r/lrcast•
VoidImplosion

Can a no-removal RW aggro deck work? Please tell me why my deck is bad, and what changes (if any are possible) could be made to make it work. (MSH Marvel Super Heroes)

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Here is the link to my 17lands for this draft, including decks: https://www.17lands.com/deck/935bd2d44f664e0783e04aa377098246/1

(note that I'm not asking about my draft picks; instead I'm primarily asking about analysis on the weakness and (if any) strengths of my deck, and (if you have the patience) watching my 2 games to analyse my deck)

This is a deck that went 0-2 in Pick Two in Silver. (i'm not a very good player, and i'm extra-unfamiliar with how aggro decks work).

My deck is basically a lot of 2 mana-value creatures, some 3 mana-value creatures, 5 combat tricks. Two creatures that care about me targetting my own creatures. Two white common creatures that could tap my opponent's creatures down [[Raft Security Officer]] . A few power-up creatures that can power up for 6, so that I have something to do with 6 mana in the later game. A few artifacts for my stupid red rare [[Fin Fang Foom]] (3/5 flyer that can get two +1/+1 counters if I target an artifact). Had a [[Hire a Crew]]

I don't have any removal. I thought "oh, my combat tricks can push damage through!".

But I found out that the red uncommon combat trick that gives double strike and trample ( [[Team Tactics]] ) did push damage through but required my creature also die. I thought that if I draw my late game flyers or a hasty creature, I could put the game away.

Against my (weak, like me) first opponent, I got them to 2 life.

Against my second opponent, I got them down to something like 11, but they easily stabilitied with two copies of that green common (Pet Avengers, I think?) that is a 4 mana 4/4, that can power up to make a creature token. I found no way to push past those.


I vaguely remember the idea that back in the day, you could just load up on cheap creatures and combat tricks, maybe a +1/+0 to all your team, and you don't need removal. That is considerd an aggro deck and it'll work.

Is that still true? Looking at my deck, is it just destined to fail in this format? If so, why in particular does it fail, when it tries to play out its games? What small changes could be made to make it more viable ; ie, what is it missing from being able to make a viable gameplan?

Posted Jun 25, 2026, 6:49 AM UTC

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