RB Aggro

by RainbowPlatypus on 08 July 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Sorceries (6)

Instants (4)


Enchantments (2)

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

It's a pretty simple deck built around getting low drops out ASAP and enchant for scaling. The creatures are fairly vanilla, relying on enchants and other spells to get through.

How to Play

This deck is required to win by turn 5, or else you're going to lose. This is how you have to think for all decisions.

You cannot take an opening hand unless you have at least 1 (preferably 2) 1||2 drop creatures. You mulligan till you get 1 even if you have to go to 2 cards (there are 13 in the deck, so it is almost never a problem). You want 2 lands, with the ability for 1 red and 1 black. If you have multiple 1 drops, it is viable to take a hand with 1 land. The rest of your hand should be utility, optimally 2 auras and Armed // Dangerous.

Turn 1: You damn well get out a Rakdos Cackler or Legion Loyalist, the only exception being if you have a Spike Jester||Ash Zealot saving up.

Turn 2: If you got out a 1 drop on turn 1, priority generally falls to enchanting it, only choosing a creature if your opponent controlled your 1 drop or didn't play a creature that could stop your unenchanted 1 drop. You should do 4~6 damage this turn or you took a hand that was too slow.

Turn 3: If you can double enchant your 1 drop in any way and conserve 2 mana by this point, Armed // Dangerous it and you win. If you can't, the optimal thing is to hurt them 4~6 again and play a Cyrptborn Horror to make your turn 4 as strong as possible.

Turn 4: You will win this turn most of the time. Boost your low drops and win, or if they have enough defense to survive the Intimidate, Trample, or 2+ blockers needed, play whatever you can to make your turn 5 guarantee a win.

Turn 5: If you haven't won by now, shame on you. Give your most heavily enchanted creature double strike and trample, deal >20 damage in 1 hit, and then go home.

Deck Tags

  • Standard
  • Aggro
  • Aura

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 681 times.

Mana Curve

Mana Symbol Occurrence

0033384

Card Legality

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

Deck discussion for RB Aggro

to post a comment.