Thanks :O, but I believe I will keep the celestial flare because I need the creature destruction also the 23 lands because I am increasing the mana curve with some of the suggestions. adding goblin rally (really good after being swept by a supreme verdict) and ordruun veteran as creature with double strike.
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Memnite when you have some time please help me with my Boros deck, I am also following the same rules as in your deck ($20 budget main deck, standard after rotation).It will be great if we can continue developing more budget options for new players(or poor players like myself lol) to participate in FNMhttp://www.mtgvault.com/sunblastem/decks/standard-20-boros-aggro/
Nice deck, have you thought of adding some Endless Horizons to bust up the ascensions and the scythe?
if you compare him with the cyclops or the guttersnipe he is really slow indeed, but nevertheless is able to do more damage than the electromancer and as you pointed out you can use the elementals to chump block and protect yourself meanwhile you get the combo :).
I really like this deck, its good to have some inexpensive options for FNM.For my version I would just do the following changes:-2 Ring of Three Wishes +2 Uncovered Clues-3 Negate +3 Dispel-4 Goblin Electromancer + 4 Young Pyromancer-1 island +1 Rogue's passage
Experiment one, burning-tree emissary and goblin guide are really good aggressive cards but are useless if you toss them to the graveyard .Have you consider instead adding some Hellspark Elemental or Brackwater Elemental? they can help vengevine and bloodgast do the killing also coming from the graveyard with haste.also with all the cards been thrown to the graveyard a couple of grim lavamancers will do great in here.
The thing is suppose you go against a deck with naturalize, counters or things that can destroy your orb you might want to have some discard to protect it. I would keep 1 leveler take out another cruel edict and add 4 Inquisition of Kozilek.
Nice deck I bet it works really well in modern, here you have some suggestions that will help speed up the deck:Use shred memory's transmute instead of diabolic tutor to search for the orb also the graveyard hate might come handy.Rite of consumption instead of consume spirit as a finisher.Some cheap card drawing or discard instead of some levelers since I believe its slow compared with the others.
Well so since there is a lot of polemic around this deck and if it is true what anbu187 states that this version of stomping ground could beat most of the popular decks available right now curious about that I did the following:I have duplicates in a software(cockatrice) of most of the popular decks of standard and play tested this deck against them. I have to say I'm amazed since it performs amazingly well and I believe I can pinpoint the factors of why it does:Haste: we know it was what killed the control decks and their sorcery speed destruction back when b/r midrange and rdw started to use it in december and this deck has a lot of that.Resiliency: contrary to what my friend PoetMaster-X stated above there is indeed some creature destruction resistance in this deck in hands of Experiment One and Strangleroot Geist.2 Drop combo: Burning-Tree Emissary + Lightning Mauler is insane.Mid-range: instead of just early play with many efficient 1 or 2 drops like most stomping ground deck goes(Rakdos Cackler, Stromkirk Noble, Ash Zealot, etc.) it has bombs that can easily outclass those weenies like the thundermaw or the rampager.Kudos for this deck I really like it.My feedback will be that you add naturalize to the SB to fight blind obedience since is a tool control can use against this deck, also you have to work in the mana base since I had a couple of matches I was missing lands or missing a specific color (you are after all running creatures that need double red or double green) my suggestion is that you add 1 more land and don't be afraid to add some gruul guildgates.
I need some help with the SB :)
You are right the mana curve is really low, but I keep 22 mana because of the regeneration costs. And believe me with all the destruction/burn out there you find yourself regenerating a lot.
Nice, since you are running mostly creatures I would say -3 Pit fight +3 Domri Rade.
Cool, thanks for that I will try with Tormented Soul.
Yeah I know I was searching for another 1 cmc to be able to revive with orzhov charm, but I don't know what can be a good option for that spot.
Nice deck, I would go Boros charm instead of Lava spike or incinerate because first of all 4 instead of 3 damage and the important thing the indestructible part of the charm can offer some protection to the Peacekeeper and the Scepter also combos with Wrath.
They aren't, but the money that you save in creatures and spells for this deck can be put on mana fixers. Either way if you want to spend even less you can go with the guildgates and evolving wilds.
Thank you stevetor, that is really a major drawback to the deck strategy lol. Well I added divine favor instead, no evasion but at least some life gain.
Amazing deck, I would run at least 3 teysa because of all the synergy in the deck. Also Stir the Grave instead of Angelic Renewal since your creatures CMC are really low.
Nice one, my small contribution is to say that Carrion Feeder > Accursed Centaur by far.
CommCzech how often are you able to play the Electromancer with just 4 surces of blue? :S
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