Green Red Monsters MTG Standard
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Main Deck Analysis
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For our ramp creatures, we have 4 Elvish Mystic and 2 Voyaging Satyr. I tested both Zhur-Taa Druid and Gyre Sage but neither provided a significant advantage.
Voyaging Satyr gives us double red mana by untapping a Mountain or dual land. She is easier to cast than Zhur-Taa Druid. She saves us two life while giving us red mana by untapping Stomping Grounds.
She gives us red mana right away with Temple of Abandon even though it enters the battlefield tapped. In a pinch, she surprises opponents by untapping Mutavault at a key moment.
With all the creatures we have to play to make Domri good, we have to be very careful about our spell suite. I’m running Flames of the Firebrand over Mizzium Mortars because Flames is stronger against fast red aggro decks and I believe they will be an issue in the early stages of the new metagame. Flames is often a two for one against the red deck by killing two small creatures like Burning-Tree Emissary and Young Pyromancer.