With the return of Wild Nacatl to Modern, this deck has realized its true form. It is 100% pure aggro - beat the tar out of your opponent with as much speed as possible, and I personally find it does that quite well. High-power creatures for low costs - Wild Nacatl, Kird Ape, and
Flinthoof Boar
- armed with Rancor and Madcap Skills to keep the damage flooding through, and are buffed heavily by Bloodrushed
Slaughterhorn
and Ghor-Clan Rampager. Boros Charm, Legion Loyalist, as well as the occasional Thundermaw Hellkite work well as game-enders, Blind Obedience helps keep the enemy's board tapped and helpless, and Ruric Thar, the Unbowed can help carry the deck into the mid-game.
Domri Rade
also lends a hand by providing his own crude form of draw power, as well as allowing some control by making creatures fight.
This deck can be deadly by T3-4 if left unchecked, with a T1 Wild Nacatl, all three land types and a Madcap Skills T2 for 6 damage, Rancor & Boros Charm double-striking for 16. Other possibilities abound.
Of course, as with any aggro deck, it starts to struggle if it's stretched out beyond turn six unless Thundermaw Hellkite or Ruric Thar, the Unbowed hit the board, but it's capable of pumping out so many cheap creatures and so much Rancor, that it manages to still keep its head above water. And there's always the joy of saving up Boros Charms and just blowing the opponent away for 8/12/16 at the end of the game.
A good batch of control keeps this deck fumbling, of course. It could use something to maintain the advantage against the power of removal and counters, but I'm not completely certain what.
Any suggestions would be appreciated!