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Let’s Get Rowdy!

What did you think of Rowdy Crew when you first saw it? Did it seem unreliable? Unplayable? Tom “The Boss” Ross is here to tell you why it just might be the best card in Ixalan!

Last week
I wrote about some Ixalan cards that I thought to be
Constructed-viable. We’re still under halfway on the Ixalan
previews, so there are still a lot of unanswered questions. In the meantime
I’m working with the tools I see now.

I had a chance to experiment with Rowdy Crew and it’s as good as I
expected, if not better.

I don’t know the math on getting the two +1/+1 counters or how much the
distribution of card types in your deck affects your chances, but it seemed
like it was happening frequently enough, maybe 35% of the time blind and a
little more if I could better set it up.

“Rowdy Crew Is High-Variance”

Not true.

Many aspects of Magic are luck-based: the cards you draw, the opponents you
play against, the cards they draw. When randomness is boiled down and put
directly on the text of a card, people start to lose their minds.

Rowdy Crew honestly reminds me of this card:

Rowdy Crew reminds me of Goblin Rabblemaster because they both seem to have a downside, thus making them hard to evaluate without
seeing it in action. Being forced to attack with all of your other Goblins
into the maws of huge blockers sounds awful. So does discarding your two
best cards that you desperately needed to win the game.

Turns out the times that Goblin Rabblemaster went unchecked and attacked
for six (4/2 + 1/1 +1/1) were outrageous. Then eight next turn. It’s not
really what you expect from Goblin Rabblemaster, but it happens. You expect
a 2/2 that they must kill that gives you a 1/1 or more. A good baseline.

You can’t look at missing out on two +1/+1 counters or discarding a good
card as a failure. Rowdy Crew is at minimum a 3/3 with trample for 2RR that
draws a card. But it could be at best…

  • A 5/5 with trample for 2RR
  • A filter for your hand, effectively looting away bad
    cards
  • A way to get a card you want in your graveyard or mill over
    cards like Earthshaker Khenra

…just like Chandra, Torch of Defiance is at best an emblem that does five
damage when you cast a spell. I’m generally happy with a 3/3 with trample
that draws a card. If you’re also okay with such a card, but with more
potential, then Rowdy Crew is the card for you.


This is a build of Ramunap Red I played in a Versus Video due to air next
week.

Ramunap Red is one of the most obvious decks to transition after rotation.
Falkenrath Gorger and Village Messenger leave, so you fill up on Soul-Scar
Mage. Lightning Strikes over rotating removal.

But how does Rowdy Crew fit in when it competes with Hazoret the Fervent
and Chandra, Torch of Defiance?

The truth is, not well. Outside of competing on the four-drop casting cost,
Rowdy Crew is keeping your hand size high, while Hazoret the Fervent wants
your hand size low. Chandra, Torch of Defiance is the only planeswalker in
your deck. If one of the randomly discarded cards is Chandra, Torch of
Defiance, you’ll have to also pluck another copy of Chandra to get those
two counters.

Consolidating Card Types

You don’t have to try hard to make Rowdy Crew good, but if you can design
your deck without too many different card types, then you’re squeezing in
an inch more of value. Nothing radical, just being mindful of their impact.

Lightning Strike is filling in for Incendiary Flow and Collective Defiance
after rotation. This means there are now zero sorceries, which is good for
Rowdy Crew. The only glaring blip in the maindeck is now the two copies of
Chandra, Torch of Defiance.

I tried different non-Human creatures in

W/R Humans

and they always felt so bad whenever I drew Thalia’s Lieutenant. I couldn’t
afford to water down my payoff card even a little bit in a deck as focused
as Humans.

My gut says to keep it tight if possible. This is the Ramunap Red deck I’ll
be trying in the future.


The maindeck only has instants, creatures, and lands, now ensuring a decent
Rowdy Crew hit rate. I added a Captain Lannery Storm to the sideboard for
when those Glorybringers come in.

Maybe, without as many one-drops, Ramunap Red needs to shift its direction
to something even bigger.


Instead of going bigger in the sideboard, we start off bigger in the
maindeck. Captain Lannery Storm works well to accelerate out Glorybringer
or to leave up Magma Spray.

If Dinosaurs and their enrage mechanic end up being big, then Ramunap Red
will really need those Ahn-Crop Crashers to beat past them. Soul-Scar Mage
helps in this regard, though, turning damage into -1/-1 counters to avoid
enrage triggers.

Rowdy Crew with God-Pharaoh’s Gift


The Jeskai God-Pharaoh’s Gift deck might be the biggest winner from the
printing of Rowdy Crew.

Rowdy Crew is doing a lot of the same things as your other cards like
Cathartic Reunion and Champion of Wits. You’re putting creatures into your
graveyard for Gate to the Afterlife and to enable cheap Hollow Ones.

Rowdy Crew now joins Hollow One as creatures that can actually threaten to
put a real clock on the opponent without “going off” with a God-Pharaoh’s
Gift. Increasing the potency of your Plan B never hurts. At worst, you’re
probably blocking better.

The remaining two Cathartic Reunions are still an after-effect of adapting
from the pre-rotation Jeskai God-Pharaoh’s Gift deck. The deck lost
Insolent Neonate as a discard outlet, so I didn’t want to go to low on
them, even with Rowdy Crew coming in. However, those two Cathartic Reunions
are the only sorceries currently in the deck, which is annoying to the
rowdy ones.

What’s pretty nice is the rest of the card types work smoothly together.
Hollow One and Walking Ballista are artifact creatures and are hits with
both creatures and artifacts.

Pirates?


Rowdy Crew happens to be a Pirate, so we might as well see what a Pirate
shell looks like.

Dire Fleet Captain and Fathom Fleet Captain are the real Pirate payoffs
here and both ask for other cheap Pirates. Deadeye Tracker is a little weak
but will hopefully prove useful, given the surrounding synergies.

Ruin Raider is the new Pirate Confidant that looks good to keep the gas
flowing. It’s a nice follow-up to a Kitesail Freebooter attack that almost
assuredly gets through, given its evasion.

It’s tough to build a Pirates deck that isn’t a worse version of Ramunap
Red. The mana fixing is okay but not great. The creatures are strong but
not necessarily better than the Ramunap Red options. With over half the set
of Ixalan still to go, I have my fingers crossed.

Other Uses for Rowdy Crew

Temur Energy is losing Tireless Tracker. Rowdy Crew doesn’t give a stream
of Clues, but it can create some traction by perhaps chaining them
together. I can see Rowdy Crew being a sideboard option for decks with red
as a grindy card.

U/R Control is another deck that survives the rotation. It used to play
Thing in the Ice as a creature to sideboard in after the opponent
sideboards out their removal. Glorybringer is the creature that pops to
mind to sideboard in, but Rowdy Crew isn’t too far behind.

What about Modern? Rowdy Crew doesn’t sounds like the worst card to cast in
Dredge. Jund wants to grind and doesn’t have a clear choice for its
four-drop.

The Skred Red deck is playing Pia and Kiran Nalaar and Stormbreath Dragon
already. They tend to have a clogged hand full of extra Blood Moons or
useless Skreds. Rowdy Crew looks to be a great fit there.

The Legacy Big Red deck used to be called Dragon Stompy because of Rakdos
Pit Dragon. That was a long time ago and better cards have come along, but
they’re still casting “fair” four-drops like Chandra, Torch of Defiance;
Koth of the Hammer; and Pia and Kiran Nalaar. They also are stricken with
redundant cards like extra Chalice of the Void or Blood Moon effects.

Will Rowdy Crew make its way into older formats? Will anyone even play it
Week 1 of Standard? I think it’ll take a little while for people to catch
on, but I’m placing it as my favorite card in Ixalan as well as
being one of the best cards in the set.