If it helps, this is where I'm at:-3 rancor -1 ash zealot
+4 Lightning mauler
that's where I'm at right now. Could also cut more ash zealots for +2 brimstone volley +1 reckoner.
it would have pyreheart wolves in the side to augment the weaker creature base.
I don't feel like I get green screwed more often than a 3 color deck gets it, aka pretty consistent. G/r is greedier with DOUBLE red costs in hellrider/hellkite with... 8 duals 5 mountains 13 sources?
8 duals, 1 temple garden, 1 guildgate+4 BTE= 14 green sources and I only need to see one per game.
Cutting ash zealots+rancor... it just feels so wrong.
UWr is always going to be a gross match-up, if youre running more dudes and less rancors youll just get supreme verdict for them to get 2-1s instead of maybe them having a
spear when you throw down rancor (and if youre on the play its not likely if you rancor your 1 drop.) Also zealots+rancor makes jund easymode, and it makes junk rites a HELLUVA lot easier IMO. Garruk not being able to have many targets is legitimate too.
As is making BTE's body even sexier
I see the merits of LM don't get me wrong. Goin fast is p. good, part of a nut draw. He's just insane with BTE and on t2...pretty specific. He's also just "ok" if hasting out a reckoner, because that means he's not doing anything himself T2. I just think Rancor is good with ANY creature you have (save hellrider) INSANE with Zealot, p.good on reckoner, etc.
TLDR:
Rancor is pretty bad against UWr Flash. But LM doesn't really fix that match-up either (dies to augur, verdict).
aka I think Rancor is good. But I don't see anyone playing it.
Note: I'm also ignoring that Rancor is bad G1 against mirror, because you have less bodies for them to remove/2-1 with 4 spears and shit. But if you had LM
instead and you side in elecktrickeries its the same thing, whereas you can 1-1 swap with VS and be in a much better position without diluting your threats.
[deck]
4 Rakdos Cackler
4 Stromkirk Noble
4 Ash Zealot
4 Firefist Striker
4 Burning-Tree Emissary
4 Lightning Mauler
2 Gore-House Chainwalker
4 Flinthoof Boar
3 Boros Reckoner
4 Ghor-Clan Rampager
Spells (4)
4 Rancor
Lands (19)
4 Stomping Ground
4 Rootbound Crag
1 Temple Garden
10 Mountain
Sideboard (15)
4 Pillar of Flame
4 Volcanic Strength
2 Ground Seal
3 Domri Rade
2 Electrickery
[/deck]
Going down to only four spells (Rancor) has turned out to be a good choice. I still have a full set of GCR to act as removal AND trample damage and Rancor helps go through the fatties. I may add 1-2 Pyrewild Shaman as a mana sink in the late game.