Mono Red Aggro deck. This deck is fast and has been used to take out opponents in about 6-8 rounds. It is a token/ counter deck with 1 and 2 drop creatures and lots of ways to take out large creatures and opponents. It is a modified deck to include some of the new Origin series cards.
Monastery Swiftspear is the ultimate opening creature. It has haste and can swing on turn one. It also has prowess for later round damage.
Foundry Street Denizen,
Goblin Heelcutter
,
Subterranean Scout
, Goblin Rabblemaster, and
Goblin Piledriver
are all Goblin creatures that attack. Foundry Street Denizen pumps with other creatures entering.
Goblin Heelcutter
chooses who can't block.
Subterranean Scout
is a new Origins creature and protects attackers with power less than 2.Goblin Rabblemaster is pumped whenever any other Goblin creature attacks on the field. This works great with
Dragon Fodder
and
Hordeling Outburst
. It also gives you a token for every turn so that pumps the Rabblemaster even further.
Goblin Piledriver
is a return to Origins and offers lots! Piledriver pumps +2 on the attack for every goblin on the field.
Zurgo Bellstriker
is an easy one drop with 2 damage to start the game with as well.Purphoros, God of the Forge is an added bonus should he appear. He continues to deal damage without ever becoming a creature. He also has the ability to pump creatures damage, and if you get enough devotion, you get a 6/5 indestructible!
SpellsSorcery spells are simple.
Dragon Fodder
,
Hordeling Outburst
, put a ton of tokens on the battlefield to swing with, pump Goblin Rabblemaster and
Goblin Piledriver
and the tokens can block later round creatures.
The only enchantment aura is
Call of the Full Moon
. This card works great if you can get it in your opening hand with Monastery Swiftspear. Turn one play Swiftspear. Turn two add the aura and swing for 5!
Instants Lightning Strike,
Wild Slash
,
Searing Blood
and
Stoke the Flames
, are mainly for player damage to add insult to injury. They are also effective to take out tokens, weenies, and smaller creatures as they come out should the rounds get past 5 or 6.
Hall of Triumph
is a great artifact that if played by round 3 just adds to the speed of taking out your opponent.
The deck functions great with three manna out. Four works too, but I've won with as little as two against a control deck and a ton of tokens and one drops.
Let me know what you think!!