You could make this standard by replacing the non-basics with gates or dual lands. You could also remove the 2 creatures and 2 enchantments that arn't standard for some equivalent standard variants then you would have a deck legal in every format!
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Yeah a doubling Season makes it only 50 mana and gg for Helix.
Yeah do not underestimate this card. It works hard for that the deck :-)
Yeah I added in 3 tutors, Demonic, Diabolic, and Vampiric which are all the tutors I own. Any others you care to recommend?
whats really fun is that turn 5 you swing in and if they can't or don't block, you can hatred and pay 35 life to kill someone that turn, or hold it back on blues until they are tapped out.
Those are some great suggestions! The only Weak Rebel I can't remove is fresh recruits because my friend is doing an alter to make it "Red Shirts" lol since they are weak and disposable. The rest of your suggestions I am definatly taking.
I would also like to suggest burning earth and peak eruption for possible sideboard changes. American (R/W/U) Control is super vulnerable to peak eruption because it depends so heavily on chained to the rocks. And Burning Earth is going to crush Esper and American in combo w/ mindsparker.
I only run 2 burning earth, 4 skull cracks and 4 Mindsparkers when going against esper/american control. So if i get it in my opening hand or the first 4 draws, (with 2 possible scrys in there).
I only ask because I run red/white aggro and I sideboard it against Esper Control
The Calvary Pegasus and Frontline Medic are very interesting ideas, I don't like losing the pressure of that 2/2 haste with flying the skynight brings to the table. Its nice to come back after a field wipe with another threat right away. I could possible afford the slight slowdown of the aggro with the skyjek coming out for the medic though a 3/3 for 3 with those upsides is amazing.
Thus starts the rise of the American Control deck. Burning Earth, Mindsparker, Skullcrack (to counter the life gain of shpinx revelation), and Peak Eruption (stops that nasty chained to the rocks) are the cards to look out for when playing this. (ie my local meta this is a rising deck type)
On your how to play I'm not following how your getting 3 lands in on turn 2. Amulet of Vigor brings in the second land untapped for fog which is awesome, but a bit confused as to how that translates up to 3 lands.
Whats the play against an early game Burning Earth?