Red Aggro (19 creatures, 21 spells, 20 land)
3 x
Goblin Glory Chaser4 x
Foundry Street Denizen4 x
Fiery Impulse4 x
Titan's Strength2 x
Abbot of Keral Keep3 x
Makindi Sliderunner4 x
Mage-Ring Bully2 x
Subterranean Scout3 x
Infectious Bloodlust4 x
Twin Bolt4 x
Dragon Fodder2 x
Exquisite Firecraft1 x
Avaricious Dragon12 x
Mountain4 x
Looming Spires4 x
Evolving Wilds(sorry I'm still new and don't know how to make decklists fancy or easier to view)
8-2 in testing so far (rank 20-25 bracket), losing to mirror (I think I made a play mistake) and blown out by wbg ramp (
languish'ed three times and
nissa's renewal'ed twice). I think in most situations you have to go ham instead of trying to play around turn four
languish.
radiant flames usually requires more careful planning but in general you want to get in as much damage you can as quickly as possible.
NOTES:
*
makindi sliderunner: Not sure how much I like it and removing them would allow me to take out the
evolving wilds. 8 lands that enter tapped is a lot in an aggro deck.
*
avaricious dragon: Haven't seen it much but it has been good when I have. Offers midgame reach, recovers after board wipe, may not have enough mana to cast on turn 4 or 5, may be worth dropping for a lower mana cost card to improve consistency and tempo.
* no
inferno fist: Thinking about adding 2 because I wish I had more sources of direct damage. Good synergy with prowess triggers and
goblin glory chaser, bad synergy with
subterranean scout when already in play and you don't want to or can't sacrifice it.
* no
flaring flame-kin or
call of the full moon: In general I don't like enchantment strategies because of the risk of 2 for 1s.
flaring flame-kin is too slow for what the deck wants to be doing and I don't like the sacrifice risk of
call of the full moon especially in aggro matchups.
* only 3
infectious bloodlust: Not 100% sure how many I want yet, 3 has felt right but there has been a game or two where I wish I had 4. If I add
inferno fist I think I would definitely stay at 3 to minimize the number of enchantments in the deck.
* possible addition of
threaten: Would serve as a finisher, most likely run 1 or 2 copies. Could be great to finish off a midrange deck post
languish, surprise an aggro deck leaving a blocker, and would feel amazing to kill a ramp deck with their own ulamog.
I think this is a great deck for quickly climbing the ladder, at least in the lower ranks. I'm currently rank 25 and the deck has been great so far but I expect there to be a lot more red hate the higher I go, and adjustments will need to be made depending what the environment is. Suggestions would be greatly appreciated, especially from those of you that are familiar with the rank 25+ meta.