It is time for war! Here is my deck that I am building, I have most of the base of the deck built (besides Goblin Guide and I have one of each of the fetches and one Sacred foundry. But moving on, I am using proxies to test the deck against other and so far it is winning on turn 4-5.
What does this deck do?
It utilizes lands to fuel your best cards, i.e. [[Shard Volley,
Steppe Lynx
,
Plated Geopede
, and
Grim Lavamancer
. The deck gets its categories based on politics. All the politicians will profit off your oil, or your land. Use your lands wisely, don't always crack a fetch just to swing with a bigger guy, wait till your opponents turn to help survive a weaker burn spell, a Disfigure, and most importantly combat. This deck also makes sure your creatures will always get through be keeping their board as clear as possible. Dismember and Path to Exile are for big guys like goyf or Siege Rhino that are the absolute bane to this decks existence. Lightning Bolt, Shard Volley,
Lightning Helix
, and
Grim Lavamancer
will keep the field clear for a 5/5
Plated Geopede
or a 4/5
Steppe Lynx
to get through. This deck revolves around the concept that if you go for the feet, they can't stand. This holds very true for the control match up, or the harder match-up, You want to go straight for the dome a lot, as that will make them weary at best to crack so many fetches and use so many shock lands, and tempo is all we need.
Why landfall?
Mostly because people don't see it coming. No one sees an assault for 4 possible even 6 on turn 2, and then a lightning bolt to remove a blocker. The pure force of the deck is what gives it an advantage. Fast enough to compete with aggro, and has a strong enough late game with
Figure of Destiny
to really make it a rough deck for the opponent to deal with.
Card Choices
Plated Geopede
and
Steppe Lynx
- the cards the deck is built around, to barrage my opponents with massive damage early on.
Figure of Destiny
- Perfect mana drain for the deck, and will make our late game 100x's stronger than it would of been, because you'll run out of constant land drops for landfall to maintain it's strength.
Monastery Swiftspear - Obvious include in a red aggro deck, swing two on turn 1 is what the game is all about. He is included over Goblin Guide because he can swing more with all the instants later game and can get buffed on an opponent's turn to survive combat, or a spell. All around good card. Plus I don't want to pay 28 dollars for a card.
Knight of the White Orchid
- This card is great, Play on turn three or four if you are on the play. Grab a land, trigger landfall, then play a fetch and do it again, making a big 6/7 or a 7/7, if you have both on the field that's even better. Only a one of because he is fragile and the more copies would weaken his strength.
Grim Lavamancer
- You have nothing to do with those used lands, turn them into a shock. He is perfect for getting rid of blockers or just finishing off an opponent.
Boros Charm - My creatures are generally weak on an opponents turn, this card lets them survive an opponents turn so you can continue the assault next turn.
Dismember - Siege Rhino, twin, Restoration Angel and so on that most of my other spells cant reach.
Path to Exile - The most reliable removal spell, as it will get through anything and exiles them to stop any further graveyard tricks.
Lightning Bolt, Shard Volley, and
Lightning Helix
We want our damage to get through, and we don't want to take any damage, perfect creature removal, and can easily finish off an opponent if need be.
Sideboard
Ajani Vengeant
- Keeps a creature tapped down, or a land, to keep opponents tempo off, and helps restore life as we lose a ton because of all the fetches and shock lands. Side in against the midrange match up, sometimes control, and twin.
Aven Mindcensor - Works great with path, and stops a lot of strategies plus fetches, easily killed, but still a good beater. Side against anything that searches libraries.
Combust
- For delver, or any other blue deck that run counter spells, also against death and taxes that run those pesky Judge's Familiar and that run annoying white creatures that can really shut us out of the game. Might switch to
Rendering volley
.
Dismember Side in if you are facing mid-range decks with bigger creatures that a Lightning Bolt can't kill.
Kitaki, War's Wage - This deck has a hard time with affinity, this card solves that problem and still plays well on our curve.
Path to Exile - Just in case.
Phyrexian Revoker - Strong against combo decks or decks that rely on a trump card.
Rest in Peace - Side in verses dredge, Snapcaster Mage, den protecter.
Stony Silence - Artifacts are a struggle for this deck, this card cures that problem.
Sword of the Animist - Testing it out, probably won't make the cut.
Final words
This deck is a brutal, fast deck that is very good against a lot of other match-ups in the format. I recommend it to any one who can afford it. Advice is welcomed and needed. it is having a hard time winning games 2 or 3 post-sideboard. Any advice? Maybe some card draw? What ar you guys thinking?
Question; What do you guys think about
Makindi Sliderunner
? Not at a playset but as a 1 of or a 2 of.