There are many viable decks in Magic the Gathering Standard Constructed these days. I say, why not go with "speed kills"? It's fun to have the fastest deck in the format — although you need staying power and card quality as well.
Picture this… With a good draw, you can finish off your opponent so fast he wouldn't even know what hit him. Then, while his or her head is still reeling, go scout other decks, relax, treat yourself to lunch, have a Coke and a smile, and laugh at all the grindy little nerds taking 30 minutes a game rather than 30 seconds.
That's the plan, anyway.
Most Gruul aggro decks are red-based, and for good reason: they get to play Boros Reckoner, an all-star card. But the version presented here — which is green based — is unusual in its large number of turn-3 kills, something virtually unknown in Standard Constructed. You'll not often draw a turn-3 kill in practice, of course (especially since the opponent usually puts up some kind of defense), but the number of quick kills is a sign of how incredibly fast this deck is, even compared to other aggro decks.
Another distinctive feature of this deck is that it's cheap, having no mythic rares and (aside from its lands) almost no rares at all.
3x Arbor Elf
Other Spells (9)
About those Turn-3 Kills. Here are a few of them:
It looks like the deck depends heavily on Slaughterhorns, but it doesn't even need those. A turn-one Arbor Elf makes it possible to play Hellrider on turn 3, for massive damage. Consider:
3 (Hellrider) + 4 (Lightning Mauler plus Rancor) + 2 (Emissary #1) + 2 (Emissary #2)
21 damage total on turn 3.
Staying power is provided in part by Strangleroot Geists, which are not only super fast, but come back nicely from board wipe (Day of Judgment etc) and removal. And… a single copy of Kessig Wolf Run turns otherwise unused lands into extra damage. I'm thinking of trying to squeeze in an Experiment One or two (no pun intended) to give the deck even more resilience.
Tips on playing: