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RG Budget Aggro ft. Double Strike (Casual)

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This is a different take on aggro, using a variety of different synergies. As a result it has a surprising amount of reach, and can perform well against many of the typical anti-aggro strategies. It's also budget-friendly :)

Your opening hand should have a 1-drop creature in it, and ideally 2 land. You want to set up your creatures to do large amounts of damage when given double strike by Psychotic Fury or Temur Battle Rage, and deliver surprisingly hard hits to your opponent's life total. When distributing your equipment, be careful to not put too many on a single creature when you have others, so that you don't make yourself vulnerable to removal.

Your synergies come from only playing multicoloured creatures, and playing creatures with high power to toughness to maximise the impact of instant-speed double strike buffs. Now for some more specific strategy:

Lightning Bolt should usually be held until at least turn 4. Remember that double strike will do first strike damage, so you can often deal with blockers in combat. If they have a serious threat, or one which will get bigger and beyond the reach of this deck, deal with it. But generally you want to keep the option of throwing it at their life total for as long as possible.

The ideal turn one play is either Rakdos Cackler or Tattermunge Maniac. The Cackler should be unleashed unless it is used as an emergency blocker late in the game. Neither are very good at blocking, but 2 power for 1 mana makes them great attackers. Having one of these down turn 1 is very important to set up for the rest of the game. The Cackler is slightly better, as the 2 toughness makes it a little more resilient.

Turn 2 your preferences are in this order: Jund Hackblade is best, Scab-Clan Mauler second, Tattermunge Witch third, Civic Saber/Bonesplitter fourth. The Hackblade should be played pre-combat as the 1-drop creatures will turn on it's haste ability. The Mauler should be played post-combat to trigger bloodthirst, and the witch should also be generally played post-combat so you can threaten to play a trick during combat. The equipments should be played and equipped pre-combat if used at this point; and note this is sometimes preferable to a creature so that your opponent is deterred from blocking. Also note that Civic Saber is best attached to the Hackblade, but the Bonesplitter is the same on all your creatures.

From turn 3 and onwards you are playing to maximise the damage from the cards in your hand. The ability on the Tattermunge Witch is ideal for lategame when you are out of cards, but in reality the Witch is likely to be removed, so don't be too hesitant to use it. Psychotic Fury is better than Temur Battle Rage on an unblocked creature because you get a card, but the trample given by Battle Rage is valuable. Either way you want to get a creature to 4 or more power before using one of these, and should only use on a weaker creature if you don't have artifacts available and need to push through damage or kill annoying blockers. Also, always play these AFTER your opponent declares blockers, unless it won't affect how your opponent blocks and you need to use the card drawn from psychotic fury.

This is a deck where you need to be looking a few turns ahead and calculating damage. If your opponent is able to soak up too much damage with their blockers, you may run out of steam before you're able to kill them. You may need to play more creatures or kill more blockers to account for this.

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