Stormchaser Mage might be a quicker version of Wee Dragonauts. It's costs {1} less and has haste. Down side it the trigger is +1/+1 instead of +2/+0, so it's less damage per trigger.
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Pacifism isn't really aggro. I'd use Rancor in its place. I'd also use Strangleroot Geist in place of Viridian Emissary. Land search shouldn't be necessary in aggro. That said, Baneslayer Angel and Drawbridge Goliath are a bit pricey (mana wise) for aggro.
Training Grounds was made for Level Up cards.
Raid Bombardment seems a little iffy here. Once you play a second Intangible Virtue,it becomes useless. Rise of the Hobgoblins might be worth considering in its spot. While Gather the Townsfolk's Fateful hour is nice, I still prefer Raise the Alarm in its place as it's an instant. Purify the Grave and Beckon Apparition are worth considering for the sideboard, they disrupt a lot of graveyard strategies. Path to Exile is also worth considering mainbord.
*facepalm* forgot about that. Still, consider the change, it could be more consistent in the long run.
I've been thinking, instead of Goblin Grenade, maybe I should use Collateral Damage? While Grenade does 5 damage, it needs a goblin and is a sorcery. And while Collateral only does 3 damage, it is an instant and I can sacrifice any creature, including Signal Pest. Now what to take out for them? I'm thinking -3 Foundry Street Denizen; +3 Collateral Damage. Thoughts?
Voracious Dragon
I feel I should point out that Gravecrawler can only be returned if you control a Zombie, and as it stands, your only Zombies are the 4 Gravecrawlers. Might I suggest Bloodsoaked Champion in its slot? At least that way you can return it more reliably with Bloodghast (or another Bloodsoaked Champion) attacking.
I see you have a lot of "protect the combo". I went a different route with my deck that runs this combo. I tried to maximise the number of card that can do the combo. Devoted Druid with Sigil of the Nayan Gods makes a possible replacement for Midnight Guard. Sigil of the Nayan Gods on a different creature also allows you to attack for a lot of damage. Sprout Swarm, while not the same as Presence of Gond, is the closest equivalent I could find. Nettle Sentinel untapps for each casting of Sprout Swarm, or any other green spell. So if push comes to shove, you can put Presence of Gond on it for a mini combo, even though it's not 'infinite'.
Teetering Peaks is worth considering
Ah, forgot about the cmc limit.
Drana is an interesting choice of commander. I would have used Marrow-Gnawer
Oh ya, about the lands. As it stands, they're good. Reliquary Tower is brilliant in any Turbo Fog deck.If you can get your hands on them, Hallowed Fountain and Flooded Strand are arguably two of the best lands you could use. The only problem is, they cost an arm and a leg. Mikokoro, Center of the Sea might be good as a 1 of. Force those extra draws :PRadiant Fountain could be worth considering. Speaking as someone that had to play against control decks using them, the 2 life helps a lot in keeping you alive long enough to lock down, or in your case, 'fog' down. For 'Normal' Turbo Fog decks, I'd suggest Seraph Sanctuary instead as they tend to have Luminarch Ascension as their win con.Celestial Colonnade is another nice one to have as an alternate win condition.I have a certain fondness for lands that filter mana for you. My favourite are the cycle that Mystic Gate belongs to.Shelldock Isle could be useful. It's second ability comes online once any one library has twenty or fewer cards in it.Even as a 1 of; Boseiju, Who Shelters All could be another useful card. Aggro generally use it against control, but who says you can't?
Glad to be of help :D
Prey Upon is arguably the best fight card. 1 mana to fight, though its down side is it's a sorcery.Then the other fight cards that are good cost 2 and either grant a power and toughness boost, or are instants. Pit Fight and Setessan Tactics are instants while Epic Confrontation is a sorcery that gives +1/+2 before the fight.Viridian Longbow is better than Pathway Arrows. It may require 1 more to equip, but there's no mana cost for the ping.Thornbite Staff works similar to Pathway Arrows, but also untaps the creature when another creature dies.Heart-Piercer Bow, while not granting a ping effect, works similar and only equips for {1}.
Fun little trick with Deathtouch, if the creature has trample too, you assign only 1 damage to each creature blocking it and the rest goes over to hit the opponent. Rancor helps grant the trample very nicely. I'd also put a set of Heir of the Wilds in Daggerback Basilisk spot. They're both 2/2's, but Daggerback Basilisk cost 1 more mana than Heir of the Wilds and Heir of the Wilds has the potential to get bigger.
The Pauper format actually refers to a deck using only cards that are commons only. The exception here is even cards that where changed to or from commons to or from other rarities are legal too. Like Rancor was originally printed as a common in Urza's Legacy, but again as an uncommon in Magic 2013, so it's legal in Pauper as the Urza's Legacy print is a common. So, as Gruul War Plow was only ever printed once as a rare, this deck isn't a Pauper deck.That said, is there any reason why you're going mono green here? There's a lot of other good common Slivers in other colours. I'd suggest white as a second colour:Hive Stirrings - a sorcery that gives two 1/1 colourless Sliver tokens.Sentinel Sliver - 2 mana 2/2 that grants vigilance.Sidewinder Sliver - 1 mana 1/1 granting Flanking (multiple instances of flanking does stack).Sinew Sliver - more +1/+1 is always welcome.Another colour I'd suggest is red:Blur Sliver - 3 mana 2/2 that grants haste.Striking Sliver - 1 mana 1/1 that grants first strike.Two-Headed Sliver - 2 mana 1/1 that grants menace.
It's ok, happens to me a few times thanks to the crappy Internet connections here in South Africa. I'll delete the duplicates. As for Legion Loyalist, while the Battalion bonuses are good, the lack of power boost like most of my cards give makes its price tag not worth it here. If I already had some, I would test its worth, but I'm not dumping that much money into a card I'm not sure about, especially with the Rand (ZAR) Dollar (USD) as it is ($1 = R15 last I checked).
I'm not saying it's a bad use of the extra lands, IF there's extra. But in my experience with my Sligh Goblin deck, a deck with such a low mana curve and low land count, you have already won or lost by the time you reach that state. So in this deck, the card would often end up as a dead card. That said, I use a card that has 'sac a land' as an extra cost in mine (Shard Volley).
Not really enough lands for that. 17 lands results in about 28% chance to draw a land, not really reliable enough. It's also why I suggested replacing Explorer's Scope with Infiltration Lens.
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