Fun Aggro Nature Deck

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·@kstreet·
0.000 HBD
Fun Aggro Nature Deck
# Intro

I won't be try-harding this weekend. I'm in no hurry to buy up the new CSR cards for Light, and it feels like a good weekend to take a break. Instead, I've been playing some fun decks and wanted to share one that is working better than expected.

# The Deck

![thedeck.png](https://files.peakd.com/file/peakd-hive/kstreet/23tRxbT1eWoR1w7rZ6SmtiHmBVC5y5hxMYbW1FH6ThwB9EhwoGyE3wjbrcehRv3kGVzYk.png)

**Deck Code:**
GU_1_5_CExCExGAwCAuCAuCEyCEyCATCATCCOCCOCAvCAvIASBCCBCCCAyCBxCBxCAzIALCAtCAtCDLCDLCAsCByCByGCTGCT

# Guide

### Mulligan

Going first, you're looking to hold on to any Wildfire you find along with 1 and 2 mana creatures. The game plan is to get board quickly and then Wildfire asap. Going second, you're looking for relics and removals. Something like 2 removals one creature is probably ideal.

### Early Game

We've got the tools to take board going first or second. Unlike light, our relics have blitz and we have removal spells. As you play creatures, cover them with those tools. At 3 mana, you can seal the game with just 1 creature on board:

- Pip into Bladeflies
- Packstalk to refresh 4 mana (need 4 creatures total)
- Wildfire

### Late Game

"Late Game" for us is 6 mana. We'd like to be wrapped up by then. Get wide and then lay down some buffs.

# Gameplay

I've got 2 wins and 1 loss for you. All going second and (oddly) all against Death.

### Game 1

Going second, you see me consider Wildfire in the mulligan, but ultimately send it back. Wildfire is great in the opening when going first, as you have the initiative and are very likely to be able to cast it at 3 or 4 mana. Instead, I hold Pack Stalk, which as it turns out, is an amazing card for swing turns and taking over the board. You'll see it pay off immediately on my second turn. Overall, Game 1 isn't the highest high roll, but our draws were pretty good.

<iframe width="560" height="315" src="https://www.youtube.com/embed/Ivnhf9GXAQY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

### Game 2

Our draws in game 2 were worse - we never drew buff cards. We were still able to pull it off. We get stuck with too much removal, which is potentially a problem with the deck (not enough creatures). This stalls our progress, but at 3 mana we are able to pull off 2/3 of our combo by playing Bladeflies + Packstalk. We don't have Wildfire (which would have been amazing), but we are able to take out the Obelisk. Pyreshell Beetle is the MVP of this game. We got a ton of value from him. Great card. We were hoping for 1 of our 4 buff cards to show up, but finished the game off without them.

<iframe width="560" height="315" src="https://www.youtube.com/embed/xGaZua5CPxc" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

### Game 3

I'm as guilty as others of not usually showing lost games, but I think loss provided a valuable lesson: we don't have enough creatures in our deck. Our mulligan is fine, but then we just keep drawing removal + a Nefarius Briar. Had we drawn our 1 and 2 mana creatures, the game was easily ours.

<iframe width="560" height="315" src="https://www.youtube.com/embed/Ob9T77V-Ea4" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

# Room for Improvement

### More Cheap Creatures

![creatures.png](https://files.peakd.com/file/peakd-hive/kstreet/EoAZoL4Nht8sF5PMmNurSRhVzuPuDD2uTQnwjjs1bvr1uaNuG4oqz3KTefJFQXCDwoZ.png)

We've got options. Hogs vs Pups just depends on the meta. Lots of spells favors Fox while creature heavy decks (Light/War) favor Hog. To me, Curious Wisp looks better-suited to a control list than aggro, but it might work here. Crescent Werewolf is also an option. All our 1 mana creatures become free.

### Rethink Relics

We need more creatures, but we want to keep our relics for board control. Jag Staff does both, but not until 4/5 mana. Still, I think it's worth trying it out, so what to drop? In this deck, I actually think we drop Faeflame (sacrilegious I know). Staff of Roots synergizes better with Pack Stalk and it can deal 4 damage in one turn. Finally, the healing helps offset the face damage we take by attacking.

### Fewer Singletons

We have 3 legendaries in the deck and a Nefarious Briar. With the 1x Rabid Bear, that means we're up to 5 singletons. This hurts our percentages to mulligan for what we actually want.

- Briar. I think it's safe to drop him. We may add him back if Relics are becoming oppressive.
- Managarmr. After the nerf, maybe we just stick with 2x Rabid Bears. The fewer confused creatures the better.
- Gersemi naturally combos with Trial of the Hydra, but she isn't wild herself. Going to cut her and see how it goes.
- Finnian. He's not wild, but he combos so nicely with Pack Stalk and can provide a ton of value. Keep.
- Chiron. Definite keep.
- Rabid Bear or Stag? On the fence about this one, but I lean slightly towards Bear. His benefits are guaranteed. Stag's blessing and random card draw add a lot of variance to the deck's performance.

# Revised Deck

Based on the above improvements, our revised deck looks something like this:

![deck2.png](https://files.peakd.com/file/peakd-hive/kstreet/23u5tbGSUaSrWZfMugTSvrfLCTXhV3bjBho4wGebqgg9mNEbLx6W2vCEztpFK1bAGchUY.png)

# Closing Thoughts

I hope you enjoy the deck, and maybe the thought process was helpful for some. I'd love to get feedback on it. What could be improved? Pack Stalk at 0 mana is an enormous change that I don't think every appreciates yet. I want to try it out in Amazons, where I think it will actually be more powerful. Amazons get wide really easily. If you look at this wild deck, it's the same basic idea as Amazons: get to 5 mana with board and hit the buffs.
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