Instant, Sorcery, Enchantment, Artifact (23) | |||
---|---|---|---|
$0.93€1.280.04 | |||
$2.34€1.96 | |||
$0.32€0.200.02 | |||
$0.19€0.09 | |||
$0.25€0.110.03 | |||
$0.63 | |||
$0.35 | |||
Creature (18) | |||
$0.50€0.380.04 | |||
$4.02 | |||
$8.0123.94 | |||
$0.20€0.18 | |||
$24.00€19.71 | |||
Land (20) | |||
17
Mountain
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$0.39€0.160.03 | ||
$2.55 | |||
$0.82 |
$2.38 | |||
$24.00€19.71 | |||
$0.38€0.200.03 | |||
$0.78€0.390.03 | |||
$0.25€0.13 | |||
$3.43 | |||
$0.50€0.410.15 | |||
$4.61 | |||
$0.60€0.540.17 | |||
$4.291.86 |
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Ideal Start:
Hand: Mountain, Mountain, Demonic Ruckus, Slickshot Show-off, (any 3 of these pieces: Emberheart Challenger/Monastery Swiftspear/Wrenn's Resolve/Blazing Crescendo/Monstrous Rage/Mountain)
Turn 1: Draw piece, play Mountain, Plot
Turn 2: Draw piece, play Mountain, Plot
Turn 3: Draw piece, play Mountain, cast and
Turn 4: Draw piece, cast Slickshot from exile, cast Ruckus from exile, cast Wrenn's Resolve or Blazing Crescendo
to exile more cards and pump "prowess", cast Monstrous Rage
, potentially swing for 20-23 and repeat next turn with more cards "in your hand" due to exile. If they remove Slickshot before/during turn 5, you'll still have around 4-5 cards in "in your hand" between draws, Ruckus trigger, and exiled cards that you can play.
Turns 3 and 4 can also flip with the same potential outcome, get in the damage while you can (either on 3 or 4) then use other prowess creatures to put you over the top.
If you're not against aggro, don't be afraid to plot with all your mana for almost as many turns as it takes for the opponent to tap out. Having 2-3 Slickshot's and 2-4 Ruckus sitting in exile just waiting is very intimidating and will more often than not lead to a concession.
Example: Turn 1 plot Ruckus. Turn 2 plot Slickshot. Turn 3 plot Slickshot and Ruckus. Turn 4 cast both Slickshot, cast both ruckus targeting one each (currenlty 6/2's), use mana for whatever you have in your hand to cast Rage or Crescendo (if no pump use Wrenn's Resolve to find one) and swing for lethal.
It only elevates more each turn, and there are times I'll use Wrenn's Resolve on turn 4 without casting from exile just to find the cards I need for turn 5. Slickshot and Ruckus can sit in plot the entire game; we can pressure with other 1 and 2 drops, prowess, touching cards, etc.. until they make the mistake of tapping out, then explode!
This deck can also grind due to the insane amount of cards that you see. There are 17 cards that Exile cards to play later, 21 cards minimum from exile (add more for extra targets on Emberheart Challenger and how every many turns Count on Luck
triggers). Then there's the 4 Demonic Ruckus that will draw you a card if it hits the graveyard. 21 cards that allow you to see a minimum of 25 extra cards, plus a Case of the Crimson Pulse
in the sideboard for more grinding.
The sideboard is personal preference. Aggro, Graveyard, and Lifegain hate should exsist, then whatever works best for the rest of the meta.
Biggest issue seems to be Mice (Gruul/RDW). Normally side out all 4 Ruckus (no time for plot) and both Gastal Thrillroller for 3 Torch the Tower
, 1 Brotherhood's End
, 1 Pyroclasm
, 1 Screaming Nemesis
. It helps, but still a tough matchup. Domain and Bounce just get punished as soon as they tap out if you're able to get plot going (Just don't forget about Spell Pierce
for 1 blue, Elspeth's Smite
for 1 white, and Leyline Binding
for 1 on Domain).
03.Feb
16 | 13 | 13 | 2 | 0 |
---|---|---|---|---|
3 | 5 | 6 | 1 | 0 |
Symbols | Percentage | Lands | |
---|---|---|---|
43 | 100.00 | 20 | |
Average Converted Mana Cost: 1.73 | |||
Recommended Lands: 22 |