Rubblebelt Madness

by Fairemont on 19 December 2014

Main Deck (57 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

I made a deck centered around Rubblebelt raider, a card I have that I really like but wanted to do more with.

I paired it up with a bit of light token spawning, such as thatcher or giantbaiting, as well as Nacatl, which pairs well with Sundial to keep tokens spawning more tokens that spawn more tokens.

Features Rubblebelt Raider and Nacatl War-Pride for creatures, as well as a number of temporary token-generating cards. Sundial of the Infinite is used to make the tokens stick around and help buff Rubblebelt into an overwhelming powerhouse.

Vulnerable to removal, obviously, but hopefully your attack will be faster than their removal. Not fielding enough creatures against this set-up might prove a bit dangerous as it gets growing fast.

It also features a lot of green/red with hybrids for reliable summoning and 'battalion'. Useful as the deck uses a lot of offense.

How to Play

There's a lot of ways to really stomp someone's face with this deck, but the most noteworthy is going to be the overwhelming power of the Rubblebelt Raider. It gets a nifty +1/+1 counter for every attacking creature (and that bonus sticks around!) that means... well, lots of counters very quickly.

Ideally speaking, we're looking for a mountain to drop first, followed by a Kird Ape or Legion Loyalist if it looks like you might be able to hit the offense sooner rather than later. Kird Ape will be nice because he gets that boost when you put down a forest (which you should have in this).

So...

You should be fine in the first stages. Kird Ape and Legion Loyalist give some decent one drops. Kird Ape and his survivability is obviously preferable, but Loyalist will be more valuable later on.

Burning-Tree Emissary should give that nice second-turn boost, allowing for another low-mana creature being played which will help.

Turn three you could theoretically attack with three creatures, popping battalion off of Legion Loyalist and maybe Bomber Corps if you had one. Basically, you should be able to punch your way through their early defenses with first strike and do some hearty damage without really losing anything overly valuable on your own.

You could always wait, as well. Because turn four you can hope to have your raiders. Or you might have a Boartusk Liege or something else. Whatever you've got at this point can only be good.

Turn five, if you're fortunate, you may be able to play Nacatl War-Pride. War-Pride won't always give your Rubblebelt that big boost that it needs, but it will allow you to relentlessly destroy the defenders the enemy has, especially if you have Sundial of the Infinite.

All-in-all, I think its one of my better decks up to this point in terms of competitive power.

Deck Tags

  • Modern
  • R/G
  • Battalion
  • Power

Deck at a Glance

Social Stats

9
Likes

This deck has been viewed 2,366 times.

Mana Curve

Mana Symbol Occurrence

0005653

Card Legality

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

Deck discussion for Rubblebelt Madness

Congrats for joining mtgvault.
Tokens...yuck. Lots of newer players start out, nowadays, with token decks.
I am awful at making them though, so won't be much help here.

Just remember this:
For most decks try to have:
1. Removal (stuff to remove opponent's creatures/artifacts/enchantments)
2. Draw (cards that let you draw extra cards)
3. Win condition (make sure you have at least one solid win idea/card)
4. Mana ramp (cards that let you have extra lands/mana)

Good luck!

1
Posted 22 December 2014 at 22:54

Permalink

Oh, well.. I'm not particularly a /new/ player, but I am new to using MTGvault. :3


The primary reason I have tokens in this deck is because of Rubblebelt raiders. The more creatures (and tokens) that are attacking will add more and more to the Raider's attack. They don't go away, either, so they keep getting stronger and stronger.

I don't have much for ramp, but its also not a mana intensive deck from what I can see. I've not played it or anything, i don't even own most of the cards, but its still something Id be interested in pursuing.

But, I was talking to one of my friends at FNM and I am going to be trying to put a couple removal cards in. :3

If you have any good suggestions for what ones, that'd be nice.

0
Posted 22 December 2014 at 22:59

Permalink

Ah! I suppose I should point out that it will likely be most beneficial to replace my two current sorcery cards. I put them on earliest, so as the deck got built up, they sort of outlived their usefulness. I dont need /that/ many tokens, and the Nacatl War-Pride take care of that well enough anyway.

0
Posted 22 December 2014 at 23:02

Permalink

I think this deck has gotten a lot better! :D

1
Posted 03 January 2015 at 16:21

Permalink

Definitely consider Stomping Grounds and Wooded Foothills.

Also possibly Rancor.

1
Posted 22 December 2014 at 23:29

Permalink

I normally consider duals or fetches but being that I have such a high concentration of hybrids which manager I get is fairly irrelevant for all but a couple of cards.

However! Would you suggest Rancor over colossal might? looks like rancor is cheaper and returns to the hand after being used. Seems like it might be a better investment overall?

0
Posted 22 December 2014 at 23:45

Permalink

I would suggest Rancor over colossal might but it doesn't return to your hand after each use, it is an enchantment so it returns to your hand if the creature you enchanted dies.

0
Posted 22 December 2014 at 23:54

Permalink

Oh, I missed that! As an enchantment that's even better!

0
Posted 22 December 2014 at 23:56

Permalink

I feel like I may benefit from another one drop or so. Anyone with suggestions, please leave them.

0
Posted 02 January 2015 at 19:05

Permalink

Not much to suggest.
Maybe Disciple of the Old Ways.
Zealous Conscripts
Really...that is about it. You have most of the cards, in place, for this deck to work.

1
Posted 03 January 2015 at 17:53

Permalink

I have Disciple in my sideboard... and Zealous conscripts, though fairly nice, might not see a lot of play in this deck because its higher mana cost of five with only a little bit of benefit. But!

That is good! :D

It means I may be able to put this together and play it! Too bad I can't test it first before dumping money into it. *Sigh*

Onward to my other decks! My creature spam one seems neat. And I am still contemplating my moonfolk one. :P

0
Posted 03 January 2015 at 17:57

Permalink

You can test it.
Here is what I do.
I trace and cut out 60 pieces of cardboard paper (red for red decks, green for green decks, etc)
I then write the name of the card on each piece, and draw a cute little picture of each card.
I then test it against another deck I have built.
Easy. It takes hours of time and effort...but it is sorta free. Just cost of paper and pens. Some people even print out cards.
You see the "proxy this deck" tab?
Press it. It puts all the cards in a printable fashion!

Another way...much easier, do several sample draws.
Play out 4 or 5 turns, and see what you come up with.
If the test draws suck...and if the deck sucks after 4 or 5 turns...then rework the deck.

Please don't go buy a deck before testing it!

Moonfolk? Didn't know they existed! Neat.

0
Posted 03 January 2015 at 18:24

Permalink

The moonfolk deck is so totally wonky but awesomely frustrating. It's basically a turn 4-5 lockdown. Go check it out! XD

0
Posted 03 January 2015 at 18:34

Permalink

Lockdown and control. My favorite.
Unfortunately, those types of decks seem to be expensive. :(
They are my favorite, though.
Not really fair of me because Magic is suppose to be "interactive" gameplay.
When your opponent is locked down the only way he is interacting is by saying, "Yeah, I can't play anything again. Your turn."

0
Posted 03 January 2015 at 19:26

Permalink

Yeah. my moonfolk one is roughly fifty five dollars. So not too bad.


I really need to make one really competitive standard deck that I can play at FNM and maybe win once. XD

I don't think I can though.

0
Posted 03 January 2015 at 19:29

Permalink

Sure you can.
Standard, you can do that!
I don't play it. Nor tourneys. But it is possible!

I never get to play anyone.
Maybe 2 or 3 times a year.
My "local" magic store is 45 minutes away and rarely has anyone there to play that will play Legacy/Vintage.
Most of their daily business is selling comics/cards/figurines/etc and their Magic business is Friday Night Draft.
You just have to get lucky, pop up at the right time, and pray someone is there to play against.

0
Posted 03 January 2015 at 19:33

Permalink

Ah. My place is thirty minutes or so and there are typically some people to play against.

My best standard deck seems to be a red/white/splash of black heroic deck. Its reasonably quick and throws down some decent damage backed by some burn. I need to find someone a little more proficient than me to help me make it. xD

0
Posted 03 January 2015 at 19:37

Permalink

this looks fun!

1
Posted 19 January 2015 at 20:53

Permalink

It is! :D

A surprisingly crafty little deck.

0
Posted 21 January 2015 at 18:13

Permalink

dich pit fight and get pray apon

0
Posted 21 January 2015 at 13:03

Permalink

I prefer Pit Fight because it is an instant and doesn't lock me into one mana color or the other. That way, if someone is going to burn one of my big creatures with a doom blade or something, I can at least have it quickly wipe out an enemy. Otherwise, Prey Upon would be a good selection, yeah.

0
Posted 21 January 2015 at 18:12

Permalink

Try using Borborygmos, Fangren Firstborn, Kalonian Hydra, Rage Forger, and/or Protean Hydra.

1
Posted 21 January 2015 at 22:00

Permalink

I would consider Kalonian Hydra. I was trying to keep most of the creature cards down to a low cost unless they had a really big impact on the game like Nacatl War-Pride who can spawn a bunch of tokens each time it attacks. Kalonian Hydra would be nice because it doubles the number of counters on other creatures when it attacks, though only one creature I have really has counters on it other than Kalonian Hydra (if it were added). So, perhaps a sideboard card to use against slower, beefier decks that rely on defense.

The others have to either deal damage to the player or have other mechanics that I dont think I could make effective use of. Though, I would recommend them for others who tried the same or similar deck because it might fit with their style!

0
Posted 21 January 2015 at 22:35

Permalink

you need to add Zhur-taa Ancient

0
Posted 22 January 2015 at 01:55

Permalink

Zhur-taa Ancient could be fairly useful, though his ability may help my foes as much as me, if not more. Most of my critical cards are not overly mana intensive. However, I may put one into the sideboard for matches where it may be able to help me more than my opponent.

Good suggestions.

0
Posted 22 January 2015 at 13:52

Permalink

Played this deck last night. It's really fun, and does quite well. Managed to go toe-to-toe with the best guy I know and win good number of matches. :3

0
Posted 14 February 2015 at 14:17

Permalink

Congrats.
That is always good to hear.
I would rather lose against the best than win against the worst.
So it is great that you won a couple.

1
Posted 14 February 2015 at 18:02

Permalink

It is! The nice thing about this deck is that as long as you have about three mana you can probably stay alive. The Boggart Ram-gangs were really powerful for me. And the Rubblebelt raiders were about as dangerous as I figured they' be.

I remember playing one and dropping a rancor on it then attacking with two ramgangs and a legion loyalist. It was pretty insane, because there was nothing he could do, since loyalist made it practically impossible to win.

Boggarts with first strike are kind of funny, because even a creature that would defeat them ends up being withered for three before they can attack, meaning they hit much less. :P

0
Posted 15 February 2015 at 16:13

Permalink