Amass the Army (2.0) (Unlocked all premiums)
Lands
9 x
plains9 x
mountains4 x
boros guildgateCreatures (counting tokens as creatures)
3 x
Elite Vanguard4 x
Selfless Cathar4 x
Squadron Hawk4 x
Goblin Bushwhacker4 x
Raise the Alarm4 x
Krenko's Command1 x
Brimaz, King of Oreskos2 x
Mentor of the Meek4 x
Attended Knight2 x
Goblin Rabblemaster3 x
Banisher PriestSpells
3 x
Inspired ChargeEDIT: Raid Bombardment was really not very helpful at all over the long run. Removed and put a third Attended!
After further testing, I feel I finally got this deck EXACTLY where I want it and think I am done with any future changes. (Maybe once DLC comes I may make more)
I decided to revamp the mana since after the changes, I began to realize inconsistency in getting the lands needed. When I decided to drop satyr I no longer needed to worry so strongly about a turn1 drop as there are usually only 8 I am willing to drop on turn one anyway. (And 4 of those I don't mind holding onto either!)
I evened out the mana as there are several cards that need early doubles, Bushwacker, priest, and brimaz.
After further tweaking I decided to cut ONE of the Inspired Charge, as with all the changes I felt 4 was a little much. (Not to mention I ran 4 before I discovered the greatness of Bushwhacker.)
I attempted dropping the squadron hawks, mentors, and priests but in doing so saw a great fall in consistency. I tried running the 3 flying token gen here too but it felt too slow. I would rather be tapping those lands to pump my army and attack than tapping lands/creatures to produce more.
After a while I decided to test raid bombardment again in place of the inspired charge. I dropped lands down to 20 and ran loyal pegasus also, win rate feels about the same. I still feel I prefer 2.0 over running bombardment. So 2.0 is the victor after all.