoushorn.html
4cmc for 4 damage is not that bad, and it could build up in grindier matchups?
If I can comment on Monastery Swiftspear, I would say that he do is good, but with way more spells to buff him. We run a lot more creatures that will not make him stronger... And he also competes against Zurgo as a 1 drop. Like said before, I personnally prefer to cast Zurgo turn 1, as a 1 drop, and have less 1CMC creatures in the deck (the only one I run is Goblin Guide, not even Grim Lavamancer because I don't run fetches in here). If I have it in my opening hand, it will wait until at least turn 2, but then at this moment I prefer casting a 2CMC hasty creature to get a lot more damage in faster.
Also, 3drinks, would it be possible to see the most up to date list you are currently running/trying? I did some quick changes last time I asked you, and my list is better now, but I have difficulty following along all the discussion here because I can't read it as often as I would like... So I think having your list would greatly help me, as it is the best Zurgo list I found yet
Yea quite right about the fetches... I am going to give them more test to see the results. And for the replacement of Lava Hounds, would something like Vexing Devil be good enough? I know it gives a choice to your opponent, and he is always going to pick the most advantageous for him, but worst case scenario it still is 1 mana for 4 damage, what could go wrong? I think this one would deserve a spot in the deck... What do you think about it?
Yea but is it worth the 5 damage they will inflict us with Ankh or Zo-Zu in play (I think both are better against fetches, since most (if not all) decks run them)? Now that we have only 20 life points, it would be 1/4 of our entire life total and I think it is way too much, regarding all the other things we will cast that will harm ourself, we don't need extra ones like this....
1) Now that we have less life, things that hurt us uselessly should get removed I think. Ankh of Mishra and Zo-Zu the Punisher are both excellent cards, but in the OP 3drinks is also including fetchlands. Now, I think fetchalnds should get removed, because it would mean 4 damage for us in a single strike, this should be a thing only an unprepared opponent is damaged for. I also think the 1 life loss would be relevant in the mirror match against another aggro deck, and I think with the new rule switch, aggro decks are going to be much more represented in the format.
2) I think it is now time to cut non-hasty creatures, or creatures that can't attack the turn they come into play. With less life, we want to deal more damage as soon as possible, and even if some creatures like Thunderbreak Regent are good, they can't attack the turn they come into play, they don't always have an impact as soon as they enter (except if an opponent tries to remove them asap). I think some cards like Vexing Devil should be considered again, as now, it either is 4 damage for one mana at sorcery speed early in the game or a 4/3 for only 1 mana later in the game when the opponent would not take the 4 damage right away. I think that with 20 life points, even if the decision belongs to our opponent, it is way better than in a 30 life format. For example in modern, it is sometimes seen in burn builds, and when it can be played it does awesome things. It can also bait removal or counterspells so other threats like Hellrider for example would be able to be cast easier.
3) Self-sacrificing red creatures (Ball Lightning and friends) are now better in the deck I think. They have a high damage for mana ratio, and they can swing for a huge chunk of our opponent's life total at once. As I mentionned earlier, Lathnu Hellion should now be considered I think, and cards like Impetuous Devils could alos be considered.
4) Tangle Wire should be removed. It comes down turn 3 and doesn't deal damage. Now that we have only 20 life, I think the idea would be to deal the 20 as fast as possible, as the game will be faster than with 30 life and we should care less about having to stall or control early game; I would prefer to have something to deal damage in my hands rather than Tangle Wire.
Just realized this also means no longer commander damage, 1 less damage is a win Not relevant for this deck really, but man, why the changes...?
Please tell me if I am wrong, but I think we would be able to rework the deck to make it even faster in a 20 life total format than it currently is.
Also, while I was looking at cards from Kaladesh, I just saw Lathnu Hellion, and I think it could be good for us... It would be 3 mana for a potential 8 damage... I think it could be better than Keldon Champion? I know the champion deals 3 damage right when he enters, but I never pay the echo cost (should I? I personnaly think no), so it can go for a maximum of 6 damage, when the hellion can go for a maximum of 8 in two swings... Or maybe something else could be removed for the hellion? I will definitely test it though.
Another edit But have you already tested Purphoros, God of the Forge? The 5 devotion is not something that difficult to achieve in the deck, and we play a lot of creatures, so we could get some 2 damage triggers, also synergises well with cards such as Hanweir Garrison, Goblin Rabblemaster, Captain's Claws, dashing creatures, unhearth creatures... If we manage to turn him into a creature well he becomes quite a strong beater, and if the game goes a bit longer (bad things can happen sometimes...) it can also be a good mana sink if we no longer have cards in hand to buff our entire army and get those extra damage we might need.
I know the land is meh, but as tou said meld wins on the spot... And it can happen! One question though, if you had an Imperial Recruiter available, would it be good enough to include? I mean, it could grab pretty much any needed creature for next turn, I know it is three mana for only one power but getting a strong hasty creature in hand could be good?