Ok, I'm posting this here in hopes that this once again can become a T1 deck. Will it? Maybe. But with
Stomping Ground
here we now can be fast and punch just as much face we as it did back in Scars Block.
Unfortunately as far as my opinion goes, Gatecrash didn't bring much to R/G aggro besides the Stomping Grounds and
Skullcrack
. But we really don't need much for R/G kicked butt back in scars, so will it now.
Now, as you all know R/G started off back in Scars and it wasn't very well known for a while but as it won more and more PTQs it got recognition that it deserved. It was a T5-6 kill if it went on unanswered. It typcially ran 10-15 burn/pump spells 20-25 creatures and 22-24 lands (Depending one the amount of dorks, mana curve). Creatures consisted of Llanowars/BoP and now all we have are Arbor Elves and
Deathrite Shaman
s (If you run a black splash). This is where the black splash in the title comes in. Splashing black allows for an endless amount of SB materials as well as MB'd Shamans. The splash comes from
Overgrown Tomb
s. Why tombs? Well you want the turn 1 Green for Elves shamans as well as for Arbor Elves so the Tombs does it's work nicely. I'll talk more about the other cards after the deck list.
Ok, this is MY decklist and I've had decent results playing online (Cockatrice) [Yes I know a crappy program to use because it's full of people that don't know how to make a decent deck. But hey, it's bloody free and I'm a college student.] I recently went 3-1 this FNM with the deck except that the shamans are now MB'd. This isn't a pro's decklist, just mine.
Enough rambling onto the list.
Creatures: 24
4
Arbor Elf
3
Deathrite Shaman
4
Strangleroot Geist
3
Wolfir Avenger
3
Huntmaster of the Fells
3
Hellrider
2
Thundermaw Hellkite
2
Thragtusk
Spells: 14
3
Pillar of Flame
2
Skull Crack
3
Searing Spear
3
Bonfire of the Damned
3
Rancor
Lands: 22
3
Cavern of Souls
4
Stomping Grounds
4
Rootbound Crag
4
Overgrown Tomb
2
Kessig Wolfrun
2 Mountain
3 Forest
Sideboard:
1
Abrupt Decay
2
Naturalize
3
Slaughter Games
2
Zealous Conscripts
2
Mizzium Mortars
1
Skullcrack
2
Dreadbore
2
Rakdos's Return
Now I will explain why each card is in the deck.
Arbor Elf
and
Deathrite Shaman
Sadly, we now do not have BoP or Llanowar Elf, but we do now have Arbor Elf and his in ways better companion Deathrite Shaman. The nice thing about the Arbor Elf is that it can untap shocks! Which means if we needed a second red for that hellrider or Thundermaw, we can have it and pretty much win. It also allows us for a T2 flashed in Wolfir Avenger, a T3 Hellrider followed by a T4 Thrag/Hellkite. It also allows us to help bonfire for more and helps kessig too. Deathrite shaman has been a staple in many decks and is the main reason for splashing black along with nice juicy SB cards. It's awesome against reanimator in many ways that it acts as a mana dork incase if they mill lands, it allows us a better chance to win G1 against them as well. It also hurts flash that they can't flash back their Feeling of Dreads, Think Twice, shuts off snappy, Etc. It also helps against aggro matchups where we just need that 2 more damage or just need that life to survive for another turn.
I recomend running 4 Elves and at LEAST 2 Shamans.
Strangleroot Geist
This card has been a staple for ANY R/G aggro deck since day one. Being able to swing along with an elf or shaman for 3 dmg turn 2 is allways a nice start. The undying also creates a pain for control decks can't just sweep it away. It can act as a blocker for against oposing Geist of St Trafts and can kill thragtusk with it's second life.
Run 4 of, no questions asked.
Wolfir Avenger
This card, has been SOOOO underrated IMO. I've LOVED this card's utility. This guy flashed in Opponent's Turn 2 is pure GOLD. Then followed up by a hellrider is just a nice way to say GG. Oh did I forget to mention that he can REGENERATE for a 1G and is also a 3/3 for THREE!? Ermahgawd, I love this guy thank you Avacyn Restored for giving us a nice efficient Beater.
Run 2-3 of, 3 is recomended though.
Hellrider
and
Huntmaster of the Fells
These guys have also been a staple since day one. Hellrider has been underlooked in the past when it was 3 dollars for one, now is topping at 10 dollars. For a reason too. This guy is what enables the turn 4 kill if you god hand. He's the one that just loves to beat face. Huntmaster is everything in one package. You essentially get 4 power for 4, 2 life, and if possible 2 damage to someones face and to a creature and 6 power with 4 of it trampling. Honestly, there's nothing to hate about this dude.
Run at least 2 Hellriders, and at least 3 Huntmasters.
Thundermaw Hellkite
and his derp buddy
Thragtusk
These guys have also been staples since day one. Thundermaw is just awesome, he comes onto the field and just says "Move out of the way fliers, I'm going to punch face." While attaining that ability he also is a 5 for 5/5. If left unanswered he can be a force to be afraid of. Ok, now do I REALLY need to talk about his buddy DERPTUSK!? No, I do not. Moving on.
Run 2 of each, if you can't afford 2 of each, then 1 Tusk and 2 Hellkites are ok.
Onto the spells.
Pillar of Flame
Like BoP being gone, we also no longer have access to
Galvanic Blast
but with delver being gone for the most part the instant speed isn't needed. I'd rather take the pillars now for zombies are more relivant. Otherwise, this spell just says be gone to any dorks or zombies.
Run at least 3.
Searing Spear
I do not remember if back in the days
Incenerate
was ran in R/G aggro decks but now with derptusks everywhere this card is needed to take care of them. Not only that but it's a nice way to say GG if it resolves to finish that that last hit. It also hits cheap efficent blockers such as Augur of Bolas and other stupid walls and small creatures.
Run at least 3.
Bonfire of the Damned
This was the only card that people were iffy about using in R/G aggro. For people were sketchy on the miracles. But as more and more people were winning with this card topdecking it soon spiked to $30+ Dolllars. This card even if not miracled can clear the field and do a decent amount of damage. I've won games back in Scars days because of a miracled bonfire. Oh man is it satisfying seeing the opponents field burn after taking 4+ damage to the face.
Run at least 2.
Skullcrack
One of the non-land additions from gatecrash that made it's way into the MB of the deck. With DERPTUSK and
Sphinx's Revelations
everywhere it's recomended that these decks MB these guys. I don't think I have to explain more about why...
Run 2 MB and maybe 1 SB.
Rancor
I am SOOOO glad this card made it's way back into standard. This card is essentially the replacement for the good ol' Swords from Scars/New Phyrexia. What makes this card good is you can turn 2 with an elf swing for 4 with a strangleroot geist and the fact that this card will rarely ever stay in the grave. The trample just makes this card even more sexy.
Run 3.
Now onto the non obvious lands.
Cavern of Souls
This card allows us to play out big beefy stuff such as Tusks, Thundermaws, and Hellriders. It also in someway color fixes if we need a second red for such Hellrider/Thundermaw. I think enough is said about this card.
Run 2 if not a lot of Counters are played in your meta, otherwise if you're playing a meta full of counters run 3
Kessig Wolfrun
This card has also been a staple since day one. For if a control deck strugles and bearly holds on with less than 5 health and you have a constanly regen'd avenger just pump away after attackers win.
Now, I'm tired out from typing way too much, and the SB is my meta call so I won't talk about that. Otherwise, if you want to ask questions feel free to ask why a certain card is in the SB and I will certainly reply.
Feel free to discuss anything R/G aggro related, such as Decklists, card ideas, etc.
Have fun, and punch face my angry Gruul mates!