WHile I have no doubt that this deck CAN be good, I wouldn't play it (and I am a combo player.) The rise in after the GP has made it tough to keep low toughness guys out effectively...look what happened to boros. I play a Gruul aggro deck with Seal of Fire main and 4 Dead/Gone in the SB. It is still "viable," but not tier 1. If aggro control is big in your local meta, then I would consider playing it.
Radha would be great if I wanted to run 4 Stonewood Invocation main, but I think the 3 power of an often bloodthirted Scab Clan Mauler is a better option.
Guys with a big rear ends stop burn decks and most black removal. The dragoons are growing on me...especially with the blink. Keep in the prisms to flashback (:symu:)
The gargadon combos best with Restore Balance...you sac all your lands to power out the gargadon after balance resolves. If they have a counter it doesn't work, but otherwise it is quite interesting.
^^ agreed. Explosive bombs are great, but a consistent deck is what separates those who win with lucky pulls and those who win with skill.
Your curve is nice and low which means you should be ahead in the damage race early on. The pump is conditional...you need alot of attackers for maximum punch. Protect the Crier! This looks like a winning combination to me. You might have some trouble with heavy removal decks, but this looks optimal to me.
^ is needed for the reasons above. With only one set out, aggro decks are the way to go since making men and turning them sideways is the "oldest" (and easiest) trick to winning :). Card draw and search spells like mystic teachings can find instants (like sulfurous blast) or flash guys (like Hellkite).
I tend to draft a few pieces of artifact/enchantment removal, so I'm not to worried about your mesa...:)
After a few unsuccessful drafts, I must say that I feel this format is more challenging than R/R/G - R/G/G drafts I had participated in (missed out on dissention.) Many cards are playable, but assembling them together into a cohesive deck is the difficult trick. I usually go for :symr::symw:...fast curve and removal/tricks.
TS brings back older mechanics and abilities(madness, shadow, morph, flanking, ect.) and each color and/or color combination can exploit these. I am by no means saying that my advice is absolute...each draft is different. But after many mtgo and real-world drafts the following tends to hold true:
is overdrafted and somewhat underpowered. Common removal in Assassinate and Strangling Soot are taken highly. If madness is your thing, Dark Withering can be excellent. Other black removal spells(Tendrils of Corruption, Sudden Death) are more mana intensive. Madness couples well with :symu:, as blue has many discard outlets.
tends to be underdrafted and many good cards can be found late (on of my personal favorites in :symg::symw: is Thrill of the Hunt.) As usual, guys are big and combat tricks abound. You can pull red removal early and get bigger green guys later. Or cut off green and combine it with blue bounce.
Speaking of :symu:...I always find this underdrafted. Looter Il-Kor is a great madness enabler. If these are going late then blue isn't being taken. :symu::symr: and :symu::symb: are my favorite combinations.
is taken early, but since its guys are kinda weak they tend to pass late. Lots of splashable removal makes red an excellent second/third color.
has a fast clock...rebels and fliers are plentiful in the 2-4 slots. If you get your hands on a bunch of weenies, look for a few Fortifys to make that all out swing. I haven't tried :symw::symb:, but :symw::symr: is solid.
The gargadon combos best with Restore Balance...you sac all your lands to power out the gargadon after balance resolves. If they have a counter it doesn't work, but otherwise it is quite interesting.
Your curve is nice and low which means you should be ahead in the damage race early on. The pump is conditional...you need alot of attackers for maximum punch. Protect the Crier! This looks like a winning combination to me. You might have some trouble with heavy removal decks, but this looks optimal to me.
I always look to draft aggressive R/W, and Kavu is a great finisher/removal spell.
After a few unsuccessful drafts, I must say that I feel this format is more challenging than R/R/G - R/G/G drafts I had participated in (missed out on dissention.) Many cards are playable, but assembling them together into a cohesive deck is the difficult trick. I usually go for :symr::symw:...fast curve and removal/tricks.
Bombs don't particularly matter if your pool, in general, is solid. I'll take a great curve and solid removal over a/ a couple of bomb(s).
TS brings back older mechanics and abilities(madness, shadow, morph, flanking, ect.) and each color and/or color combination can exploit these. I am by no means saying that my advice is absolute...each draft is different. But after many mtgo and real-world drafts the following tends to hold true:
is overdrafted and somewhat underpowered. Common removal in Assassinate and Strangling Soot are taken highly. If madness is your thing, Dark Withering can be excellent. Other black removal spells(Tendrils of Corruption, Sudden Death) are more mana intensive. Madness couples well with :symu:, as blue has many discard outlets.
tends to be underdrafted and many good cards can be found late (on of my personal favorites in :symg::symw: is Thrill of the Hunt.) As usual, guys are big and combat tricks abound. You can pull red removal early and get bigger green guys later. Or cut off green and combine it with blue bounce.
Speaking of :symu:...I always find this underdrafted. Looter Il-Kor is a great madness enabler. If these are going late then blue isn't being taken. :symu::symr: and :symu::symb: are my favorite combinations.
is taken early, but since its guys are kinda weak they tend to pass late. Lots of splashable removal makes red an excellent second/third color.
has a fast clock...rebels and fliers are plentiful in the 2-4 slots. If you get your hands on a bunch of weenies, look for a few Fortifys to make that all out swing. I haven't tried :symw::symb:, but :symw::symr: is solid.
Hope this helps!