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Creature (2)

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Planeswalker (2)


Aristocrats is my favorite style of deck and I have multiple decks across formats with that theme. This one deck is probably my favorite and most consistent version I've built and I really enjoy playing it. What it breaks down to is a sort of combo deck with moving pieces looking to shift life totals by sacrificing my our creatures. So here's my breakdown of each of the cards:

Viscera Seer and Carrion Feeder- the key sacrifice outlets of the deck. Viscera Seer's ability to scry is extremely important, as this deck can run out of gas if you draw the wrong combination of spells. Carrion Feeder can also allow you to make early aggro swings, and if you play the feeder on turn one and a Doomed Traveler or Hunted Witness on turn two, you can swing in for 3 damage often before your opponent can do anything.

Doomed Traveler and Hunted Witness - pretty much just sacrifice fodder, giving you essentially two creatures for one mana in this deck. They can also get in for some damage pretty often because the opponent doesn't want to kill it because you'll just get a better creature or they'll be drained if they block anyway.

Cartel Aristocrat - another great sacrifice outlet with built-in protection. This card is great for chipping away at the opponents life total, and is a great chump blocker as long as you have another creature to sac. The one downside is you can't sac it to itself like with other sacrifice outlets, but that rarely becomes an issue.

Blood Artist and Zulaport Cutthroat - the cards that make this deck work so well, and often how you'll kill the opponent. The ability to sacrifice a creature for a 2 point life swing is hard to beat. And when you get more than one of these out it's hard for the opponent to do anything. Always a good draw when a sacrifice outlet on the battlefield.

Geralf's Messenger - Really one of the all-stars of this deck. With a sacrifice outlet, this immediately deals 4 damage to the opponent, and with Blood Artists in play that can be 5 or more life, which can catch an opponent off guard and really swing the game in your favor.

Fatal Push - pretty standard removal in modern. It's pretty easy to turn on revolt, but with the number of low-cost creatures running around the format, it will catch most things even without revolt

Lingering Souls - really powerful card in this deck. It gives you 4 creatures to sac, and those creatures can also close out the game if the opponent doesn't have an answer or can't block flyers

Rally the Ancestors - the namesake card and for good reason. This card really gives you the extra push if you're behind, bringing back all your creatures. It essentially gives you double the death triggers, and with Blood Artists and Geralf's Messengers, this will quickly close the game. Usually when this card is played, the game is about to be over. I only run 2 copies because you only really want to see 1 at most per game, and they can get redundant

Village Rites - a card that is really important to helping the deck run. The deck can struggle when it's stuck in topdeck mode, and so this card helps refuel your hand and keep the cards flowing. Also, if you haven't found any sac outlets, the additional cost can get in some drain triggers, and help you dig deeper for those your sac outlets.

So that's the deck! I really enjoy playing it, because it's a bunch of moving pieces that you can pull a win out of all of a sudden. It also forces your opponent to make some hard choices in regards to your creatures, as killing them will only hurt them. So leave the deck an upvote if you want, and any suggestion you can think of is welcomed!

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Date added 8 years
Last updated 2 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 1 Mythic Rares

20 - 4 Rares

19 - 10 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 1.50
Tokens Soldier 1/1 W w/ Lifelink, Spirit 1/1 W, Spirit 1/1 WB
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