Secrets of Strixhaven
released on April 24, 2026!

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Secrets of Strixhaven
released on April 24, 2026!

Order now on CardKingdom Order now on TcgPlayer
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Trade score 55 (100%)
Members
Registered: 22-May-2013 18:55
Hello after looking around this is the deck I decided to make, if you have any reccomendations on what to add/take out, Let me know.

Land:
10x mountain
4x rootbound crag
4x stomping ground
1x temple garden

Creatures:
4x Burning-tree emissary
4x Stromkirk noble
4x Rakdos cackler
4x boros reckoner
4x hellrider
4x ghor clan rampager
4x flinthoof boar
3x lightning mauler

Instants:
4x searing spear
4x pillar of flame

Spells:
2x madcap skills

Sideboard:
3x mizzium mortars
4x skullcrack
2x electrickery
3x volcanic strength
2x gruul war chant
1x forest/temple garden

Please help me in any way you can as I want to use this competitively.
Thank you
Trade score 226 (99%)
Members
Registered: 28-Aug-2011 18:06
I've seen a list like this before and I never got what you're supposed to get out of the temple garden. I ran a similar list and did okay at FNM. I actually like cedric phillips list from a few SCGs ago. It's more of a jund aggro but I think it can be easily modified to just RG. IIRC he was actually running it as a red green and splashed black at the last minute. I think domri is a good fit for this kind of deck too. If you've play tested you're deck and you're comfortable with it then a drastic change like this probably isn't recommended.

http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=55192


For your deck. I'd go up to 20 lands minimum. If you're concerned about being able to burning tree/reckoner consistently then you can put in another temple garden but really I'd just put in another mountain. You have some 4 mana spells you want to be able to cast and doing that off 19 mana can be tricky imo. I would actually like to see 22 lands, but i just hate being mana screwed. 22 lands 2 being kessig is how I ran it. It was a good mana dump and trampling even for 1-2 was effective.

I think you want the 4th lightning mauler if that's your plan, to be consistent. You could drop a ghor clan rampager for one. He's there to give the surprise I win/tramp advantage. You're most likely never casting him right?

If you're looking to be unblockable with madcap, i think i like gruul charm better it doesn't present the same 2 for one scenario the enchant does and it works for your entire board. If you're using Madcap just to pump I think you'd be better with something like rancor. Rancor is cheap and it leaves you a mana up off a burning tree to cast something else.

Searing spear and pillar are fine I think.

Sideboard. I don't think you'll ever have enough mana to overload mizzium mortars, that's not the plan for it though right? It's a smiter killer?

I don't think I like gruul warchant. Can you tell me how that's played out for you as a 4 drop, on the side?

You might _might_ consider running a couple blasphemous act on the side for a surprise blow out. Test it and see what you think.

I like the rest of the sideboard. You've got stuff for sphinx/thrag, tokens, volcanic str is a must. Not a lot else you can do here.

Last thought, When I went rg aggro I did 22 lands, with thundermaws. It was slightly more midrangy, but more resilient to the blow out. I ran domri too. With your strat your balls deep into being aggro and there's no plan if you get blown out by something. A good midrange deck like jund will probably still crush you the first game and with volcanic str on the side you probably still only stand a 50/50 shot the rest of the match. I pilot jund mid most of the time and decks like this just don't scare me. Only the nut draw really has a chance to beat me game one.
Trade score 55 (100%)
Members
Registered: 22-May-2013 18:55
appreciate the feedback, thank you, have a lot of considerations to make now
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