R/G Aggro

by Cakins on 01 February 2010

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


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Deck Description

Ahora en la norma. Este grupo es para vencer ción Jund.

Deck Tags

  • Creature-Based

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

0001646

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for R/G Aggro

I gotta say, this deck looks like it needs a mana curve. No one-drop critters, no two-drop critters, and only the Stag and Ranger as three-drops. Not to mention, for a red deck you're decidedly lacking in burn. With a whopping 23 nonland cards costing 4+ mana out of 35 total, this looks more like a Timmy midrange deck than an aggro deck. I'm not exactly well-versed in the current card pool, so I can't tell you whether or not red-green allows a slightly more top-heavy strategy than most aggro, but this deck is extremely slow. Dump at least half of the cards costing 4+ mana, and about 3 lands (with a better mana curve, you won't need 25)--that's 15 slots you can use to make yourself busy dropping critters and dealing damage on the first turns of the game. If you really want to keep this high-end mana curve, dump a few cards for mana acceleration. I mean, you have Llanowar Elves AND Birds of Paradise in the format (the latter being much more expensive, if you're keeping that in mind), so *use* them. And 10 comes-into-play-tapped lands is too many. Right now, you don't need the fixing--drop the Kazandu Refuges for basics, at the very least.

Good luck!

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Posted 01 February 2010 at 21:58

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The Rootbound Crags almost never "Come into play tapped". So make that 6-8. Anyways, this is ment to be midrange aggro just like Jund. Except, this will come out on top in the Jund matchup (Like stated in the description).

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Posted 01 February 2010 at 22:05

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Jund would beat this deck in a second.

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Posted 01 February 2010 at 22:25

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Sorry, I can't read the description. But even Jund has a mana curve. Here's a sample list I found via Google:
http://magicgameplan.com/blog/how-to-build-the-jund-deck-for-zendikar-standard/

Notable:
-Action on turn 2 with Terminate and Putrid Leech. Lots of play turn 3 with Sprouting Thrinax, Blightning, and Maelstrom Pulse. It may be aggro-control, but that doesn't mean it just sits still until it can get a four-drop rolling. Vs. control, your first drop will get countered unless it's the Stag--Jund can have a 4/4 clock on turn 2, and still board in the Stag for game 2. Not to mention, all these early drops are fodder for Bloodbraid Elf. For comparison:
Jund Curve: 0-4-4-4-0-4; 4-2-8-4-3-0; total 4-6-12-3-4
Your Curve: 0-0-8-8-8-4; 4-0-0-0-0-0; total 4-0-8-8-8-4

Do you see the difference in curve?

-Removal. 13 cards to your 4. I don't think I need to elaborate on the difference this will make in the aggro matchup.

-A good reason to use CIPT lands. Jund has 3 colors to deal with, and needs to hit all of them to make its drops. Your earliest demand for mana is 1GG--which in itself should be a hint that there's a problem with the deck. As it is, you're practically playing splash red--you don't need 15 red sources, especially not 4 guaranteed CIPT ones.

I mean, what is your game plan vs. Jund? Your removal only deals with 4 of its cards (even post-board till you hit *5* mana for Burst Lightning), and it's simply going to have more creatures on the field faster than you, and its removal works on your monsters. You're trying to beat the 'mirror match', but how are you going to do it?

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Posted 01 February 2010 at 23:48

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is the Your Curve control or his

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Posted 04 March 2010 at 19:50

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Ah, I forgot to add the Wildspeakers to your curve. But that just makes it worse.

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Posted 01 February 2010 at 23:49

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My cascades always hit something great for Jund, whether it be removal, a chump block for a BBE + land, or something that most cards in a just deck besides BBE or bolt can take care of. And what am I supposed to get out of:

Jund Curve: 0-4-4-4-0-4; 4-2-8-4-3-0; total 4-6-12-3-4
Your Curve: 0-0-8-8-8-4; 4-0-0-0-0-0; total 4-0-8-8-8-4

By the way, my removal is 12 not 4 (Master of the Wild Hunt, Siege-Gang Commander). Also, Thornling is godlike in the Jund matchup, because Jund simply cannot deal with it past the first turn it ETB. Same with Baloths. And I would love to see the list that your jund deck is made out of. Not using Garruk? That is just bad. And you are talking about them beating me in the early game... Jund doesn't win fast. It's primary objective is to beat them between early and late game. The Refuges and the only way to get the red mana I need, or get green. CIPT is not bad, exppecially when you get something out of it (+1 life) which can help against Boros or RDW.

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Posted 02 February 2010 at 16:58

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