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Explosive Abzan Monster Aggro (In-Depth Analysis Provided) (Frontier)

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Turn 1
-Not a whole lot going on here. Narnam can be played if the revolt lines up right. Play one of the few tap lands if nothing else.
-Games against Vehicle decks or major aggro decks you may Fatal Push here, or keep the mana open to fatal push your opponents turn 2 card if they are on the play.

Turn 2
-You are hoping to start the game with at least one Hidden Herbalist (remember Burning Tree Emissary?). This will allow for a turn two with multiple creatures, all of which can be cast off the Herbalist's ETB trigger.
-If no Herbalist then you just play one of your powerful green two drops and things are still fine. (Sylvan Advocate, Greenwheel Liberator)
-Turn two is where you will often crack your fetch land to enable revolt for Liberator or even Narnam. Depends on what your turn 3 play is, as you will play the fetch on a turn that best suits revolt.

Turn 3
-Also very explosive on curve with creatures.
-Anafenza gives a 4/4 body. She also holds down graveyard creature based strategies. The third ability is also very important as +1/+1 counters will often be distributed in this aggro deck.
-Rishkar gives 4 total power and toughness to your board. He also helps guarantee you can get your turn 4 play out on curve or even Avacyn a turn early if you want to (however it's not likely you will play her off your creatures turn 4 as you will be attacking nearly all turn 4's).
-Renegade Rallier gets you back a creature that died in combat or your opponent thought worth killing. The Rallier provides so many opportunities. Say you played a Herbalist and another creature turn two. Now turn three, you attack and your opponent is forced to kill a creature or face a crap ton of early damage. After combat you play the Rallier, with revolt enabled from the attack, and get back the creature- Herbalist (play a free card) - Advocate (excellent value) -Narnam (2/3 deathtouch, not bad) -Liberator (4/3). Best part is you didn't even need a fetch to enable revolt in this scenario. P.S. don't forget it's permanent that the Rallier gets so Fetch lands, Tormod's Crypt, Dead Weight are all possible targets.
-Thalia is the forgotten creature at the three slot, but many games she can be the all-star. We are so fast on turn two that a turn three Thalia can slow the opponent down just enough to get things done.
-Of course there are other turn three plays like a Fatal Push with a two drop or tap land and two drop, but you really want things to curve out here with a three cost creature.

Turn 4
-Rhino time. It's possible to have your opponent in some trouble at this point of the game after big turn 3 and 4 attacks. The three damage from the Rhino could put it over the top or the three life gain can be huge when trading off with another aggro deck. One of the best things about the turn four Rhino is that the opponent has to kill your early game creatures or they just die to them, so there may not be removal left for the Rhino.
-Gideon is just so great and in this deck he is no different. He either comes down turn 4 and pumps all your guys for a possible lethal (or near lethal) swing or he does what he does best and makes a 2/2 and attacks next turn.

Turn 5
-I call it clean up time. Here is where you most likely use your removal to clear a path for a massive game ending swing (Fatal Push or Dromoka's Command). If you have Avacyn things are even better as you can take a full swing and wait to see what unfolds before playing Avacyn to save your board state.

The Sideboard:
-We fear mass removal. Languish is not our friend. Gideon and Siege Rhino survive it, but our other mainboard creatures are probably not surviving it on turn 4, and if they are not playing it by turn 4 then its probably is too late anyway To combat Languish we have Heroic Intervention, and Duress. Selfless Spirit helps us against removal, but is not going to save us against Languish.
-Against other aggro decks, that stay lower to the ground then us, the sideboard has Kalitas. He is just a catch up monster against these decks. He hits the board and it is bad news bears for the opponent.
-Against Rally decks (and other graveyard shenanigans decks) Anafenza is great, but I also play a couple of Tormod's Crypt just to be safe. The Crypt is also great against baby Jace and Dig through Time. Kalitas is amazing against Rally, so many tokens and so much life gain.
-The rest are situational cards.
Against control decks and other similar midrange decks I would side in Abzan Charm, since we want to keep our hand stocked and need a way to remove any bigger nuisance creatures.
Clip Wings kills Ormendahl and Emrakul, while also being good against Dragons decks and Avacyn.
Anguished Unmaking is a fantastic catch all. We may need to kill an important artifact, like Marvel, or maybe a bigger creature that Fatal Push and Dromoka's Command cannot handle.
Dead Weight is a flexible slot. I have it here in the side as it kills baby Jace and is good against other aggro decks. It's biggest bonus is it will enable revolt.

Mana Base
-The order you play your lands can easily be the difference of winning and losing with this deck. Be very selective and plan your land drops in advance.
-I wanted lands that would not enter tapped. That's why some of the choices are what they are. I would like to play more man lands, but they will clog things up way too much. The hope is turns 2-4 will hit on curve without any land entering tapped.
-Fetch lands are essential and must be played carefully. They are vital for revolt, so you must hold and crack your fetch on whatever turn revolt needs to be triggered. To stay on curve many times you will have to crack and fetch a basic land, so plan accordingly.
-Fastlands must be played on the first three turns.

Exclusions
There are a few cards that were looked at but did not make the cut. I will go through some of them here:
1) Any creature that is slow. Hangerback Walker is a perfect example. Great card, but we want to be putting massive pressure on our opponent turn three and four.
2) Enchantments. Oath of Ajani and Nissa both were looked at. Their abilities would play great in this deck but what could be cut? Can't cut creatures. Can't cut removal. Just too slow for this deck type.
3) 3cc Planeswalkers. Nissa just isin't needed. Liliana would play well and may need a little testing as a one or two of.
4) Any other removal. Fatal Push is going to own this format and I'm already only playing two Dromoka's Command, and of any card in this deck that may need more slots allocated for it it would be a 4 of Command.
5) Any one or two drop that could not be cast off Hidden Herbalist.
6) Scrapheap Scrounger. The only way to play the Scrounger is to cut an already explosive card. If I was to cut the Avacyn's, a land, and one other card I could get them in there. A little more resilience to removal may be worth it, but those are hard cuts. I could also cut other two drops that are present now, however they are more explosive.
7) Elvish Mystic. He would accelerate things a turn, but turn two is meant for powerful two drops so skipping to turn three is irrelevant. The Mystic is also an awful top deck. If he is not in your opening hand he is a dead draw. Also, Rishkar provides ramp so the Mystic would be redundant.
8) Verdurous Gearhulk. Explosive for sure. Great with Rishkar. I would just rather have an Avacyn in almost every situation. The deck is already plenty explosive, at that point it is better to have some protection.
9) Blossoming Defense. Heroic Intervention protects planeswalkers as well and Selfless Spirit is a flying body that protects multiple targets.
10) Evolving Wilds. Provides versatile mana fixing and revolt triggers. Concern is with the land entering tapped.
11) Smuggler's Copter. Not playing a lot of one drops to guarantee a swing turn 3, however it is Copter and might be worth testing.

Possible cuts after more testing:
1)Narnam Renegade. I don't see this as a cut, but it depends on how easy the revolt is to trigger because we also want it to trigger on turn 2 or 3 most games. It is also possible to hold him and the Liberator for turn 3 to be played together or similar combinations.
2) Avacyn. It may be useful to get faster by playing more one or two drops and therefore also be able to cut a land. Possibly. This cut could complete the the playset of Dromoka's Command.
3) Shambling Vent and Sandsteppe Citadel. How many games will they throw me off curve? Is that worth having the lifelink body or availability to all three colors turn 1? My thinking is yes. It is only a real problem as a turn 4 or 5 top deck. Evolving Wilds, maybe?

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This deck appears to be legal in Frontier.

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