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Burning Bangchuckers

Modern Aggro Casual Goblins

MagicMarc


Sideboard

Instant (4)

Creature (4)


This deck is centered around a fun and dangerous card called Goblin Bangchuckers. For those unfamiliar with this card it is a goblin creature card that taps to flip a coin. If you win the flip it inflicts 2 points of damage to a target creature or player. But if you lose the flip it deals 2 damage to itself. Risky but full of flavor. Then this deck offsets the risk of the flip by putting copies of Stormrider Rig which helps the chuckers survive their own ability.

And because of those, Dash creatures seemed perfect accessories for the deck. As you drop them, switch the rig to them to enhance their damage while Impact Tremors adds some free punishment. Hopefully in a field emptied by your bangchuckers.

Supporting the deck's goblin burn theme are the Goblin Fireslinger, Goblin Arsonist and Arms Dealers.

With Impact Tremors your dash creatures help win the game with direct damage and charging into the red zone. The Goblin Arsonist is extremely efficient for damage. Berserkers' Onslaught lets your Dashing out creatures become extreme threats where even the Mardu Scout if unblocked can hit for 6. The Lightning Berserker becomes very efficient for 1 mana per 2 pts of damage. And the card:Sprinting Warbute can do some big finishes. The Forgestoker Dragon is another source of clearing the way for your dash creatures and exerting more board control. Fling is in flavor and lets you make great use of your warbrutes, berserkers and forerunners. Shocks in the deck are self-explanatory! Here is the card breakdown:

The Creatures:

Arms Dealer: This card is in the deck as an alternate source of creature removal. Your Goblin Bangchuckers are going to eliminate all of the small stuff. But these guys can help clear away some of the bigger fat you may face on the field. At instant speed any time this card can help remove blockers and surprise your opponents if they lose track of what you have in play.
Forgestoker Dragon: These dragons are amazing at clearing the way for your dash creatures. Along with being a source of weenie removal and an alternate win condition if your creatures on the ground cannot get the job done.
Goblin Arsonist: This excellent one drop can usually trade away an opponent's creature on the way to the graveyard. And if there is not anything in the way it's a good way to start dealing damage to your foe.
Goblin Bangchuckers: These guys are what the deck is built around. Goblins are full of flavor and fun factor and this card delivers on both counts. Recklessly flipping coins to deal damage or risking destruction these goblins are nothing but fun. Having the ability to deal 2 damage to any creature or player at any time is very strong. Add in equipping these with Stormrider Rig which removes their risk factor and you have a great source of repeatable damage. Very fun and very useful in this deck for getting rid of blockers.
Kolaghan Forerunners: This creature has a variable power that goes up with the number of creatures you control which can remain relevant during the course of an entire game. It also has trample. And it also has dash. This thing is nothing but win in this deck. Get out Berserkers' Onslaught and this thing can deal huge damage to your opponent. Remember with all the removal and evasion in this deck there will be many opportunities for this guy to run over your opponent.
Lightning Berserker: The only thing better than a 1 drop in red is a 1 drop with fire breathing! This card can create a lot of pressure in the early game and can be a repeatable etb trigger with a very modest dash cost. Drop them when you see them or hold a copy in hand for Impact Tremors and then keep dashing them out.
Mardu Scout: At 3 power with a 2 mana dash cost the scouts are great in this deck. Against an empty field they will just out tempo your foe as they blast down their life total. They are prone to removal but it is worth the risk for lightning bolt level damage whenever you can get them through the red zone.
Sprinting Warbrute: These guys are tremendous in this deck. A 5 power creature with dash is very strong when the rest of the deck is killing all the things. And remember, only instant speed removal kills your dash creatures when you dash them out since they do not remain in play waiting for sorcery speed removal. You will be surprised how often these guys are your main win condition.

The Other Spells:

Fling: This card barely needs a description. There is almost nothing better than instant speed burn for the power of a sacrificed creature. Especially in a red deck which is already ruining it's opponent's life total. Holding one of these in hand forces your opponent to make hard choices during a game. And as soon as their life total is in range of the power of a creature you have in play, Boom!, game over for 2 mana. Such a great card.
Shock: Instant speed burn for 1 mana should always find slots in a mono red deck. There will always be opportunities for this card to make a difference during games.
Berserkers' Onslaught: This card is in the deck for when you go to a mid or late game versus an opponent. Your dash creatures will always matter once this is in play. A Sprinting Warbrute dashed out with this in place is a giant amount of damage if left alone too long.
Impact Tremors: With all this dashing around, the obvious card for this deck is this one. Now, whenever any creature of yours hits the field you are dealing damage to all of your opponents even if you cannot attack directly. And since dashed creatures return to hand you get to do it all over again next turn.
Stormrider Rig: This card is amazing in this deck. It boosts anything you dash out by +1/+1 so as to boost your damage when you attack. And when equipped to a card:Goblin Bangchucker it will keep them from dying to their own ability. it's ability can also let you equip it for free which is great.

The Lands:

Mountain: 21 of these to get your game going. Mono red decks rarely need much mana to get their game on but this deck is a little mountain-heavy because there are a few costly plays in the deck.

The Sideboard:

Boiling Earth: This is good to bring in versus any kind of weenie aggro or token deck. The awaken ability is a great bonus in this deck since there usually won't be anything in the way of your creatures.
Destructive Tampering: This is an excellent card to bring in versus artifact decks but is also very good if you are playing against a deck that drops blockers that you cannot just burn away.
Goblin Fireslinger: These are great to swap in for game 2 if you are expecting a play that will stop your aggro game. Having 4 of these in the deck for game 2 will wipe the smirk off your opponent's face after they drop a moat and wonder how you are going to hurt them now. And you reply with burn straight to the face!
Kindled Fury: Aggro decks always need combat tricks and this is a good one in this deck. This card, at instant speed, will let your creatures hit way outside their weight class and create bad trades for your opponent. A Mardu Scout or Sprinting Warbrute hit with this is going to plow something off the field.

That is it for the deck! If you have comments or suggestions please leave them below!

Suggestions

Updates Add

Finally found time for some more playtesting and decided to improve the deck's consistancy and added a generic sideboard to help with game 2s.

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Revision 1 See all

(6 years ago)

+3 Boiling Earth side
+4 Destructive Tampering side
+2 Fling main
+2 Goblin Arsonist main
-1 Goblin Bangchuckers main
+2 Goblin Fireslinger main
-1 Impact Tremors main
+4 Kindled Fury side
+1 Mardu Scout main
-2 Mountain main
+1 Sprinting Warbrute main
Date added 9 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Rares

14 - 0 Uncommons

21 - 15 Commons

Cards 60
Avg. CMC 2.56
Folders Chris's Decks, Magic Marc Cards
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