Cartouche of Zeal

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Cartouche of Zeal

Enchantment — Aura

Enchant creature you control

When Cartouche of Zeal enters the battlefield, target creature can't block this turn.

Enchanted creature gets +1/+1 and has haste.

Price & Acquistion Set Price Alerts

AKH

Ebay

Have (3) frederiklw , Atroxreaper , bakeraj4
Want (0)

Recent Decks

Load more

Cartouche of Zeal Discussion

Backinthefrey on exert aggro deck

3 weeks ago

that looks pretty solid, I'll probably switch the Gust Walkers for Combat Celebrants, and maybe the Soul-Scar Mages for some Cartouche of Zeals, they make it a lot more consistent with landing hits, and I don't think there are enough direct damage spells to justify the mage.I'm also gonna spice up the land base with some cycling deserts, and the Ramunap Ruins and Shefet Dunes

stuartgreene2k on Gideon exert (from sealed), improved.

1 month ago

Perhaps Trial of Solidarity? Similar effect if only for one turn but it also has synergy with Cartouche of Zeal.

Entomo on OOPS ALL PIRATES

1 month ago

Love the banner but its way too big, I'd rather have more interesting 1 drop pirates tbh. The skin shifter is spicy as hell, also swing 9 if you cast a Wanted Scoundrels T2, might be something there. I've been wanting to use him and did'nt notice the T3 9 shot combo you pointed out. Was also thinking of adding Cartouche of Zeal for more face smash sense the creature counts so high and it would help the skin shifter out if i needed to add an attacker.

Oloro_Magic on Gruul Haste

1 month ago

Cartouche of Zeal feels like a natural fit here, as it gives you access to more than just creatures with the key word haste. Kari Zev, Skyship Raider and Bomat Courier also look like they could find a home here.

xoorath on Huatli: The only dino gyno I know...

1 month ago

Matchup against Ixalan budget aggro. Turn 4-5 win.

You roll 5, I roll 16. I'll be on the play.

My opening hand: 2x Forest, Attune with Aether, Inspiring Vantage, Charging Monstrosaur, Commune with Dinosaurs, Carnage Tyrant. Pretty slow, but there's action. I'll keep.

Your opening hand: Swamp, Mountain, Cartouche of Zeal, 2x Vicious Conquistador, Wily Goblin, Sword-Point Diplomacy. Keep.

T0, me: Play Forest, Attune with Aether for a Mountain.

T0 you: Draw Swamp, play it, cast Vicious Conquistador.

T1, me: Draw Savage Stomp. Play Inspiring Vantage, cast Commune with Dinosaurs. Finding 2x Aether Hub, Kinjalli's Sunwing, Commune with Dinosaurs, Ripjaw Raptor. I take Kinjalli's Sunwing.

T1, you: Draw Shock. Play Mountain, Vicious Conquistador, Cartouche of Zeal. Attack with both for 3, and an additional 2.

You: 20, Me: 15

T2, me: draw Forest, play Forest, cast Kinjalli's Sunwing.

T2, you: draw Dragonskull Summit, play it. Swing with both Vicious Conquistador. I block the one without the cartouche. You cast Shock, making it a trade. I take 2 and an additional 2.

You: 20, Me: 11

T3, me: draw Huatli, Warrior Poet. Might be good later if I survive. Play Mountain, pass.

T3, you: draw Mountain, play it. Cast Sword-Point Diplomacy, revealing 2x Dragonskull Summit, Cartouche of Zeal. I let you take all 3, they're not really a problem. You hold onto the cartouche incase you need to remove a blocker with it. You swing for 2 and an additional 1.

You: 20, Me: 8

T4, me: draw Forest, play it. Cast Charging Monstrosaur. No attacks, hoping you use the cartouche in hand to prevent blocks letting Savage Stomp 3 for 1 you.

T4, you: draw Unclaimed Territory. Play Dragonskull Summit. Cast Wily Goblin, getting a treasure. Cast Cartouche of Zeal on the goblin, making it so Charging Monstrosaur can't block. You swing with both for 4 and an additional 1.

You: 20, Me: 3

T5, me: draw Savage Stomp. Play Forest, cast Savage Stomp targeting Charging Monstrosaur and Vicious Conquistador; putting a +1/+1 counter on Charging Monstrosaur and killing Vicious Conquistador. I cast Huatli, Warrior Poet. I tick her up to gain 6.

T5, you: draw Wily Goblin. Play Dragonskull Summit, cast Wily Goblin.

You: 20, Me: 9

T6, me: Draw Drover of the Mighty. Swing with Charging Monstrosaur, you declare no blocks and take 5. Post-combat I play Carnage Tyrant, and tick up huatli to gain 7.

T6, you: Draw Lightning Strike. that's a little too late.... play Swamp, pass.

You: 20, Me: 16

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

You'll be on the play.

Since you don't have a sideboard yet, I wont sideboard. But I would have brought in 1x Kinjalli's Sunwing, and 1x Settle the Wreckage and go down 1x Carnage Tyrant and 1x Charging Monstrosaur. I want your guys tapped as they come in, and be able to trade your guys for lands since you probably don't need a bunch of mana.

Your hand: Swamp, Cartouche of Zeal, Vicious Conquistador, Wanted Scoundrels, Wily Goblin, Shock, Captain Lannery Storm. One lander that doesn't put a creature out on turn 1? Mull to 6.

Your hand: Swamp, Mountain, Wily Goblin, Invigorated Rampage, Lightning Strike, Captain Lannery Storm. Not ideal, since you can only really cast Lightning Strike, but another mountain or dragonskull summit can bring all your cards online. At least you can remove a mana dork while you wait for that. Keep.

My hand: Forest, 3x Sunpetal Grove, Attune with Aether, Savage Stomp, Aether Hub. Nope. Mull to 6.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

You scry: Vicious Conquistador to the top.

I scry: Otepec Huntmaster to the bottom.

T0, you play Mountain.

T0, me: draw Attune with Aether. That will do. I play Aether Hub , cast Attune with Aether for Forest.

T1, you draw: Vicious Conquistador. Play mountain, play Vicious Conquistador.

T1, me: draw Forest, play it. I cast Commune with Dinosaurs, revealing 2x Aether Hub, Rootbound Crag, Commune with Dinosaurs, Forest. I take Rootbound Crag.

T2, you: draw Dragonskull Summit. Play it, cast Captain Lannery Storm. Swing for 3 and an additional 1. Make a treasure.

T2, me: draw Ripjaw Raptor. Play Rootbound Crag, cast Kinjalli's Sunwing.

You: 20, Me: 16

T3, you: draw Invigorated Rampage. You pay 2 for Wily Goblin, coming in tapped making a treasure. You swing with the team, making a treasure. You sacrifice two treasures for red, casting Lightning Strike on the Kinjalli's Sunwing before blocks. sacrifice another treasure for red, tapping the swamp to cast Invigorated Rampage pumping your team by 2 each. You hit for 7 and an additional 1.

T3, me: draw Rootbound Crag, play it. Cast Ripjaw Raptor.

You: 20, Me: 8

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T4, me: draw Carnage Tyrant. Play Forest. I get to pick between Kinjalli's Sunwing and Ripjaw Raptor for blocks. ripjaw can block more trample if you top deck another rampage type card, and Kinjalli's Sunwing can stop either current threat and haste. So I would die to Glorybringer if I play Ripjaw Raptor (for example), and die to another Invigorated Rampage if I play Kinjalli's Sunwing... hm. Well I haven't seen a glorybringer, and you've already played out two Invigorated Rampage. Seems more valid to be scared of Glorybringer or something else hasty. I cast Kinjalli's Sunwing.

You: 20, Me: 4

T5, you: draw Wanted Scoundrels, play it tapped. You don't want to lose a creature, but attacking now means Shock and Lightning Strike are both lethal top decks. You swing with the team, I block Vicious Conquistador. You hit me for 1 and an additional 1, Vicious Conquistador dies.

T5, me: draw Regisaur Alpha, sweet. I play Mountain and Regisaur Alpha making a 3/3 dino token.

You: 20, Me: 2

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die.

T6, me: draw Kinjalli's Caller, not a bad "free" blocker. I cast Kinjalli's Caller, Ripjaw Raptor, and sacrifice two gold and cast Samut, the Tested. I tick her up and give Regisaur Alpha double strike, swinging for 8.

You: 12, me: 1

T7, you: draw Wanted Scoundrels, play it.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

For reference your next draws were: Vicious Conquistador, Captain Lannery Storm, and Wily Goblin. Would have had to survive a whole extra turn for Vicious Conquistador to win after summoning sickness - but a few turns earlier could have made a big impact.

That game was even closer than the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

xoorath on Consistent turn 4 wins. Join Rakdos NOW!

1 month ago

"Let's see you try."

Don't mind if I do! Here's a game against my dino deck Huatli: The only dino gyno I know...

You roll 5, I roll 16. I'll be on the play.

My opening hand: 2x Forest, Attune with Aether, Inspiring Vantage, Charging Monstrosaur, Commune with Dinosaurs, Carnage Tyrant. Pretty slow, but there's action. I'll keep.

Your opening hand: Swamp, Mountain, Cartouche of Zeal, 2x Vicious Conquistador, Wily Goblin, Sword-Point Diplomacy. Keep.

T0, me: Play Forest, Attune with Aether for a Mountain.

T0 you: Draw Swamp, play it, cast Vicious Conquistador.

T1, me: Draw Savage Stomp. Play Inspiring Vantage, cast Commune with Dinosaurs. Finding 2x Aether Hub, Kinjalli's Sunwing, Commune with Dinosaurs, Ripjaw Raptor. I take Kinjalli's Sunwing.

T1, you: Draw Shock. Play Mountain, Vicious Conquistador, Cartouche of Zeal. Attack with both for 3, and an additional 2.

You: 20, Me: 15

T2, me: draw Forest, play Forest, cast Kinjalli's Sunwing.

T2, you: draw Dragonskull Summit, play it. Swing with both Vicious Conquistador. I block the one without the cartouche. You cast Shock, making it a trade. I take 2 and an additional 2.

You: 20, Me: 11

T3, me: draw Huatli, Warrior Poet. Might be good later if I survive. Play Mountain, pass.

T3, you: draw Mountain, play it. Cast Sword-Point Diplomacy, revealing 2x Dragonskull Summit, Cartouche of Zeal. I let you take all 3, they're not really a problem. You hold onto the cartouche incase you need to remove a blocker with it. You swing for 2 and an additional 1.

You: 20, Me: 8

T4, me: draw Forest, play it. Cast Charging Monstrosaur. No attacks, hoping you use the cartouche in hand to prevent blocks letting Savage Stomp 3 for 1 you.

T4, you: draw Unclaimed Territory. Play Dragonskull Summit. Cast Wily Goblin, getting a treasure. Cast Cartouche of Zeal on the goblin, making it so Charging Monstrosaur can't block. You swing with both for 4 and an additional 1.

You: 20, Me: 3

T5, me: draw Savage Stomp. Play Forest, cast Savage Stomp targeting Charging Monstrosaur and Vicious Conquistador; putting a +1/+1 counter on Charging Monstrosaur and killing Vicious Conquistador. I cast Huatli, Warrior Poet. I tick her up to gain 6.

T5, you: draw Wily Goblin. Play Dragonskull Summit, cast Wily Goblin.

You: 20, Me: 9

T6, me: Draw Drover of the Mighty. Swing with Charging Monstrosaur, you declare no blocks and take 5. Post-combat I play Carnage Tyrant, and tick up huatli to gain 7.

T6, you: Draw Lightning Strike. that's a little too late.... play Swamp, pass.

You: 20, Me: 16

T7, me: draw Attune with Aether. I cast Savage Stomp targeting Carnage Tyrant, and the Wily Goblin with a Cartouche of Zeal. I think about using huatli to shoot down the blocker, but forcing through one more damage to me seems less important than healing out of range for you to ever stabalize. I swing with the team. You take the damage and wait to see if I heal, if I do that you will scoop. Post-combat I tick up huatli to gain 8 life, you scoop.

Your opening hand seemed pretty strong, and you got super close (down to 3!); that Lightning Strike was just a bit late... The Wily Goblin's really didn't help though, a 1/1 without haste just wasn't worth it for the 1 gold you get. Vicious Conquistador was super good, basically a 2 power creature for 1 (not quite, but acted that way here). As expected, punisher cards like Sword-Point Diplomacy are very high variance. From my side of the table it looks like I just played a card that says "pay 0, tap 3 of your opponents lands, look at the top 3 cards of your opponents library. You can pay 3 life to get rid of any ones you care about". That to me is a pretty decent card, and it's taking up a slot in your deck instead of mine. Of course, once in a blue moon it will be nuts. Especially if your opponent is new and doesn't view their life total as a resource.

On my side of the table, of course Huatli, Warrior Poet was the MVP. Savage Stomp is also very strong, buffing my guys. Healing for 5, 6 or 7 a turn was outstanding against aggro. I also got the option of having a super high loalty planeswalker at that point who just shoot down threats or remove blockers with -X, or make dino's for 0. Every option on her helps me stabalize, which is exactly what my deck wants to do - get an unbeatable boardstate.

You'll be on the play.

Since you don't have a sideboard yet, I wont sideboard. But I would have brought in 1x Kinjalli's Sunwing, and 1x Settle the Wreckage and go down 1x Carnage Tyrant and 1x Charging Monstrosaur. I want your guys tapped as they come in, and be able to trade your guys for lands since you probably don't need a bunch of mana.

Your hand: Swamp, Cartouche of Zeal, Vicious Conquistador, Wanted Scoundrels, Wily Goblin, Shock, Captain Lannery Storm. One lander that doesn't put a creature out on turn 1? Mull to 6.

Your hand: Swamp, Mountain, Wily Goblin, Invigorated Rampage, Lightning Strike, Captain Lannery Storm. Not ideal, since you can only really cast Lightning Strike, but another mountain or dragonskull summit can bring all your cards online. At least you can remove a mana dork while you wait for that. Keep.

My hand: Forest, 3x Sunpetal Grove, Attune with Aether, Savage Stomp, Aether Hub. Nope. Mull to 6.

My hand: Aether Hub, Commune with Dinosaurs, Kinjalli's Sunwing, Samut, the Tested, Ripjaw Raptor. I can aether hub and commune for a land, then the hand is great. But if I fail to find a land then I'm stuck with one colorless mana. Let's see: 54 cards in library, 21 of which are lands. I'm on the draw so I get the top 6 cards and a scry to find a land? That's a %35-40ish chance any individual card will be a land? That feels good enouh, I'll try it and either regret it later or feel like a statistician god despite me being really bad at this.

You scry: Vicious Conquistador to the top.

I scry: Otepec Huntmaster to the bottom.

T0, you play Mountain.

T0, me: draw Attune with Aether. That will do. I play Aether Hub , cast Attune with Aether for Forest.

T1, you draw: Vicious Conquistador. Play mountain, play Vicious Conquistador.

T1, me: draw Forest, play it. I cast Commune with Dinosaurs, revealing 2x Aether Hub, Rootbound Crag, Commune with Dinosaurs, Forest. I take Rootbound Crag.

T2, you: draw Dragonskull Summit. Play it, cast Captain Lannery Storm. Swing for 3 and an additional 1. Make a treasure.

T2, me: draw Ripjaw Raptor. Play Rootbound Crag, cast Kinjalli's Sunwing.

You: 20, Me: 16

T3, you: draw Invigorated Rampage. You pay 2 for Wily Goblin, coming in tapped making a treasure. You swing with the team, making a treasure. You sacrifice two treasures for red, casting Lightning Strike on the Kinjalli's Sunwing before blocks. sacrifice another treasure for red, tapping the swamp to cast Invigorated Rampage pumping your team by 2 each. You hit for 7 and an additional 1.

T3, me: draw Rootbound Crag, play it. Cast Ripjaw Raptor.

You: 20, Me: 8

T4, you: draw Unclaimed Territory. Play it naming pirate. You want that ripjaw gone. Luckily having gold isn't so important with 4 mana out, so it's safe to swing with the team and pump whoever you have to. You swing with the team. I block Captain Lannery Storm. You cast Invigorated Rampage on her trading with the raptor, and trampling for 1. I draw Mountain on the enrage trigger. You hit me (including trample) for 3 and an additional 1.

T4, me: draw Carnage Tyrant. Play Forest. I get to pick between Kinjalli's Sunwing and Ripjaw Raptor for blocks. ripjaw can block more trample if you top deck another rampage type card, and Kinjalli's Sunwing can stop either current threat and haste. So I would die to Glorybringer if I play Ripjaw Raptor (for example), and die to another Invigorated Rampage if I play Kinjalli's Sunwing... hm. Well I haven't seen a glorybringer, and you've already played out two Invigorated Rampage. Seems more valid to be scared of Glorybringer or something else hasty. I cast Kinjalli's Sunwing.

You: 20, Me: 4

T5, you: draw Wanted Scoundrels, play it tapped. You don't want to lose a creature, but attacking now means Shock and Lightning Strike are both lethal top decks. You swing with the team, I block Vicious Conquistador. You hit me for 1 and an additional 1, Vicious Conquistador dies.

T5, me: draw Regisaur Alpha, sweet. I play Mountain and Regisaur Alpha making a 3/3 dino token.

You: 20, Me: 2

T6, you: draw Cartouche of Zeal. Hm, well haste doesn't matter so long as Kinjalli's Sunwing lives. But you can force bad blocks by pumping Wanted Scoundrels and making it so Regisaur Alpha can't block. You get to force me to decide if I want to lose my token, or double block and lose the sunwing. If I double block, it does get me treasure though, not sure if you care now that I have 6 lands out. If you swing with both, double blocking would put me at 1 which makes vicious conquistador another lethal top deck. I think that's the plan now, make every top-deck lethal. You cast Cartouche of Zeal on Wanted Scoundrels making it so Regisaur Alpha can't block. I double block the scoundrel's dropping to 1. Kinjalli's Sunwing and Wanted Scoundrels both die. I get

T6, me: draw Kinjalli's Caller, not a bad "free" blocker. I cast Kinjalli's Caller, Ripjaw Raptor, and sacrifice two gold and cast Samut, the Tested. I tick her up and give Regisaur Alpha double strike, swinging for 8.

You: 12, me: 1

T7, you: draw Wanted Scoundrels, play it.

T7, me: draw Regisaur Alpha. Cast Carnage Tyrant, Tick up Samut, the Tested and give Carnage Tyrant double strike. I attack with Regisaur Alpha, 3/3 dino token with trample, Ripjaw Raptor, and Carnage Tyrant with double strike. There's 25 damage if unblocked, you're at 12. Blocking the tramplers would only bring damage down to 21, so we have to block more profitably than that... Easiest is to block regisaur with wily - and then scoundrels blocks ripjaw... That prevents the most damage and is 17 damage unblocked. Yup, that's game. GG.

For reference your next draws were: Vicious Conquistador, Captain Lannery Storm, and Wily Goblin. Would have had to survive a whole extra turn for Vicious Conquistador to win after summoning sickness - but a few turns earlier could have made a big impact.

That game was even closer to the last. This time I was on the draw, didn't have lifegain, and still stabilized. I'm wondering if Bomat Courier could replace Wily Goblin (also reduces the need for double red), but it might not fit in your sweet budget list. Other than that, maybe you're just over-loaded on creature pump cards that require a creature in play to matter? I actually do like Sword-Point Diplomacy in your deck, even though I don't think it's a good card. I think in a budget list like this going high variance fun and conditionally powerful cards is the way to go. Things like the old Vexing Devil and Browbeat make for fun high flavor games even if they aren't good cards 70% of the time.

I was surprised to see you consistently remove Kinjalli's Sunwing, but it makes sense. It's so good against aggro, but it is a bit fragile. Might consider Authority of the Consuls in the sideboard instead of an extra sunwing, as it's a bit better against aggro and is harder to remove (especially because Duress and Kitesail Freebooter are so weak against dinos, they might be sided out / not come in.). Unsurprisingly Regisaur Alpha is super sweet. Getting two blockers when I need it and making my attackers have haste is crazy. It very well might have been the key to winning last game, as I wouldn't have been able to beef up my tyrant and win the turn I played him, and I would have played defensively if I hadn't first calculated lethal with you having no cards in hand.

Cool deck, going to upvote. Looking forward to see what you do in the sideboard. All I would change is getting rid of Wily Goblin, it's not very fun or powerful once resolved - so I don't think it fits in a budget list.

Om3gaOm3n on Whack 'em down (Post-rotation)

2 months ago

You should try to add Cartouche of Solidarity and/or Cartouche of Zeal I like the red one more, has it can stop a blocker.

Vortain on R/G Warrior Aggro

2 months ago

I think this needs a fair amount of work. I'm not an expert by any stretch of the imagination, so take what I say with a grain of salt, knowing many others could give you far better advice.

I think you have a few different things you are trying to do:

However, there's so much going on, I don't think most of these things will happen consistently. You only have 1 of each of the cards mentioned above, ensuring that you'll rarely see them played (especially the Zeal combo, which isn't that good to begin with).

I think you should just focus on a few things, mainly Warriors, Exhaust, and the Haste ability, as I think that's what you want your deck to mainly be. The suggestions I make are mainly using exactly what you have, only pulling a few cards from elsewhere.

I'd say get rid of the following:

  • Trial of Zeal - It's not an instant, and it only deals 3 damage. Getting the combo off with Cartouche of Zeal is unpredictable. I'd much rather see 4 Hungry Flames in your deck, where you can clear their minions out, and deal a bit of extra damage to the player.
  • Open Fire - Again, Hungry Flames is better here, as your focus is creatures dealing damage, so just having the option to deal 1 extra damage to the player seems like a huge loss, verses the ability to clear out their creatures and deal damage to the player. Additionally, Shock seems like a much better card at only 1 red mana, if you want more Instant damage.
  • Grapeshot - You have a lot of mid to high costing cards, so at most you may get 1 extra damage with this consistently. Again, for 1 red mana, Shock trumps this (in your deck).

These I'd sideboard, maybe:

  • Bitterbow Sharpshooters - They are situational, probably best if you know you are going against blue/white or someone with flying. Otherwise, the high cost and lack of synergy is hard to justify.
  • Deem Worthy and Shivan Meteor - Both cost a lot to have as part of your core, and not very useful if you are going up a blue control deck, or aggro deck (again Shock and Hungry Flames would be useful in most all situations.) However, if you know they are packing some large creatures, then I'd stick with Meteor since it has a ton more damage, even though it lacks cycling and demands 2 red. If they have large creatures, you definitely rather overkill in case they can pump them.
  • Hijack - Simply put, it's situational. Sideboard when you know you are going up against heavy artifact/vehicle decks. Otherwise, something that straight up destroys artifacts might be better (there's a red card that destorys X artifacts, I think, and that would probably work better in your side board. It could really cripple an artifact deck).

These I like but not sure about:

  • Majestic Myriarch - I like this card a lot, but am playing it in a deck where I only have four five-cost creatures, a few three-cost, and the rest 1 and 2 cost. I don't think it fits well here, but with some changes it might. And you might play with it and find I'm very wrong. Try it and see how it plays out. If he can copy Haste and Double Strike, he could do well consistently.
  • Throne of the God-Pharaoh - I get the idea behind this, but I'm simply not sure if it works in practice. Play with 2 or 3 in your deck (to make sure you see if regularly) and see how it works out. Get rid of it if the damage in negligible.
  • Hazoret's Monument - I do like this in your deck, and probably would play with 2 or 3, but ditch it if it doesn't seem that helpful. But since you have so many red and red/green cards, it seems like it'd do well.
  • Garruk's Horde - It's expensive and only kinda useful if you can get it out. Maybe Cultivator of Blades would be a better option. Again, this one you'd have to test.

These I think you could choose one or the other:

  • Hooded Brawler or Khenra Scrapper or Ahn-Crop Crasher- These cards are nice in their own respect. I think the weakest is Hooded Brawler, mainly because he doesn't have haste and can be blocked. If you find you consistently get him out with Bloodlust Inciter to haste him, then maybe keep him. Otherwise, I'd choose Khenra and Ahn, and you should play 2, 3, or 4 of each. Ahn I think is especially strong.
  • Rubblebelt Raiders or Frontline Devastator both I like for different reasons. I think Rubblebelt is the better choice. Play 3 or 4 of them.

Things I like:

  • Samut, the Tested - This I think could pull off some beautiful combos with haste creatures, especially Ahn-Crop Crasher. Probably would add 1 more, maybe 2.
  • Lovisa Coldeyes - He fits the theme well, I'd just add more of him.
  • Bloodlust Inciter - Fits your theme well, gives haste, works as a chump blocker, works on curve. I'd probably want to have 3 or 4.
  • Prowling Serpopard - Didn't know about this, seems incredibly helpful. Might be situational though, and maybe should be side boarded. If you are going against blue, you want this. Otherwise, something like, Sheltering Word or Blossoming Defense would probably be good in all situations as it protects against direct damage spells, -1/-1 counter spells, etc where as Serpopard does not.
  • Khenra Scrapper - Seems like he could be pretty strong when you want to by pass creatures, especially in combo with Ahn-Crop Crasher and Bitterblade Warrior

Final thoughts

That's probably way more than you wanted (if you wanted any criticism) but I hope it's helpful. I think the main thing is to focus on Haste and Warriors and/or Exhaust. I think you just need to increase the card count you have on some cards. Here's a quick mock up I did, though I didn't spend a ton of time on it. The main thing you'll notice is I increased card counts on cards I liked, and sideboarded anything I felt was more situational. I also slightly adjusted the Mountain/Forest ratio.

R/G Warrior Aggro Suggestions

Load more