This a deck that started as a mono red brew but evolved into green/red because of the great options. I will break down or token generators, win conditions, and why we have some "questionable" cards.
Token Generators
4 copies of Blisterpod to generate a small threat and create a token if dealt with.
2 copies of Dance with Devils to make 2 hard to deal with creatures. They are hard to kill late game because life totals could be low.
3 copies of Devils' Playground to fill our board up with these tokens
2 copies ofScion Summoner to create a body a token to help ramp
2 copies of Call the Scions t create tokens we can attack with then sac for mana
Mana Fixing
We have multiple scion generators we can sac but how do we get colored mana advantage? The answer is simple
2 copies of Vessel of Volatility to help ramp into a token generator and 3 copies of Lifespring Druid for bodies or mana fixers. Loam Dryad also gains on mana
Win Con
Our win conditions are simple. Either flood the board with tokens or ramp into a big Rolling Thunder for the finish. Westvale Abbey
also allows for a quick game ender.
Removal
Outnumber is cheap removal that can kill a huge threat.Rolling Thunder can kill our opponent or board wipe them.
ExplainingOur copies of Nissa and Chandra are to make tokens then have Nissa minus and swing for lethal. I imagine you all have questioned Firemantle Mage He is in there to play onto a full board that gives everybody menace which could cripple our foe.
Help!Share your input on our sideboard(in progress) or our mainboard issues. Anything else we should add?