That was quick.
As a riptide specific addendum, I wanted to post this deck from venny
4-C Zoo
Which has more 4-5CC high end cards than it does aggressive one drops. I feel that its a pretty good example of an aggro deck that is going to be inconsistency curving out, and needs to make up for that lost time: in this instance, ramping out a midrange threat on turn three. It also has some value generation and control tools to play a more grindy game.
Its interesting, because you can imagine it going noble->tarmogoyf and curving out beautifully into a burn kill. On the other hand, you could imagine it getting hands where it plays more like the turn 2 aggro concept I discussed, where you go t1 elf and are setting up for a turn 3 aristocrat of huntmaster.
The deck though reminds me a little bit of the "speed decks" from the 90s, the types of decks running
kird apes, and were trying to elf ramp out an
erhnam djinn on turn 3 because access to good one drops was so limited. This was before we really had the idea of midrange, and those decks, now, seem like they occupy a strange spot where their role changes a lot depending on their draw. Not passing judgment on whether this is good or bad, just sort of using the deck as a prop to show that these issues exist.
I also think that the concept of turn 2 in comparison to turn 1 aggro, and the idea of explosive plays, and evasion, probably help clarify the path that, I think,
this poster wanted to go down.
You don't have to cut your midrange section for riot pikers, just give your aggro decks tempo recouping tools for those stumbles, with the sort of flexible removal, disruption, or evasion they need to beat midrange's gameplan.