Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
I wanted to make an aggressive deck so here it is!
Bloodrush is self explanatory, so here are some neat combos:~ Bloodrushing Wild Beastmaster will in turn increase all other attacking creatures by the same amount~ Bloodrush your opponent and block with Boros Reckoner. You can assign the damage to the opponent for massive damage.~ Ground assault Boros Reckoner for lot of damage.~ Armed + Gruul Charm (First one) + Some bloodrush = an easy one shot kill
This deck has been viewed 4,675 times.
Please keep comments Return the Ravnica block and newer.
Permalink
Where all the one drops at!
monty has deleted this comment.
Like gremere102 suggested, an aggro deck with nothing to do turn 1 is always going to be at a disadvantage. I'd up the Wasteland Viper count to 4 and then add about 6-8 others - Legion Loyalist, Rakdos Cackler, and Experiment One would be my top choices.Also, I'm not really sure what the Boros Guildgates are for, since your only white cost that I can see is Boros Reckoner which would be played just as easily with 2 more Mountains instead. Maybe replace the Selesnya Guildgates too, lands that enter tapped are too slow for a heavy aggro deck. A set of Stomping Ground would be REALLY helpful if you can afford them, since you have so many dual-color cards.I've put together a R/G aggro deck with a few bloodrush options if you want to take a look at it for ideas: http://www.mtgvault.com/monty/decks/standard-gruul-aggro/
I'm not too worried about turn one, I can drop my Burning-Tree Emissary for free on turn 2. I refuse to purchase shock lands as the price does not justify the strength of the card. I've beaten many tournament-winning decks without shock lands and see no reason to play them here. I have had quite a few turn 4 wins, and don't want to create an all-in deck. I want it to be sustainable for mid-late game.I suppose the main concern here is the "aggro" tag I have included. I suppose I should remove this.Also, this was originally a $12 deck. Wasn't until I added some cards I had from boosters that it became expensive.
For a 22 land deck, one drops seem kind of important. Experiment ones can actually have the potential to become rather big. You're running higher red than green though so it's more likely that you'll have a mountain turn one, goblin legionnaires maybe? Don't knock one drops, they can seriously change a game. In my red white deck i have Soul'ls attendants and soul wardens which give the archangels of thune instant value when they hit the field, same with ajani's pridemate, because they would come in as 3/3's for two CMC, never mind the life gain so i can win races better, my deck wouldn't work without them. One drops can be game changing. If you have dryad militants you could completely halt graveyard play.http://www.mtgvault.com/gremere102/decks/ajanis-thunder/
If it's not a problem of affording them and you're just refusing to use them on principle, then you're handicapping yourself for no reason. Midrange still wants to be using all of its mana every turn, and having the wrong color or EtB tapped lands keeps you from doing that. Sure, you've beaten some tournament-winning decks, but how many have you lost to when extra mana might have made the difference?The Boros Guildgates are still strictly worse for you than Mountains in any case.
Alright, alright. I'll look into some 1-drops and change the land. On the land note, it would also be worse to have the Selesnya Guildgate as Gruul Guildgate would yield the same results (should I choose to go the Guildgate route. Probably going to scratch them). You are 100% correct on the Boros Guildgates... Not sure why I didn't catch that.I won't do the Stomping Grounds/shock lands based on cost. I also don't believe they are good for duo colour decks. 10% of your health for a land doesn't make sense to me, and that doesn't include the ~$10 cost each. Please agree to disagree on this one for me, I feel very strongly about this and would like to focus on the deck, not on my stubbornness. Give me some time this weekend and I'll make some changes. Feedback would be greatly appreciated afterwards.I would like to bring this deck to tournaments, so I'll look into improving the sideboard. I see what gremere102 is saying about them and will adapt. Again, I'll change on the weekend and would appreciate feedback afterwards.I'll post a comment on the bottom regarding the changes. Thank you for the help guys/gals :)
Well said by monty. I have a few quibbles about the side board. Side boards are for trying to combat specific strategies. For instance if the player has graveyard play then you'll want something to combat against that, or board wipes against hex proof, excetera. So i don't really know what Zhur-taa druid is doing, and same with ivy lane denizen, as well as miming slime, what are they against?.
Honestly, I use the sideboard as a way to test cards. I shouldn't even include it online.
Updated:OUT:2 Scortchwalker - With only normal mana, using two mountains for a Bloodrush could be risky.2 Zhur-Taa Swine - Removed the mana ramp to keep deck/Bloodrush cheaper2 Rubblebelt Raiders - Didn't fit with theme3 Zhur-Taa Druid - This deck is win or lose. One point of damage will not make a difference. Considering Mystic Elf2 Ghor-Clan Rampager - No need for trample with Legion LoyalistIN:4 Legion Loyalist - Trample and with no treat of him dying with Bloodrush2 Wasteland Vipers - More 1 drops2 Slaughterhorn - Cheaper Bloodrush2 Rubberbelt Makaa - Cheaper BloodrushSideboard to counter:- Flying- Creature removal- Enchantment/Artifact decksWANTS (only threw trade): - More Domri Rade- Stomping Ground