Rampaging Honey Badger

by DJBigJ on 20 February 2014

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (2)


Instants (6)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


How to Play

This deck plays pretty straight forward. Try and use Spire Tracer 1st because it's a little harder for your opponent to deal with.

Turn 1 ~ Spire Tracer /or/ Charging Badger /or/ Gladecover Scout
Turn 2 ~ 2x Bloodrush /or/ Madcap Skills /or/ Phytoburst
Turn 3 ~ Another 1 drop creature /or/ 3x Bloodrush or combo of other instants
Turn 4 ~ "Armed" for +1 and double strike + more Bloodrush /or/ Phytoburst

This deck has the ability to do some very quick and heavy damage. Most games I've played have been over by turn 5 on average.

Deck Tags

  • Standard
  • Gruul
  • Bloodrush
  • Tournament

Deck at a Glance

Social Stats

57
Likes

This deck has been viewed 5,597 times.

Mana Curve

Mana Symbol Occurrence

0341930

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Rampaging Honey Badger

why add rubblehulk? seems the deck would simply be stronger without it, i would assume that it is there because you think it's cool or something but really it brings nothing to your deck that the 4th madcap wouldn't, plus you could play in pauper format (without the shock lands).
also:
turn 1, badger/tracer
turn 2, madcap, swing (4 dmg)
turn 3, giant growth/maaka + armed and dangerous (20 dmg)
potentially better than the 4tw izzet cyclops deck
also, drop the lands to around twenty and add more 2 CMC enchantments like madcap skills (aka, that confer 3 power)to make it more consistent.

1
Posted 20 February 2014 at 10:16

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How about Titan's Strength instead of Rubblebelt Maaka? It seems like you won't hardcast the Maaka anyways, thus the Scry 1 could be helpful.

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Posted 20 February 2014 at 15:11

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i would do titan's strength instead of the gian growth, you don't really need the toughness from giant growth because of your target's evasivness and, the makka can still b a creature and lets not forget boodruch is uncounterable

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Posted 20 February 2014 at 20:24

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True that. For that I would go for one more mountain maybe.

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Posted 21 February 2014 at 10:10

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Not sure this is tournament quality...

1
Posted 20 February 2014 at 15:22

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Sure it is, charging badger

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Posted 20 February 2014 at 16:32

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Dude, I love charging badger and collect them myself (have 27 now!!! :D) But the deck around it is a poor deck, the poor badger deserves a better home :(

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Posted 20 February 2014 at 17:51

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I agree with kingash, a deck based around charging badger is a deck worth playing anywhere, including a tournament.

1
Posted 22 February 2014 at 04:24

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`Even if its not tournament quality the words "Swing with Badger for lethal" is pretty damn epic.

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Posted 22 February 2014 at 06:31

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That is true, but it will never happen unless your opponent is a total fool!

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Posted 22 February 2014 at 11:25

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I'd take out the Rubblehulk for a Domri Rade if you have access to one. It can help if your early creature gets destroyed. Maybe throw in a few Temple of Abandon to help color fix (not a whole playset since they come in tapped, just a few). I also agree with Neoxtreem's comment on using Titan's Strength to help smooth out your draws.

1
Posted 20 February 2014 at 16:50

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Maybe Xenagos too? (planeswalker version)

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Posted 20 February 2014 at 17:52

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i like the idea of the domri switch for the rubblehulk, and i would actually recomend the Xenagos God rather than the planeswalker for this deck.

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Posted 20 February 2014 at 20:28

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take out rubblehulk and add madcap. also sideboard more skullcrack as it is FANTASTIC burn spell and counter life gain (Revelation) I cant help but notice the cards rarity in this deck showing that even if you have a budget you can still compete with archetypes if you build well. know what you want and go for it. I could not believe how it just pops out at you how fast it is. A slow game might be 5-6 turns but if they aint dead then, you might loss to advantage. Domri is a good idea for just in case but everything has an answer the question is will Domri win the game.... Titan's Strength does help curb card advantage but this deck is already crazy consistant.

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Posted 20 February 2014 at 17:55

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in the sideboard i'd put some witchstalkers, and maybe some ranger's guile's against heavy spot removal decks, like monoblack devotion. as well as mist cutter hydras and skylashers for monoblue devotion. Also Pithing needles against Esper control, just don't put too many buff carrierers out on the field at one time and pithing needle planeswalkers like Elspeth or Jace.

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Posted 20 February 2014 at 20:32

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Simple, cheap, yet quite strong & able... :)

Drop the Swine from the sideboard & put in 1 more Skullcrack, 1 more Viper & 1 more Ruric!..

0
Posted 21 February 2014 at 01:03

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Love this deck idea, one thing I think I would add is Flesh // Blood. You could potentially have a 7/7 turn 3 or 4 to attack with and also burn your opponent's dome for 7 as well with Blood. But overall love the deck man.

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Posted 21 February 2014 at 10:58

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You should try out Gruul Charm as well if Spire Tracers not on board it can be pretty decent, I run 2 of them and only 2 Giant Growth

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Posted 21 February 2014 at 19:38

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Made a g/w badger variant,
http://www.mtgvault.com/dharr16/decks/badger-friends/

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Posted 22 February 2014 at 11:31

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Charging Badger + Yoked Ox, first draft picks tbh.

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Posted 23 February 2014 at 11:02

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Wow all made the hot list! Thanks!!! Love the recomendations. After I've been playing this deck a bunch I made these changes...

+1 Madcap
+4 Titan's Strength
+4 Steam Vents
+3 Aqueous Form
+4 Flesh // Blood

The deck is a blast to play and easy too. Plus the new unblockable feature is super sweet.

0
Posted 23 February 2014 at 18:42

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What about the double strike artifact

0
Posted 27 February 2014 at 04:21

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It's a thought I'll check it out. The name of the game is speed though.

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Posted 27 February 2014 at 16:08

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Fireshrieker is the name of it.

0
Posted 27 February 2014 at 20:40

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Cute deck.. Here's a few suggestions, replace Madcap Skills with Alpha Authority becasue red burn will eat your creatures alive without hex proof, and Ranger's Guile is only for 1 turn. Swap Flesh & Blood with Armed & Dangerous. Replace Titan's Strength with Lightning Talons or Shiv's Embrace. Also you may want to add at least 1 or 2 Rogue's Passage in case you miss the Aqueous Form.

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Posted 04 March 2014 at 08:22

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i disagree, lightningbolts aren't standard so the only decks using burn will also have stronger forms of spot removal as well so Alpha Authority will only slow down your damage output and stall the game into the later game, where they will most likely excel. Plus, alpha authority on a glad cover scout will be redundant. Also, those pump spells cost too much for the speed he'll need to beat other decks, and don't offer the top deck fixing that titan's strength offers. However i do agree with the suggestion of rogue's passage, instead of the steam vents since u won't need the blue and allow extra slots for maybe some giant growths

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Posted 04 March 2014 at 20:38

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Check out my Green Weenie deck, similar to yours: http://www.mtgvault.com/cmb32193/decks/green-weenie/

-2
Posted 04 March 2014 at 17:44

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I would consider adding wasteland viper. If a trample creature has deathtouch you only have to assign 1 damage to the blocking creature. So if you have a t1 badger, t2 you can can bloodrush the viper and cast a titans strength. That gives you a 5 damage deathtouch trample where 4 damage can get through. Another option is T1 viper, turn 2 bloodrush ghorclan. That's another 5 damage creature where 4 is getting through. Even t4 or t5 you have a good chance of getting through even more damage.

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Posted 12 March 2014 at 17:41

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actually i looked it up, you would still have to deal damage to the blocking creature equal to their toughness and not damage that would be lethal.

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Posted 12 March 2014 at 19:21

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You only have to deal lethal damage (in this case 1) for the rest to trample over.

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Posted 18 March 2014 at 00:40

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dharr16 has deleted this comment.

Posted 18 March 2014 at 07:05

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702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rules 510.1c-d.

702.18b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that's being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that's actually dealt. The attacking creature's controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the player or planeswalker it's attacking.

So there you go. You can assign just 1 damage and the rest tramples over regardless of the toughness.

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Posted 18 March 2014 at 17:20

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dharr16 has deleted this comment.

Posted 18 March 2014 at 21:10

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dharr16 has deleted this comment.

Posted 18 March 2014 at 21:14

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That seems like quite a gamble on Aqueous since you are only running 4 blue lands. I'd suggest replacing the Aqueous with Legion Loyalists, which are a little pricey but always useful. Hell, if you want a cheaper option, it would probably be worth it to just run shocks in place of the Aqueous since you won't be able to cast Aqueous most of the time.

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Posted 12 March 2014 at 21:57

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would armed//dangerous work in this

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Posted 19 March 2014 at 02:34

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