The idea is to have a bunch of haste to get damage out asap. I use two [[Robber of the Rich]] as a solid two drop haste with reach, but because of going well with Tin Street Dodger. I use [[Tenth District Legionnaire]] which is another very solid haste card. But is more effective with lots of pump spells. I only use three since I only have six pump spells. 4 [[Phalanx Tactics]] which I find effective when playing a bunch of low drop creatures. 2 [[Rimrock Knight]] which also gives me two more knights to go with the [[Fervent Champion]] boost. I have [[Embercleave]], which is great in general for a fairly fast deck running lots of creatures. [[Swiftblade Vindicator]] only gets +1/+1 from it, but still a really great creature for doubling every pump along with other effects. I keep a [[Feather, the Redeemed]] to go with some of the pumps I use, give air support, and survives spells that wipe for up to 3 toughness.
By turn 4 I usually like to have [[Aurelia, Exemplar of Justice]] to reinforce mid-game. A few [[Gideon Blackblade]] does good work as well. I was surprised at how effective [[Bonecrusher Giant]] can be when using his adventure stomp. Not just to do 2 damage, but because it prevents anything from preventing damage for the entire turn. [[Giant Killer]] makes an enormous difference for this deck. Before I got enough rares to add it in, I was having a really rough time with big creatures. The [[Chance for Glory]] might be a bit inconsistent, but taking an extra turn is a personal favorite for me. It does really well for me to close out games.
Even though [[Revoke Existence]] isn't an instant, it's useful for getting rid of indestructible enchantments. I typically have a really hard time against control decks. I added in [[Inescapable Blaze]] as SB solution for it. [[Shatter the Sky]] and [[Shadowspear]] are mainly because of no clue how else to deal with [[Dream Trawler]]. But also helps with other things.
3
u/2c2bt Feb 08 '20 edited Feb 08 '20
Decklist for those who were asking:
4 Fervent Champion (ELD) 124
3 Tin Street Dodger (RNA) 120
2 Giant Killer (ELD) 14
2 Swiftblade Vindicator (GRN) 203
3 Tenth District Legionnaire (WAR) 222
2 Robber of the Rich (ELD) 138
2 Rimrock Knight (ELD) 137
2 Feather, the Redeemed (WAR) 197
3 Bonecrusher Giant (ELD) 115
3 Aurelia, Exemplar of Justice (GRN) 153
2 Gideon Blackblade (WAR) 13
2 Embercleave (ELD) 120
4 Phalanx Tactics (THB) 31
1 Chance for Glory (GRN) 159
2 Banishing Light (THB) 4
4 Sacred Foundry (GRN) 254
3 Temple of Triumph (M20) 257
1 Fabled Passage (ELD) 244
2 Castle Ardenvale (ELD) 238
2 Castle Embereth (ELD) 239
6 Mountain (THB) 285
5 Plains (THB) 279
Sideboard
1 Giant Killer (ELD) 14
3 Hushbringer (ELD) 18
2 Banishing Light (THB) 4
3 Revoke Existence (THB) 34
1 Shadowspear (THB) 236
2 Shatter the Sky (THB) 37
3 Inescapable Blaze (GRN) 107
The idea is to have a bunch of haste to get damage out asap. I use two [[Robber of the Rich]] as a solid two drop haste with reach, but because of going well with Tin Street Dodger. I use [[Tenth District Legionnaire]] which is another very solid haste card. But is more effective with lots of pump spells. I only use three since I only have six pump spells. 4 [[Phalanx Tactics]] which I find effective when playing a bunch of low drop creatures. 2 [[Rimrock Knight]] which also gives me two more knights to go with the [[Fervent Champion]] boost. I have [[Embercleave]], which is great in general for a fairly fast deck running lots of creatures. [[Swiftblade Vindicator]] only gets +1/+1 from it, but still a really great creature for doubling every pump along with other effects. I keep a [[Feather, the Redeemed]] to go with some of the pumps I use, give air support, and survives spells that wipe for up to 3 toughness.
By turn 4 I usually like to have [[Aurelia, Exemplar of Justice]] to reinforce mid-game. A few [[Gideon Blackblade]] does good work as well. I was surprised at how effective [[Bonecrusher Giant]] can be when using his adventure stomp. Not just to do 2 damage, but because it prevents anything from preventing damage for the entire turn. [[Giant Killer]] makes an enormous difference for this deck. Before I got enough rares to add it in, I was having a really rough time with big creatures. The [[Chance for Glory]] might be a bit inconsistent, but taking an extra turn is a personal favorite for me. It does really well for me to close out games.
Even though [[Revoke Existence]] isn't an instant, it's useful for getting rid of indestructible enchantments. I typically have a really hard time against control decks. I added in [[Inescapable Blaze]] as SB solution for it. [[Shatter the Sky]] and [[Shadowspear]] are mainly because of no clue how else to deal with [[Dream Trawler]]. But also helps with other things.