Red/White Aggro

by LolDragonBorn on 31 May 2013

Main Deck (62 cards)

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Deck Description

Its aggro try to kill as fast as possible

Deck at a Glance

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This deck has been viewed 880 times.

Mana Curve

Mana Symbol Occurrence

32010440

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Red/White Aggro

Try to cut back to 60 cards. Those 2 cards can make a big difference.

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Posted 31 May 2013 at 14:47

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Where's the Thragtusk?

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Posted 31 May 2013 at 15:53

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Wheres the green?

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Posted 31 May 2013 at 18:13

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Apparantly you don't know more...1st there is no green in this deck and there is no need to add green. 2nd, Thragtusk isn't really all that great. There are much better options out there. Its too easily countered or made to be not a threat (arrest and the like). Really a sub par choice unless you happen to already be playing a green deck. No need splash for Thragtusk.

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Posted 31 May 2013 at 22:45

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Which is why i said wheres the green.

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Posted 01 June 2013 at 15:26

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I recommend getting rid as many cards that cost more than 4 mana as possible. You states its a quick deck but to be truly quick you want the game over by turn 5. Also suggest you add Sacred Foundry to try and make sure you've always got the right mana avaliable.

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Posted 31 May 2013 at 17:10

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It may be aggro but its a slower aggro

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Posted 31 May 2013 at 18:14

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Thats a tough pill to swallow. A slow aggro? Doesn't seem very potent.

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Posted 31 May 2013 at 22:41

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yea a slow aggro is pretty much a useless idea. That defeats the purpose of aggro in general. This is just a deck with red and white cards in it. And 4 Auriella is about 2-3 more than you want, seeing as most games you wont be able to play her. You don't want her in your opening hand, nor do you want to draw her in your first few draws seeing as you have no way to get her out early. I see why you would think this is aggro, your one and two drops have haste and what not so you may draw first blood, but after second turn or so, unless your playing another slow deck, your not much of a threat.
IMO
The problem with battalion is that you end up waiting to attack with 3 creatures. Because most battalion creatures aren't threatening by themselves, any type of interrupt or removal is an incredible pain for you. Not to mention all the turns you might end up wasting doing nothing because you want that battalion affect. I know this from watching my friend do the same thing. if 1/3 die, the other 2 become useless.

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Posted 01 June 2013 at 01:29

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