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Post Rotation Surge/Prowess (Budget $70)

Standard Aggro Budget Burn UR (Izzet)

FYREKNIGHT


Sideboard


Maybeboard

Artifact (1)


enter image description hereHello everyone and welcome to my post rotation version of what the fast, budget, aggro decks will look like.

When playing with this deck you will want to get a creature out by turn 2. Once you have a creature out you should begin the disruption. Play Clutch of Currents to set them back a turn and dirupt their next turn if they play it again. If they have an annoying creature that keeps chipping away at your life total or can block your creatures but is pretty small Fiery Impulse or Rush of Ice can do the trick. Also in the early turns try to stop them from getting a permanenant board state. When you get to turns 3 or 4 it is time to be casting Jori En, Ruin Diver. If they get bigger threats out Roast can kill many threats. To finish them off in the later turns, Slip Through Space and Titan's Strength are very good finishers.
Clutch of Currents: We use this card to disrupt our opponents early game tempo by returning a creature to their hand for little mana. It will put our opponents behind a turn if they decide to cast it again and if not then it will be one less creature they have for a while. Also this card can be cast for its awaken cost in late game to make just one more attacker.

Containment Membrane: At a very reasonable surge cost this card can lock down one of our opponent's creatures for most of the game. When used with Rush of Ice this card can easily tap one of their creatures down forever for . If not used in coordination with Rush of Ice this card will still be played for its surge cost almost always and can make an opponent afraid to use their creature or unable to.

Elusive Spellfist: For 2 mana this is one of our deck's aggressive creatures. A 1/3 this creature can survive some burn and whenever you cast an instant or sorcery spell it will be pumped and get unblockable. Combine this card with many surge and low mana cards and it works very well. Also this card and Titan's Strength work well as a late game finisher.

Fiery Impulse: an early game burn spell for early blockers. This card when it has spell mastery can kill many early threats such as Weapons Trainer, Stone Haven Outfitter and Stormchaser Mage. It also helps me trigger surge and Jori En, Ruin Diver.

Jori En, Ruin Diver: Most aggro deck's main enemy is running out of steam in your hand. Jori En fixes this. For example if I draw on my turn and then play 2 spells and draw a card. This effectively means that I have not lost any cards in my hand. Also with all the surge and small mana cost cards I will almost always be drawing a card with Jori En.

Roast: I use this card to get rid of mid-late game threats. Since most creatures in standard (Barring Ulamog and Kozilek) have 5 or less toughness it should not be that hard to kill their main threat. also this card can act as a cheap 2 mana kill spell for most other creatures.

Rush of Ice: This card is simply used as early game disruption. Keeping their creature tapped down for a turn can be very useful and as stated before in this description it works very well with Containment Membrane. This card can also be cast in the later game for another attacker beating down your opponent.

Slip Through Space: This card is a helpful cantrip in the late game. When used with another spell and Jori En, Ruin Diver it can draw 2 cards with 2 spells. Also it is helpful in late game when you just need to push through that last bit of damage. Also it can help activate surge.

Stormchaser Mage: probably our most aggressive and powerful card in this deck. Coming out attacking with flying for is already good. But when he also has prowess it makes him great. He can also survive most burn spells in the standard meta. (Roast can't hit him and Fiery Impulse needs spell mastery at which point we'll just cast another spell.) This card is overall the most useful card in this deck.

Titan's Strength: This card gives my guys some nice pump and works well as an early game helper or a late game finisher. When combined withElusive Spellfist or Slip Through Space this card can help me get in for massive damage. The scry is also a pretty nice added bonus.

Umara Entangler: This card is not a bad card but definitely not my favorite card in this deck. As a 2/1 with prowess it is the most damage dealing creature in the deck but sadly it needs more evasion in my opinion. Over all though this card is quite good in this deck. (Especially when combined with Slip Through Space).

Under Construction
This deck's sideboard completely changes the deck's strategy. They will go from playing agro to control. Hopefully it will catch your opponents off guard. They may have sided in Radiant Flames but that will be useless against my giant creatures. I will continue to disrupt them in early game and then play big creatures in the late game throwing them off. Then if you don't win just sideboard whatever you think you need.
I don't have time now but the rest of the description right now but all those parts under construction will be seen to. Please remember to upvote if you enjoyed and comment.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 10 Mythic Rares

11 - 5 Rares

6 - 0 Uncommons

25 - 0 Commons

Cards 61
Avg. CMC 2.05
Tokens Octopus 8/8 U
Folders U/R, Deck Ideas
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