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URG Standard Elemental as of 07/13/2019
First off, always make sure you have at least 2 lands, one of which produces red mana and the other green. Blue is needed for Risen Reef, but that's all.Catalyst Elemental is really good with Runaway Steam-kin or Risen Reef for triggering their abilities and bringing out more Steam-kins or Embercats.Use Overgrowth Elemental to buff lesser important creatures to make your opponent think too hard on what to target with control or kill spells, or buff Runaway Steam-kin to use it's ability and get out more creatures or Chandra/Nissa.Risen Reef and Scampering Scorcher combo very well on turn 3 and turn 4, provided Risen Reef survives to turn 4 or you have the proper mana. Two Risen Reefs followed by a Scampering Scorcher usually ends the game in your favor.Thicket Crasher is an okay card for it's cost and what it does for the deck, and sometimes even when everything gets blocked, the 1 or 2 damage that goes through adds up to a victory. Thorn Elemental is a turn 4 at earliest that I've been able to get him out and always a good bomb to have, especially with both Creeping Trailblazer and Chandra, Novice Pyromancer's power buff.Normally, I play mid-aggro, get a hit in when I can and keep the meat of my combos out of combat. Risen Reef almost never attacks because of it's value to the deck and the threat of 'target tapped creature' spells from white, unless I have enough available mana to buff Creeping Trailblazer twice -- just with 3 elementals, he gets a +6/+6 buff and sometimes people don't think about you activating his ability more than once a combat. Against any deck running black, play aggressively aggro -- the threats of Ritual of Soot and Massacre Girl are there and will net you a loss if you doddle the slightest.
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NOTE: Set by owner when deck was made.