

Grafted Wargear is another option, also granting +3/+2, but it's a serious commitment. Hero's Blade is an Equipment from the Khans of Tarkir block that gives the equipped creature +3/+2, and if a legendary creature enters the battlefield, this sword can be equipped to it at no cost. If Undying Rage ends up in the graveyard, it can return to the hand, like Rancor.Įquipment cards include Armory of Iroas, which grants +1/+1 counters to the equipped creature, and Ancestral Blade, a good early-drop Equipment that also makes a 1/1 white Soldier. Combat-oriented red Auras also include Dragon Mangle, which cantrips and grants the enchanted creature fire-breathing (getting +1/+0 for R), and Undying Rage, which grants the enchanted creature +2/+2 and prevents it from blocking. They can be tutored with Open the Armory in an emergency, and enchant enemy creatures to take them out of combat. Meanwhile, Cage of Hands and Faith's Fetters are a different kinda of Aura: the psuedo-removal kind. auras, and new MTG creatures with Reconfigure to deal combat damage often. RELATED: Magic: The Gathering - How Goblins Became Fun-Loving Iconic Red Creatures Voltron color combinations Mono-Black 207 decks Mono-Red 593 decks Mono-Green. It's small on its own, but it rapidly benefits from Auras and Equipment, in this case, because of double strike. Fencing Ace is the white version of Champion of the Flame. Please consider supporting us on Patreon to remove ads for only 2/month. If it's granted double strike, then it'll get two such counters if it can hit a player, making it grow quickly. Slith Ascendant is an evasive 1/1 flier that can get +1/+1 counters as it deals damage to players. Tier 3 & Rogues: Archetypes with a presence equal to or less than 0.2 of the total number, and rogue decks. Tier 2: Tier 2: All archetypes with a presence greater than 0.20 of the metagame that are not Tier-1. (Or the top 15 archetypes if that number is lower than ten). White mana is all about double strike, lifelink and vigilance. Tier 1: The top archetypes that account for 50 of the metagame.


Other red cards range from Crimson Fleet Commodore (a 5/2 with trample) to Fathom Fleet Swordjack (a 4/3 with Encore) and Goblin Trailblazer (a good early-drop creature with menace). Red also offers a variety of Pirates, such as Coastline Marauders, which also tramples and can get more power as the game progresses. I’m interested in this deck as well and probably gonna end up with a similar build to you. In red, Champion of the Flame is an obvious choice since it has trample and gets +2/+2 for each Aura and Equipment attached to it, which can add up fast. I literally just did a search on the gatherer for aura exclude WBU. This isn't a true tribal deck, so creatures of all kinds - from Warriors to Pirates to Angels - can find a place here. This deck isn't terribly picky about the creatures put into it so long as they are effective in combat.
