Turn 2 wins aren't common, but possible. The hard pat is having the mana to play Animar turn 1. Tur 2, drop Aluren an someting like Shrieking Drake, puting infinte counters onto animar and swinging in. This deck can easily have one of it's combos on the board by turn 5 though.
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Azorius Charm is very powerful against aggro. Restoration Angel is a strong card too. Turn 3 centaur healer followed by turn 4 restoration angel is a strong play against aggro, and if you play thragtusk and follow it with restoration angel you will almost always win against aggro. Selesnya Charm is a decent card for aggro as well. It can exile any cards that get pumped to 5 power or just drop a 2/2 to trade with attackers.
Experiment One is supposed to be another 3/3 for 1 mana in this deck, just like Boros Elite and Champion of the Parish. It also is important to give the deck 12 1 cost creatures to help guarantee a turn 1 play, which is vital for a deck like this which is all out aggression.
Volcanic Spray isn't type 2 standard legal, consider swapping it with rolling temblor
U/R has has very little to deal with enchanments. The best option is a card like Cyclonic Rift to bounce permenants off the board.
Not standard type 2 legal, so you can't play this at FNM
I would drop 4 Dream Twist for 4 Think Twice - Think Twice is card advantage, the same cost, and has flashback as well, and since you're not really going for mill dream twist isnt doing much here other than being a flashback spell.I would also drop 2 Stolen Goods and 1 Mystic Revival for 3 Mizzium Mortars, or your burn spell of choice: a few removal spells can go a long way in the early game before your burning vengeance comes online to deal with creatures.
Drop Rancor for more removal spells
You need some more card draw and mana ramp to make the deck get the land destruction combo online quickly and consistently. You may also want to try Acidic Slime over the Primordial, as it is much easier to cast and has the same effect of land destruction without the land fetch for you.
I don't know about Experiment One, I would rather see more ramp, Either Elvish Archdruid or Gyre Sage. Also, the Goliath should be Thragtusk if you got them.
You'll want more populate targets, and mana ramp. 2 more call of the conclave, and 4 farseeks. I would drop Foundry Champion for Armada Wurm.
Even with all the dual lands, your mana curve is pretty greedy. Turn 1 you want White mana for Champion, Turn 2 you need green and/or red to play Burning Tree, Turn 3 you want double white and double green for either Silverblade or Champion, and Turn 4 you want double red. Cavern of Souls may be enough to help this issue. Generally though, when it comes to double costing mana in an aggro deck you want to be a little more focused, having 1 primary color, a secondary color which could have double costs, and a third splash color, which most certainly should not have any double costs and should not be heavy in your mana base. You have a lot of options with this, but based on your current build i would shift away from red. Drop legion loyalist for either Boros Elite or Experiment One. Then remove Hellrider for any number of cards.
I disagree, keep it focused as an aggro deck. Sideboard for control opponents should include Thalia and Judge's Familiar, which together would buy you a couple turns to end it. Also need Champion of the Parish.
Lightning Helix isn't Type 2 Standard. I would suggest Removing those, and the 2 Aurelia's Fury, 2 Legion Loyalist, 3 Skyknight Legionaire. Put in 4 Frontline Medic, 3 Searing Spear, 4 Lightning Mauler. Medic allows you to swing every turn no matter what blockers your opponent has. Lightning Mauler is essesntially the same 2 damage haste as Skyknight Legionaire, but it is cheaper and also gives another creature haste. Searing Spear is just a replacement removal spell.
Currently, Sphinx's Revelation is the best control card in the format. Basicallly, once the control player casts it for 5-6 and gain that huge card advantage, they've won the game. Definitely a 3-4 of card for any control deck.
Not sure if it matters to you, but Collective Voyage is not Standard Type 2 legal.
You'll need more lands, I would say 24 based on your mana curve. I would also consider adding green for a few reasons. Centaur Healer is a good g?w creature for this deck. Trostani, Selesnya's Voice is a very powerful G/W lifegain creature. And Thragtusk is wonderful as well, although very expensive. Try Chalice of Life as well, as it adds life but also turns into a quick win condition.Also, Deathless Angel is not Standrad Type 2 Legal.
I would drop 4 Skyknight Legionaire, 2 Assemble the Legion, 4 Smite, 1 Mugging.Then add 2 more Boros Reckoner, 2 more Frontline Medic, 4 Champion of the Parish, 3 Searing Spear.
I would mainboard Collective Blessing and use Gyre Sage over Greenside Watcher.Also, a 1 of Primal Surge is a game winner.
I would drop Skillful Lunge and Angelic Benediction for 2 more murder and 2 more Oblivion Ring. Lifelink will help keep you alive against other aggro, so I think your real problem is dealing with fast and hard hitting cards, which is why you add more removal. The other weakness to this deck is any board sweeper cards. The deck forces you to play out as many creatures with exalted you can, which menas you can't hold back anything for recovery after a sweeper. I would consider 4 Rootborn Defense in the sideboard for control players, not that you will populate, but to make creatures indestructible. The other very popular control card you need to worry about is Azorius Charm or even Unsummon, to which I would say Show of Valor should be Safe passage. Safe passage also can make a creature virtually unblockable as an offensive tactic.And obviously this goes without saying, but Sublime Archangel would make this deck very powerful.
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