Sideboard


Maybeboard

Sorcery (1)


This deck has one strategy: kill or be killed.

The core of this deck is to quickly summon a pack of the most efficient 1-drops in the game. Fetchlands make it trivial to fulfill the conditions for Kird Ape, Loam Lion , and Wild Nacatl while thinning out your deck of useless land cards. Burn spells do damage while providing other functionality, such as protecting your pack or destroying artifacts.

Creatures

  • Wild Nacatl should be played on turn 1 over Goblin Guide. Subsequent turns are more conditional.
  • Goblin Guide is the second best turn 1 play, and usually better than Wild Nacatl on subsequent turns.
  • Monastery Swiftspear is usually equivalent to Goblin Guide with the right timing. Never as good turn 1, but sometimes better subsequent turns.
  • Vexing Devil is tricky to pin down. I usually consider it a burn spell, but one that can't be played too late.
  • Loam Lion and Kird Ape are the weakest of the bunch. Only hits the target 3 damage by turn 3 per mana per spell if cast on turn 1. With one Kird Ape and one Goblin Guide in a vacuum, play the Kird Ape first, since the total damage by turn 3 will be the same, but the guide's element of surprise is more useful turns 2 or 3. I considered replaciong some with Zurgo Bellstriker , but that 3 toughness lets these guys survive a lot of matchups against other 1 and 2 drops that would kill Zurgo.

Other Spells

Sideboard

The sideboard is designed to answer quick threats (with lifegain counting as a threat here) without slowing down the offense too much.

  • Skullcrack is a good anti-sideboard card if you expect them of subbing in lifelink cards such as Lightning Helix or Timely Reinforcements.
  • Lightning Helix is for the mirror matchup. Without it, the mirror matchup is almost always determined by the coin toss. Only use it when they have < 2 mana available, so they can't Skullcrack / Atarka it.
  • Destructive Revelry helps against tron and affinity.
  • Path to Exile might come in handy if they use Goyf to block, or if things drag out to turn 4 on the draw and you need to nullfiy a splinter twin combo.

Lands

Always use the fetchlands in order to thin out your deck. Life loss doesn't matter at all. Consistent draws are everything.

Mulligans

Mulligan until you have two lands. Really. Go against your instincts from all other decks, and go down to a 4 card hand. You won't be drawing many lands at all, so it's fine.

Considering

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Date added 9 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

28 - 3 Rares

22 - 12 Uncommons

7 - 0 Commons

Cards 60
Avg. CMC 1.20
Folders Ideas, The Modern Gauntlet
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