elpablo wrote:Turn Play Cumulative Damage
t1 exp1 0
t2 gyr sag 2
t3 ren kras 5
t4 dreg 15
22
t1 rak cak 0
t2 sham 2
t3 dreg 8
t4 corps 9
19
t1 rak cak 0
t2 sham 2
t3 ren kras 5
t4 corps 16
23
t1 rak cak 0
t2 exp, ranc 4
t3 ren kras 6
t4 dusk 14
24
t1 rak cak 0
t2 gyre 2
t3 ren kras 4
t4 dreg 14
20
This looks good and all, but there are a number of issues.
Before getting into any card suggestions, these are all ideal scenarios that require things to hit PERFECTLY and the opponent not to have any response to kill them T4. Take a look at the better aggro decks out there, they're doing 15-17 damage by the end of T3, making a T4 kill much easier (even achievable with a Searing Spear).
Also, your math appears to be off in several of the scenarios (not to be a picky ass about it, but it can make a difference)
- In the first scenario, T2 you swing with the 2/2 Exp One, but then T3 you would likely be swinging with a 3/3 Exp One and a 2/3 Gyre Sage thanks to the evolve triggers caused by casting Renegade Krasis - that would up the damage to 5 for the turn or a cumulative total of 7. Then with all the triggers, you would be at 15 damage for T4... raising the question, are you reporting the cumulative damage or the damage dealt that turn?
- In the second scenario, Rakdos Cackler into Shambleshark is going to require at least one shock and a perfect hit with your mana (which I don't know that you'll reliably hit given what you have in there).
- In the third scenario, same issue with the mana.
- In the fourth scenario, this seems a more likely sequence, but you're coming up at EXACTLY 20 on T4 (I know that the Seer would do added damage to them the next turn, to which I reference my comment about the card suggestions below). Not a lot would have to go wrong here for this to come up short.
Now for some specific card suggestions:
First, Gyre Sage is more ideal if you're trying to drop something bigger or casting spells with X's in their cost, i.e., Clan Defiance. Additionally, it's another ground and pound creature... so why not toss in something with evasion like Elusive Krasis - if anything, I'd actually swap Renegade Krasis and Gyre Sage for Elusive Krasis and potentially Drakewing Krasis. It ups your curve by one for one creature, but it is more likely to get damage through with the added evasion. Additionally, both those creatures are almost guaranteed evolve triggers (I know the Renegade's added pump is promising, but you're still clogged up on the ground AND it's unlikely to trigger more than maybe once in a game). If you're still sold on a two-drop aggressive creature, Gore-House Chainwalker, Strangleroot Geist, and Rakdos Shred-Freak all have some promise.
Second, given that practically none of your creatures have haste, you're unlikely to score the consistent T4 wins that more aggro-centric decks can pull off. As such, you need more of a backup plan. Personally I'd suggest dropping the Corpsejack Menaces (believe me, I wanted them to be good too) in favor of Deadbridge Goliaths, Desecration Demons, or even just filling out the full set of Duskmantle Seers. The Goliaths and Demons will provide larger threats (the latter with evasion and possible multiple instances of removal) and the Seer offers evasion AND the possibility of pinging the opponent each turn, which, if you've already hit them for 10-15 damage, can be the difference between winning and losing.
As another note, some Golgari Charms should be SB for this, as they can offer a variety of additional options (protection from board wipes or wiping out chump blockers (spirit tokens).
Alternately, and this would be my suggestion, change the deck colors. I know black is promising and lets you access the Dreg Manglers and Corpsejacks, but red is easily a much better aggro color. You would be able to play Stomping Ground for Flinthoof Boar, Mogg Flunkies and a variety of other favorable aggro cards, i.e., Ghor-Clan Rampager, Lightning Mauler and Burning-Tree Emissary.
Think of the T1 Steam Vents or Breeding Pool into Cloudfin Raptor, T2 Stomping Ground into Burning-Tree Emissary that also drops Flinthoof Boar. Now you're sitting on a 2/3 flyer, a 2/2, and a 3/3 all on turn 2. T3 could be a variety of plays from that point. There's even room for Ral Zarek in that deck if you like and the SB can contain more mid-range cards in case you have to make the switch between games for a more favorable matchup.
Anyway, those are just some thoughts. Not trying to rain on your parade but it's easy to think an aggro deck will steamroll when, in reality, there are a LOT of speedbumps. As an example, I can point you toward a RDW build that can potentially win on T3, but that actually typically loses to better decks. Think through and feel free to take or leave any of my suggestions and best luck with it.