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This deck plays pretty straight forward. Try and use Spire Tracer 1st because it's a little harder for your opponent to deal with.Turn 1 ~ Spire Tracer /or/ Charging Badger /or/ Gladecover ScoutTurn 2 ~ 2x Bloodrush /or/ Madcap Skills /or/ PhytoburstTurn 3 ~ Another 1 drop creature /or/ 3x Bloodrush or combo of other instantsTurn 4 ~ "Armed" for +1 and double strike + more Bloodrush /or/ Phytoburst This deck has the ability to do some very quick and heavy damage. Most games I've played have been over by turn 5 on average.
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why add rubblehulk? seems the deck would simply be stronger without it, i would assume that it is there because you think it's cool or something but really it brings nothing to your deck that the 4th madcap wouldn't, plus you could play in pauper format (without the shock lands).also:turn 1, badger/tracerturn 2, madcap, swing (4 dmg)turn 3, giant growth/maaka + armed and dangerous (20 dmg)potentially better than the 4tw izzet cyclops deckalso, drop the lands to around twenty and add more 2 CMC enchantments like madcap skills (aka, that confer 3 power)to make it more consistent.
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How about Titan's Strength instead of Rubblebelt Maaka? It seems like you won't hardcast the Maaka anyways, thus the Scry 1 could be helpful.
i would do titan's strength instead of the gian growth, you don't really need the toughness from giant growth because of your target's evasivness and, the makka can still b a creature and lets not forget boodruch is uncounterable
True that. For that I would go for one more mountain maybe.
Not sure this is tournament quality...
Sure it is, charging badger
Dude, I love charging badger and collect them myself (have 27 now!!! :D) But the deck around it is a poor deck, the poor badger deserves a better home :(
I agree with kingash, a deck based around charging badger is a deck worth playing anywhere, including a tournament.
`Even if its not tournament quality the words "Swing with Badger for lethal" is pretty damn epic.
That is true, but it will never happen unless your opponent is a total fool!
I'd take out the Rubblehulk for a Domri Rade if you have access to one. It can help if your early creature gets destroyed. Maybe throw in a few Temple of Abandon to help color fix (not a whole playset since they come in tapped, just a few). I also agree with Neoxtreem's comment on using Titan's Strength to help smooth out your draws.
Maybe Xenagos too? (planeswalker version)
i like the idea of the domri switch for the rubblehulk, and i would actually recomend the Xenagos God rather than the planeswalker for this deck.
take out rubblehulk and add madcap. also sideboard more skullcrack as it is FANTASTIC burn spell and counter life gain (Revelation) I cant help but notice the cards rarity in this deck showing that even if you have a budget you can still compete with archetypes if you build well. know what you want and go for it. I could not believe how it just pops out at you how fast it is. A slow game might be 5-6 turns but if they aint dead then, you might loss to advantage. Domri is a good idea for just in case but everything has an answer the question is will Domri win the game.... Titan's Strength does help curb card advantage but this deck is already crazy consistant.
in the sideboard i'd put some witchstalkers, and maybe some ranger's guile's against heavy spot removal decks, like monoblack devotion. as well as mist cutter hydras and skylashers for monoblue devotion. Also Pithing needles against Esper control, just don't put too many buff carrierers out on the field at one time and pithing needle planeswalkers like Elspeth or Jace.
Simple, cheap, yet quite strong & able... :)Drop the Swine from the sideboard & put in 1 more Skullcrack, 1 more Viper & 1 more Ruric!..
Love this deck idea, one thing I think I would add is Flesh // Blood. You could potentially have a 7/7 turn 3 or 4 to attack with and also burn your opponent's dome for 7 as well with Blood. But overall love the deck man.
You should try out Gruul Charm as well if Spire Tracers not on board it can be pretty decent, I run 2 of them and only 2 Giant Growth
Made a g/w badger variant,http://www.mtgvault.com/dharr16/decks/badger-friends/
Charging Badger + Yoked Ox, first draft picks tbh.
Wow all made the hot list! Thanks!!! Love the recomendations. After I've been playing this deck a bunch I made these changes...+1 Madcap+4 Titan's Strength+4 Steam Vents+3 Aqueous Form+4 Flesh // BloodThe deck is a blast to play and easy too. Plus the new unblockable feature is super sweet.
What about the double strike artifact
It's a thought I'll check it out. The name of the game is speed though.
Fireshrieker is the name of it.
Cute deck.. Here's a few suggestions, replace Madcap Skills with Alpha Authority becasue red burn will eat your creatures alive without hex proof, and Ranger's Guile is only for 1 turn. Swap Flesh & Blood with Armed & Dangerous. Replace Titan's Strength with Lightning Talons or Shiv's Embrace. Also you may want to add at least 1 or 2 Rogue's Passage in case you miss the Aqueous Form.
i disagree, lightningbolts aren't standard so the only decks using burn will also have stronger forms of spot removal as well so Alpha Authority will only slow down your damage output and stall the game into the later game, where they will most likely excel. Plus, alpha authority on a glad cover scout will be redundant. Also, those pump spells cost too much for the speed he'll need to beat other decks, and don't offer the top deck fixing that titan's strength offers. However i do agree with the suggestion of rogue's passage, instead of the steam vents since u won't need the blue and allow extra slots for maybe some giant growths
Check out my Green Weenie deck, similar to yours: http://www.mtgvault.com/cmb32193/decks/green-weenie/
I would consider adding wasteland viper. If a trample creature has deathtouch you only have to assign 1 damage to the blocking creature. So if you have a t1 badger, t2 you can can bloodrush the viper and cast a titans strength. That gives you a 5 damage deathtouch trample where 4 damage can get through. Another option is T1 viper, turn 2 bloodrush ghorclan. That's another 5 damage creature where 4 is getting through. Even t4 or t5 you have a good chance of getting through even more damage.
actually i looked it up, you would still have to deal damage to the blocking creature equal to their toughness and not damage that would be lethal.
You only have to deal lethal damage (in this case 1) for the rest to trample over.
dharr16 has deleted this comment.
702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rules 510.1c-d.702.18b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that's being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that's actually dealt. The attacking creature's controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the player or planeswalker it's attacking.So there you go. You can assign just 1 damage and the rest tramples over regardless of the toughness.
That seems like quite a gamble on Aqueous since you are only running 4 blue lands. I'd suggest replacing the Aqueous with Legion Loyalists, which are a little pricey but always useful. Hell, if you want a cheaper option, it would probably be worth it to just run shocks in place of the Aqueous since you won't be able to cast Aqueous most of the time.
would armed//dangerous work in this