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By: Arctic_Ghost, Arctic_Ghost
Nov 07 2016 12:00pm
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So first up, we have the deck list. It is a pretty straightforward; beat your opponent as fast as you can type of deck. You have a very low curve and want to finish the game as fast as possible. It is easy to get flooded in a deck like this, but your deck is very consistent and should be able to function with little problems. We are going to break down the parts of the deck piece by piece.

RG Aggro
- 75 Cards Total
Creature
4 Snapping Gnarlid
4 Makindi Sliderunner
4 Brazen Wolves
4 Kujar Seedsculptor
4 Peema Outrider
4 Self-Assembler
4 Thriving Rhino
28 cards

Instant
4 Built to Smash
4 cards

Sorcery
4 Rabid Bite
4 cards
Vehicle
2 Renegade Freighter
2 cards
 
Land
6 Mountain
12 Forest
4 Evolving Wilds
22 cards

Sideboard
3 Hunt the Weak
1 Sky Skiff
3 Root Out
4 Take Inventory
3 Take Down
1 Island
15 cards

 

 

This deck is your basic, run of the mill aggro deck. You want to be as aggressive as possible and you want to win the game as quickly as possible. If you ever find yourself not attacking, you are probably in a very bad spot. Basically, you should always be turning your creatures or making it clear so you can turn your creatures sideways, and no questions asked.

 

The Creatures

 

 

 

Snapping Gnarlid – In this format, a 2 power creature for 2 mana is already good. But because of the Landfall ability giving this creature +1/+1, now just for naturally curving out and playing your lands, you get to attack for 3. It works out very well with Evolving Wilds because now you can attack for 4. A good trick if you play an Evolving Wilds and have another land in hand, you can say go and then on your next turn in your upkeep, you can thin your deck before you draw and play another land so that your Snapping Gnarlid is a 4 power creature.

 

Makindi Sliderunner – Another great 2 drop with 2 power and the Landfall ability being able to make him slightly bigger. The great thing about this creature is that it has trample, so you are able to combine it with Brute Force and go to town in the red zone.

 

Kujar Seedsculptor - Another good creature for only 2 mana, although Kujar Seedsculptor is also very flexible in the fact that the +1/+1 counter trigger she has, can be put on any creature, making combat much better for you or putting a creature out of reach of removal. At the very worst when she is a 1 power creature, she can still chump block just fine.

 

Thriving Rhino – This is one of the best creatures in the deck because although he is only a 2/3 to start with (which is already good), when you attack the next turn, being able to make it a 3 power creature with 4 toughness for only spending 3 mana is very good to go to combat with in a format like this. Not many removal spells can kill a creature with 4 toughness in this format, making it a very hard threat to deal with for a lot of different archetypes.

 

Brazen Wolves – A 2/3 for 3 mana isn't very impressive, but when it attacks, it has 4 power coming at your opponent, making a great aggressive option for this deck.

 

Renegade Freighter – I personally believe that this is the best card you can play at 3 mana in this deck. Having a 5/4 creature with trample attacking on turn 4 of the game, is pretty much as aggressive as you're going to get with this archetype. Although it can still be killed and yes it is an artifact and is subject to dying to a card like Root Out, when your opponent does not have the answer or you are in a mirror match, you're going to be very far ahead.

 

Peema Outrider – This is most likely the best 4 drop in this format, being either a 4/4 with trample or a 3/3 with trample and he brings along a friend. It really doesn't get much better than that honestly. It's aggressive, it blocks well and is all around just a great creature to have and play with.

 

Self-Assembler – You pretty much play this card to combat the other Self-Assemblers running around and as much as that pains me, it has to be done. It is still great in this deck because it gives you a long game to fight with and since you are running 4 copies of Brute Force, it becomes a real power house in this type of deck.

 

 

The Spells

 

 

Brute Force – I have to give credit to my friend Littlefield for bringing this card to my attention. Although a Giant Growth like affect may not seem like much, in this format it means a ton when the removal isn't very fast and everyone is playing almost all the same creatures. The fact that it gives the tokens made by Peema Outrider and your Self-Assemblers trample as well is a very huge bonus.

 

Rabid Bite – This is the best removal for you deck, since it is only 2 mana cast and it doesn't actually make your creature fight, it just deals damage equal to the creatures power, making it great and easy for you to be aggressive.

 

The manabase is very straightforward and not worth discussing. A thing to note is you need to learn when to and when not to crack your Evolving Wilds, I know not cracking your evolving wilds to thin your deck and then you draw another land sucks, believe me I know, but because you have 7 creatures with Landfall, it is a good idea to use Evolving Wilds very carefully and not use them just to thin the deck.

 

 

The Sideboard

 

Hunt the Weak – This is the best removal spell you have for green, but the problem is that it cost 4 mana and in game 1, your plan is to win extremely quickly, not fight for a slightly longer game. In the green mirror or against a control deck that sideboards into a slower plan with more removal, this card can be great at winning Self-Assembler wars and so I expect to bring this card in a lot.

 

1 Island and 4 Take Inventory - After sideboard in the mirror or against really anything, having access to this card is very important because it gives you a way to fight the long game and the removal in this format is so cheap and due to Self-Assembler being everywhere, you need to gain any edge that you can. I know that it does not seem like much, but like I said before, once you cast the second copy and the third, you can end up being very far ahead of your opponent if they cast none of their copies.

 

Root Out – This is another way to deal with Self-Assembler (gotta love how this card influences almost everything) and it also is a way to deal with vehicles if you run into them. You also get a clue token after it resolves and being able to draw a card is always a good thing.

 

Take Down – This is to deal with Wretched Gryff as well as other creatures that fly, but Wretched Gryff having 4 toughness can be a huge headache. This card may change and may come out altogether, I have not had a ton of opportunities to play this card and usually never need it.

 

Sky Skiff – This card is pretty good, but it is still a little weak because it needs another creature to be used. In the mirror, it is great because it has flying, but I have found that Renegade Freighter is just better against all other archetypes and that is why the 1 copy I used to play got put in the sideboard to make room for the train.

 

So what is my verdict on this deck? Should you play it or not?

 

I love this deck and if you love red and green beat down decks, I would definitely recommend this archetype. I believe it is one of the best decks in the format and is a force to be reckoned with. It got my first top 8 in my first ever standard pauper event and got TinyTim to a second place finish in SPDC 35.03 and he loved it.

 

The strength of this deck is how fast it can be, even in this format where the creatures are somewhat slow, you don't have a 1 drop at your disposal and the removal is fairly cheap, although most of the popular removal are either expensive (like Alchemist's Greeting), they require you to pay an extra cost (such as Lightning Axe) or they don't do enough damage (in this case, Fiery Temper) and Esper Control is the only deck with straight up removal like Murder or Oblivion Strike and I have seen the deck still beat Esper. The big thing is that your creatures still hit hard and very fast and they don't cost a lot to cast. A big problem is that you don't have any burn spells to throw at your opponents face (also known as “reach”), but in this format you often don't need it because every creature you have can win the game in just a few turns.

 

If you would like to compete in this events and have a ton of fun! These events happen on PDCMagic.com on Sundays at 12pm EST and Mondays at 2pm EST. Visit PDCMagic.com and sign up today!

 

Thank you all for reading and I hope this article isn't too boring of a read for you. I will catch you guys next time!