Berserkers in 2024
I've been cutting pieces of the Berserker package regularly with my updates because it didn't really fit with the power level I am promoting. I am thinking I should revisit the theme by incorporating some new toys. As I was browsing Scryfall, I've noticed that I was drawn away from the traditional RG deck to a RW one instead. The archetype has more toys than ever and is less isolated than in the past thanks to some cross-pollinisation into other themes.
Artifacts?
I love artifacts, so it's usually the first place I look. There have been a bunch of relevant ones released for the Berserker archetype.
Double Strike
I am not 100% sold on the 3 mana creatures, even though they do provide some nice upside. Thresher is really good when blinked and the Dragon Engine loves a
Helping Hand or
Recommission for solid card advantage.
Lizard Blades and
Embercleave are amazing equipment to fetch up with
Stoneforge Mystic or another new one in
Kellan, the Fae-Blooded, who conveniently has Double strike himself.
Pump
These allow you to grow your Double strikers to really threatening heights. The equipment cards are again relevant here, as are random artifacts to sacrifice or grow your board.
Fatties
These are classic artifact matters payoffs that spit out huge Constructs which are great targets for Trample or Double strike.
I am actually surprised at how easy it seems to support this.
How about a more traditional build?
Red power doubling
There are two categories here, creatures and noncreatures. I feel you have to make a choice: do I want my creatures to have Double strike and then boost their power? Or do I want to grant Double strike to a big creature? My personal opinion is that the creature approach is safer. You don't have to open yourself up to a 2 for 1 with a pump spell for your creature to hit hard. A single +1/+1 counter or equipment is enough to make a difference. Conveniently, there are some Double strike creatures that also grant the keyword, meaning you get the best of both worlds.
Creature
I mentioned Blades and Engine in the artifact section and they are decent dudes. The Backup creatures bring something new to the equation though and have a lot of potential IMO. The counters are especially punishing if added to a Double striker and there are a bunch of synergies with them that you might be supporting.
I've often wanted a
Fling in cube as a splashy way to finish off an opponent. The Thrillseeker also brings 2 +1/+1 counters that add up to a lot of damage (+2 normal damage, +2 Double strike damage, +2 Fling). The floor can be pretty abysmal if your opponent responds to the Backup ability, but otherwise, you have a 3/3 for 3 that has some reach.
The Champion can convert any old creature into a menace for a turn and then take over himself. The Dash adds an interesting dynamic where you can repeatedly buff your team or trigger your ETB payoffs.
Shout out to
Devilish Valet who fits the spirit of the deck, but is more of a token card than a Berserker one.
Noncreature
Trample and Double strike are a very strong combination making
Embercleave and Battle Rage great options.
Twinferno is a less narrow, but less powerful Battle Rage. Eater of Virtue is generically playable, but to really make it worthwhile, you would ideally have a few Double strikers in your deck already. At which point it might be a bit redundant.
Overall, I think that
Embercleave is a fantastic option at my power level, but the other effects can be replaced by creatures with the keyword rather than narrow spells.
Reckless Charge is still a nice pump spell even if it doesn't necessarily double the power output of a creature.
What about Green?
Green is less interesting than it was for my vision of the Berserker archetype than before. It still has an important role to play with powerful pump spells that end the game in short order. What it lacks are the targets with Double strike, but makes up for it with big creatures.
Power boost
These have the benefit of being cheap to cast with a big impact. It gets even better when you combine them! The Trample from
Rancor and
Berserk make chump blocking a losing proposition and with the right targets the power boost is very scary.
Become Immense gives Green decks something that uses the GY that isn't lands matter which I appreciate. Mutagenic Growth isn't super impactful, but the free nature of the card makes up for it with surprise damage. I like the gameplay these cards offer as your opponent lives in fear.
The challenge is finding home for these outside of the Berserker deck.
-
Rancor is a fine addition to most aggro decks, so that isn't an issue.
-
Become Immense would be right at home in the aggressive discard decks and maybe randomly with a
Dreadhorde Arcanist or
Nested Shambler.
-
Mutagenic Growth might see play in an aggressive prowess deck with
Monastery Swiftspear and the Arcanist, but the density of Prowess threats isn't quite there I think. Adding
Abbot of Keral Keep,
Elusive Otter and others might be a reasonable approach.
-
Berserk needs a big creature to really be worthwhile, but thankfully Green is the color of large targets.
White
Double strike
A 2 mana 1/1 with Double strike is very mid for my cube. One that can grow and fill they GY if targeted is more interesting. This would be more at home in GW deck with all the aforementioned pump spells. A little too narrow I think for my power level.
Combat Thresher is also a little underwhelming if you don't have some way to pump it or blink it. Sure it replaces itself, but hitting for 2 off your three drop is awful.
Trostani is a stat monster with some mana sinks and huge damage potential. For my cube, I am not a huge fan of pure beaters that don't have some kind of synergy, but if I do push the archetype, it could fit.
Finally,
Boros Charm is a classic for aggressive decks. All the modes can be relevant, but it would use a multicolored slot for an effect I could get in Red.
Buffs
I haven't been super impressed by White's ability to buff your Double strikers outside of equipments. The Aspirant is fantastic and the Saga can be too, but is more deck dependent. There might be an alternative to get White more involved though.
Humans?
What is this post? Humans? Berserkers? I am back 3+ years ago!
Now this is a Berserker enabler and a nice human payoff. Theoden has immediate impact provided you have a 2 drop and keeps the beats going as long as you can find humans. This has the advantage of providing a body with Double strike, while also giving the ability to more impactful targets.
You jam him in with these other humans payoffs
The first two are classics that go tall, which makes them perfect targets for Double strike. I am big on +1/+1 counters at the moment so that is added layers of synergy. The Vanguard offers protection which is really valuable when trying to load a creature with buffs.
Synergistic cards
These are cards that gain value from growing a creature or receiving Double strike.
There are so many new options to consider, this is a very short list. I'd love to hear suggestions here while I search Scryfall.
tl;dr:
I am thinking of reintroducing the Berserker archetype with a focus on Double striking artifacts and Human matters as a RW archetype rather than a RG one.
- Red goes harder on artifacts
- White is stronger with humans.
- Green plays a supporting role by buffing your team.