So this is a protoype deck that I have wanted to make for a while. I am trying to get it right, but I need to get a few opinions. I will do the sideboard later if the deck gets some good feedback.
Most the interactions are obvious. The deck's main win is Purphoros, God of the Forge combined with basically everything else. Aggro is the secondary win. There's a lot of nice aggro in the deck, but Butcher of the Horde really makes the aggro possible.
Basically this deck has a necessity to get to mid-game faster than your opponent. The early game is all about surviving. Whether on the defensive with
Raise the Alarm
, or offensive with Bloodsoaked Champion, it is all about getting to the mid-game. Once there, casting Purphoros, God of the Forge is the main goal. Then pumping the tokens out any way you can.
Goblinslide is a little clunky, but it works with so many cards in the deck. That extra mana that you weren't going to use for anything else now gives you an extra token and an extra 2 damage to oppononents. The idea with it is to use the draw cards and pay an extra to get the token as well. If this deck runs right, you don't need to attack during the mid game since Purphoros, God of the Forge will be doing some serious work. The draw cards only cost two mana so the idea is to play them early game and set your hand up perfectly for mid. Get the
Springleaf Drum
out early if possible to ramp enough to play the power cards in turn 3.
Butcher of the Horde is a finisher, defender, life gainer. He has many hats, and really is not a huge focus to the deck. He mainly is there because it's nice to throw him out and sac a few tokens to him for a big swing in game state.
Goblin Rabblemaster puts in work no matter when you play him. But 2 damage every turn is a huge problem for opponents. Plus he can swing for lethal early game.
The trick to this deck is to not over commit. Most token decks require you to blast tokens out constantly for the overwhelming victory. But with this one you are just trying to get the tokens out when Purphoros, God of the Forge is hurling fireballs.
There is no creature removal in this to make the deck more consistent. That's why it's a race. I thought it was not very important since you don't really need to attack to win. Mana base should be good. Tap lands early game don't matter, and help play the double mana cost cards that can slow you down.
I was considering using Deflecting Palm to prevent lethal and sometimes give you the surprising win. But I need to play test more first.