My first deck. So far I've tried a lot of combinations (Elvish Mystic, Legion Loyalist, different types of bloodrush etc.), but this seem like the most solid build I can make on budget. It's not about combo. These cards should work together well with whatever I have in my hand( not every time obviously), always giving me enough options to play the game. Now I want to say something about every card and with it ask you, if you feel same about it or would suggest something different: ]]Burning-Tree Emissary - mana ramp, 2/2 for 2, maybe the most important card here
Experiment One - if I can drop him early, he can get 2 counters pretty fast meaning 3/3 for 1 and with regen. Seems good to me.
Firefist Striker
- essential creature with essential ability. As long as you can keep him he can help you to get through, stop some big beast, deathtouch, or maybe lifelink that keeps him alive. Most of times target of removal spells if opponent have any, that's why I keep playset
Ghor-Clan Rampager
- great for his bloodrush, but if you can spare that mana he's great just on it's own and your opponent will try to get him off the field asap
Kalonian Tusker - 3/3 for GG so great numbers, only disadvantage is GG and not 1G but that is usually not problem
Rubblebelt Maaka
- I have it only for it's bloodrush because 3/3 EOT for R is just great
Rubblebelt Raiders - When you get it off and it survive's till next turn, it becomes serious threat to opponent. Best play with at least 2 other creatures, otherwise I rather put something else on the field
Giant Growth - instant 1 drop boost, great thing to confuse your opponent and play it when he least expect it. If you can keep it, save it for later and use it with some 3/3 or 4/4 boodrush it can be devastating to your opponent
Pit Fight
- nice tool to get rid of inconvinient blocker, or just to give you an advantage
Shock - better control of the game and mean to finish off a creature or even player
Skullcrack
- same as shock, awsome against life gain (opponent wont gain life but loose some instead lol), maybe replace it with Lightning strike later
Warriors' Lesson - because I don't have Domri Rade (budget reason, otherwise he would be definetly in here), this seem like good way to gain some cards if played right and give you better chance against midrange and control (you should still end the game till 6-7 turn)
So the game here is to get creatures out, make good use and do not waste Giant Growth and Bloodrush, maybe use some Shock or
Pit Fight
to keep advantage on battlefield and then finish your opponent with massive attack (Rubblebelt Raiders,
Ghor-Clan Rampager
or some Bloodrushes maybe even
Skullcrack
to get him/her to zero.
If you like this deck +1. Any comments and suggestions welcomed.