Non-Creature Spells (15)
4x Sacred Foundry
4x Stomping Grounds
4x Temple Garden
3x Rootbound Crag
3x Clifftop Retreat
I like Experiment One. A lot. Seems better to me than Cackler -- I should be playing a 2 power creature on turn 2 no matter what, and it has ample opportunity to get bigger with my Gore-House Chainwalkers. However, I still have Cacklers as a viable 1-drop.
The Lightning Maulers are pivotal. I need the haste.
I'm hoping to use Spark Troopers as a final assualt to push through with the final points of damage -- or perhaps keep me alive long enough to draw that extra last bits of burn.
Speaking of burn, Skullcracks to deal with pesky lifegain. Boros Charm for what I feel is amazing damage, and it also serves the purpose of a Supreme Verdict contingency plan. Double strike can also help with board presence (especially combined with Rancor), and I think it helps to shore up the lack of Silverblades.
Searing Spear is almost definitely for board removal.
Aurelia's Fury helps with pushing in the last points of damage. It's more of a finisher though, so that's why I only run 2.
And Rancor... because it's Rancor.
What should I scrap? What should I definitely keep? Anything obvious I'm missing? Sideboard ideas are also in the works.
Constructive criticism greatly appreciated. I really want to make this idea work.