A modification of this. Keep in mind that this is for either new players not looking to invest hundreds of dollars, young players with slim wallets, or anyone on a tight budget. This could even be used to introduce others to the basics of the game.
The Maybeboard includes some cards that would increase the overall cost of the deck, whilst making it a better-rounded one. Adding in a few of these cards removes the "budget" aspect of things, but upgrades it nonetheless.When adding cards from the Maybeboard, keep in mind to add in sets of 4 or 3. Aggro is all about consistency, and nothing is worse than relying on luck to draw your one powerhouse.This does not remain true for the land, however. It is nice to have 4 shocklands or checklands, but 1 or 2 is not a bad thing.The reason Aurelia, the Warleader is not in the Maybeboard is that it is more of a late-game creature, and honestly doesn't fit the speed that this deck requires.
To sum up, it's a cheap way to swing for everything you've got. Plenty of spells to keep your oppents from blocking, and enough aggro to keep the shortest of attention spans.
Sideboard just adds for more frontloaded aggro. The Dryad Militant is a great one-drop for a 2/1, and the ability counters things like Unburial Rites and Snapcaster Mage. Basically a cheap Grafdigger's Cage that serves a dual purpose.
I hope to keep this deck under $15, but as prices fluctuate, it may be difficult to do so.
Card Breakdown:
Boros Charm: 4 damage to the face? Double-striking something, like
Spark Trooper
? Anti-wrath/super indestructible? An all-purpose card just puts the pressure on opponents.
Boros Elite
: Turn 3 3/3 that fuels battalion that's also a one-drop? And budget?
Boros Guildgate: Mana fixing, although against control, it may want to be mulligan'd out.
Firefist Striker
: Not allowing creatures to block on a consistent basis? Power in it's own right, coupled with things like
Spark Trooper
make it invaluable.
Firemane Avenger
: "Late"-game 4 drop, with flying and an automatic 3 damage PLUS 3 life from battalion makes this budget rare a powerhouse. Not to mention that its battalion can take out a pesky toughness 3 or less, like Vampire Nighthawk.
Legion Loyalist
: 1/1 with haste for 1. Not bad, but battalion gives your creatures first strike and trample, plus the lesser "cannot be blocked by creature tokens" effect, making this little guy good early- or late-game.
Martial Glory
: Combat shenanigans. Add three damage to an unblocked creature, and effectively Giant Growth another? Superb.
Mugging
: Early-game removal, and stopping a hefty consuming abberation or Simic Evolved creature from blocking. A well-rounded card.
Righteous Charge
: Giving you that extra boost you need to finish them off. Why not
Glorious Charge
? The extra +1/+1 makes your creatures heftier, and the fact that the latter is at instant speed doesn't matter much, because you won't be blocking much.
Searing Spear: Fast removal, and a possible game-finisher.
Skyknight Legionnaire: Need that last creature turn 3 to trigger battalion? This is the answer. A 2/2 with flying for 3 is not bad, but haste makes it all the better.
Spark Trooper
: The aggro bread-and-butter. Late-game drop with Boros Charm and you're almost guaranteed the win. Gain 6 life (12 with Charm)? Game-finisher.
Firefist Striker
and
Mugging
make sure he'll go through, and trample? Not to mention being budget.
Truefire Paladin
: One of the better fillers for R/W. Vigilance? Late-game pumping and/or first striking? Not an end-all, but certainly helps achieve the same result.
Wojek Halberdiers
: Remember this guy from the pre-release? Yeah. (If you didn't attend your local pre-release, this guy won games. He did work.)
Daring Skyjek
: Powerful 3/1 flyer with battalion trigger. For 2 mana, it can't go wrong.
Dryad Militant: Aggro with a touch of graveyard hate.
Flames of the Firebrand
: Early-game, remove 1-2 creatures and still possibly take some to the face. Dynamite card, although late-game it becomes a bad Searing Spear.
Sunhome Guildmage
: No spells? Running out of options? Need that last 1 damage? This R/W Guildmage can fix that. Pumping up all your creatures for 3, and another creature to swing with and trigger Battalion makes the Sunhome a destructive force to be reckoned with.