Decktalk „The Rodeo Deck“

How can you balance aggressiveness and responsiveness, vehemence in killing and creativity in staying alive? How is a deck possible that is non-linear enough to be full of forward options and defensive answers?

Finding answers to these questions led to building the „Rodeo“ deck: a White & Green body that is strengthened with artifacts and a basic red burn suite – and optionally refined with black and blue power splashes.

At its very core „Rodeo“ works as White Green red mid-range deck, where you hold fast with cheap removal and build ground with a broad Mana base to bring out your midrange beaters and your opponent to his knees in the late game.

Starting with the body or core of the deck: 3 Erhnam Djinns and 3 Serra Angels form an army with a play set of mighty Su-Chi to steadily make your opponent fall. But you will have to stay alive until that army builds.

We have Sylvan Library and the tome for tuning your draw step and indispensable white removal to keep early threats at bay.

A broad mix from Duals, Fellwar Stones, Moxen and Lotus helps to develop your mana base while red burn spells harmonize the balance between defense and offense.

In recent play testing this deck earned its name „Rodeo“ for holding fast while White Weenies and Black threats flooded the early board. Red burn, white power suit and Su-Chi made those aggro horses lame and tired, and even  a ratio of 5 to 28 life points had been reversed to a late game win after Rodeo took its Angels out for a fast ride home.

Variations: For those who are not (fully) powered: You can always replace Moxen with lands, and Lotus with Mana Vault. This deck also perfectly works as a 4 color variant without the blue splash by replacing Ancestral Recall and Time Walk with another Lightning Bolt and another Swords to Plowshares. Also: for the Mana Curve it could make sense to replace 2 Fellwar Stones with Birds of Paradise.

 

 

 

 

(Budget-)Decktalk „Goblin Festival“

Well, here’s a mono red favorite of ours for a kick start into the deck talk section of this blog.

Yeah you got it right, it’s a super fast mono red, aggro Goblin festival, where 12 goblin one drops build the base, to be tuned in turn 2 and 3 with Goblin Grenade, Blood Lust and Goblin King to inflict fast big damage. There’s artillery support from Ball Lightning and 10 burn spells, and… that’s kind of about it. In recent testing the 2 main decked Blood Moon proved to be essential to break a control deck and enable Goblins of the Flarg to sneak through Mountain walk – but let’s be frank here:  you should be done with your opponent in 4 or 5 turns. Once an adversary will steady himself with some control features or blow a disk in turn 4 or 5 you can be pretty sure to be dead meat in the long term, unless you draw your Wheel of Fortune.

To sum it up: This deck is fun and it is fast, but surely it is very linear and has next to zero turnaround capacity. With all that fast damage and burn to finish you will have quite good odds though. And hey: this is a budget deck that is perfect for a primer into the world of old school magic.