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My initial aggro deck wasn't working out. I was constantly tweaking and trying to get my combos to work but everything always happened too late. So I decided to create a new deck from scratch and disregard my old combos. However, all the tweaks I had been making left me with not much money and a lot of spare cards. So the goal was to keep the cost extremely low, keep the combo damage high, and, most importantly, ensure that the deck is fun! (For you of course, not the opponent)

The idea behind this deck is to simply go face. Multiple combos such as Goblin Grenade + Reverberate or Brimstone Volley + Goblin Grenade or even Reverberate + Thunderous Wrath allow for 10-11 damage with only 3-4 mana. Lightning Bolt and Monastery Swiftspear help you consistently do damage to face while waiting for a good combo to appear in your hand.

While waiting on that wonderful combo, Searing Blood , Searing Blaze, and Satyr Firedancer allow you to consistently hit face with both spells/creatures and keep your own life total quite high, while ensuring your opponent doesn't overwhelm you with their creatures. As with all aggro decks, life gain and counter spells stomp this deck pretty hard. However, if you save the burst combo your opponent can be comfortably sitting at 11 health, and since you only have one small goblin on board they can't possibly imagine 11 damage in one turn and tap too many lands. All of a sudden your time to shine comes and before they even know what hit them a Goblin Arsonist finished them off with a Brimstone Volley + Goblin Grenade !

Skullcrack, Guttersnipe, and Kiln Fiend are all in my maybe board, but if you believe they should be put in the main then try and convince me! I'm open to any new ideas and am fairly new to magic, so any bits of advice you could give to me would help out a ton! I haven't yet bought this deck, I'm hoping I can get some advice from others on how good it is before I finalize what cards to get.

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I won the night, going 4-0. First game I played against mana-ramp green creature deck and got 2 perfect games of turn 4 lethals with [Satyr Firedancer] on turn 2, [Goblin Grenade + Reverberate] turn three in both games.

Second match was against another Zoo/Aggro Red/Green/White deck (I don't know the terminology for Magic Decks yet, I'm still learning). I lost the first round due to keeping a greedy hand with only one mountain, hoping I'd draw another one in a turn or two since I had [Searing Blaze]. The second game was a close match, where my opponent decided [Monastery Swiftspear] was a bigger threat than [Zo-Zu, the Punisher] on turn three. Which made it so he could no longer play his fetch lands since he didn't draw into a spell to kill it. The third round I got an almost perfect game, setting him to one health on turn 4 and drawing into a [Lightning Bolt] turn 5 to finish him off.

Third match was against a Green Elves token deck. The first round I got obliterated since I didn't know how the deck ran and killed all the wrong creatures. Round two I used [Searing Blaze] turn two to get rid of his mana ramp elf. I got a [Satyr Firedancer] on the board turn three and played a [Lightning Bolt] to kill his threats and from there it went downhill for him. It dragged out until turn 8, while I was stuck waiting for a combo big enough to power through his life-gain. Third game I got a [Satyr Firedancer] on the board turn two, and with two [Searing Blaze] cards in hand, [Reverberate + Goblin Grenade] it was just a matter of time before he went down without a problem.

The fourth match of the night was against a White/Black token deck. The first game I started with a bad hand and mulliganned. My mulligan was ok, but I had 3 lands in hand and only on [Searing Blaze] and two [Goblin Fireslinger]s. So I was hoping for no more land draws for a turn or two but that's all that I got for 5 turns in a row and I lost that match pretty quickly. The second game I made sure to shuffle well, started out my hand with a [Satyr Firedancer] and [Reverberate], so I knew that I'd have control on the board. I targeted the wrong creatures with the Firedancer which almost lost me the game but luckily I miracled [Thunderous Wrath] and was able to finish her off just before she hit me. The final match of the night I almost lost due to a technicality, I accidentally tapped my creatures before playing [Searing Blaze] which allowed her to sack-block a [Monastery Swiftspear]. Luckily, my other [Monastery Swiftspear] was big enough to finish off the creature hit by [Searing Blaze] and I finished the night flawless.

Important Lesson: [Satyr Firedancer] are a key card in this deck. Play them as soon as you can unless you get the land drop for [Searing Blaze] or miracle [Thunderous Wrath]. Because the Firedancer allows you to clear board AND do damage to your opponent. [Brimstone Volley] wasn't too helpful. It's nice to have as a spell to simply do some damage while waiting on a combo, but many times its 3 mana for three damage, which is nothing much and could be better used else wise. [Skullcrack] would definitely be a nice sideboard, allowing all damage in a turn to be unpreventable, as well as [Magmatic Insight] as this deck only needs 3 lands to perform well. (Side note: I won a match with only two lands in play by turn five, so if the cards come this deck only needs two lands but most of the time needs three)

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Date added 8 years
Last updated 8 years
Key combos
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 6 Rares

16 - 7 Uncommons

15 - 0 Commons

Cards 60
Avg. CMC 1.98
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