Fine guys, just crush my dreams I hear you, don't bother with the pump spells.
I do like the looks of Domri, Anarch of Bolas. I feel like he'll be best utilized alongside pelt collector or another 1 drop. Best scenario turn 1 collector into turn 2 Zhuur-taa Goblin as 3/3 into turn 3 Domri, then either fight to truck damage through and prevent a swing back on Domri, or add mana play another pelt collector or shock. Swing in for 7 damage on turn 3.
I think that static +1/+0 alongside our high power creatures will enable our creatures to hit just about any creature late in the game. Even a Gruulspell breaker fights for 5 with domri out, not too bad.
I just realized we can use domri's mana ability to cast Light up the Stage if we can get damage through on combat. Also, between domri, llanowar elves and that new Paradise Druid, we can consider sneaking in a couple of Steel-leaf Champion without having to give up Rekindling Phoenix or causing mana problems. It might be a "4 drop" of sorts, but one that could leave us a red up for shock or light up the stage on turn 4 as well.
Fine guys, just crush my dreams I hear you, don't bother with the pump spells.
I do like the looks of Domri, Anarch of Bolas. I feel like he'll be best utilized alongside pelt collector or another 1 drop. Best scenario turn 1 collector into turn 2 Zhuur-taa Goblin as 3/3 into turn 3 Domri, then either fight to truck damage through and prevent a swing back on Domri, or add mana play another pelt collector or shock. Swing in for 7 damage on turn 3.
As I"ve mentioned, I feel that this line of play, or with a Spellbreaker on turn 3 instead of Domri, makes Evolution Sage a really interesting turn 4 play followed by a land right away. Adds 3 power to the board and proliferates all your stuff for a total of 5-6 power, then proceeds to buff your stuff every turn.
As I"ve mentioned, I feel that this line of play, or with a Spellbreaker on turn 3 instead of Domri, makes Evolution Sage a really interesting turn 4 play followed by a land right away. Adds 3 power to the board and proliferates all your stuff for a total of 5-6 power, then proceeds to buff your stuff every turn.
I forgot to post this in a previously, but I did like the Evolution Sage suggestion and completely missed it with my intitial in-depth analysis.
Though I would note that 12 creatures that ETB with a counter (I'm counting Pelt Collector since it checks Evo Sage) which might not be enough for Evolution Sage to not be a vanilla 3/2 a notable % of the time. Growth-Chamber Guardian may be difficult since the card is so mana intensive. Maybe Rhythm of the Wild needs to be looked at for Evo. Sage?
However.... when you look to Boros you see that their mechanic is Mentor...
Fine guys, just crush my dreams I hear you, don't bother with the pump spells.
I do like the looks of Domri, Anarch of Bolas. I feel like he'll be best utilized alongside pelt collector or another 1 drop. Best scenario turn 1 collector into turn 2 Zhuur-taa Goblin as 3/3 into turn 3 Domri, then either fight to truck damage through and prevent a swing back on Domri, or add mana play another pelt collector or shock. Swing in for 7 damage on turn 3.
I think that static +1/+0 alongside our high power creatures will enable our creatures to hit just about any creature late in the game. Even a Gruulspell breaker fights for 5 with domri out, not too bad.
I just realized we can use domri's mana ability to cast Light up the Stage if we can get damage through on combat. Also, between domri, llanowar elves and that new Paradise Druid, we can consider sneaking in a couple of Steel-leaf Champion without having to give up Rekindling Phoenix or causing mana problems. It might be a "4 drop" of sorts, but one that could leave us a red up for shock or light up the stage on turn 4 as well.
I really like some of your ideas - I also tried out "real" Gruul Aggro a while ago on Arena ("real aggro as in running Pelt Collector and Zhur-taa Goblin) and I was thinking a lot about Domri, Anarch of Bolas since he was spoiled.
What I found was that the mana often times gets very awkward, despite having 8 dual lands (the tapped lands aren't good in an aggro deck for obvious reasons).
I think that getting Paradise Druid will really help the deck because it's a great 2-drop alongside Kraul Harpooner that grows Pelt Collector, ramps and mana fixes and can't immediately be killed by spot removal. The only downsides are that we might have "too much" mana - and that Paradise Druid sadly dies to Goblin Chainwhirler.
I think with the explore and creature searching from planeswalkers. 2 Ilharg would be right and 2 domri would be ok but for testing i'll over load first. Sneaking kraul harpooner into play with dudes in the grave isn't bad. It would be sweet to sneak a jadelight into play multiple times. Maybe -1 Domri and Ilharg for +2 thrash//threat, vivien main or Find//Finality. Sideboard is rough draft of course.
I was beginning to brew around Evolution Sage when I had initially misread the card as "when it etbs proliferate." I liked the card when I thought of it this way, but needing to hit a land drop to enable it makes it bad in my opinion. That means it becomes a turn-4 essentially play, where you'll end up with an extra mana and nothing to do with it. Then you played a 3/2 on turn 4 that's dependent on other creatures being out that already have counters on them... People can respond to the trigger in order to play a shock/lightning strike before the counter goes on a creature, before it gets out of reach. We're talking about getting 1 or 2 counters at most the turn it comes down. If you're set up well with creatures then play this turn 3 and hope... You're opponent will figure something out to hamper you plans before that land comes down turn 4. A 3/2 on it's own is a bad creature for 3 mana creature in standard, and it can't buff its self at all.
I think the landfall part of this card is too clunky for our deck.
Ghalta seems like it could be pretty good alongside Domri, Anarch of Bolas as well. If you have 3 creatures out then play domri, you just reduced Ghalta's cost by 3, AND you have an extra mana to throw at it's casting cost too. I can see times where you could potentially finagle domri as a "free spell" you play the turn you cast Ghalta.
I'm not really salty about the Giant Growth and other feedback. Sometimes you just want a card to work so badly you overlook the other stuff. I just miss casting growth...
I think with the explore and creature searching from planeswalkers 2 Ilharg would be right and 2 domri would be ok but for testing i'll over load first. Sneaking kraul harpooner into play with dudes in the grave isn't bad. It would be sweet to sneak a jadelight into play multiple times. Maybe -1 Domri and Ilharg for +2 thrash//threat, vivien main or Find//Finality. Sideboard is rough draft of course.
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
I was beginning to brew around Evolution Sage when I had initially misread the card as "when it etbs proliferate." I liked the card when I thought of it this way, but needing to hit a land drop to enable it makes it bad in my opinion. That means it becomes a turn-4 essentially play, where you'll end up with an extra mana and nothing to do with it. Then you played a 3/2 on turn 4 that's dependent on other creatures being out that already have counters on them... People can respond to the trigger in order to play a shock/lightning strike before the counter goes on a creature, before it gets out of reach. We're talking about getting 1 or 2 counters at most the turn it comes down. If you're set up well with creatures then play this turn 3 and hope... You're opponent will figure something out to hamper you plans before that land comes down turn 4. A 3/2 on it's own is a bad creature for 3 mana creature in standard, and it can't buff its self at all.
I think the landfall part of this card is too clunky for our deck.
Good news: They actually printed exactly the card you thought you would get in Pollenbright Druid ! And it's even 1 mana cheaper and can provide its own +1/+1 counter in a pinch (and yes, the stats are - obviously - worse because it's 2 mana instead of 3) !
In 8 rounds on Bo3 Arena, Domri, Anarch of Bolas has really impressed. It lets you trim specific removal in favor of playing a 3cmc mana dork that anthemns your team and fights.
I made Mythic last night, beating Caleb Durwald for my last two bars. He was on RG Pig. He was slow to the board and I ran him over 2-0.
In 8 rounds on Bo3 Arena, Domri, Anarch of Bolas has really impressed. It lets you trim specific removal in favor of playing a 3cmc mana dork that anthemns your team and fights.
I made Mythic last night, beating Caleb Durwald for my last two bars. He was on RG Pig. He was slow to the board and I ran him over 2-0.
Nice, good to know and congratz ! Do you mind sharing your deck list ? I tried out a bunch of different versions but I'm still unsure who "small" or how "midrange" I really want to go. Are Llanowar Elves and Pelt Collector needed to get the most out of Domri, Anarch of Bolas ? If so, what are we really "ramping" into - and are we running 5 drops and/or other walkers ?
In 8 rounds on Bo3 Arena, Domri, Anarch of Bolas has really impressed. It lets you trim specific removal in favor of playing a 3cmc mana dork that anthemns your team and fights.
I made Mythic last night, beating Caleb Durwald for my last two bars. He was on RG Pig. He was slow to the board and I ran him over 2-0.
Nice, good to know and congratz ! Do you mind sharing your deck list ? I tried out a bunch of different versions but I'm still unsure who "small" or how "midrange" I really want to go. Are Llanowar Elves and Pelt Collector needed to get the most out of Domri, Anarch of Bolas ? If so, what are we really "ramping" into - and are we running 5 drops and/or other walkers ?
It's not exactly ramping, but you can get a good tempo play with some of the cards we have. I play shock and light up the stage. Play domri then shock. I suspect Pelt collectors would be good, as we can play domri, drop a pelt collector, swing in and trade creatures, thus buffing pelt collector.
I've been running Grand Warlord Radha in bo1 arena pre-war of the spark. She's been a beast and I almost always have something to do with that extra mana. It's not necessarily "I must play a high cmc creature in the deck" to make Domri worth it. Just drop a zhur-taa and a spellbreaker on turn 4, give them both haste and go to town.
There's also Growth chamber guardian, which I try to consider a 5 drop most of the time. You can play and search with him on turn 4 with Domri out.
Nice, good to know and congratz ! Do you mind sharing your deck list ? I tried out a bunch of different versions but I'm still unsure who "small" or how "midrange" I really want to go. Are Llanowar Elves and Pelt Collector needed to get the most out of Domri, Anarch of Bolas ? If so, what are we really "ramping" into - and are we running 5 drops and/or other walkers ?
I don't like going big as this format develops. As the removal catches up with the threats, I think we'll find that tapping out for Ilharg, the Raze-Boar -- the current RG fad of the day -- is completely unreasonable.
Sarkhan lets you turn the corner really really fast. If you ever stick a Sarkhan with a Domri in play against a removal player they just get run over.
What exactly are you ramping into? Going wide and activating GCGs. A lot of times, if you're in a midrange battle and you play two big spells in a turn 1st, then you're very far ahead.
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
Kiora I do believe is a 3 of, I think for testing though I wanted to see how often it would show up in starting 7. Ideally I feel like you always want to get to turn 2/turn 3 kiora and then play steel leaf/spellbreaker. Untapping that land with an elf out can be helpful. Arynx is a test card, don't think it's playable, triggers kiora and trample helps with rhonas also the mana works out better than phoenix.
I did add in a singleton Domri, Anarch of Bolas I like what this card does, small anthem effect, removal, and adds mana for any spell.
After that just don't have a whole lot of rares to so have to keep grinding till I get em.
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
I haven't got all the latest pieces, but this odd budgety lot seems to work for me. And as silly as it sounds, 2x Clamor Shaman in SB can really push through
Kiora I do believe is a 3 of, I think for testing though I wanted to see how often it would show up in starting 7. Ideally I feel like you always want to get to turn 2/turn 3 kiora and then play steel leaf/spellbreaker. Untapping that land with an elf out can be helpful. Arynx is a test card, don't think it's playable, triggers kiora and trample helps with rhonas also the mana works out better than phoenix.
I did add in a singleton Domri, Anarch of Bolas I like what this card does, small anthem effect, removal, and adds mana for any spell.
After that just don't have a whole lot of rares to so have to keep grinding till I get em.
Domri is 100x better then Rhythm. Fights and ramps and pumps....no contest.
It doesn't grant haste...
and it's only 2 of, roughly 10 creatures in that deck have riot. Like I get why it's not in the mainboard that's obvious and really steers away from the main point which is sideboarding against matchups we aren't good at because at 1 end of the spectrum we are good, but when this deck fails it fails pretty badly. Neither cards really do much against discard or wrath based decks but, I digress and will drop the topic all together.
"To keep things 100, anything I state is an opinion and not intended to be a fact. Any and all suggestions I give are a 100% opinion. If you need further clarification take the conversation to a PM. I am not in the business of assuming things. I'm only interested in 1 business and that business serves 2 things, Cold L's and Hot Dub's."
Domri is 100x better then Rhythm. Fights and ramps and pumps....no contest.
It doesn't grant haste...
and it's only 2 of, roughly 10 creatures in that deck have riot. Like I get why it's not in the mainboard that's obvious and really steers away from the main point. Neither cards really don't do much against discard or wrath based decks but I digress and will drop the topic all together.
No it is a good point. I'm not sure if it is worth the lil extra SB value to take up a SB slot though.
Using 3x domri has worked for me but i have been testing with both cards interchangeably. Seems like they always have the mortify for the rhythm tho. My domri seems to last longer in that matchup than the rhythm did.
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I do like the looks of Domri, Anarch of Bolas. I feel like he'll be best utilized alongside pelt collector or another 1 drop. Best scenario turn 1 collector into turn 2 Zhuur-taa Goblin as 3/3 into turn 3 Domri, then either fight to truck damage through and prevent a swing back on Domri, or add mana play another pelt collector or shock. Swing in for 7 damage on turn 3.
I think that static +1/+0 alongside our high power creatures will enable our creatures to hit just about any creature late in the game. Even a Gruulspell breaker fights for 5 with domri out, not too bad.
Something like this:
4 Zhur-taa Goblin
4 Kraul Harpooner
4 Growth-Chamber Guardian
1 Thrashing Brontodon.
4 Gruul Spellbreaker
4 Rekindling Phoenix
1 Skarrgan Hellkite
4 Lightning Strike
2 Domri, Anarch of Bolas
2 Light Up the Stage
7 Mountain
8 Forest
4 Rootbound Crag
4 Stomping Ground
I just realized we can use domri's mana ability to cast Light up the Stage if we can get damage through on combat. Also, between domri, llanowar elves and that new Paradise Druid, we can consider sneaking in a couple of Steel-leaf Champion without having to give up Rekindling Phoenix or causing mana problems. It might be a "4 drop" of sorts, but one that could leave us a red up for shock or light up the stage on turn 4 as well.
As I"ve mentioned, I feel that this line of play, or with a Spellbreaker on turn 3 instead of Domri, makes Evolution Sage a really interesting turn 4 play followed by a land right away. Adds 3 power to the board and proliferates all your stuff for a total of 5-6 power, then proceeds to buff your stuff every turn.
I forgot to post this in a previously, but I did like the Evolution Sage suggestion and completely missed it with my intitial in-depth analysis.
Though I would note that 12 creatures that ETB with a counter (I'm counting Pelt Collector since it checks Evo Sage) which might not be enough for Evolution Sage to not be a vanilla 3/2 a notable % of the time. Growth-Chamber Guardian may be difficult since the card is so mana intensive. Maybe Rhythm of the Wild needs to be looked at for Evo. Sage?
However.... when you look to Boros you see that their mechanic is Mentor...
Might be worth looking into.
I really like some of your ideas - I also tried out "real" Gruul Aggro a while ago on Arena ("real aggro as in running Pelt Collector and Zhur-taa Goblin) and I was thinking a lot about Domri, Anarch of Bolas since he was spoiled.
What I found was that the mana often times gets very awkward, despite having 8 dual lands (the tapped lands aren't good in an aggro deck for obvious reasons).
I think that getting Paradise Druid will really help the deck because it's a great 2-drop alongside Kraul Harpooner that grows Pelt Collector, ramps and mana fixes and can't immediately be killed by spot removal. The only downsides are that we might have "too much" mana - and that Paradise Druid sadly dies to Goblin Chainwhirler.
3 Paradise Druid - help justify 22 land and provide more red sources. +3 2 drop for ghalta.
4 Kraul Harpooner
4 Wildgrowth Walker
4 Merfolk Branchwalker
4 Jadelight Ranger
4 Steel Leaf Champion
3 Domri, Chaos Bringer
2 Nullhide Ferox
3 Ilharg, the Raze-boar
3 Ghalta, Primal hunger
14 Forest
4 Stomping Ground
4 Rootbound Crag
4 Cindervines
4 Rekindling Phoenix
4 Lava coil
2 Vivien Reid
1 Find//Finality
I think with the explore and creature searching from planeswalkers. 2 Ilharg would be right and 2 domri would be ok but for testing i'll over load first. Sneaking kraul harpooner into play with dudes in the grave isn't bad. It would be sweet to sneak a jadelight into play multiple times. Maybe -1 Domri and Ilharg for +2 thrash//threat, vivien main or Find//Finality. Sideboard is rough draft of course.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I think the landfall part of this card is too clunky for our deck.
Ghalta seems like it could be pretty good alongside Domri, Anarch of Bolas as well. If you have 3 creatures out then play domri, you just reduced Ghalta's cost by 3, AND you have an extra mana to throw at it's casting cost too. I can see times where you could potentially finagle domri as a "free spell" you play the turn you cast Ghalta.
I'm not really salty about the Giant Growth and other feedback. Sometimes you just want a card to work so badly you overlook the other stuff. I just miss casting growth...
Evolution Sage + Scapeshift can be a nice little overrun early in the game.
Something like our Pelt Collector shell + Explore package.
Nice.
some people just can't let go of scapeshift...you could just build a lands matter deck and add nissa.
Bringing back the explore package...
-Stay Frosty
Good news: They actually printed exactly the card you thought you would get in Pollenbright Druid ! And it's even 1 mana cheaper and can provide its own +1/+1 counter in a pinch (and yes, the stats are - obviously - worse because it's 2 mana instead of 3) !
nice interaction there
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I'm building a giant growth, samut's sprint scapeshift deck now
I made Mythic last night, beating Caleb Durwald for my last two bars. He was on RG Pig. He was slow to the board and I ran him over 2-0.
Nice, good to know and congratz ! Do you mind sharing your deck list ? I tried out a bunch of different versions but I'm still unsure who "small" or how "midrange" I really want to go. Are Llanowar Elves and Pelt Collector needed to get the most out of Domri, Anarch of Bolas ? If so, what are we really "ramping" into - and are we running 5 drops and/or other walkers ?
It's not exactly ramping, but you can get a good tempo play with some of the cards we have. I play shock and light up the stage. Play domri then shock. I suspect Pelt collectors would be good, as we can play domri, drop a pelt collector, swing in and trade creatures, thus buffing pelt collector.
I've been running Grand Warlord Radha in bo1 arena pre-war of the spark. She's been a beast and I almost always have something to do with that extra mana. It's not necessarily "I must play a high cmc creature in the deck" to make Domri worth it. Just drop a zhur-taa and a spellbreaker on turn 4, give them both haste and go to town.
There's also Growth chamber guardian, which I try to consider a 5 drop most of the time. You can play and search with him on turn 4 with Domri out.
4x Pelt Collector
4x Zhur-Taa Goblin
4x Growth-Chamber Guardian
4x Gruul Spellbreaker
2x Jadelight Ranger
4x Rekindling Phoenix
3x Lava Coil
2x Collision // Colossus
2x Domri, Anarch of Bolas
2x Domri, Chaos Bringer
2x Sarkhan the Masterless
4x Rootbound Crag
9x Forest
6x Mountain
3x Fiery Cannonade
4x Cindervines
2x Vivien Reid
1x Banefire
2x Angrath, Captain of Chaos
1x Sorcerous Spyglass
1x Ravager Wurm
1x Nullhide Ferox
I don't like going big as this format develops. As the removal catches up with the threats, I think we'll find that tapping out for Ilharg, the Raze-Boar -- the current RG fad of the day -- is completely unreasonable.
Sarkhan lets you turn the corner really really fast. If you ever stick a Sarkhan with a Domri in play against a removal player they just get run over.
What exactly are you ramping into? Going wide and activating GCGs. A lot of times, if you're in a midrange battle and you play two big spells in a turn 1st, then you're very far ahead.
4 Llanowar Elves
4 Kraul Harpooner
2 Thorn Lieutenant
4 Steel Leaf Champion
3 Frenzied Arynx
3 Gruul Spellbreaker
2 God-Eternal Rhonas
2 Ghalta, Primal Hunger
2 Vivien Reid
4 Kiora, Behemoth Beckoner
Lands (22)
12 Forest
3 Mountain
4 Stomping Grounds
3 Rootbound Crag
3 Bond of Flourishing
3 Thrash // Threat
2 Collision // Colossus
Going a different direction, deck definitely needs Rekindling Phoenix...though discard Dimir/Grixis seem to be the worst matchups.
There is Tamiyo, Collector of tales could splash temur and shut down discard.
-Stay Frosty
Why only 3 Crag? Why Arynx? Why 4 Kiora?
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
4x Llanowar Elves
3x Zhur-Taa Goblin
4x Gruul Spellbreaker
4x Steel Leaf Champion
2x Beast Whisperer
2x Bloom Hulk
1x God-Eternal Rhonas
3x Rhythm of the Wild
Instant
2x Stony Strength
2x Lightning Strike
Sorcery
2x Bond of Flourishing
4x Courage in Crisis
2x Biogenic Upgrade
2x Domri, Chaos Bringer
2x Samut, Tyrant Smasher
Land
10x Forest
5x Mountain
4x Rootbound Crag
4x Stomping Ground
Kiora I do believe is a 3 of, I think for testing though I wanted to see how often it would show up in starting 7. Ideally I feel like you always want to get to turn 2/turn 3 kiora and then play steel leaf/spellbreaker. Untapping that land with an elf out can be helpful. Arynx is a test card, don't think it's playable, triggers kiora and trample helps with rhonas also the mana works out better than phoenix.
I did add in a singleton Domri, Anarch of Bolas I like what this card does, small anthem effect, removal, and adds mana for any spell.
After that just don't have a whole lot of rares to so have to keep grinding till I get em.
4 Llanowar Elves
4 Kraul Harpooner
2 Thorn Lieutenant
4 Steel Leaf Champion
2 Rekindling Phoenix
3 Gruul Spellbreaker
2 God-Eternal Rhonas
2 Ghalta, Primal Hunger
2 Vivien Reid
1 Domri, Anarch of Bolas
4 Kiora, Behemoth Beckoner
Lands (22)
12 Forest
3 Mountain
4 Stomping Grounds
3 Rootbound Crag
3 Bond of Flourishing
3 Thrash // Threat
2 Collision // Colossus
I'm also noting Ross Merriam's aggro list
4 Llanowar Elves
2 Evolution Sage
3 Incubation Druid
4 Krenko-Street Kingpin
4 Rekindling Phoenix
3 Gruul Spellbreaker
4 Zhur-Taa Goblin
3 Skarrgan-Hellkite
4 Domri, Anarch of Bolas
1 Samut, Tyrant Smasher
Lands (24)
8 Forest
8 Mountain
4 Stomping Grounds
4 Rootbound Crag
Spells (4)
2 Thrash // Threat
2 Collision // Colossuss
3 Lava Coil
1 Vivien Reid
2 Carnage Tyrant
2 Kraul Harpooner
1 Chandra, Fire Artisan
2 Rhythm of the Wild
1 Crushing Canopy
3 Shock
So, I'm convinced Rhythm of the Wild should be in the sideboard. Mainboard should be Domri, Anarch of Bolas
-Stay Frosty
Main deck -
4 Paradise Druid
4 Zhur-Taa Goblin
4 Kraul Harpooner
4 Growth-Chamber Guardian
4 Gruul Spellbreaker
2 Living Twister
2 Skarrgan Hellkite
1 Samut, Tyrant Smasher
4 Shock
2 Lava Coil
4 Stomping Ground
4 Rootbound Crag
8 Forest
7 Mountain
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
It doesn't grant haste...
and it's only 2 of, roughly 10 creatures in that deck have riot. Like I get why it's not in the mainboard that's obvious and really steers away from the main point which is sideboarding against matchups we aren't good at because at 1 end of the spectrum we are good, but when this deck fails it fails pretty badly. Neither cards really do much against discard or wrath based decks but, I digress and will drop the topic all together.
-Stay Frosty
No it is a good point. I'm not sure if it is worth the lil extra SB value to take up a SB slot though.
Using 3x domri has worked for me but i have been testing with both cards interchangeably. Seems like they always have the mortify for the rhythm tho. My domri seems to last longer in that matchup than the rhythm did.