16 lands is a bit too few. I know you want to get to 2 lands and field your Hares, and that's about it, but with only 16 you're going to eat mulligans for breakfast and lunch, and you'll be stuck at playing 1 spell a turn for quite a few turns, and you'll be down in development the whole game. I'd up the land count to 20, using [[Lupinflower Village]] as the 4 lands you need, which gives you more mana that aren't dead draws when you don't need anymore. Win/win.Unfortunately, the ripple cards you've got in this build don't work the way I think you believe they do. They only target the cards with the same name as the cast spell, so only Surging Sentinels and Surging Might. So you can trim those 7 cards. If you want to try for a ripple effect, you can use [[Thrumming Stone]], which will let you ripple every time you cast a Hare (which should be extremely powerful, as you get 4 cards with 1/3 of them being Hares (math is on your side)). It's 20 bucks a pop though, so that's probably not an option. If you want something similar, you could run [[Realmwalker]] and/or [[Eladamri, Korvecdal]], which will help you run through the deck faster and keep the momentum going.Another big card that would help is [[Aether Vial]]. Set it on 2, and you can put a Hare into play for free every turn, which speeds things up quite a bit. On the flipside, running [[Raise the Past]] makes perfect sense as both an answer to nukes and as an unbelievable trigger creator, as each Hare ups the triggers of all the others as they enter, so pulling back dead ones creates a tidal wave of tokens. [[Delney, Streetwise Lookout]] has the same idea, but it's 25 a pop, so again, probably a no go.Instead of Intangible Virtue, which helps the tokens but does nothing for the Hares themselves, you could run [[Honor of the Pure]], which will do almost the same thing. Giving the Hares bonuses is more beneficial than giving vigilance to the tokens, as you're gunna try to overwhelm opponent with damage rather than having to worry about playing defense. Since you're running Nantuko Shrine, you might run [[Anthem of Champions]] instead of Honor of the Pure, as you'll up the Squirrel tokens as well. However, I'd suggest running [[Valley Questcaller]] over anything else, as it gives you the best scrying you're going to get, and fits in with some other suggested cards like Aether Vial and Raise the Past.Ajani's Welcome and Aven Shrine are great lifegain generators in here, no doubt. But you don't really need so much life, as again, you're trying to overwhelm opponent with a swarm of damage and not worry about defense. Instead, I'd advise running Caretaker's Talent if you can afford it (16 a pop) and/or [[Skullclamp]], which will turn your tiny rabbits into a drawing machine of epic proportions, as you can suicide your tokens for 1 mana a pop to draw 2 cards, which will let you play more Hares, which spawns more tokens, etc.
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You're going to want to run about 21 lands for this build, 17 is gunna make you eat a lot of mulligans and have a lot of bricks in your hand.
You can run Sol Ring (and you absolutely should), but only 1 copy (it's restricted in vintage).If you're playing vintage, you get access to all the fun (affordable) vintage cards you should absolutely run like [[Lurrus of the Dream-Den]] {mainboarded) and [[Skullclamp]] (which you should absolutely run 4 copies of (if you can afford them (7 bucks a pop))).The rest of my advice would be basically to tighten up the screws of the build to make it faster, more reliable, and hit harder. For example, Saltblast is basically a worse version of [[Exorcise]]. Yes, Saltblast hits every critter and planeswalkers as well, but can't hit white things, costs an extra 3 mana, and doesn't exile. Swapping it out for Exorcise does nothing but help you. I could help you with this if you're interested (obviously no pressure)
Mainboard looks good. I'm generally nervous about running 8 fetches and 5 targets, but it's burn, so you really want that deck thinning.As for the sideboard, I legit have very little idea of a solid meta at this point, as the format is basically brand new and everything is all over the place. I assume things will straighten out over the next few weeks or so, and we can all proceed accordingly.
Is there a reason you're going for vintage here beyond Sol Ring (which has 2 copies (might be accidental))? Other than that, I see a couple legacy cards, but other than that a deck that could be run in modern.
I might be missing something, but isn't Of One Mind not reduced by Brinebarrow Intruder because it's 'not' a non-human? Meaning, you can't just run a human-X and have the same creature count as both a human and non human?
I am not familiar with the meta at all, but Winged Coatl seems a bit underpowered and is eating up noncreature spots that Delver and Elementalist Adept need. As is, both only have a little over 1/3 of the deck that helps them (albeit with lots of good ol cantrips), so I can't help but think replacing Coatl with a noncritter spell would only help the build.Just a gut instinct, no experience in Pauper whatsoever.
The Lembas Bread was a nice touch.
Now you can throw in [[Mox Opal]] and really get to work
Ya, I doubt this would be able to keep up with the T1 decks that just spam turn 2/3 win conditions, especially the grave builds that are now basically made of rocket fuel thanks to Looting. I just saw some cool synergy between the Troll and Persist, as you effectively get a better turn 2 Goyf that's immune from quite a bit of removal. The sad fact that that's not enough to keep up in modern anymore isn't lost on me, but I wanted to see where it went.
I don't know about you, but I see nothing but potential for Case of the Crimson Pulse.
If you switch to [[Snow-Covered Plains]], you can run [[On Thin Ice]], which helps the build in basically every which way. [[Sheltered By Ghosts]] is also a perfect fit. I'd personally drop Daybreak Coronet for it, as it's conditional and only has 10 other aura targets, so it's a potential dead draw. Ghosts gives you the lifelink you want, while also being removal, reliable, and coming with Ward 2 which is nothing to sneer at.
Anon threw out some good ones to consider. I'd add [[Nemesis Mask]] as one of the good options for a lure source that isn't actually Lure.That being said, there's only 2 real ways to build a rampage deck I can see. The first is what you're going for here, throw in a bunch of rampage critters with lures and buffs and let them get to work. The problem with this build is that rampage critters are very, very slow, and deal next to no damage if they aren't blocked, and even then they need trample. More on this in a second.The second way is to do a spawn build that gives opponent critters and then forces those critters to block your rampage critters, significantly ramping up their damage, and making sure they have trample. You've already got War-Riders which does this perfectly, but you can add to that with [[Forbidden Orchard]], which would give you 8 sources of token spawning, which should be enough to get you across the finish line. However, there's another nasty combo you can pull off with this, by playing [[Living Plane]] that would let you kill all of opponent's lands this way, but it's like $250.00 a pop, and I assume that's well outside the price range. That being said, imagine your Gorilla Berserkers swings with Lure into four 1/1's you've spawned with Forbidden Orchard over 4 turns. The Gorilla goes up +8/+8 just on the tokens (not counting what else opponent has), and you're hitting opponent for a minimum of 6 damage. If you can get it up to 8 tokens and a few other critters from opponent, you've got basically an OTK.I'd generally suggest going for the token spawning build here, as its a guaranteed way to get damage cooking much more quickly than a build without it. Again, the problem with rampage critters is that they are very slow, and deal next to no damage on their own, giving opponent all the time in the world to find a way around/through them. This build would significantly speed up that clock. Incidentally, the token spawning works perfectly with Defense of the Heart, which will fetch your War-Riders to make tokens and your Gorilla for trample damage.I'd advise cutting quite a few cards, as they are either too expensive or don't really fit.Teeka's Dragon has flying, so putting Lure on it is sort of a waste of time as it can't be blocked by most critters. Plus it costs an arm and a leg. Crawlspace and Dolmen Gate are fun cards, but are unnecessary in the build as is. You are gunna kill all of opponent's critters with rampage damage, you don't need to worry about protecting your critters from attack damage (rampage does that) or opponent swarming you (your critters will protect you/out race opponent). Kusari-Gama just eats too much mana and you get the same effect from a Lure, except you can also get rampage damage with trample off the lure, which is much better. Goblin War-Drums is a nice idea, but you get a better effect with a Lure (same logic as above). The Locus lands are nice in theory, but since the producer comes in tapped and neither produces any colors, they are really a net negative. Cutting down the curve would serve the same purpose, as would adding in cards like [[Sol Ring]] (if you don't care about legality) or [[Mind Stone]]. Instead, I'd max out General Marhault, Retaliation, Primal Rage, Tempting Licid, and throw in 2 copies of Predatory Rampage.
That would do it I suppose. It's been a minute since I've played competitively at any level, but I can't remember burn being that big a threat in any format. It's always been around of course, I even played it a few times, but 20% is pretty damn good saturation.
I admittedly am not versed in standard these days, but 26 lands seems mighty high, especially for a build with so many 1-drops.
I, of course, have no experience in pauper whatsoever, but is burn really prevalent enough to warrant 4 slots in the sideboard? Seems like [[Campfire]] would be a better fit.
Oh boy, the old Rampage mechanic. Ok, give me a little bit and I'll check it out.
I've got two different sets of advice on this one, depending on which way you want to go.First and foremost, red is kind of a bad color for snow. All the heavy hitters in snow are green, black, and blue. White and red have a few solid cards, but most of what you want you don't have access to as is. Check out:[[Abominable Treefolk]][[Dead of Winter]][[Frost Augur]][[Ice-Fang Coatl]][[Isu the Abominable]][[Jorn, God of Winter // Kaldring, the Rimestaff]]Marit Lage's SlumberI'd generally suggest going for a full green, black, blue build, or a green and blue build to take advantage of some of the absolute bomb synergy cards they allow. If you're worried about color fixing, check out Arcum's Astrolabe (it's only legal in vintage though, so if you're worried about legality you'll have to skip it).If you want to keep it red/green, I'd suggest maxing out Icehide Golem and Spirit of the Aldergard, while adding in [[Jorn, God of Winter // Kaldring, the Rimestaff]], [[Glacial Revelation]], and Arcam's Astrolabe (if you're ok with the legality).In general, I'd recommend cutting Sudden Spinnerets, Rimescale Dragon, and Dark Depths, as they are either too expensive or don't fit the theme/aren't justified when better versions exist.
Here's my thought process, for what it's worth. Mutavault counts as a wizard, so it trips Flame of Anor. What's more, it can turn itself into a wizard for that purpose, so you essentially don't lose any mana. It's a cheap 2/2 beater if you need it, which adds to the inevitability win with Tamiyo (which is actually a semi-problem in this build (lack of muscle)). It's also a chump blocker to help shut down fast critters if necessary. Plus, since it's just a 2 color deck, it probably won't mess with color fixing too much.On the converse, running Otawara or another island obviously has benefits too. Otawara gets around so many nice things, and the island will help with the inevitable [[Harbinger of the Seas]] this will run in the sideboard. So many silly little decisions to consider.
Maybe I'll pull 2 Counterspells and a Spell Pierce for 3 copies.
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