I recently started playing magic with some friends and would like some advice on how to improve my deck. It's my classic old red-green madness deck with a couple of enhancements (gifts) from my friend's collection. The idea is to discard madness/flashback cards using wild mongrel and smugglers copter to gain card advantage.
My thoughts so far: Garruk seems to be replaceable and I'm not sold on call of the wild, although it has helped to provide a steady stream of elephants to pilot the copter (on a side note the idea of elephants flying copters is hilarious).
I am curious if maybe I need a finisher like a dragon, Nissa or inferno titan? Maybe there are some good graveyard creatures I could use from newer sets that work with the discard theme?
Lightning Axe is cheap removal you could consider that answers dangerous fatties and also enables Madness.
Noose Constrictor might be better than Wild Mongrel, depending on your playgroup. Do they play a lot of stuff where changing color matters (e.g. Terror effects, protection from green, Intimidate)? If not, having Reach is probably better.
You probably want the full set of 4 Reckless Wurm (or some Reckless Wurm with some Arrogant Wurm). 3-mana 4/4 Wurms and 4-mana 6/6 Wurms should be enough to win you the game without Dragons or Inferno Titans.
Garruk and Arlinn seem out of place. You don't need wolf tokens. Madness beatdown should get you there. If you want haste, go for 2 copies of Anger.
I agree Call of the Herd is a bit weak these days. It used to be such a powerhouse. 3 mana for a 3/3 isn't that great anymore. 4 mana for a 3/3 isn't great either. Getting both off one card is good value, but also slow and mana-hungry. It's better to pay 3 mana for a 4/4 trample or 4 mana for a 6/6 (Roar of the Wurm).
Stromkirk Occultist is a new card to consider, small, but it helps generate card advantage. You could also try Nimble Mongoose if your graveyard fills up fast (especially with Faithless Looting).
I like Wild mongrel a bit more then noose constrictor since a few players use doom blade and mirran crusader. My local group meta consists of slivers, mono-black control, 5 colour planeswalkers, white-green equipment, vampires, blue-green ramp and affinity.
I'd prefer to keep the deck red-green so here is the revision after a few game nights. Honored Hydra was suggested as a better roar of the wurm. I like Arlinn kord with the hydra as 8/8 trampling wurms decimated my friends' decks, she also helps supply pilots for the copter.
Call of the herd was really meh so I am going to try to find some stromkirk occultist.
One of my friends suggested hollow one and Lupine Prototype? Seems good as maybe a more threshold/graveyard based approach could be better than madness, I have playsets of both werebear and nimble mongoose.
I recently started playing magic with some friends and would like some advice on how to improve my deck. It's my classic old red-green madness deck with a couple of enhancements (gifts) from my friend's collection. The idea is to discard madness/flashback cards using wild mongrel and smugglers copter to gain card advantage.
My thoughts so far: Garruk seems to be replaceable and I'm not sold on call of the wild, although it has helped to provide a steady stream of elephants to pilot the copter (on a side note the idea of elephants flying copters is hilarious).
I am curious if maybe I need a finisher like a dragon, Nissa or inferno titan? Maybe there are some good graveyard creatures I could use from newer sets that work with the discard theme?
4 Basking Rootwalla
4 Wild Mongrel
1 Noose Constrictor
2 Huntmaster of the Fells
3 Reckless Wurm
1 Grim Lavamancer
4 Fiery Temper
2 Roar of the Wurm
4 Call of the Herd
4 Lightning Bolt
Artifacts
1 Umezawa's Jitte
4 Smuggler's Copter
2 Arlinn Kord
1 Garruk Relentless
Lands
2 Kessig Wolf Run
2 Raging Ravine
4 Game Trail
6 Forest
8 Mountain
1 Rootbound Crag
I look forward to hearing your input!
Lightning Axe is cheap removal you could consider that answers dangerous fatties and also enables Madness.
Noose Constrictor might be better than Wild Mongrel, depending on your playgroup. Do they play a lot of stuff where changing color matters (e.g. Terror effects, protection from green, Intimidate)? If not, having Reach is probably better.
You probably want the full set of 4 Reckless Wurm (or some Reckless Wurm with some Arrogant Wurm). 3-mana 4/4 Wurms and 4-mana 6/6 Wurms should be enough to win you the game without Dragons or Inferno Titans.
Garruk and Arlinn seem out of place. You don't need wolf tokens. Madness beatdown should get you there. If you want haste, go for 2 copies of Anger.
I agree Call of the Herd is a bit weak these days. It used to be such a powerhouse. 3 mana for a 3/3 isn't that great anymore. 4 mana for a 3/3 isn't great either. Getting both off one card is good value, but also slow and mana-hungry. It's better to pay 3 mana for a 4/4 trample or 4 mana for a 6/6 (Roar of the Wurm).
Stromkirk Occultist is a new card to consider, small, but it helps generate card advantage. You could also try Nimble Mongoose if your graveyard fills up fast (especially with Faithless Looting).
I like Wild mongrel a bit more then noose constrictor since a few players use doom blade and mirran crusader. My local group meta consists of slivers, mono-black control, 5 colour planeswalkers, white-green equipment, vampires, blue-green ramp and affinity.
I'd prefer to keep the deck red-green so here is the revision after a few game nights. Honored Hydra was suggested as a better roar of the wurm. I like Arlinn kord with the hydra as 8/8 trampling wurms decimated my friends' decks, she also helps supply pilots for the copter.
Call of the herd was really meh so I am going to try to find some stromkirk occultist.
One of my friends suggested hollow one and Lupine Prototype? Seems good as maybe a more threshold/graveyard based approach could be better than madness, I have playsets of both werebear and nimble mongoose.
4 Basking Rootwalla
4 Wild Mongrel
2 Noose Constrictor
2 Huntmaster of the Fells
4 Reckless Wurm
1 Grim Lavamancer
3 Honored Hydra
4 Fiery Temper
4 Lightning Bolt
4 Faithless Looting
Artifacts
1 Umezawa's Jitte
3 Smuggler's Copter
Planeswalkers
2 Arlinn Kord
1 Kessig Wolf Run
2 Raging Ravine
4 Game Trail
7 Forest
8 Mountain
1 Rootbound Crag