


Planeswalkers (4)
Creatures (26)
Artifacts (4)
Enchantments (4)
Lands (22)
60 Cards
$530.74
Visual view
Description
I have been playing some version of this deck since Bard Class was first printed, and I can confidently say Ruby is the best card this deck has ever gained. It is now extremely possible to go off and win on turn 4, and I\’ve kept my version of this deck as lean as possible to focus on that goal.
Mulligan aggressively for Bard Class. When choosing which cards to keep alongside Bard Class prioritize Ruby first, then lands. Keeping 4 lands and no creatures is often correct – you need to make sure you get to level 3.
Keep Ruby in hand until you actually need the mana. Remember, she has haste! She can provide the 5th mana to level up Bard Class, or she can be the spell that gets Bard Class rolling after it reaches level 3. In general, hold legendaries in hand as long as possible and save them for your game-winning turn, unless you need the creatures out there to protect your life total or to protect a Domri.
Don\’t be afraid to go off the same turn you level Bard Class up to level 3. You have tons of zero-mana spells, and eight that will net you +1 mana (Ruby and Mox Amber). Once you play two of these +1 mana spells (remember to tap the first before casting the second, if they have the same name, due to the legend rule) and you\’re back up to two mana floating you can cast Birgi. Now all of your zero mana spells net you one mana. Keep casting, digging for Goro-Goro and Agatha. Goro-Goro gives the team haste and Agatha gives them trample (remember to activate Goro-Goro before combat starts but generally save Agatha until after you attack unless you need her haste), allowing you to get through just about any board. For the toughest boards you also have the single copy of Radha, who will generate a ton of mana on the attack and allow you to pump with Agatha or Targ Nar (Targ\’s pump is reduced thanks to Agatha\’s text).
If the meta calls for it you can add single copies of a few key utility cards, such as Questing Beast to nullify Nine Lives or the One Ring, or Mikloz Maze Crusher to nullify enchantments (such as the one that makes your creatures enter tapped). You can go down to 3x each of some of the less essential RG creatures (NOT Ruby or Hajar, those must stay 4x).
Deck is Explorer legal as well, if you prefer.














