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Here is the Challenge:Make an Aristocrat deck.Rules:1) Decks must contain 60 cards.2) Decks can have up to 2 rares. Of the two rares, each one must be unique. In other words, a deck can't have two copies of the same rare.3) Mythic rares are not allowed. Ever! Yes, that means no planeswalkers.***EDIT: Has been pointed out to me, by s0rinmark0v, that there were 5 Planeswalkers that started out Rares, and were converted over to Mythical Rares:Aristocrat Planeswalkers (Only allowed Planeswalkers in Aristocrat Format)- Ajani Goldmane- Jace Beleren- Liliana Vess- Chandra Nalaar- Garruk Wildspeaker4) Decks can also have up to 12 uncommons. Like the rares, the number of copies you can include of any particular uncommon is restricted. In this case, no more than three copies of any one uncommon are allowed. 5) The rest of your deck is composed of commons, with the restriction that only 4 copies of up to three particular commons are allowed, with the rest of the deck's commons being limited to no more than 3 per unique common.6) Basic lands are used as normal, with no particular limit on copies.7) Sideboards are allowed and encouraged, and may include up to 1 rare and 3 uncommons, duplicating perfectly the rarity distribution of a typical booster pack. Additionally, none of the cards in the sideboard can be copies of the cards in the main deck.8) Sideboards are allowed to have 4 copies of up to two particular commons in the sideboard.Idea from Challenge came from:http://www.cardshark.com/Articles/Magic-the-Gathering/Brock-Siems/Advent-of-An-Aristocrat-%E2%80%9COfficial%E2%80%9D-Rules-for-a-New-Magic-Format/View-Article/4435?ref=facebook
Aristocrat DeckRare (2)1x Grim Lavamancer1x Satyr FiredancerUncommon (12)3x Boros Charm3x Guttersnipe3x Lightning Helix3x Young PyromancerCommon (32)4x Chain Lightning3x Evolving Wilds3x Goblin Fireslinger3x Incinerate4x Lava Spike4x Lightning Bolt3x Raging Goblin3x Rift Bolt3x Terramorphic Expanse2x Treasure CruiseBasic Lands (14)1x Island9x Mountain4x PlainsIt's Burn! Take it to their face! Make a parking lot out of it!Use Evolving Wilds and Terramorphic Expanses to find Plains and Island in whatever order cards in hand dictate. Normally, its wise to hold some of the diggers in reserve in case of land destruction. In this case, I recommend popping them right away. This deck is meant to kill by turn 6ish or thereabouts. Pulling the land out of the deck helps facilitate the "damage draws" as opposed to land draws. Dig for 1 of each (plains and Island) and then go with mountains. Its what you need more of anyway.Hope you like it!Excelsior!
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Please let me know what you think!Thanks for taking a look!
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Great use of Treasure Cruise, in this deck.
Thanks Jessie! I know its not much blue, but honestly I tried to keep it as much in your face damage as possible.