So I think this deck is very real and there are many ways you can chose to take it. I went 3-1 only loseing to grixis emerge at fnm but the games were super close. My list was pretty much like the one that came 2nd at the scg event. One change I did make was I added in 2 Chandra flamecaller and a 3rd mana dork to replace 3 gearhulks I was missing. It worked great! What I did find about the deck was I wanting a trample spell to push tho a little more. Other then that I believe this is a real contender.
Hey guys. Haven't posted in this thread before. This is the RG list I'm currently on - it resembles more a midrange build than an aggro build, though it shares many of the aggressive characteristics of that particular list.
I've been really impressed by Chandra, despite some disappointments I've heard among other pilots. If you can play around opposing copters and remove them early, Chandra can stick and simply take over the game. Pia Nalaar is also an all-star, piloting the copter with ease and removing chump blockers, though we have enough trample that it won't often come down to that.
Attune with Aether and Servant of the Conduit allow us to shy up our land count, though I'm not entirely convinced that we can always get away with the light 23. It feels bad to flood out when we want to be beating face, though. I've been jumping between 23 and 24 so it would be great to get some opinions on that.
This flavour of the deck has lost some of the dominating Energy theme, but it's still an underlying plan, and we often have ample E to spend at our Hubs, Brawlers, or keeping our Hellions on the battlefield.
I'd love to get your feedback. The numbers on this list aren't final - I'm still putting in a lot of testing and tweaking the final build.
Ok so took the deck out online and to a "win a box" Standard night and it's been crushing it (went 3-split for top 4, then 1-split (essentially 1st). RB, WR vehicles, RW humans, GB) There's still small tweeks (mostly SB decisions), but I'm pretty solid I can weigh in on this a bit better now and offer this updated list with confidence.
So this version runs low to the ground with a cc break up of (1-5cc) of 8|20|4|4|4 but leaves out the 1cc creatures. The goal is simply to out value other creatures on the same cc curve versus rush them before you can't get in such as the combo and budget aggro versions are doing. You'r aiming to win the game about turn 5-7 and have a fair shot at longer games. Because of the low cc and inclusion of Servants and Attunes we can go as low as 20 mana and fully be functional even if missing land drops. It also supports incredible burst potential, making it really hard to play against and encourages situations where opponents have to take gambles.
Card breakdown:
Verdurous Gearhulk - Our top of the curve game ender. Works great with Brawlers since they can trample and can turn your 2/2s into threats or walls.
Longtusk Cub - Some people aren't crazy about this, but it's worth the spot. Turn 3, when it can attack, typically allows you some way to gain the 2 energy needed to swing out as a 3/3 and begin to either gain energy back or start forcing chumps early. Attune with Aether is great for getting the 3/3 status turn 2 and begin an aggressive chance to snowball out of range of good trades. This card is also great late game when you're top decking with energy to spare, gaining far more value than a 2 drop should at that point.
Servant of the Conduit - 2/2 for 2, gets you hydra/gearhulks faster, helps with low land base, gives 2 energy on ETB.
Voltaic Brawler - One of the best reason to run GR, instant 4 of. Trample gets around chumpers as you pressure and out values all meta 2cc creatures.
Lathnu Hellion - Our deck produces enough energy to keep this in play for a few turns and easily attain its value. Running this puts a lot of pressure on opponents counting your potential damage on the swing back and can buy you time as they hold back chump blockers. The 4/4 body is just crazy for the mana cost.
Bristling Hydra - I feel this is the best MB slot for 4cc. At worse this card is trading 1 for 1 with something near equal value, but often gets you more. An unchecked hydra can usually lead to a 'gg' situation through sheer pressure and built in protection.
Blossoming Defense - Card is amazing and creates a ton of stress for opponents to account for. Our curve involves a lot of 2cc drops, 12 of which are creatures, leaving a gap for fully utilizing t3 mana outside of Hellion or Attune+2cc. This card is devastating if you curve out two 2cc drops by turn 3 and they go for a removal to stop the momentum. It also lets you play greedy and drop a gearhulk for 8/8 and protect it as you use all the trample to push for the win. It is commonly sided boarded out, but certainly is a safe bet MB.
Harnessed Lightning - A must have 4-of. Hits Copters, can lead to combat tricks with Cubs and Hydras, and can scale to kill creatures later in the game.
Attune with Aether - Misleadingly good in an aggro deck. It allows you to run less land, early energy is very important for taking early leads, and it thins your deck of lands. The 1cc aspect fits perfectly into a T3 since we run a ton of 2 drops and often have a remaining mana to use.
Incendiary Flow - Probably the safest MB burn to run after Harnessed. While it's sorcery speed it hits a lot of relevant cards on turn 2, the exile is relevant in GB and RB matchups, and it gives you reach to burn face. Harnessed and Blossoming will cover you instant speed tricks, so don't fret about the Sorcery speed too much, the pros outweigh the cons.
Sideboard breakdown:
Appetite for the unnatural - Artifacts are everywhere so you need 4-of. We take this one over other options because the 2 life and instant speed is relevant in the aggro matchups where fleetwheel crusiers and copters are abundant. Against other decks, we can also target things like gearhulks, marvels, and etc...
Savage Alliance - Great against aggro matchups, hits copters and fleetwheels.
Clip Wings - Handles angels, spirits, emrakul, and Copters.
Deadlock Trap - For dealing with large bodies you can't easily remove or play around.********* This spot is being tested. Hijack was used previously.
Fleetwheel Cruiser - Good for control matchups where board wipes can set you back.
Hey guys. Haven't posted in this thread before. This is the RG list I'm currently on - it resembles more a midrange build than an aggro build, though it shares many of the aggressive characteristics of that particular list.
I've been really impressed by Chandra, despite some disappointments I've heard among other pilots. If you can play around opposing copters and remove them early, Chandra can stick and simply take over the game. Pia Nalaar is also an all-star, piloting the copter with ease and removing chump blockers, though we have enough trample that it won't often come down to that.
Attune with Aether and Servant of the Conduit allow us to shy up our land count, though I'm not entirely convinced that we can always get away with the light 23. It feels bad to flood out when we want to be beating face, though. I've been jumping between 23 and 24 so it would be great to get some opinions on that.
This flavour of the deck has lost some of the dominating Energy theme, but it's still an underlying plan, and we often have ample E to spend at our Hubs, Brawlers, or keeping our Hellions on the battlefield.
I'd love to get your feedback. The numbers on this list aren't final - I'm still putting in a lot of testing and tweaking the final build.
Thanks for taking the time to read.
I have a very similar list that I spoke about a few posts up on this page. It's updated here:
My list has been running pretty well on 23 mana and I'm testing 3 instead of 4 Servant of the Conduit. What I found is that Game Trail isn't as good as it used to be now that we have Aether Hub, Attune with Aether and Servant of the Conduit. Too often, Game Trail comes in tapped late in the game. The 5th mana drop is one of the most important to come into play untapped. I'm down to 2 Game Trails and I may cut the remaining 2 for 2 more Aether Hubs.
Your list runs 4 Trail, 4 Cinderglade and 4 Hubs. Having all of these fancy lands starts to make them inefficient because of how they play off each other. Both Cinderglade and Game Trail have a higher chance of entering tapped since there are fewer basic lands thanks to Aether Hub. Take out some or all Game Trail copies for more basic lands. With more basic lands, we can plan efficiently so that Cinderglade will nearly always enter untapped.
Now that your lands enter the battlefield untapped much more often, playing only 23 lands should be very feasible with all of the ramp/fixing in the deck.
Sometimes it is appropriate to go to 61 cards in order to make the land ratio better, or to have a "16 card" sideboard. It is okay for us to do so since we aren't a combo deck and we have the space to run 4 copies of our heavy hitting spells. Throw in the card filtering from Smuggler's Copter and draw from Tireless Tracker, and you can fix the land ratio while still drawing the answers you need.
Is 1 Verduruos Gearhulk a budget choice? I'm pretty confident that running at least 3, maybe 4 copies would be a good move. I've played with Arlinn Kord. She's not as good as gearhulk, so there's one slot open for another hulk. Remember, Gearhulk beats Spell Queller and can gains a benefit even if Reflector Mage nabs it. Dropping counters onto Smuggler's Copter for extra evasive damage closes out games quickly.
I've been slightly confused by the popularity of Pia Nalaar. I suppose an extra flying chump blocker is nice? Do people find themselves putting counters from Gearhulk onto the Thopter? I'm having a hard time envisioning how she helps close out games, but perhaps I just need to give her a try.
Tell me about Courier please. How good was it, and in what ways? Do you often get extra cards from it, or is it mostly there to curve out better and bait removal?
Private Mod Note
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Rollback Post to RevisionRollBack
When I hit my 3000 post mark, I'm gone for good.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
i know it was talked about earlier, but how do you guys feel about Electrostatic Pummeler now? He might be a bit too cute, but I've seen him do work in GR Energy Voltron style decks that run Built to Smash, Blossoming Defense, and Larger than Life, either as a removal magnet or a cheesy win
I have seen quite the fuss about these RG Pummeler decks. I don't know how they beat removal. You need a lot of Blossoming Defenses to fight through multiple spot removal spells.
I was able to drop her against second RW Vechi. matchup only. She did good, thou I manly used her +1 for +2/+2 on single creature, which helped both in offense(especiallsy with Volatic Brawler) and defense(because of Vigilance). Week before on the other hand +1/+1 trample on all creatures gave me enough to win crucial game.
I have to agree. Pummeler might be OK, but you have to build with it in mind and I'd rather not do so.
Another thing to note is that the people seemingly having success with this deck, myself included, have forgone playing 1cc creatures. As much as this is an aggro build, you don't have to force the curve all the way through. Each card is powerful enough they they can make up for that lack of one drop. With the energy mechanic a lot of your creatures get to play bigger than they actually are.
I have to agree. Pummeler might be OK, but you have to build with it in mind and I'd rather not do so.
This is spot on. If you want to play Pummeler, you need to play a Pummeler/Uncaged Fury deck with tons of pump and go for the Atarka Red-esque kill. Fury is your Pummeler 5-8, slap that and pump spells on an evasive/unblocked creature and go to town. This is a legitimate plan, and it's been surprisingly good for me so far. Just jamming Pummeler into a straight RG aggro list, however, is a bad idea.
1. have you tested nissa, if yes how good was she?
I like her more than chandra, but haven't tested any of them yet.
2. have you tried electrostatic pummeler in the sideboard?
It is a rather silly and "cute" card, but i feel like if we encounter matchups without a lot of removal this thing could become absurd.
3. have you tested tireless tracker, maybe in the sideboard?
Thanks!
1 - I have 2 nissa's burning a hole in my binder I may try it out. Cons against her is she is 5 mana and that hints at removing 2 gearhulks to squeeze her in, she also lacks the removal perk of chandra that let's the card have more SB versatility. Pros is that her ult is VERY plausible in the control matchup that will be the main SB reasoning. I'll test her out though, maybe I'll do a 1-1 split instead of 2 of.
2 - Not in the list. I believe pummeler strictly goes in the all in voltron GR variant and at that I feel the risk of removal is too great. I personally think the GR version of this deck will be a fun gimicky budget deck, but not really do anything. W and B already mainboard "sac" effects to get around blossoming defense and even targetable removal will steal enough games. I think this card may do better in another energy deck or perhaps in the next set.
3 - No. I had a lot of worrying over the 3cc slot since all we have are hellions and this was a main contender for the spot. In the end I decided to run Incendiary Flow instead as I couldn't justify dropping the other cards after testing. Typically the most SB'd cards are: Blossoming Defense, Incendiary Flow, Hydra...so keep that in mind for flex spots.
Right now the mainboard is doing work and I can only really see a need to change if say i were to -1 blossoming and another card to shoehorn in 2 more cards (likely 3 drops). SB is still in testing, but currently functional with all the matchups I've dealt with. There's a few other cards I try to fit in the SB to consider: Galvanic Bombardment, Woodweaver's Puzzleknot, Hijack, Collective Defiance, Magmatic Chasm.
Anyone have input on sideboard tech? I'm still playing with the theory on decks and in certain matchups I'm not SBing at all and one some I SB a lot of cards. I feel like I have 2-6 spaces to play with. I'm a little concerned over decks like Emerge TBH and gideons?
I'm only really married to:
4 Appetites for the Unnatural
2-3 Savage Alliances
2-3 Fleetwheel Cruiser
2 Clip Wing
Feeling Chandra ornissa will be a 2 of for control matchups. Splashing a 3rd color is viable as well.
So Chandra could easily be Bristling Hydra or Collective Defiance, and in some cases will be sided out for them, but I preferred the ability to cycle through your library or deal damage combined with removal. Also, I went with Natural State over Appetite for the Unnatural because of the lower curve. So what do you guys think?
So Chandra could easily be Bristling Hydra or Collective Defiance, and in some cases will be sided out for them, but I preferred the ability to cycle through your library or deal damage combined with removal. Also, I went with Natural State over Appetite for the Unnatural because of the lower curve. So what do you guys think?
This is very similar to the list that I had my nephew run at FNM last week that he took to 3-1. We didn't have a sideboard for him yet (mostly just didn't have time to work on the deck).
We had Hydras in the Chandra slot and he loved the Hydras. People had to spend all their resources dealing with the early aggressive stuff like Voltaic Brawler, so it was very difficult for them to deal with multiple instances of hexproof from the hydra.
We also ran Collective Defiance instead of Larger than Life. It's a nice bit of extra reach that isn't soft to targeted removal and it's super flexible. I've just always liked it.
I really like natural state as a sideboard option for this deck. It basically hits everything you want it to hit.
We also ran Collective Defiance instead of Larger than Life. It's a nice bit of extra reach that isn't soft to targeted removal and it's super flexible. I've just always liked it.
I too have played with Collective Defiance in a pre-Kaladesh version of the deck. It's not bad in the 4 slot if you are still looking for something. Also it's "target player discards their hand then draws that many cards" ability is more useful than you might think. I decimated a control player once top decking this on turn 5 choosing all modes and making him discard his very nice hand. I've also used it's discard ability on myself when I had too many lands. Hard to find a spot for it, as I think it's best to consider it a 4cmc mana spell. You'll want to be able to invest that much to make the card worthwhile.
Edit: I almost forgot about hanweir garrison.
Shouldn't that be an insane 3-drop aswell?
I have played Hanweir Garrison in previous builds and it does a pretty good job! I think it could fit especially well in an aggro deck. If you can Voltiac Brawler into Garrison on curve, you are looking pretty good. If it gets to swing twice, or you drop another right after the first, things get out of hand quickly. If you play vehicles especially Smuggler's Copter, it allows you crew them efficiently. Unfortunately it competes for the 3/4 cmc slot with Tireless Tracker, Electrostatic Pummeler and Bristling Hydra.
I chose to take out my Garrisons in favor on Tireless Tracker and Bristling Hydra for my midrange build. Playing 3-4 Servant of the Conduit and 4 Attune with Aether has synergy with both Tireless Tracker and my goal of playing as many Gearhulks/Hydras as possible. A turn 2 Conduit into turn 3 Tracker plus a clue, turn 4 Tracker get two clues, sac 1 clue with Conduit is an incredible first few turns. I'm testing this route right now, but Hanweir could show up again in my list possibly.
A last note on Hanweir, if you run Blossoming Defense or planeswalkers, this guy gets bonus points in synergy.
*Edit* The draw back on Hanweir is that r/w aggro can go under it. Pretty vulnerable to removal also. Tireless Tracker can at the very least get you a clue even if it's killed with an instant right after it's played. Also this card would be silly with Magmatic Chasm somewhere in the 75.
Has anyone had any matchup experience with marvel? I found this to be awkward and I'm thinking the best tactic is to go fast ASAP and dont worry about trying to stop it from happening (but maybe board in 2 clip wings). I have 2 flex spots in my SB and I'm wondering if there's a card I can toss in for this match up.
The Pummeler sure has seen a price spike. Glad I got mine early. I added one Padeem to my deck that I can eldritch evolution for, his ability to hexproof artifacts is pretty helpful. Also put in two Arlinn Kord. I really like where this deck is going.
I noticed somebody mentioned earlier that you could cast the green hulk and crew it to a copter before distributing the counters. That seems incorrect from the ruling, can somebody shed some light
Has anyone had any matchup experience with marvel? I found this to be awkward and I'm thinking the best tactic is to go fast ASAP and dont worry about trying to stop it from happening (but maybe board in 2 clip wings). I have 2 flex spots in my SB and I'm wondering if there's a card I can toss in for this match up.
I've done pretty well with the deck, but ran into a problem with UR Counter Burn. It's exactly what it sounds like. Efficient burn spells, several spell counters, card drawing, and the only creature is plays, I think, are Goblin Dark-Dwellers and Torrential Gearhulk. Played Kozilek's Return as well.
That's the list I've updated to. I've had solid game against most deck. Can even race down the Reservoir deck after they'd gained a bunch of life over a few turns. The Counter Burn deck is tough though. Their removal makes it hard to get your early guys to stick.
The Pummeler sure has seen a price spike. Glad I got mine early.
Heh, no kidding. I got mine a few days ago for .65 apiece. Amazon has them for $4.00+ now. I thought that might happen. Should have snapped up a bunch of them instead of just a playset, lol.
Creatures
4 Servant of the Conduit
4 Sylvan Advocate
3 Tireless Tracker
1 Verdurous Gearhulk
2 Pia Nalaar
4 Voltaic Brawler
4 Lathnu Hellion
Spells
4 Attune with Aether
4 Smuggler's Copter
1 Arlinn Kord
2 Chandra, Torch of Defiance
4 Harnessed Lightning
4 Mountain
4 Game Trail
4 Cinder Glade
4 Aether Hub
7 Forest
2 Nissa, Vital Force
3 Fleetwheel Cruiser
1 Bristling Hydra
2 Chandra, Flamecaller
1 Appetite for the Unnatural
2 Pulse of Murasa
4 Galvanic Bombardment
I've been really impressed by Chandra, despite some disappointments I've heard among other pilots. If you can play around opposing copters and remove them early, Chandra can stick and simply take over the game. Pia Nalaar is also an all-star, piloting the copter with ease and removing chump blockers, though we have enough trample that it won't often come down to that.
Attune with Aether and Servant of the Conduit allow us to shy up our land count, though I'm not entirely convinced that we can always get away with the light 23. It feels bad to flood out when we want to be beating face, though. I've been jumping between 23 and 24 so it would be great to get some opinions on that.
This flavour of the deck has lost some of the dominating Energy theme, but it's still an underlying plan, and we often have ample E to spend at our Hubs, Brawlers, or keeping our Hellions on the battlefield.
I'd love to get your feedback. The numbers on this list aren't final - I'm still putting in a lot of testing and tweaking the final build.
Thanks for taking the time to read.
4 Verdurous Gearhulk
Creature (20)
4 Longtusk Cub
4 Servant of the Conduit
4 Voltaic Brawler
4 Lathnu Hellion
4 Bristling Hydra
Instant (8)
4 Blossoming Defense
4 Harnessed Lightning
4 Attune with Aether
4 Incendiary Flow
Land (20)
4 Aether Hub
3 Cinder Glade
6 Forest
3 Game Trail
4 Mountain
4 Appetite for the Unnatural
3 Savage Alliance
2 Clip Wings
2 Deadlock Trap
2 Fleetwheel Cruiser
2 Chandra, Torch of Defiance
So this version runs low to the ground with a cc break up of (1-5cc) of 8|20|4|4|4 but leaves out the 1cc creatures. The goal is simply to out value other creatures on the same cc curve versus rush them before you can't get in such as the combo and budget aggro versions are doing. You'r aiming to win the game about turn 5-7 and have a fair shot at longer games. Because of the low cc and inclusion of Servants and Attunes we can go as low as 20 mana and fully be functional even if missing land drops. It also supports incredible burst potential, making it really hard to play against and encourages situations where opponents have to take gambles.
Card breakdown:
Sideboard breakdown:
Really good stuff Droptimal.
__________________________________________________
Anyway, Temur list for those interested.
4x Servant of the Conduit
3x Longtusk Cub
3x Tireless Tracker
3x Nebelgast Herald
4x Woodland Wanderer
4x Verdurous Gearhulk
4x Attune with Aether
4x Harnessed Lightning
3x Spell Shrivel
4x Aether Hub
3x Spirebluff Canal
3x Cinder Glade
5x Forest
3x Mountain
1x Island
1x Evolving Wilds
4x Gnarlwood Dryad
2x Plummet
4x Blossoming Defense
1x Confiscation Coup
2x Negate
2x Nissa, Vital Force
4x Sylvan Advocate
3x Servant of the Conduit
4x Voltaic Brawler
4x Tireless Tracker
2x Bristling Hydra
4x Verdurous Gearhulk
2x Fiery Temper
4x Attune with Aether
4x Harnessed Lightning
4x Cinder Glade
2x Aether Hub
2x Game Trail
10x Forest
5x Mountain
Your list runs 4 Trail, 4 Cinderglade and 4 Hubs. Having all of these fancy lands starts to make them inefficient because of how they play off each other. Both Cinderglade and Game Trail have a higher chance of entering tapped since there are fewer basic lands thanks to Aether Hub. Take out some or all Game Trail copies for more basic lands. With more basic lands, we can plan efficiently so that Cinderglade will nearly always enter untapped.
Now that your lands enter the battlefield untapped much more often, playing only 23 lands should be very feasible with all of the ramp/fixing in the deck.
Sometimes it is appropriate to go to 61 cards in order to make the land ratio better, or to have a "16 card" sideboard. It is okay for us to do so since we aren't a combo deck and we have the space to run 4 copies of our heavy hitting spells. Throw in the card filtering from Smuggler's Copter and draw from Tireless Tracker, and you can fix the land ratio while still drawing the answers you need.
Is 1 Verduruos Gearhulk a budget choice? I'm pretty confident that running at least 3, maybe 4 copies would be a good move. I've played with Arlinn Kord. She's not as good as gearhulk, so there's one slot open for another hulk. Remember, Gearhulk beats Spell Queller and can gains a benefit even if Reflector Mage nabs it. Dropping counters onto Smuggler's Copter for extra evasive damage closes out games quickly.
I've been slightly confused by the popularity of Pia Nalaar. I suppose an extra flying chump blocker is nice? Do people find themselves putting counters from Gearhulk onto the Thopter? I'm having a hard time envisioning how she helps close out games, but perhaps I just need to give her a try.
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
Standard Decks:
Dinosaurs
Aggro Retired
Aggro Retired
Tokens Retired
Temur White Retired
Dragons Retired
Monsters Retired
Aggro Retired
Midrange Retired
Zombies Retired
I have seen quite the fuss about these RG Pummeler decks. I don't know how they beat removal. You need a lot of Blossoming Defenses to fight through multiple spot removal spells.
alright. thanks for the input.
Another thing to note is that the people seemingly having success with this deck, myself included, have forgone playing 1cc creatures. As much as this is an aggro build, you don't have to force the curve all the way through. Each card is powerful enough they they can make up for that lack of one drop. With the energy mechanic a lot of your creatures get to play bigger than they actually are.
Since game one your strategy is to aggro out your opponent, by turn 4 you have an empty hand and this one refills it.
Normally they dont block it so its a clock in itself. And by the time it is huge (the cards), it becomes a removal bait.
And it is a target for Built to Smash
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
1 - I have 2 nissa's burning a hole in my binder I may try it out. Cons against her is she is 5 mana and that hints at removing 2 gearhulks to squeeze her in, she also lacks the removal perk of chandra that let's the card have more SB versatility. Pros is that her ult is VERY plausible in the control matchup that will be the main SB reasoning. I'll test her out though, maybe I'll do a 1-1 split instead of 2 of.
2 - Not in the list. I believe pummeler strictly goes in the all in voltron GR variant and at that I feel the risk of removal is too great. I personally think the GR version of this deck will be a fun gimicky budget deck, but not really do anything. W and B already mainboard "sac" effects to get around blossoming defense and even targetable removal will steal enough games. I think this card may do better in another energy deck or perhaps in the next set.
3 - No. I had a lot of worrying over the 3cc slot since all we have are hellions and this was a main contender for the spot. In the end I decided to run Incendiary Flow instead as I couldn't justify dropping the other cards after testing. Typically the most SB'd cards are: Blossoming Defense, Incendiary Flow, Hydra...so keep that in mind for flex spots.
Right now the mainboard is doing work and I can only really see a need to change if say i were to -1 blossoming and another card to shoehorn in 2 more cards (likely 3 drops). SB is still in testing, but currently functional with all the matchups I've dealt with. There's a few other cards I try to fit in the SB to consider: Galvanic Bombardment, Woodweaver's Puzzleknot, Hijack, Collective Defiance, Magmatic Chasm.
I'm only really married to:
4 Appetites for the Unnatural
2-3 Savage Alliances
2-3 Fleetwheel Cruiser
2 Clip Wing
Feeling Chandra ornissa will be a 2 of for control matchups. Splashing a 3rd color is viable as well.
4 Aether Hub
4 Forest
4 Game Trail
9 Mountain
Creatures (26)
4 Bomat Courier
2 Brazen Scourge
4 Kessig Prowler
4 Lathnu Hellion
4 Longtusk Cub
4 Village Messenger
4 Voltaic Brawler
4 Built to Smash
4 Harnessed Lightning
Sorceries (2)
2 Larger Than Life
Planeswalker (3)
3 Chandra, Torch of Defiance
4 Blossoming Defense
2 Bristling Hydra
2 Clip Wings
4 Collective Defiance
3 Natural State
So Chandra could easily be Bristling Hydra or Collective Defiance, and in some cases will be sided out for them, but I preferred the ability to cycle through your library or deal damage combined with removal. Also, I went with Natural State over Appetite for the Unnatural because of the lower curve. So what do you guys think?
This is very similar to the list that I had my nephew run at FNM last week that he took to 3-1. We didn't have a sideboard for him yet (mostly just didn't have time to work on the deck).
We had Hydras in the Chandra slot and he loved the Hydras. People had to spend all their resources dealing with the early aggressive stuff like Voltaic Brawler, so it was very difficult for them to deal with multiple instances of hexproof from the hydra.
We also ran Collective Defiance instead of Larger than Life. It's a nice bit of extra reach that isn't soft to targeted removal and it's super flexible. I've just always liked it.
I really like natural state as a sideboard option for this deck. It basically hits everything you want it to hit.
http://forums.mtgsalvation.com/showthread.php?p=11439737#post11439737
Reality is only what man allows it to be. Few shape it so that many may accept it.
I too have played with Collective Defiance in a pre-Kaladesh version of the deck. It's not bad in the 4 slot if you are still looking for something. Also it's "target player discards their hand then draws that many cards" ability is more useful than you might think. I decimated a control player once top decking this on turn 5 choosing all modes and making him discard his very nice hand. I've also used it's discard ability on myself when I had too many lands. Hard to find a spot for it, as I think it's best to consider it a 4cmc mana spell. You'll want to be able to invest that much to make the card worthwhile.
I have played Hanweir Garrison in previous builds and it does a pretty good job! I think it could fit especially well in an aggro deck. If you can Voltiac Brawler into Garrison on curve, you are looking pretty good. If it gets to swing twice, or you drop another right after the first, things get out of hand quickly. If you play vehicles especially Smuggler's Copter, it allows you crew them efficiently. Unfortunately it competes for the 3/4 cmc slot with Tireless Tracker, Electrostatic Pummeler and Bristling Hydra.
I chose to take out my Garrisons in favor on Tireless Tracker and Bristling Hydra for my midrange build. Playing 3-4 Servant of the Conduit and 4 Attune with Aether has synergy with both Tireless Tracker and my goal of playing as many Gearhulks/Hydras as possible. A turn 2 Conduit into turn 3 Tracker plus a clue, turn 4 Tracker get two clues, sac 1 clue with Conduit is an incredible first few turns. I'm testing this route right now, but Hanweir could show up again in my list possibly.
A last note on Hanweir, if you run Blossoming Defense or planeswalkers, this guy gets bonus points in synergy.
*Edit* The draw back on Hanweir is that r/w aggro can go under it. Pretty vulnerable to removal also. Tireless Tracker can at the very least get you a clue even if it's killed with an instant right after it's played. Also this card would be silly with Magmatic Chasm somewhere in the 75.
You can win by turn 4 by curving from Electrostatic Pummeler and then pump with Larger Than Life and Harnessed Lightning for a 20/20 swing, with hope they didn't have Aether Meltdown to reduce damage or cast Kozilek's Return the turn before.
Modern : RG Titan Shift RG | RG Revolt Zoo RG | RG Ponza RG | RGW Naya Burn RGW
Legacy : RG Belcher RG
4 Bristling Hydra
2 Combustible Gearhulk
2 Hanweir Garrison
4 Longtusk Cub
3 Servant of the Conduit
4 Verdurous Gearhulk
4 Voltaic Brawler
Spells
4 Blossoming Defense
1 Deadlock Trap
3 Fiery Temper
4 Harness Lightning
2 Nature's Way
3 Aether Hub
3 Cinder Glade
7 Forest
4 Game Trail
2 Hanweir Battlements
5 Mountain
2 Chandra, Torch of Defiance
2 Ruinous Gremlin
2 Appetite for the Unnatural
2 Savage Alliance
2 Fleetwheel Cruiser
2 Arborback Stomper
2 Deadlock Trap
1 Fiery Temper
That's the list I've updated to. I've had solid game against most deck. Can even race down the Reservoir deck after they'd gained a bunch of life over a few turns. The Counter Burn deck is tough though. Their removal makes it hard to get your early guys to stick.
Was sadly thinking of swapping out the Nature's Way for two Rush of Adrenaline or Vines of the Recluse. Though Vines of the Recluse could potentially be a surprise at stopping Copters.
Hermit of the Natterknolls could work as a sideboard card here too potentially.
Heh, no kidding. I got mine a few days ago for .65 apiece. Amazon has them for $4.00+ now. I thought that might happen. Should have snapped up a bunch of them instead of just a playset, lol.