Cheap-Ass Red-Green Aggro(a.k.a.
Minizilla Stompy 2k7. RG Beats for the Peasant Meta)
The goal is to build a
(1) casual
(2) red-green deck with
(3) an aggro bias, using
(4) all commons costing
(5) no more than $2 each, but
(6) generally as cheap and easy-to-acquire as possible
I chose red-green for my first two-color peasant deck because of its versatility of direct damage, efficient creatures, combat tricks, and mana smoothing capabilities. It was also my first somewhat viable deck back in the Revised/3rd days, so I'm eager to revisit the archetype. This time I'll put the list first, then talk about individual cards:
Proposed Decklist// Lands (18)
10 Forest
8 Mountain
// Creatures (24)
4 Skarrgan Pit-Skulk
4 Rogue Elephant
4 Kird Ape
4 Mogg Flunkies
4 Scab-Clan Mauler
4 Horned Kavu
// Spells (18)
4 Giant Growth
4 Rancor
4 Incinerate
4 Lightning Bolt
2 Fireblast
// Sideboard (Just ideas... entirely unoptimized)
4 River Boa (Lends resilience and evasion in some situations, but 2 power for 2 is a bit weak in this deck!)
3 Naturalize (Well-rounded green Disenchant)
4 Stone Rain (Land destruction option, for opposing janky multicolor decks that get easily manascrewed)
4 Demolish (As above. Consider 1RR LD cards instead of this 3R spell)
1-drop CrittersGhazban Ogress/Wild Dogs Wild Dogs are good because they can be cycled. Hopefully we're fast enough to avoid the obvious drawback.
Skarrgan Pit-Skulk With our Trample, evasion, and direct damage, this is often a 2/2 for G. Add some evasion of its own and it's a solid creature.
Mogg Fanatic A bit too small compared to our other options, even though he has great utility. We want to dominate the combat phase with this deck, and Mogg ends up being 1+1+1+...+2 instead of 2+2+2+...+2
Rogue Elephant A Rancored Elephant swinging on the second turn can make for fast games, but removal is a 2-for-1 play that slows down our mana development.
Granger Guildmage While not very useful in combat, it provides great utility with its damage ability. If we can support a small splash of white mana, the first strike ability can combine with Rancor, and Blood Lust, and other tricks, or nullify against opposing first strikers.
Kird Ape Much less useful in a deck without expensive lands, but could still be viable.
Jungle Lion Generally selling for $3, this is too expensive for our peasant build but they should be used if available.
Jackal Pup A decent card, but uncommon so we'll avoid it here.
2-drop CrittersGrizzly Bear Here's a card so old and well-known that nowadays "2/2 for 2" critters are often called bears, even if they aren't bears. However, we expect more for two mana now that newer options have been printed.
Mogg Flunkies 3/3 for 2 in a deck with plenty of creatures to nullify its drawback is a good deal.
Scab-Clan Mauler A bigger Pit-Skulk, with the ever-useful Trample.
Horned Kavu Huge for its cost, but slows us down. Remember to cast it after you attack! (See rant below.)
Wild Mongrel turns late-game lands into pump, and can trigger Madness. At worst, it is a bear.
Elvish Warrior A +0/+1 bear for reduced casting flexibility is not worth it. If only it were a 3/2.
Keldon Marauders If it were Fading 2 instead of Vanishing 2, it might be worth it. 2-5 damage for 2 mana isn't so appealing.
Bigger CrittersKeep in mind that ultimately we want power>=casting cost, so there are few viable options.
Elvish Ranger 1 toughness is too fragile for an investment of 3 mana.
Phyrexian War Beast Efficient boltproof critter at the upper end of our mana curve, but not as explosive without Dark Ritual. Spreading the cost out over two turns a'la Kavu would allow it to be cast without dedicated accelerants (Kavu+anything vs. War Beast+Elf).
Should something else be in this slot?PumpersOur guys are a bit bigger than in
CAMBA, but Green's the king of pump, so why not make them bigger?
Rancor With a bit of resistance against 2-for-1 plays and extreme overall efficiency, this becomes an autoinclude.
Dust Corona The bad evasion ability is less useful than Rancor's Trample, and it all but guarantees a 2-for-1 play for the opponent.
Giant Growth An old-school staple that sees play even today, this can take the roles of protection, creature kill, and "direct damage" on a trampling or unblocked attacker.
Seething Anger Too slow to respond to anything or result in surprise damage, and doesn't save our creatures from damage.
Blood Lust Works well with Trample, First Strike, and Regeneration. Can take down huge threats in combat or when coupled with direct damage.
Symbiosis While the two-casting cost may be prohibitive, it can save two critters from a sweeper and is resistant to 2-for-1 plays since both targets must be destroyed for it to fizzle. Of course, it's useless with one critter on the board.
Seal of Strength/Briar Shield These lose the element of surprise, and we should be able to keep mana open more easily than 9-land stompy so the pre-cast advantage is less significant. Note a Shielded 1/1 with 1 damage will die if Shield is sacced to pump it.
Bounty of the Hunt/Might of Old Krosa These are uncommon
Armor of Thorns/Giant Strength These are too inefficient nowadays.
Direct DamageLightning Bolt An expensive common but within our budget.
Incinerate This bolt can take care of regenerating chump blockers that foil our non-Rancored beaters. More generally, it's a cheap common that casts at instant speed.
Fireblast A great surprise game finisher, but should be used sparingly in a deck with all common lands.
Chain Lightning Technically a common, but too expensive for this deck.
Lava Spike/Rift Bolt/etc. Compared to the above cards, these are slower, more restrictive, and/or more expensive to cast. They are not bad cards, but we don't have too many slots for direct damage in this deck.
Fling Fun game-ender that works wonders with pump spells. This (and Berserk) was double strike before double strike.
RemovalNaturalize green's disenchant is probably the best overall.
Hull Breach 2-for-1 plays are great, but the mana is slightly more restrictive and it's slow.
Tranquility/Essence Filter/Tranquil Domain/etc. Consider these if you're expecting a lot of enchantments
Sundering Vitae With our low mana curve, we can afford to hardcast a 2-mana disenchant effect.
Viridian Zealot would be nice but is a rare. It is reasonably cheap so you might use it if it's lying around, but our peasant build won't use it.
Elvish Lyrist/Scavenger Folk/etc. Too slow. There are too many ways to get rid of a 1/1 creature before it loses summoning sickness.
Mana Smoothing (May be unnecessary)
Crop Rotation Useful for fetching nonbasics, which we don't have. 2-for-1 card disadvantage, but at least we can use the land that same turn
Yavimaya Elder at 5 mana, a little too slow for our aggro-oriented deck.
Quirion Elves/Skyshroud Elf 2 mana for a 1/1 is pretty painful, but these may be useful with more splashes.
Prismatic Lens easier to cast than the elves, but can't even attack for 1
Terramorphic Expanse Only good when it's the third or later land played, or else it slows us down too much.
Lotus Petal Stores seem to overvalue this card, but it can be found for around $1 from private sellers. Note that there's no 2-drop in our list that we'd want to cast first-turn: Flunkies cannot attack alone on turn 2, Maulers hit the board as 1/1s, and Kavus bounce themselves.
On Mana:Generally, mana acceleration weakens our deck by giving a small mana boost at the expense of adding non-threats. Whereas Dark Ritual adds two mana, Lotus Petal adds just one, and Elves not only delay the mana that they give us, they also rob us of our second-turn attack (which is important for pumping our 8 Bloodthirsty critters).
There are some common nonbasics we could consider, such as Terramorphic Expanse and Timberland Ruins, but we depend on having our basic lands for Rogue Elephant, Kird Ape, and Fireblast, and we are dependent on early game mana so things that come into play tapped really hurt. In the end, adding more basic lands might be preferable over any accelerators. We'll just depend on individual card efficiency to try to overcome the loss of tricks that other decks get to use (Dual lands, Spirit Guides, etc.).
General Notes:I don't play sideboards in casual play, so I haven't thought too much about that. Some peasant magic formats allow the use of a few uncommons, for which I'd add better creatures or acceleration. Under the state restrictions, Rancor and Lightning Bolt are relatively expensive but available for $1, and the deck can be made from scratch for around $20. As with CAMBA, this isn't meant to be a tournament-viable deck, but should do well in a casual or peasant magic environment. Note that under ideal conditions, the average toughness of our creatures is 3. Such a resilient creature base is nice in an all-commons deck with such a low curve. Any suggestions for improvement are more than welcome!
Questions:More explosiveness with Blood Lust and Fling? Or just use the 8 green pumpers?
Kird Ape and Rogue Elephant are at odds with each other. Should I use something else, or run forty maindeck Forests? If these are to be replaced, they need to be 1-drops, including some red ones.
Are there better critters I overlooked? Note that a lot of the better ones are considerably more expensive and/or are uncommon.
Can I use Bear Cub? Please? It's just revoltingly cute.
Please argue against Horned Kavu (unless you like it too). Assuming we play an ideal land each turn, we have:
Kavu:
Turn 1: 1-drop
Turn 2: Attack for 1-2, cast Kavu, bounce 1-drop
Turn 3: Attack for 3, recast the 1-drop
Result: 4-5 total damage, 2 open mana, 2 good-sized critters on the board
War Beast:
Turn 1: Elf
Turn 2: Cast War Beast
Turn 3: Attack for 3 or 4
Result: 3,4 total damage, 4,3 open mana, 1 good-sized creature and a 1/1 on the board
Obviously the second scenario gives us a better mana development path, but it means we have these little 1/1 for 1 creatures in what's meant to be an aggro deck. Kavu lets us utilize existing 1-drops as accelerators. Then two land and any non-Elephant 1-drop will let us cast a turn-2 Kavu, whereas we need 1 of 4 Elves to cast a second turn War Beast. I say 1 of 4 because we simply can't run 8 mana elves in this deck. Lastly, War Beast dies to artifact-hate and[/b] creature-hate, and its death effect actually matters in a deck where we're saccing 8 lands to cast our other spells.
Thanks for reading!The
Cheap Ass Series:
CAMBA: Cheap-Ass Mono-Black Aggro
CARGA: Cheap-Ass Red-Green Aggro