I wanted to make a deck to play in my playgroup. We all are sticking to theros standard. I was wondering whether I should go for a R/G or a mono red RDW deck? Both would have to be reasonably budget. That would mean $20-30 excluding the cards that I already picked from the prerealese
I'd replace Young Pyromancer with Ash Zealot. Similarly priced according to tcgplayer and brings the beats much faster. Alternatively, You could cut some things to make room for Ogre Battledriver, which has synergy with Young Pyromancer. To go full circle with the token subtheme, add Akroan Crusader.
In my experience, 8 is a good number of 1-drop creatures to have in RDW. It was my main deck for FNM this past season. Also, 16 seems like a lot of burn. You can do without Flames of the Firebrand mainboard unless you see a lot of Weenie/token/rdw decks in your meta.
Legion Loyalist is a potent one-drop that scales well as the game progresses.
If you are looking for a second mono red 1 drop (after the auto include cackler) there is firedrinker satyr, and there is no better 1 drop in standard. When you go r/g you pick up elvish mystic and experiment one rendering the satyr silly.
Hey sorry for the late response. My internet was down
I was really thinking about going for the akroan crusader. Butthe thing is, lets say I dont draw my spells that target him? He is just a 1 drop 1/1. I feel the only way to truly make him "good" would be to stretch the deck a little bit and put more pump/targeting spells
The young pyromancer and battledriver looks like it would sum up the game pretty quickly. IMO, when I play pyromancer on turn two, I have lots of red instants and sorceries to play in hand and to draw. If I drop the battledriver, turn 4 and play a couple red instants I feel that I could win the game pretty quick. Seems like a more sustainable battle plan
I am really unsure at this point if I want to go R/G beats or mono red. If you guys think that either one is outright better, please let me know
You guys are making great suggestions, but I have o clue what to take out?
Awaken the ancient looks insane. So does the battledriver. I also was space for more guttersnipes
between chandra's pheonix, guttersnipe, young pyromancer, and the battleriver to support the young pyromancer and phoenix, I feel that the only spells to have would be burn
Also, which 1 drops should I have? Should I go 4 satyr and 4 legion loyalist?
Also, Rubblebelt Raiders is damn good. I just cant figure out which is the best 4 drop to play
I will try out each one of the 4 drops and figure out which one is best
Any suggestions? The Burning Tree Emissary makes Ash zealot less good of a 2 drop. I figure I couldn't play both
It looks like you are trying to play RDW and I am willing to bet you don't want any of those 4 drops. There are two defensible 4 drops in standard at the moment: fanatic of mogis and chandra, pyromaster. The others lack the immediate impact. Fanatic is a fine closer, chandra drops and plus ones to open a whole to attack through while generating actual card advantage there after (or they over value it and spend too much resources breaking her). You want to be able goldfish kill by turn 4 or 5, raiders doesn't swing till turn 5, does nothing when you play it, and with 1 toughness it dies to EVERYTHING, purphoros isn't always a creature, it's shock for creatures etb come after most of your creatures have dropped, it's buff has to be delayed a turn, emberswallower will rarely monstrous, and is disappoing without that possibility, and finally battledriver is much like purphoros, only not indestructable.
Burning-tree emissary is a risky pick. It leads to very explosive hands, but it all but forces yout to overcommit into mass removal. Ash zealot and rakdos shred-freak both come down and swing on turn 2 for 2. Add in firefist striker to falter their strongest blocker (normally I think battalion is too unreliable, but with all the haste it's doable), and you have enough speed while allowing you to hold some cards for post mass removal. Young pyromancer requires you to run more instants and sorceries, and there just aren't enough good ones to make it worth it.
Madcap skills is a very questionable play, and you are asking to get yourself 2for1'd, where as a second creature isn't unless they play a mass removal spell, I would avoid it for the time being, but the metagame might shake out for it later. If you want a buff run rubblebelt maaka, it offers a sizeable boost, is uncounterable, and in a pinch it's a hill giant.
Shock is too weak to matter, and a creature (or land) would be better in that slot.