Aggro Standard Prowess (Speed)

by PlaneswalkerAtem on 09 January 2016

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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.


Deck Description

Just an angry ass Prowess deck (standard)

I appreciate any help you have to make this better :)

How to Play

Summon something turn one with prowess, next turn power it up with its eff and a boost spell or a burn spell, swing, and repeat.

Deck Tags

  • Standard
  • Prowess
  • Speed
  • Fast

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 1,084 times.

Mana Curve

Mana Symbol Occurrence

1300230

Card Legality

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

Deck discussion for Aggro Standard Prowess (Speed)

I appreciate any help you have to make this deck better. Just be polite please :)

0
Posted 09 January 2016 at 21:23

Permalink

-3 Plains; -9 Mountain; +4 Evolving Wilds; +4 Wind-Scarred Crag; +4 Battlefield Forge

If Battlefield Forge is outside your budget:
-1 Plains; -7 Mountain; +4 Evolving Wilds; +4 Wind-Scarred Crag

0
Posted 23 January 2016 at 05:00

Permalink

Thanks, but I already thought of that. The reason I didn't put it like that is becasue this deck is all about speed, and if my lands come into play tapped I can't use them this turn, even if they do tap for multiple colors. Thanks for the advice though :)

0
Posted 23 January 2016 at 17:59

Permalink

The rest of the deck is mostly ok without the fixing, but Ojutai's {W}{W} is concerning. Also, there are up sides to the lands I suggested:

Evolving Wilds thins the deck by 1, increasing the chance to draw a non-land.
Wind-Scarred Crag gains you 1 life, which is especially helpful against burn and other aggro decks.
Battlefield Forge doesn‘t enter tapped, and you only take damage when you need the colour. With the low mana curve of this deck, the damage from the land should be mostly meaningless as you'll be tapping for colourles a lot of the time.

I have personally experienced multiple losses due to lack of the correct colour and have found that even though these dual lands enter tapped, the mana fixing far out weighs the miniscule speed reduction.

0
Posted 24 January 2016 at 05:42

Permalink

Not to be rude or antagonistic, but I still think that it should all be about speed and lands that enter tapped are uncool for me. The only alternative would take the deck out of standard: The pay-2-life-to-use-me lands, which are from Ravnica I'm sure. Hold on a sec, I'll brb as I search for a land from BFZ or Origins that enters tapped unless I control X other lands.

0
Posted 24 January 2016 at 23:38

Permalink

In my opinion, it looks like you might want to go with fewer creatures and more spells, because I always feel like Prowess is better off when you can trigger it a couple of times in a turn for a big blowout.

Maybe cut Ojutai exemplars, they're a bit slow if you're trying to do a more rush-style prowess deck. For spells to add, I love Artful Maneuver in a Prowess deck. Maybe some White control cards like Celestial Flare, Gideon's Reproach, or Immolating Glare. Cards you can use to keep your opponent's board under control and make your stronger at the same time, though keeping the spells to a low mana cost is a concern.

0
Posted 31 January 2016 at 22:21

Permalink

Thanks for the advice, I'll keep it in mind and edit my deck to see what I can do :)

1
Posted 01 February 2016 at 00:18

Permalink