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Best Build Search: Rhythm of the Wild #5 (Explore) for Arena (Standard)

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I've been taking a look at the Ravnica Allegiance spoilers closely and a few individual cards have stood out. The fun part of this set is that it opens up equal possibilities to all mana bases, so deck builders can really explore and experiment. I'm going to do a series of "Best Builds" where I attempt to take a card I find interesting and find it a home.

Best Build Card #1: Rhythm of the Wild.

I have seen multiple pro's use this card to build gruul decks over the past week. My logic is that with this mana base we do not need to limit ourselves to two color decks. Three colored decks are easily made with the release of RA.

Here is my fifth attempt (Explore)

Why explore?
I've been playing my Gruul version of the deck on Arena Bo1, and while it typically performs well, it does lose more games then I would like. Without the use of a sideboard it has some struggles with go wide strategies and burn. I seem to face a lot of tokens and burn lately.
Explore adds a little bit more card selection and life gain. This would go a long way to beating these faster decks.

Deck Construction:

a) Rhythm of the Wild
*the deck is built around maximizing this card, however I do not want to play a full set. While the card is not wasted in multiples, you still would rather see more creatures over a second copy.
I increased the number to 4 in all versions of the deck. Your winning is just so built around if you draw this card. You can certainly win without it, but you do so much better when it is out there.

b) Llanowar Elves
*my past experience playing stompy aggro (an archetype that I do very well with) is that games that you play a 1cmc mana dork and it is not killed before you get to use it on turn 2 have a far better win percentage then games where you don't draw it or it is killed. I don't have the exact numbers on this, but it feels significant.

c) Growth-Chamber Guardian
I'm on the bandwagon for its inclusion in any deck that can easily put +1/+1 counters on it, and Rhythm does that. Getting 3/3's that get you another copy for your hand without extra work is pretty sweet.
At worst it is a bear that has the potential to draw another bear as a mana sink mid to late game.
*GCG is one of those sweet combat trick creatures that can keep an opponent on edge during attacks, they always have to consider the pump when blocking if it has no +1/+1 counters.

d) Gruul Spellbreaker
having its own riot is nice, especially since it stacks.
gaining hexproof on your turn and shutting down Settle the Wreckage is very beneficial to the deck.

Change #1: Kraul Harpooner out
*it was a decent card but was not connecting as often as I would hope. Part of the issue is that my deck runs so fast that Harpooner needs to hit the battlefield to keep the pressure on before the opponent typically plays their major flyers.

OK, to this point the list is pretty stock with other lists I've seen online. here is where I move into my own direction.

  1. I'm not playing Pelt Collector. I'm not a huge fan of playing 1 drops in stompy decks. PC does grow and has the potential to hit 3/3 consistently and sometimes grow even bigger, however it is an awful top deck. I'd much rather play x4 copies of a real threat on an increased curve. I want to maximize Llanowar Elves by hitting a 3cmc creature into a 4cmc creature as often as possible.

  2. I'm not playing Steel Leaf Champion. It is powerful but I want to have more flexibility to play certain 4/5cmc creatures. SLC is a serious strain on the mana base.

  3. Thrash//Threat is a card which has its uses, but the token does not work with Rhythm. I'm avoiding all token generators (apologies also to Regisaur Alpha).

  4. No Carnage Tyrant in the main. I prefer to cap out at 5cmc in stompy. That is just how I prefer the decks to play.

Now for the rest of my list:

f) Rekindling Phoenix
*even better in this deck. Hello haste. Oh you killed it...hello 5/4 with haste.

**Change #2: Cutting Skarrgan Hellkite
lowering the curve a bit while also making room for explore creatures.

h) Nullhide Ferox
a massive load for any opponent to deal with.
this version of the deck has very few noncreature spells that make a huge difference, so Ferox is even better with the creature count increased.

**Change #3: Cutting Thrashing Brontodon
the deck
will miss the enchantment removal option, but you certainly are not cutting any Gruul Spellbreakers or Rhythm of the Wild's from the deck.

***The deck is playing less noncreature spells then the other versions. This is more of a pure stompy deck list. I am playing two less noncreatures and am cutting a land in this version (3 more slots for creatures).

j) Lava Coil
*it is still the most dependable way to kill of the trouble cards early in games, while also offering utility in killing of a solid number of mid game threats as well.

Explore Package
Wildgrowth Walker x2
Merfolk Branchwalker x4
Jadelight Ranger x4

Thoughts on this version:

1) I'm not sold that playing explore in this stompy deck is the best play. The cards are pretty underpowered when they whiff.

2) The life gain from Wildgrowth Walker is important when facing the more aggressive decks in the format.

3) Walker into Jadelight Ranger is just as explosive here as ever.

4) If you are setting up Elf into Rhythm, there are stronger cards to play afterwards then these explore creatures.

.

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This deck appears to have been legal in Standard (Season Oct 2018 — Oct 2019).

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