I would take out the Berserkers for Gather the Townsfolk. It synergizes much better with your deck to pump Champion and also gives you bodies. The only way you can play Berserker on Turn 2 and get Bloodthrist is to attack with either Noble or Champion which can both be blocked. You might also want to consider Cavern of Souls (since you have so many creatures) and drop the number of Slayers' Stronghold down to 2. It also doesnt hurt to have Hellrider since you have a lot of creatures. Check out my version of Boros if you need help with the sideboard: http://www.mtgvault.com/ViewDeck.aspx?DeckID=331370 Would love your comment.
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Thanks for your comment! I have tried Thraben Doomsayer in my ISD R/W deck and its just too slow. In Standard everything is much faster and there are much better 3 drops you can play like Fiend Hunter, Paladin, Crusader, Midnight Haunting, Oblivion Ring, etc. Lightning Mauler might fit well if you had bigger bombs. Right now the only bombs in this deck are Paladin and Hellrider (which already has haste) so I don't see the point in playing him. It also causes me to be more red and I rather stay more white early game.
You should sideboard some artifact hate (Divine Offering, Revoke Existence, Ancient Grudge) to help with Swords and other colorless threats. Celestial Purge is really good against Zombies and Huntmaster.
I think you just confirmed my doubts about Stormblood. I've been generating some random hands and there were only a few cases where I found Stormblood playable on turn 2. Most of the time I just can't get damage across to trigger Bloodthrist without screwing up my setup just to get a 3/3. Instead I have replaced the Berserker with Nearheath Pilgrim. For 2 mana you can pump Champion and give it Lifelink. If not removed, a 5/5 Lifelink Champion or 3/3 Double Strike Lifelink Champion on turn 3 is very possible. I have considered using Crusader over Paladin but I feel as the metagame for AVR develops black would be less common although RG seems to be a real threat. I just like being able to have two double strike creatures that can potentially give you a huge advantage early compare to having a more solid and evasive creature the Crusader provides. Once the Scar block rotates I think the Paladin will be a no brainer since it is easily the only replacement for the Crusader that comes close in usefulness. I'll have to see how it plays out once AVR is released.
I think I will add two Caverns. The one thing I hate the most when playing magic is to get a really good starting hand with the wrong starting mana and Cavern should fix that. Also allowing my creatures to resolved is an excellent bonus.
Also thinking of removing the two Skirsdag High Priest for 2 Grave Titan for better late game. What do you guys think?
What was the deck that you used?