Aggro/Tempo: Bam! Bam! Bam! Beatdown Bullies
This deck aims to beat the opponent fast and hard with cheap, buffed creatures. It combines Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) effects on creatures with cheap, efficient spells and a little bit of board control.
You probably won't win Pro Tour with it, but you will have some fun at FNM and potentially beat out some higher tier decks.
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Creatures
Abbot of Keral Keep,
Elusive Spellfist
,
Mage-Ring Bully
,
Sanguinary Mage
, Stormchaser Mage benefit from casting as many spells as possible pre-combat to trigger Prowess effects.
Stormchaser Mage is the hero of this deck - it has flying, haste and Prowess. It straight up survives Ultimate Price, Dead Weight, any 3 damage spell like
Fiery Impulse
,
Spatial Contortion
,
Radiant Flames
by casting any spell in response and even 4 damage spells like Grasp of Darkness, Languish by casting
Rush of Adrenaline
, Titan's Strength in response.
Replace creatures with other Prowess creatures as you see fit or as your inventory allows; Abbot of Keral Keep,
Elusive Spellfist
,
Mage-Ring Bully
,
Sanguinary Mage
and
Umara Entangler
are fairly interchangeable, with Abbot of Keral Keep being the best of the bunch - also the most expensive $$$.
Pyre Hound
is a good late game option, with a permanent, pseudo-Prowess ability.
Instants/Sorceries
The instant and sorcery spells are cheap and give additional benefits as well as triggering Prowess effects.
Rush of Adrenaline
, Titan's Strength and Slip Through Space buff the attacking creatures in addition to triggering Prowess effects. Negate is used to keep the creatures safe from removal spells.
Clutch of Currents
, Send to Sleep, Fiery Temper provide ways to get past the opponent's defense or dismantle their offense.
Adding 4x
Spatial Contortion
gives access to a powerful dual purpose instant, that plays a little bit slower.
Don't be afraid to cast Expedite or Slip Through Space on a creature that doesn't need its effect, as both cards essentially read: "Creatures you control get +1/+1 until end of turn. Draw a card."
Card Draw
Dumping the hand to make the attackers as big as possible, makes it necessary to replenish cards in hand.
Jori En, Ruin Diver
is another butt and allows an extra card draw almost every turn. Expedite and Slip Through Space provide additional sources for card draw.
Add in Fevered Visions for a more constant source of card draw and trickle damage.
Jhessian Thief
provides another - less reliable - card draw option in place of
Jori En, Ruin Diver
, and brings more Prowess triggers to the board.
Late Game
Even though this deck aims to win early, Wandering Fumarole
+
Clutch of Currents
can help close out games that drag on.
Starting Hand
Mulligan down until you have at least 1 creature and the mana to cast it. Ideal starting hand in order of importance: Stormchaser Mage, Negate, Island, Mountain, Island, and Titan's Strength/Slip Through Space/Expedite.
Sideboard
Ultra-Budget $10
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