![]() ![]() Although you’re looking to have a pretty tight set of lands (often 16), getting +2/+2 or occasionally +3/+3 is still quite a boon. Well, Sunbathing Rootwalla definitely fits that theme. You might be sensing a theme in creatures you can play on turn two that stay relevant further into the game. Additionally, the power boost from the enlist ability helps you cash in your more situational removal spells ( Bite Down and Tail Swipe) for bigger and better creatures than average, meaning you don’t have to play clunky and expensive creatures to deal with your opponent’s beefiest threats and potential blockers. Rather, it will often trade with anything your opponent has, including much larger and more expensive cards.Īs an early play that maintains value throughout the game, it often performs well and is a card I look to obtain in multiples. While it is true that two toughness creatures with enlist often trade with anything your opponent has lying around, those trades don’t just go in one direction. The most bread-and-butter style card of these decks, Yavimaya Steelcrusher tends to do much better than its meager power and toughness imply, thanks primarily to the enlist ability. Although this card is obviously stronger on turn three, you shouldn’t hesitate to play it if it’s the only two you’ve got in hand. It is nice that you get to accomplish multiple goals at the same time: the first goal being to win combat, and the second goal being to continue developing your board. Although the premier combat trick in GR, Colossal Growth, can be kicked to give its target trample. Combat tricks and trample go together like cereal and milk. In addition to just getting you an immediate card for your trouble, which can be a land that enables a kicker splash or off-color bomb, turning otherwise useless land drops into valuable new cards is an incredibly powerful ability for an aggressive deck.Īnother excellent card from the beginning of the game to the end, Yavimaya Iconoclast also has some excellent micro-synergies that help it push even further above other cards. While you can, and sometimes should, play it out on turn two, this goblin is best played turn three or later. Sprouting Goblin appears banal at first glance, but what it lacks in immediate aggressiveness, it makes up for in sheer card advantage. With that in mind, we will first go over the commons and uncommons you want the most when drafting this deck. What the deck lacks in individual card quality, it tends to make up for with redundancy, micro-synergies, reach (the concept, not the mechanic), and simplicity. Since early in the format, I’ve had consistently above average performances with GR, even when the deck was missing any real bombs. Even so, the way to maximize your win percentage is to create as many situations as you can where victory is certain. No matter how well you draft, and no matter what cards you open, there are games you cannot win and drafts you cannot trophy. ![]() There are always corner cases, and there is always variance. I’ve played more than 200 games of DMU limited, and this is the conclusion I’ve reached: There is no perfect deck. I consider Green-Red Aggro the most consistently powerful deck in the format. In my recent Top 10 list, I briefly touched on how I believe Green-Red Aggro is the best deck in Dominaria United draft. Cover image: Yavimaya Iconoclast by Caio Monterio ![]()
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