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Players can't gain life this turn. Damage can't be prevented this turn. Skullcrack deals 3 damage to target player.
|Have (26)||GureiSeion , shadowhound14 , colin13 , xlebec , leonardocrater , Sollisnexus , Explotography , Mutt5258 , Wicuber , wsurugby10 , Comicalflop , KungPowBacon , Jernyman , the3rdH0kage , lucyfarrell , Panda213 , xzavierx , zandl , TheHorse , caprioG04 , Raistlin911822 , jwe94 , MUTEDM1ND , DNSolver , Timocalypse , SpiritBear9000|
|Want (4)||thataddkid , apoc7k , scottemery , Draygo|
"I want an aggro deck that can sideboard into a burn deck if need-be."
While it's often a good idea to have a little burn to help reach in some match-ups, this is basically not going to happen. There are not enough sideboard slots, and you're giving up a lot of other valuable slots for other match-ups - there are more decks than just control you need to fight. Boros Charm and a few Skullcrack out of the sideboard should be plenty fine.
"I thought it might be an option for dealing with creature-removal-heavy strategies."
As mentioned, you're never going to be able to blank enough of their removal to be relevant by simply swapping out 8 cards. This type of strategy only works when it's all or nothing, like a control deck that presents no creatures in game one and sides into some Archangel of Thune s once the other deck sides out all their removal.
"How else can an aggro deck compete against control past turn 5? Is Boros Charm enough?"
Beating control with aggro is all about properly pacing yourself and knowing when you should, shouldn't and are sometimes forced to committing to the board. Boros Charm is an excellent tool though. Not only does it protect you from Supreme Verdict but it's a big chunk of reach.
Think about it this way and break that statement down. You're essentially running a 4 mana enchantment because it has a favorable interaction with 7 cards in your whole deck. Cards needs to stand on their own a lot more than that. Compare that to something like the aforementioned Stormbreath Dragon
, a big nasty threat that's resilient to removal and demands answers from your opponent. Stormbreath Dragon
doesn't need another card in play to be good, it just is, and then when you do have both cards in play instead of them combining to finally make a good effect they just both are good. This makes your plan more resilient to your opponents interaction because even if they removal one the other one is still fine on its own.
If you want to make a Purphoros, God of the Forge deck, then you should build a whole deck around that plan, not just toss it in because it has some synergy. My 2 cents.
Before rotation, I mean it won't be standard for long run Skullcrack sideboard just to go against the big life gain decks
There is no replacement for path in modern, but it is still decent and maindeckable. The current list you have here is a bit lackluster. The aggro bit is scaled down a lot for a more midrange/maverick build. Zoo technically implies using more animals like Kird Ape and Loam Lion to provide early aggressive beats. Sadly, this deck does not function well without the fetches.
Lets try to rework it a bit into a proper Zoo and include some synergies in there to make it tick:
20 lands should be fine, the more duals the better. Fetches are optional if affordable.
4 Kird Ape
These creatures will form the basic of the deck. We need a lot of early drops and we need them fast. 28 cards to go.
Clearing the way for our dudes. 16 cards left to go.
4 Ghor-Clan Rampager - finishing touches.
4 Boros Charm - works great with above card or even as just 4 damage.
4 Nylea's Presence - instantly get all land types and draws a card.
4 Tribal Flames - hit them on the head for 5.
For the SB:
3 Loxodon Smiter - liliana is scary.
1 Sword of Feast and Famine - protection from jund
4 Qasali Pridemage - always useful, even if he is just standing around.
4 Vines of Vastwood - protects your dudes on the cheap.
Tell me if you think I am headed in the right direction.
I like The Generator/Doom Engine combo here. Skullcrack is a sure 3 damage. Ensoul Artifact goes great with Ornithopter . The Izzet Keyrune can be nice as well. Shivan Reef produces colorless mana and the red or blue needed for colored spells. Awesome deck. +1 from this guy.
Ok well idk how your new deck would deal with them although seems like you've already got something planned but in the mentality of Boss Sligh:vs. Mono Blue Master of Waveskill opponent before devotion is too highSearing Blood , Lightning Strike , Shock , or Stoke the Flames to just kill Master*Legion Loyalist to first strike and trample through
vs. Mono Black Grey MerchantSkullcrack kill him before he even has 5 manakill him before his devotion gets too high/keep his devotion downbut mainly Skullcrack
also some draw is nice, Wild Guess
|Avg. draft pick||11.97|
|Avg. cube pick||2.89|
|Commander / EDH||Legal|