One Drops- Here I have Zurgo and lightning berserker. Both of these are there because of the dash ability and how it can provide additional pings from purphorous and impact tremors. I'm interested about what else would be good here. I think that foundry street denizen could put in a lot of work with the token generation but doesnt function as well as Zurgo or Berserker do on an empty board.
Two Drops-My deck is balanced around this slot where a lot of the meet is. I have Ire Shamman as my one creature here, I like the evasion but I think Mardu scout might be a better fit because of dash. For spells I have impact tremors to provide additional pinging, dragon fodder for tokens, and removal in lightning strike and roast. I am a bit concerned about having that little removal but I think the sideboard can help with that.
Three Drops- Here I have rabblemaster and hordeling out burst. Both are extremely good followers to an impact tremors and can do a good amount of work on their own.
Four drops- My four drops are purphorous for pinging and outpost seige for card advantage. I dont know if four outpost seiges are necessary but I feel that this is the only way my deck can survive in the long run. I also wonder if a stoke the flames would be a good option here given the cheap convoke.
Sideboard- The sideboard is for primarily dealing with games that go longer.
Questions- My major question is what can I add that'll allow my deck to function more later in the game. Specifically, what could I do with my four drops to give my deck more reach as time goes on but still fits with the overall goal of the deck. Thank you for reading!