Red Green aggro is a budgeted aggro deck, that plays a plethora of cheap, powerful creatures in the hopes of quickly winning the game. While most red green energy decks are based around Electrostatic Pummeler, this deck tries to have it’s power spread over many more creatures, making it more consistant and harder to remove, albeit less explosive (or at least you’d think at first).
This deck is based around 1 single card, Goblin Bushwhacker. He is the embodiment of everything this deck wants to do. This little guy can give our deck the explosive potential to go from a small board presence to swinging for 11-12 damage very easily. He is the main reason to build this deck instead of the Electrostatic Pummeler version. With the pummeler based version, your opponent has an entire turn to prepare for your attack, while this deck utilizes haste creatures to spring out of nowhere and win. If you want to build the most consistant, synergistic, and cheap aggro deck in all of standard, you’re in the right place.
a)Cast a myriad of cheap efficient creatures that keep your opponent on the back foot.
b)Utilize creatures with haste and combat tricks to force your opponent into being even more defensive.
c)Cast powerful anthem effects, generally on creatures, to make every single creature an effective threat.
All the creatures must meet the following criteria
High power to mana cost ratio
Converted mana cost 3 or less
Power buffs are a bonus
1-Drops Kessig Prowler - A good 1 man 2/1, with the upside of flipping.
Village Messenger - A one mana 1/1 with haste, which can also flip into a 2/2 menace. It is great against decks without turn one plays, but it is far less useful against more aggressive decks.
Soul-Scar Mage - A one mana 1/2, which isn't too bad, and it has the potential to do a bit more damage (especially with sideboarding), but its second ability is what gets it included. [[Magma Spray]] really doesn't do much damage, but with [[Soul-Scar Mage]] out it can debuff creatures very effectively. It is certainly not too good, but it can be run, especially in more spell heavy versions.
Bomat Courier - This guy is interchangeable with [[Village Messenger]], he has the ability to give card advantage, but doesn't flip. He seems great at first, but he often gets removed before he can get you cards.
2-Drops
Voltaic Brawler - An auto 4-of in any red green energy deck (or even aggro deck), as he is basically a 4/3 trampler for only 2 mana.
Kari Zev, Skyship Raider - She is 2 mana creature that attacks for 3, and is also hard to block. Her first strike hits many things, and Ragavans 2 power also hits a lot of things. The best part is she takes at least 3 blockers to totally stop. Run at least 1 just for the monkey.
Longtusk Cub - It isn't too great, but it is technically on curve, and it can get quite big against control decks, or anything that doesn't block or remove it first.
Aether Chaser - A decent 2 mana energy generator that has the ability to give you 3 power. I'm not sure if it is better or worse than [[Kari Zev, Skyship Raider]], but extra energy helps with the inclusion of [[Greenbelt Rampager]].
Greenwheel Liberator - A 2 mana 4/3, and has a nice combo with greenbelt rampager, but it can be kind of hard to trigger revolt in this deck. Haven’t tested, but I think she could be very good.
Bloodrage Brawler - A 2 mana 4/3, although the discard hurts a lot. This deck often runs out of steam quickly, so the loss of a card hardly makes this worth including.
Honored Crop-Captain - A favorite of mine, it is a 2 mana 3/2, which is already pretty good, and it also serves as bushwhackers 5-8. Playing both this and bushwhacker in the same turn is also brutal. The main reason to run Naya (adding white)
Scrapheap Scrounger - This and Fatal Push are the reason to run Jund, although since this version is around $100 I won't really cover it. It is basically a 2 mana 3/2 that rarely goes away, can even be run in decks with no way to get black except Aether Hub, although it is not recommended.
3-Drops/Finishers
Goblin Bushwhacker - this guy often transforms a board of 5 or so power into something more like 12 power, you almost certainly want to run 4.
Lathnu Hellion - The other good finisher for this deck, adding 4 power to the board isn't as explosive as bushwhacker, but it stays on the board for longer. 4 is recommended.
Hanweir Garrison - This card is quite good, as it adds at least 4 power, goes wide, and builds up to huge amounts of power if left unchecked. He is very good in control matchups, or any other matchup where he can stick to the board and take over the game. I think the hellion is better, as it is a big hasty creature, but the garrison can also be run as well.
Ahn-Crop Crasher - It is an okay 3-drop, and is possibly better than Lathnu Hellion in a less energy based deck, but I am not really a fan. It has fairly good evasion, but my favorite evasion is the creature being big enough to crush everything.
Gods Version Creatures
Lupine Prototype - A 2 mana 5/5, it’s amazing. This version of the deck has more discard in Hazoret and bloodrage, so it’s downside isn’t severe. It is also lets us run 8 2 drops that trigger Rhonas.
Rhonas the Indomitable - a 3 mana 5/5 deathtouch indestructible, I don’t really have to explain why he’s good. The only downside to running him is that you need a different high powered creature to make him useful. Fortunately we are running 8 2-drops, 3 3-drops, and 7 4-drops that trigger him, that’s more than half of the creatures in the deck. Also if those all get removed, just use his 3 mana ability to pump up your creatures and then attack with him.
Hazoret the Fervent - The other god available to this deck, and is a 4 mana 5/4 haste, with of course indestructible. Again, the only downside is that you really have to dump your hand. Fortunately, we can dump our hand with both Bloodrage Brawler and Bomat Courier, or we can wait a turn and use her ability to turn our hand into Shocks.
Bristling Hydra - This card is made less good by the exclusion of most of the energy, but it turns on Rhonas, gets big, and protects itself. Even without being able to trigger the ability multiple times it is great.
These need to accomplish at least 1 of the following criteria:
Protects our creatures
Buffs out team
Clears the way for our team
Shock - The (probably) best 1 mana burn spell, as it can also hit players. I recommend running 4.
Magma Spray - 2 mana for 1 mana that also exiles. It exiling doesn't matter too much in this deck, as we generally don't care too much about the late game.
Ride Down - The best 2 mana removal in this deck, and is also a great combat trick. Most of our removal in red, green and white is limited to attacking creatures or a set amount of damage, so this is a great option for those in metas with creatures outside of Shock's range. If you are running naya, at least 1 is recommended.
Fatal Push - If you're running jund, run it, otherwise don't (unless you are running any other deck with black in standard).
Attune with Aether - A must-have for any deck running Greenbelt Rampager, as it allows you to hit your land drops, fix your mana, and get 2 energy in the process.
Oath of Nissa - Basically a worse version of Commune with Nature, but it can still be run, maybe instead of attune with aether, as it does help hit land drops and grab the better creatures. I haven’t tested it, but if 2 mana for Anticipate is good, a 1 mana version is undeniably great.
Built to Smash - a flat +3/+3 buff, the trample doesn't work (90% of the time at least). I prefer blossoming defense.
Blossoming Defense - Probably the best 1 mana pump spell, it gives a decent sized buff and makes your creature resistant to removal.
Invigorated Rampage - A slightly worse version of Ride Down for those not building naya, it gives a boost and gets in trample. I can't tell you how many games I would have won had I had one.
Skin Invasion - It can make their creature attack into your blocker, it can make one of your creatures harder to kill, it can soak up a removal spell, this card basically does everything this deck wants, but it can be a bit slow. 2 at least should be in the 75.
Oath of Ajani - Kind of like Honored Crop-Captain but doesn’t go away, as well as adding toughness. It doesn’t come with a 3/2 creature, but might be better, depending on your preferences.
There aren’t many non-creature permanents for this deck, but here are some options:
Samut, the Tested - This version of Samut isn’t very good, but in this deck she might be great. One of this decks main weaknesses it against planeswalkers and clogged boards, but she helps fix that. Realistically, you are only playing her as a slightly better Blood Mist, yet we often have enough board presence to protect her if necessary.
Arlinn Kord - A very good top end to our curve, she buffs, makes creatures, gives haste, has removal, protects herself (vigilance), and has an ultimate. I haven’t tested her, but she seems good. It is a bit of a stretch to raise the mana curve, but with Attune with Aether she might be playable.
Cartouche of Zeal - This card is okay, it gives haste, a small buff, and psuedo evasion. I don’t like it too much, but it can be mainboarded.
Consuming Fervor - Is very good on trampling creatures, but can underperform. Not my choice of pump spell.
Heroic Intervention - This card is very similar to blossoming defense, except it is also a great combat trick as well as protection against Sweltering Suns and the like.
Magmatic Chasm - The Heroic intervention against board stalls, is often able to help push through that last bit of damage (or the last 10-12).
Dissenter’s Deliverance - A must-have if your meta is heavy on marvel decks, but it sadly cost 2 mana. It can be cycled away, which is an upside, but this deck rarely wants to leave 2 mana up.
Nature’s Way - I think this is a bit too situational, but it can be great to push through damage sometimes (I like Cartouche of Zeal more).
I'm no expert on the subject, but isn't RG Energy already a fairly budget friendly deck? Or did some of the pieces recently jump up to a very high price. Last time I looked, the tournament version of the deck was like $80.
I'm no expert on the subject, but isn't RG Energy already a fairly budget friendly deck? Or did some of the pieces recently jump up to a very high price. Last time I looked, the tournament version of the deck was like $80.
Yes. Optimized Maindeck is approx $140
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Red Green aggro is a budgeted aggro deck, that plays a plethora of cheap, powerful creatures in the hopes of quickly winning the game. While most red green energy decks are based around Electrostatic Pummeler, this deck tries to have it’s power spread over many more creatures, making it more consistant and harder to remove, albeit less explosive (or at least you’d think at first).
This deck is based around 1 single card, Goblin Bushwhacker. He is the embodiment of everything this deck wants to do. This little guy can give our deck the explosive potential to go from a small board presence to swinging for 11-12 damage very easily. He is the main reason to build this deck instead of the Electrostatic Pummeler version. With the pummeler based version, your opponent has an entire turn to prepare for your attack, while this deck utilizes haste creatures to spring out of nowhere and win. If you want to build the most consistant, synergistic, and cheap aggro deck in all of standard, you’re in the right place.
The Gameplan
Creatures
Spells
Other Permanents
Sideboard Options
Sample Decklist
4 Village
3 Kessig Prowler
4 Greenbelt Rampager
4 Voltaic Brawler
3 Longtusk Cub
3 Aether Chaser
1 Thriving Grubs
4 Reckless Bushwhacker
4 Lathnu Hellion
4 Attune with Aether
2 Blossoming Defense
1 Invigorated Rampage
1 Magma Spray
4 Shock
4 Aether Hub
7 Forest
7 Mountain
The Gameplan
This basic gameplan is:
a)Cast a myriad of cheap efficient creatures that keep your opponent on the back foot.
b)Utilize creatures with haste and combat tricks to force your opponent into being even more defensive.
c)Cast powerful anthem effects, generally on creatures, to make every single creature an effective threat.
All in Energy
4 Village
3 Kessig Prowler
4 Greenbelt Rampager
4 Voltaic Brawler
3 Longtusk Cub
3 Aether Chaser
1 Thriving Grubs
4 Reckless Bushwhacker
4 Lathnu Hellion
4 Attune with Aether
2 Blossoming Defense
1 Invigorated Rampage
1 Magma Spray
4 Shock
4 Aether Hub
7 Forest
7 Mountain
Only a Splash of Energy
4 Village Messenger
4 Kessig Prowler
4 Scythe Leopard
4 Voltaic Brawler
3 Kari Zev, Skyship Raider
4 Thriving Grubs
4 Reckless Bushwhacker
4 Lathnu Hellion
4 Shock
2 Magma Spray
2 Invigorated Rampage
1 Skin Invasion
12 Mountain
8 Forest
Naya (RGW)
2 Bomat Courier
3 Greenbelt Rampager
2 Kessig Prowler
2 Village Messenger
4 Voltaic Brawler
4 Honored Crop-Captain
2 Longtusk Cub
1 Kari Zev, Skyship Raider
4 Lathnu Hellion
4 Goblin Bushwhacker
4 Attune with Aether
2 Blossoming Defense
1 Magma Spray
2 Ride Down
4 Shock
Lands
4 Aether Hub
4 Game Trail
4 Inspiring Vantage
1 Plains
2 Mountain
4 Forest
Gods
4 Bomat Courier
4 Lupine Prototype
2 Longtusk Cub
4 Voltaic Brawler
4 Bloodrage Brawler
3 Lathnu Hellion
4 Rhonas the Indomitable
3 Bristling Hydra
4 Hazoret the Fervent
4 Shock
4 Attune with Aether
Lands
4 Game Trail
4 Aether Hub
6 Forest
5 Mountain
Jund
Pros:
Creatures
All the creatures must meet the following criteria
1-Drops
Kessig Prowler - A good 1 man 2/1, with the upside of flipping.
Village Messenger - A one mana 1/1 with haste, which can also flip into a 2/2 menace. It is great against decks without turn one plays, but it is far less useful against more aggressive decks.
Soul-Scar Mage - A one mana 1/2, which isn't too bad, and it has the potential to do a bit more damage (especially with sideboarding), but its second ability is what gets it included. [[Magma Spray]] really doesn't do much damage, but with [[Soul-Scar Mage]] out it can debuff creatures very effectively. It is certainly not too good, but it can be run, especially in more spell heavy versions.
Greenbelt Rampager - A 1 mana 3/4, whats not to love? A great turn 2 play after turn 1 Attune with Aether, and is also a good creature to surge into Reckless Bushwhacker.
Bomat Courier - This guy is interchangeable with [[Village Messenger]], he has the ability to give card advantage, but doesn't flip. He seems great at first, but he often gets removed before he can get you cards.
2-Drops
Voltaic Brawler - An auto 4-of in any red green energy deck (or even aggro deck), as he is basically a 4/3 trampler for only 2 mana.
Kari Zev, Skyship Raider - She is 2 mana creature that attacks for 3, and is also hard to block. Her first strike hits many things, and Ragavans 2 power also hits a lot of things. The best part is she takes at least 3 blockers to totally stop. Run at least 1 just for the monkey.
Longtusk Cub - It isn't too great, but it is technically on curve, and it can get quite big against control decks, or anything that doesn't block or remove it first.
Aether Chaser - A decent 2 mana energy generator that has the ability to give you 3 power. I'm not sure if it is better or worse than [[Kari Zev, Skyship Raider]], but extra energy helps with the inclusion of [[Greenbelt Rampager]].
Greenwheel Liberator - A 2 mana 4/3, and has a nice combo with greenbelt rampager, but it can be kind of hard to trigger revolt in this deck. Haven’t tested, but I think she could be very good.
Bloodrage Brawler - A 2 mana 4/3, although the discard hurts a lot. This deck often runs out of steam quickly, so the loss of a card hardly makes this worth including.
Honored Crop-Captain - A favorite of mine, it is a 2 mana 3/2, which is already pretty good, and it also serves as bushwhackers 5-8. Playing both this and bushwhacker in the same turn is also brutal. The main reason to run Naya (adding white)
Scrapheap Scrounger - This and Fatal Push are the reason to run Jund, although since this version is around $100 I won't really cover it. It is basically a 2 mana 3/2 that rarely goes away, can even be run in decks with no way to get black except Aether Hub, although it is not recommended.
3-Drops/Finishers
Goblin Bushwhacker - this guy often transforms a board of 5 or so power into something more like 12 power, you almost certainly want to run 4.
Lathnu Hellion - The other good finisher for this deck, adding 4 power to the board isn't as explosive as bushwhacker, but it stays on the board for longer. 4 is recommended.
Hanweir Garrison - This card is quite good, as it adds at least 4 power, goes wide, and builds up to huge amounts of power if left unchecked. He is very good in control matchups, or any other matchup where he can stick to the board and take over the game. I think the hellion is better, as it is a big hasty creature, but the garrison can also be run as well.
Ahn-Crop Crasher - It is an okay 3-drop, and is possibly better than Lathnu Hellion in a less energy based deck, but I am not really a fan. It has fairly good evasion, but my favorite evasion is the creature being big enough to crush everything.
Gods Version Creatures
Lupine Prototype - A 2 mana 5/5, it’s amazing. This version of the deck has more discard in Hazoret and bloodrage, so it’s downside isn’t severe. It is also lets us run 8 2 drops that trigger Rhonas.
Rhonas the Indomitable - a 3 mana 5/5 deathtouch indestructible, I don’t really have to explain why he’s good. The only downside to running him is that you need a different high powered creature to make him useful. Fortunately we are running 8 2-drops, 3 3-drops, and 7 4-drops that trigger him, that’s more than half of the creatures in the deck. Also if those all get removed, just use his 3 mana ability to pump up your creatures and then attack with him.
Hazoret the Fervent - The other god available to this deck, and is a 4 mana 5/4 haste, with of course indestructible. Again, the only downside is that you really have to dump your hand. Fortunately, we can dump our hand with both Bloodrage Brawler and Bomat Courier, or we can wait a turn and use her ability to turn our hand into Shocks.
Bristling Hydra - This card is made less good by the exclusion of most of the energy, but it turns on Rhonas, gets big, and protects itself. Even without being able to trigger the ability multiple times it is great.
Spells
These need to accomplish at least 1 of the following criteria:
Shock - The (probably) best 1 mana burn spell, as it can also hit players. I recommend running 4.
Magma Spray - 2 mana for 1 mana that also exiles. It exiling doesn't matter too much in this deck, as we generally don't care too much about the late game.
Harnessed Lightning/Incendiary Flow - I'm not a big an of either of these, as they cost too much mana, but they are options.
Ride Down - The best 2 mana removal in this deck, and is also a great combat trick. Most of our removal in red, green and white is limited to attacking creatures or a set amount of damage, so this is a great option for those in metas with creatures outside of Shock's range. If you are running naya, at least 1 is recommended.
Fatal Push - If you're running jund, run it, otherwise don't (unless you are running any other deck with black in standard).
Attune with Aether - A must-have for any deck running Greenbelt Rampager, as it allows you to hit your land drops, fix your mana, and get 2 energy in the process.
Oath of Nissa - Basically a worse version of Commune with Nature, but it can still be run, maybe instead of attune with aether, as it does help hit land drops and grab the better creatures. I haven’t tested it, but if 2 mana for Anticipate is good, a 1 mana version is undeniably great.
Built to Smash - a flat +3/+3 buff, the trample doesn't work (90% of the time at least). I prefer blossoming defense.
Blossoming Defense - Probably the best 1 mana pump spell, it gives a decent sized buff and makes your creature resistant to removal.
Invigorated Rampage - A slightly worse version of Ride Down for those not building naya, it gives a boost and gets in trample. I can't tell you how many games I would have won had I had one.
Skin Invasion - It can make their creature attack into your blocker, it can make one of your creatures harder to kill, it can soak up a removal spell, this card basically does everything this deck wants, but it can be a bit slow. 2 at least should be in the 75.
Oath of Ajani - Kind of like Honored Crop-Captain but doesn’t go away, as well as adding toughness. It doesn’t come with a 3/2 creature, but might be better, depending on your preferences.
Other Permanents
There aren’t many non-creature permanents for this deck, but here are some options:
Samut, the Tested - This version of Samut isn’t very good, but in this deck she might be great. One of this decks main weaknesses it against planeswalkers and clogged boards, but she helps fix that. Realistically, you are only playing her as a slightly better Blood Mist, yet we often have enough board presence to protect her if necessary.
Arlinn Kord - A very good top end to our curve, she buffs, makes creatures, gives haste, has removal, protects herself (vigilance), and has an ultimate. I haven’t tested her, but she seems good. It is a bit of a stretch to raise the mana curve, but with Attune with Aether she might be playable.
Cartouche of Zeal - This card is okay, it gives haste, a small buff, and psuedo evasion. I don’t like it too much, but it can be mainboarded.
Consuming Fervor - Is very good on trampling creatures, but can underperform. Not my choice of pump spell.
Lifecrafter's Bestiary - A slightly slower version of Heroic Intervention, but probably better as you don’t have to leave mana up.
Sideboard options
Clip Wings - Not the best anti flyer removal, but there aren’t really other options. I use this instead of Stinging Shot because it can hit Archangel Avacyn and Heart of Kiran, as well as Sphinx of the Final Word.
Heroic Intervention - This card is very similar to blossoming defense, except it is also a great combat trick as well as protection against Sweltering Suns and the like.
Magmatic Chasm - The Heroic intervention against board stalls, is often able to help push through that last bit of damage (or the last 10-12).
Natural State - 1 mana to destroy most artifacts and enchantments (including Always Watching), but sadly it doesn’t hit Aetherworks Marvel.
Dissenter’s Deliverance - A must-have if your meta is heavy on marvel decks, but it sadly cost 2 mana. It can be cycled away, which is an upside, but this deck rarely wants to leave 2 mana up.
Nature’s Way - I think this is a bit too situational, but it can be great to push through damage sometimes (I like Cartouche of Zeal more).
BChainer Sac-Based ControlB
UWOjutai Control/VoltronWU