2 {Temple Garden} 2 {Mountain} 2 {Rootbound Crag} 4 {Clifftop Retreat} 4 {Sacred Foundry} 1 {Forest} 1 {Plains} 4 {Stomping Ground} 2 {Kessig Wolf Run}
22 lands
4 {Vexing Devil} 4 {Wasteland Viper} 3 {Fencing Ace} 3 {Lightning Mauler} 2 {Flinthoof Boar} 3 {Skinbrand Goblin} 2 {Pyreheart Wolf} 1 {Ghor-Clan Rampager}
22 creatures
4 {Boros Charm} 2 {Volcanic Strength} 4 {Madcap Skills} 3 {Alpha Authority} 3 {Ethereal Armor}
16 other spells
Sideboard
3 {Guildscorn Ward} 4 {Pillar of Flame} 2 {Naturalize} 2 {Rancor} 4 {Strangleroot Geist}
15 sideboard cards
Notes: Unless I find myself with three more sphinx's revs this is what I'm taking to standard this Thursday.
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I like this build, aggressive and can keep up a late game presence too.
The {Silverblade Paladin} and {Vexing Devil}
Combo will be mean turn 3 slapping for 8 damage. Drop a rancor or ethereal on it and it have a parking lot party
{Alpha Authority} eh? I completely forgot about that card.
Quote from: InfinitiveDivinity on March 20, 2013, 09:46:55 AM
{Alpha Authority} eh? I completely forgot about that card.
It's pretty sweet actually. With either {Pyreheart Wolf} or {Madcap Skills} you've got yourself an unblockable hexproof.
Thinking of dropping {Experiment One} for {Wasteland Viper}. Thoughts?
Updates.
First off Ditched {Experiment One} for {Wasteland Viper}, much better choice. Deathtouch with {Ethereal Armor} is aces.
Second, {silver blade paladin} is just too slow he's gone.
Lastly, dropped {Firefist Striker} for {Skinbrand Goblin} same 2/1 body but less battalion and more blood rush. Options are good!
Still looking for any suggestions. Thanks.
{Ghor-Clan Rampager} for sure
So the deck runs pretty well. It's really fast when it goes off. Went 2-2 today didn't place due to 22 people playing. The problems I've encountered are board wipes and spot removal.
+2 boros charm
-1 {Ethereal Armor}
-1 plains