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:::Evolution Pull:::

Modern

Mentalizm


Sideboard

Creature (4)

Instant (4)

Sorcery (7)


Maybeboard


Modern Gruul Splash Blue Aggro

STRATEGIES:

Early Mana Fixing

A profitable mana supply can be established by the use of "Arbor Elf" by Turn 1, while "Azusa, Lost but Seeking", "Explore" and "Utopia Sprawl" allow for a steeper increase in additional Lands.

Infinite Green Mana

This can be achieved by as early as Turn 3, by the combination of "Freed from the Real" on "Arbor Elf" plus "Utopia Sprawl" on a Forest. Do the math.

Beware The Wurm!!!

I put one "Worldspine Wurm" into this deck because he's cute. With the card-combination mentioned under Strategy #2, I could cast him by as early as Turn 3. By Turn 5, he'd crush you on his own. "Ranger's Guile" and "Simic Charm" prevent exile-spells on him, while SB-card "Revive" brings him back from the graveyard - but not before spawning three little 5/5 green Wurm tokens.

Hyper-fast Massive Attacks

Your opponent won't know WHAT hit 'em. This can be achieved by as early as Turn 3 (Example: 2 Forests, 1 Mountain and 2 "Arbor Elf" are in play; one Elf guarantees GGGR in the mana pool, while the other one attacks and gets turned into a 11/9 behemoth with Trample by bloodrushing 2 "Slaughterhorns" and 1 "Ghor-Clan Rampager").Opponents will have troubles bringing out their own creatures, as "Ground Assault" and "Simic Charm" help with prevention.

The "Rampaging Hydra"

This funny combination builds upon Strategy #2 and creates a / Savageborn Hydra (one red and green mana) that may inflict Trample damage to your opponent when bloodrushing a "Ghor-Clan Rampager". Never has blocking been so futile. ;-)

SIDEBOARD:

"Armed / Dangerous" to speed up the early attacks or, alternatively, have the opponent's creatures be forced to run into one of the "Savageborn Hydras" or the Wurm.
"Fog" to prevent combat damage, should it ever happen the wrong way around.
"Revive" for obvious reasons.
"Ruric Thar, the Unbowed" against Control and Counter-heavy decks.

WEAKNESSES AND PREVENTION:

As a combat-heavy deck, this one is obviously sensitive to Control and Counter-heavy decks. The key is to be extremely fast and ideally start with a hand that looks a bit like this:

1 Forest, 1 Mountain, 1 Arbor Elf, 2-3 creatures with Bloodrush, 2-3 other Spells to either gain more mana or protect the first few creatures.

ANY FEEDBACK OR SUGGESTIONS ARE WELCOME. Merci. :-)

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Date added 11 years
Last updated 11 years
Legality

This deck is Modern legal.

Rarity (main - side)

1 - 0 Mythic Rares

9 - 4 Rares

12 - 3 Uncommons

20 - 8 Commons

Cards 60
Avg. CMC 2.32
Tokens Wurm 5/5 G w/ Trample
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