R/W Humans

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Here's a list I put together.  Loosely based off G/W Humans.  It's pretty quick, I'd love to find some ways to improve it.

Creatures:
3 Legion Loyalist
4 Champion of the Parish
4 Truefire Paladin
4 Ash Zealot
4 Boros Reckoner
4 Skyknight Legionnaire
3 Spark Trooper
1 Aurelia, the Warleader

Spells:
2 Aurelia's Fury
4 Boros Charm
2 Bonfire of the Damned
2 Bonds of Faith

Land:
4 Sacred Foundry
4 Clifftop Retreat
4 Cavern of Souls
6 Mountain
5 Plains

Optimally you get the Champ out T1, Ash Zealot T2, Skyknight T3, Skynight and Loyalist T4.  It can deal some real damage, real fast.  With the Direct damage to finish it off.  I thought about Crusader of Odric in one of the 3 mana slots, but I don't know, maybe even Silverblade Paladin (although I wanted to avoid him because he is stupid good and I hate auto-includes).
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Aurelia, the Warleader works better with Odric, Master Tactician = double clear attack and you win.
You can't throw Champion of the Parish on T1 and Ash Zealot on T2, look at the mana cost.
Take off the Boros Reckoner and put in some Frontline Medic, is a human too so you get advantace of Cavern of Soul
You can play Ash Zealot on turn two if your first land was the Cavern directed at Humans.  It IS a long shot though lol.

You're probably right about the Reckoner, I just REALLY like him.  the Medic or Silverblade would fit better I think. (thanks for respecting my hatred of Silverblade though lol). 
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Totally understand about the Boros Reckoner, I am hoping to run him in my Naya deck. He's so good.

You should keep Ash Zealot though. You have a good chance with shocklands or cavern to cast him turn 2, even if you dont. His ability pisses off players that rely on flashback and a 2/2 with first strike and haste is something you cant ignore.

I think you should consider Ajani, Caller of the Pride and possibly Thalia, Guardian of Thraben.
Yeah, I've got Thalia in my unfinished sideboard for this deck, but I thought Zealot and the Paladin would fit better maindeck.  Ajani might be good sideboard too, I thought he was too slow for main deck, but he does give me something to do after my creatures rush and discover their enemy still alive and just want to hang out all confused while I lob direct damage.
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I still don't get why Boros Reckoner, i mean it's just a Spitemare, it dies easily in attack and stays alive for few blocks. it would be more playable in a gruul deck, you pump it up and you they block him, they are screwed. Without buff it looks like just a 1/1 with deathtouch
Thats a good point about the Reckoner, I like him cause I can buff him with rancor. I would say drop him and put in 3 Silverblade and 1 Ajani. If you drop either of those turn 3. and drop Spark Trooper turn 4.... oh man thats a lot of damage and life gain.
Ohh, I do like that Ajani, Spark Trooper combo.
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if you change the Boros Reckoner with Frontline Medic and Spark Trooper with Firemane Avenger you obtain a lesser burn deck  with more resiliant troops. Instead of sacrificing the troopers you gain life and blast with the avenger every turn and the good is they don't die
You're right on that count, plus the medic gives me protection from Bonfire.  Witht he amount of cheap haste in this deck you can even be pretty sure Avenger will trigger.
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I still don't get why Boros Reckoner, i mean it's just a Spitemare, it dies easily in attack and stays alive for few blocks. it would be more playable in a gruul deck, you pump it up and you they block him, they are screwed. Without buff it looks like just a 1/1 with deathtouch



The Reckoner's First Strike capability makes it very survivable and a pretty good deterrent to a lot of aggro decks. but I think you're right that the medic is a better fit for THIS deck.
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Reckoner is a good card and I imagine a lot of people will play it, especially vs any sort of midrange decks running green.  It poops on [C]Thragtusk[/C].  I'll definitely be sideboarding it.

As for the OP's deck, it's really not ideal.  Bonfire has no place in the deck IMO. If you miracle it, cool, but otherwise it's junk in your hand.  Also, even if the mana curve works out perfectly you have literally no chance for a turn 4 goldfish.  Other than the [C]Spark Trooper[/C] you don't have anything that can hit for heavy damage so you're going to have to rely on your opponent letting you continuously beat him in the face with no answer to win hopefully by turn 6-7, at which point you could be seriously running out of cards.  The fact that Spark Trooper is your heavy hitter means you'll also struggle maintaining a board presence.  [C]Aurelia, the Warleader[/C] is too high on the curve for an aggro deck.   

This could be a fun casual deck but it needs to be faster to even take to FNM.   


The Charms alone pump 16 damage directly to the face of the opponent, the Bonfire deals damage to the opponent AND wipes the board of his creatures allowing my small aggro guys another round (ie.  wincon), finally, fury does spot removal or could finish off the opponent.  There are plenty of ways to win.

Aurelia is an Alternate wincon in the event I can't push through enough damage.

Spark Trooper was included for a life swing and to push the opponent's life total further in range of my reach damage (if I can't close out the game fast enough) but  suggestions for better cards have already pretty much filled the hole

The whole point of the bonfire is to miracle it, I did a 2/2 split with fury, but you could be right.  Maybe I should switch it to a 3/1 split with Fury.  I really wouldn't even mind a turn three miracled Bonfire since it will pretty much clear the opponents board of all threats and I can mulligan it out of an opening hand.
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The charm doesn't pump 16 damage.  It pumps 4.   Good luck drawing four of them. 

Bonfire is a great card, but not for an aggro deck.  In a creature heavy deck light on land, you're going to have to be prepared to spend a good portion of the game at 3 mana or less, so most of the time your best case scenario is a 2 damage ping to the player and you wipe the opponent's board of creatures 2 toughness or less.  You would have likely done better just playing a 3 drop and get your battalion rolling.

Spark Trooper is a good card too, and I like him, but his main use is the 12 pt life swing.  If you're trading blows, he could win it for you.  I like him, but will probably only sideboard him in cases where I need to last a little longer. 

I really want to reiterate, howeve, how important it is to have a chance to end the game on turn 4 in an aggro deck.  If your aggro deck can't finish an opponent off on turn 4 in ideal circumstances (ie. he's mana screwed/flooded or draws jank and can't do anything), then it's much less likely that you'll be able to finish him off at all if he's actually interrupting you.  If your games are lasting to turn 6-7 most of the time, you'll be losing most of them.  Your opponent will be able to stabilize with board wipes, bigger/scarier creatures, more mana and card advantgage. 

You'll be left with a low land count, maybe a couple of weenies and few/no cards in hand. 
Hmm, looking at some of the recent aggro decks it looks like you're right about Bonfire.  It's sideboarded in almost all of them though.  I haven't drawn any in playtests yet, so I was still running on theory.

I've been regularly hitting four lands by turn four, I do tend to stall around four though.  22 land decks get stuck at three and rarely make it past five.  But I might want to up mine to 24.

I could stand to lose Aurelia, she is expensive.

This deck CAN end the game on turn 4 (given the perfect set-up).  Battalion is not really important to this deck outside of the Loyal bomb, which isn't coming down unless I have at least two other attackers.  It will probably be more important if I include Firemane Avenger.  How do you feel about the curve/wincon if the Reckoner's are swapped out for the Medic and the Spark Troopers are swapped for the Avengers?

Again, this deck may stall out after turn four attacks wise against a bad match-up or bad draws, but it has a LOT of survivability/reach unlike typical aggro decks, the creatures in this one are highly defensive as well (first strike) with support (charms).  I think the weakness might be in the air.  You might be right on the Aggro side then, perhaps I should stop saying Aggro and start saying Aggro-Midrange deck?
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I dont' know, my suggestions were optimized for a battalion token deck, if you want rapid burn with creatures, you shouldn't  use the avenger but the troopers AND include Sunhome Guildmage for +1 power.
Sorry to disagree, but I'm pretty sure Boros Reckoner is really good. The ability to give him first strike should not be underestimated. In a Naya deck, he's almost certainly have a Rancor. First strike Trample 5/3 that bites when damaged for a total of 5 mana isn't bad.
As a blocker is good. In a gruul deck could be so much better, pump it up anche see who tries to stop it. In Boros as attacker is HUGE if you combine it with the medic. Without the medic/charm is a waste
Ok you're right. IT'S A FREAKIN GOOD CARD.