Ever wanted to play a Ghalta with haste on turn 4? well look no farther because thats exactly what this deck can offer you!
this deck is all about board presence and destroying your opponents though overwhelming power!
the whole idea of this deck is ramp up using domri, llanowar elves and incubation druids to get your rhythm of the wilds then get out you heavy hitters and rush them into the face of your opponent.
the main cards your going to rely on and want in the starting hand (assuming you dont have the ideal hand down below) are first and foremost rhythm of the wild and llanowar elves. (of note: riot does stack, so feel free to drop multiple rhythms if you have nothing better to do that turn.)
if you can drop a rhythm turn 2 you should pretty much always do it, it turns gruul spellbreakers into 4/4 with haste or a 5/5 for 3 mana! llanowar elves become bears, ghalta hastes out for 12 trample, vaevectis comes out and blows up ANYTHING you dont like them having, ravager wyrm kills just about anything short of ghalta with a 6/7 body fight or comes out with 5/6 and haste. the list goes on and on and rhythm makes it all happen and llanowar elves makes rhythm happen.
the way your going to close out the game is either ghalta hitting face, vaevectis going over head or carnage tyrant evading everything and going face. yes theres a lot of hitting face but we are gruul so we are really really good at it!
if you manage to curve out the deck theres basically nothing that can match it on the board, ghalta stomps anything in 1 v 1 (and most likely 1 v 3), carnage tyrant evades everything short of settle the wreckage or cleansing nova, grull spellbreaker stops settle!
thrash/ threat is there to remove blockers or troublesome creatures from your way
bedevil is for planeswalkers or blockers you cant thrash.
domri is good for giving things riot or fetching creatures from the deck when you run out of gas.
going into the match ups:
aggro: you want to establish board presence early and hold it until you can get your big guys out, don''t swing unless you're sure its safe, the longer you can go without them getting past your blockers the better your odds of winning simply by the value your cards create late game, no mono red deck can stop a ghalta without using at least 3 cards. rhythm dosnt matter AS much in this match up but if you can get it out before he starts hittin your face it can make killing your creatures really hard if not impossible for him
Control: Early rhythm is key! ill say that again. EARLY RHYTHEM IS KEY! if you can drop rhythm turn 2 and they don't counter it you've basically set your self up for a win right there, being able to haste out all your creatures for easy damage without having to worry about counters is invaluable! failing that having bedevil able to instakill planeswalkers (teferi!) is one of the best moves you can do as well as a early cinder vines to punish every spell they play. fun fact, if they try to seal away one of your creatures and you pop seal away as it hits the battle field but before it it resolves its ETB trigger(so basically as he targets your creature pop cindervine and blow it up) your creature still is attacking.
Combo: this one is easy, get rhythm out and rush him down as fast as possible.
the ideal starting hand would look something like 3 lands(1 green, 2 red) a llanowar elves, rhythm of the wilds, amplifire, and ghalta.
drop your green mana into elves, turn 2 drop your red mana into rhythm thanks to elves, turn 3 drop your 2nd red mana and drop amplifire with riot +1, turn 4 hope amplifire doesn't grab a elves, druid or amplifire off the top, (anything else allows you to cast ghalta for the mana you have) this may sound like a lot that could miss but its 8 chances of pulling those 3 and 15 chances of pulling anything else or as a percentage its Success = 65.2174% Failure = 34.7826% and ill take those odds because if you drop ghalta turn 4 and they dont have an answer you basically win on the spot.
this combo does 12 trample dmg and whatever damage amplifire can get though if they dont have a blocker on turn 4! while also setting you up for playing whatever else you can get out, maybe a grull spellbreaker,maybe a domri to refill your hand, maybe 2 more land and a ravager wyrm or vaevectis.