One of the first decks we built was Red/Green Landfall. It occupies much of the same metagame space that Atarka Red does, but has the advantage of having bigger and more resilient creatures (with the downside of having less interaction). Here’s the list we ended up with:

RG Landfall

Game Plan

Curve out with gigantic landfall creatures, and attack until your opponent is dead. With minimal interaction, this is a very single-minded deck, though a powerful one at that.

They knew about combos in 1994.

This deck often finishes games with Temur Battle Rage or Become Immense. Your creatures are big enough to win the game without help, but drawing any of the pump spells often leads to a huge amount of damage. One of the strengths of this deck over Atarka Red is that your creatures naturally work better with these 2 pump spells.

Makindi Sliderunner already has trample, making Become Immense very powerful, and any of the landfall creatures are big enough that Temur Battle Rage can deal 5+ points of damage (even through a blocker).

Even without Dragon Fodder, Atarka’s Command is an absurdly strong card. Between triggering prowess, pumping your team, and occasionally even stopping life gain, Atarka’s Command can frequently can deal 6+ points of damage for only 2 mana. It also makes it that much harder for your opponent to fight your creatures in combat, and combines well with the high creature count of the deck. RG Landfall does have fewer tokens than typical red builds, but it also has less noncreature spells in general, so it makes good use of Command either way.

1-mana 3/3, 2-mana 4/4, and 2-mana 4/3 trample are where this deck gets its name. The reason to ditch interaction and play a less consistent deck is that the creatures are amazing if you are hitting your land drops. Two of them even dodge Surge of Righteousness, a card I expect to be a popular sideboard option, and you can effectively play around removal by keeping your fetchlands uncracked if need be.

The fact that your creatures beat up on the opponent without help is really strong, and you can win without drawing any spells if you get a good curve of creatures. Once you start missing land drops, things get a little tougher, and getting stuck on two lands is way worse with this deck than with something like Atarka Red. It is nice that it deals with mana flood better, and that’s why it plays 24 land instead of the normal 20-22.

Funnily enough, I completely missed this card during my Constructed Set Review. As it turns out, being able to stop blockers or pump your creatures is powerful enough to find a home, and Retreat plays well in this deck. Your opponent is forced to either hold creatures back and risk missing damage when you negate them as blockers, or attack and let you give your creatures +2/+0 because they have no blockers. It triggers multiple times a turn, and combines very well with Temur Battle Rage on even the lowliest Goblin.

The cost of the card and the fact that it does nothing by itself means it isn’t a card I want more than 2-of, but the 2 have seemed good enough.

The rest of the deck are threats, with Swiftspear providing a cheap hasty threat that can kill out of nowhere, even if this deck has less spells than other red decks. Going from an empty board to dealing 20+ damage is very possible, and Swiftspear is your counter to sweepers. Abbot and Hordeling Outburst provide more resilient threats, and Abbot is especially key at hitting land drops without getting too flooded, since this deck can’t play any more lands.

Sideboard Guide

The Battle Rage combo becomes worse after sideboarding in general, but the deck is designed to side in Duress and keep the combo around. It’s possible that the metagame is too hostile to this combo in general, but this configuration can fight against some amount of hate regardless.

Green/White Megamorph

In

Out

Esper Dragons

In

Out

Jeskai

Out

Atarka Red

In

Out