The Common Green/Red Deck
A simple all-commons deck (the classic red/green weenie with a splash of direct damage):
4 Mtenda Lion
Hit them fast, hit them quick. Who cares if this dies to a blocker if you only spent one mana on it.
And people used to think Drudges
were cool. Boas will eat just about any early critter for lunch.
4 Brassclaw Orcs
4 Phyrexian War Beast
Weenie deck "heavy" hitters. Cheap enough to get out fast, and will be safe from things like Deserts, Tims,
Wolves. Three damage for three mana with barely a drawback.
Sure they are only 1/1, but they fly. There will be many a time when your opponent will be able to stop only your ground offense.
Even if they won't be able to attack late in the game, they will be able to
power your finishing Fireball or help you destroy some big nasty.
4 Quirion Elves
Even without land, you can still bolt your way to victory. And does much more damage than a million
4 Guerrilla Tactics
Never use these on your opponent unless you are ready to finish her off.
These are some of the most effective ways to kill early and annoying
creatures, especially Juggernauts.
Combine with a blocked Bear or Lion and you can take down Shivans,
not to mention Serras
Growth and Blood Lust
are not used because, since there is so much direct damage in this
deck, there may well be times when you have no creatures on the board.
Part of the main direct damage part of this deck. In case the game turns out
to be too long for your weenies to win, you still have a good
chance of playing a large damage spell. Fireball is a must have, because it
has the ability to destroy more than one of your
opponent's cards in play (a very valuable feature).
Disintegrates used to be more important to take out regenerating
now Incinerates will help. Disintegrate is still valuable against the decks
that specialize in pulling things from the graveyard.
Otherwise, Lava Burst provides another valuable ability. While many weenie
decks cannot take advantage of their opponent's Mana Flare,
these red X-spells will.
While the 1/3 land ratio is actually too low for many decks, it works
fine for this one, especially with the cheap creatures and
Elves. Another advantage is that nothing needs more than 1 colored mana
The sideboard is mostly complete with these 8 cards. Both artifacts and enchantments are accounted for.
One of the primary reasons for playing green in a direct damage deck is
to be able to destroy enchantments like
4 Builder's Bane
If most of your opponents also play with commons, then these aren't as
useful, but when you get to the big leagues, artifact destruction becomes much more useful.
The key to this deck is that it is strong both in the early game and in the
late game. Its weakness is during the mid-game, when both players have the
mana to play whatever they want, but you are still short of playing a huge
direct damage spell. However, it is not uncommon to only need to play a
4 or 5 point damage spell because of the early damage from your creatures.
Another key advantage is that everything in this deck (even the extra land
to power your X-spells) can be used as offense. Not like a wasted Terror sitting
in your hand when playing against a creatureless deck...despite nearly
half the deck being able to destroy annoying creatures.
Having two personalities makes this deck more versatile. Howling
counters only hurt your direct damage, while the weenie half is mostly
unaffected. Likewise, Moat and Abyss decks
cannot stop your direct damage by themselves. And certainly not with Meekstones, and
become only a minor annoyance.
If you think Earthquake is too cheesy,
just watch Ms. Suitcase's pride in all her flying critters go with the wind.
If you're playing against a counterspell
deck, Hurricane first before your red-X
spells, and watch her wrack her brain trying to decide whether to counter it or not.
Not nearly as easy to cast as Disenchant
or it'll be in every single red deck. But still highly useful anyway.
4 Kird Ape
Everybody's favorite monkey. Extinct because they were too fit to survive.
4 Lightning Bolt
4 Chain Lightning
Bolts come and go. Here's hoping they'll be back.
4 Erhnam Djinn
Big damage, quick to cast, and not much of a drawback to mention. You didn't see this guy in all those green decks for nothing.