Modern Naya Zoo with burn, removal, a board, and a ton of damage. Consistently wins by turn 4/5.
Creatures:
Experiment One
: 1/1 for one green when I put him out turn 1, will quickly become a 2/2 or even a 3/3 before they can really do much about it, and regenerate is hella nice.
Goblin Guide: 2/2 for 1 red mana is sweet. His drawback really isn't too bad when I can get in for 6 damage turn two.
Kird Ape
: Playing either with a Stomping Ground on turn 1 is absolutely gross. And the 3 toughness makes them a healthy target to pump with Rancor.
Loam Lion
: Almost verbatim for Kird Ape, save that I need a white source over red.
Wild Nacatl: Because holy hell is a 3/3 for 1 good. It evolves my
Experiment One
, hits amazingly with Rancor or
Ghor-Clan Rampager
buffs, and boy am I glad he was un-banned.
Ghor-Clan Rampager
: For the 4-drop slot that shines as a 2-drop. The 4/4 trample is really nice, and 4 is a manageable cost, but in a deck that can rely without incident on a 3-mana board, he is better used as a buff with his bloodrush ability.
The Removal:
Path to Exile: 3 of these babies in the mainboard insure that I won't have problems with enemy blockers early-game, and just works as objectively great removal. Again, as with Goblin Guide, the acceleration shouldn't matter very much so long as I can keep dealing damage.
Lightning Bolt: Do not even need to explain this one.
Lightning Helix: Shouldn't need to explain this one either, but life gain is phenomenal, and so is Lightning Bolt.
Other Spells:
Rancor: It's a re-usable +2 enchantment for 1 green. It's completely sick on any one of my creatures and there is no reason I shouldn't play it. What a card.
Boros Charm: Utility, utility! 4 burn damage to the face is phenomenal, or double strike, also nice, but indestructibility for all my permanents is just unrivaled.