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FEEL THE POWA!!!11!11! OLD SPICE ODOR BLOCKER BODY WASH POWAH!!!111!!!!!

P-P-P-P-P-P-P-POWAH!!!1!!!111!

this deck uses energy to win.

Alright, real description time. (Cause my friend kind of wanted me to do so, and i have nothing better to do. Sooooo...)

Let's start with the creatures, the heart of the stereotypical aggro deck, shall we?

Voltaic Brawler is an early game card which i can get often since i have a playset and with the help of some fixing like Attune with Aether and Aether Hub on turn 1, it's a pretty aggresive start with putting the opponent to 16 if they decided not to block or can't.

Servant of the Conduit is the way i ramp up to my expensive planeswalkers, like Nissa, Vital Force, and get a large creature out like Bristling Hydra on turn 3 if able. It also helps with fixing.

Longtusk Cub is card which can effect the board early by gaining me energy when it hits, and later in the game when i have more energy, i can pump it into a reasonably large threat on the board.

Empyreal Voyager is the only creature in my deck with evasion since it has flying, so it can swing in for some good hits against decks which have few or no creatures with flying. It also helps with energy production if i pump it, or it gains me as much energy and Longtusk Cub would give me.

Bristling Hydra is a resilient threat on the board. It can dodge all kinds of removal if i have the energy for it. It also boosts itself via +1/+1 counter from its three energy ability.

Lightning Runner is one of the win conditions for the deck since it can trigger multiple combat phases with the right energy. It can be killed with removal like Shock, which is pretty depressing, but this deck has a way of keeping it alive. If the opponent doesn't have the correct blockers or removal when this hits the field, it's game over.

A deck can be good. But do you know how to make it better. With planeswalkers of course!

Nissa, Vital Force is a pretty powerful "force" to be reckon with.(Pls forgive me, I'm sorry)She can basically protect herself by animating a land into a 5\5 creature, or use it to smack the opponent across the face with. It also has the helpful ability to bring back my creatures or fellow planeswalkers, back from the grave and back into my hand. And if I accumulate enough loyalty and have been getting a few too many lands, i can get an emblem which gives me value, even if I'm mana flooded. From my experience, she's REALLY annoying to the opponent because of how resilient she is to death. I guess having a 5\5 bodyguard is pretty helpful.

Arlinn Kord   can be a possible win-con with her helpful abilities to pump my creature by giving it +2+2 and giving a creature haste and vigilance. And when I feel my other creatures need some love, i flip her and give all my creatures +1+1 and trample. Sharing is caring after all. Well not for the poor soul who has to go up against that wall of attackers. (Unless their running Mardu Vehicles, which means I am most likely dead at that point. Sadness)Arlinn's emblem is probably one of the most unique yet powerful planeswalker emblems i've ever seen. Her emblem basically gives you a way of attacking without risk and can give you an instant game-win.

Aggro doesn't just rely on creatures, it also relies on instant speed pumpspells and removal! (And fixing. Definitely fixing.)

Harnessed Lightning has been a good removal spell in standard the moment it came out. By itself, it's a Lightning Strike, a mediocre removal spell if you ask me. But since this is energy and I can spend as much energy as I want to, oooohhhh yeah,it gets a bit spicy. (Also i gain energy. Yay!)

Invigorated Rampage is a nice pumpspell to use to get in some extra damage with the creatures that don't naturally have or receive the gift of trample. It also works well with Empyreal Voyager since it can help with energy production. (POEWER!!!1!!!!!111!)

Blossoming Defence is one of the ways of protecting my dudes against the big bullies called removal.It also helps with aggro, with its +2/+2 pump, which isn't too much, but it's a one green spell which gives a creatures hexproof and buffs it. Let's not get picky here, shall we?

Attune with Aether is for fixing my colours by fetching a basic i need, like the lonely foil island, and is for energy production, cause' hey, you can't have too much energy in this deck.

A deck can't be a deck without a sideboard, so let's get right into it!

Release the Gremlins is a helpful card against decks which are artifact heavy and reliant. Mardu vehicles will not like this when it hits the stack. Say goodbye to your Heart of Kiran and Fleetwheel Cruiser ! I'm gonna get some nice 2/2 gremlins. And THIS is how you should feed your pets kids!

Natural State can hit most artifacts which are pretty good in standard right now, so those decks better get ready!

Shock is to take out decks with smaller creatures and to have a funny way of frustrating the oppnent by shocking them for lethal. (heh)

Ceremonious Rejection can counter artifact spells and eldrazi spells if people are still running eldrazis in this meta.

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Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

9 - 2 Rares

26 - 3 Uncommons

4 - 6 Commons

Cards 61
Avg. CMC 2.52
Tokens Emblem Arlinn Kord, Emblem Nissa, Vital Force, Energy Reserve, Gremlin 2/2 R, Human 2/2 G, Wolf 2/2 G
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