A Turn 4 win con, with reliable alternate paths to victory and a viable sideboard attached for under $25? You bet! This deck is pretty much RG Stompy with some Energy stuff going on, with many easy paths to upgrades. For a beginner, this is a great deck to learn how to combo out in combat.

The goal of this deck is to play a ramp spell (Elf, Commune, or Attune) on Turn 1, a support spell (Sage, Brawler, or more ramp) on Turn 2, then play Electrostatic Pummeler on Turn 3 (possibly earlier with an Elf). Turn 4, you can play at least 2 ramp spells to get Pummeler beefed up, then activate his ability to double his strength (potentially twice) to end the game in combat. Alternatively, if you get hit with Fog or Path to Exile, you can hit back with Fling and still deal damage effectively.

Giving the Pummeler trample is essential, but not always possible. To bide time, you can always invest in Longtusk Cub or Voltaic Brawler to stay aggressive until Pummeler can be activated.

Some improvements can certainly be made. A stronger mana base always helps, and I added Pinecrest Ridge simply because an early win con means the extra tapped turn won't matter. Ancient Stirrings is an excellent addition to look for both Pummelers and lands, or any artifacts you wish to add to this deck. Other pump spells like Might of Old Krosa would fit in as well. The creature base probably shouldn't change too much, but I strongly considered adding Savageborn Hydra as a potential manasink. Enjoy!