Just a note on your mana. Transguild promenade is probably the worst mana fixing available. let me explain.
If you play basic/shock lands and make a land drop every turn for the first 5 turns you're possible mana looks like this.
Turn 1: 1 mana
Turn 2: 2 mana
Turn 3: 3 mana
Turn 4: 4 mana
Turn 5: 5 mana.
Total : 15 total mana over 5 turns.
Now if you add a gate in there on turn 1 it looks like this.
Turn 1: - mana
Turn 2: 2 mana
Turn 3: 3 mana
Turn 4: 4 mana
Turn 5: 5 mana.
Total: 14 mana over 5 turns.
You miss out on your 1 drop but you can make both red and white not terrible, but not great. Atemple of triumph would be better turn one and a shock land like Sacred Foundry would be even better, because you can pay 2 life to get your red/white mana fixing and still have a turn 1 play.
Now lets look at transguild promenade on turn 2. With basics
Turn 1: 1 mana
Turn 2: - mana
Turn 3: 3 mana
Turn 4: 4 mana
Turn 5: 5 mana.
Total: 13 mana over 5 turns.
So you cost yourself 2 mana to play transguild promenade. That's a 2 drop and 2 drops are arguably the most important drop in an agro deck.
Now lets look at it with a turn 1 gate turn 2 promenade.
Turn 1: - mana
Turn 2: - mana
Turn 3: 3 mana
Turn 4: 4 mana
Turn 5: 5 mana.
Total: 12 mana over 5 turns.
You just produced 3 less mana than you would with shocks/basics because of promenade. In an aggro deck this is unacceptable. You need to make every drop on que without exception in order to apply the pressure you need to win. Temples are more acceptable because they allow you to smooth out your next draw and make sure it's relevant to your hand. Gates are the 3rd best option, but the more basics/shocks you can play the better off you are.
Mutavault is also an acceptable land drop in an aggro deck but for different reasons.
TLDR: promenade = no good.
Last edited by elpablo (2013-12-05 14:04:04)