Maybeboard


"Simple" beatdown deck. ~9.00USD at time of writing, if you're willing to play with printings. Despite the name, the deck's grown out of any power-related mechanic. The ideas already present in the Harbingers and expanded on in the Guardians have been leant into wholly with the additions of persist and Ranger. It has the curve and basic composition of aggro, but the mentality of attrition and going bigger is in line with midrange. Can't tell if that means it's unfocused or versatile.

  • Servant of the Scale: A long-term investment that can force some inconvenient choices on opponents.
  • Growth-Chamber Guardian: I'd take any two-drop that can semi-permanently grow to ferocious' requirement, but the recursion makes it pretty intimidating and consistent. Pairs extremely well with the greeters.
  • Garruk's Harbinger: The workhorse of the deck. Digs for more creatures, triggers ferocious and as a bonus, immune to black removal.
  • Shifting Ceratops: Nothing amazing, but it can adjust what it brings to the table based on the stage of the game. Early, and it's a fine body on the board. Later, it starts picking up keywords to make it a greater threat. Makes the deck somewhat more difficult to stop with blue tactics. Ultimately, a budget Carnage Tyrant.
  • Avatar of the Resolute: Very reliable beater. Not much to say about it beyond "It's efficient."
  • Cankerbloom: This is very rapidly becoming my preference across any deck with access to green. It's more lenient in cost than the caterpillar by only being 2G instead of 1GG, and it's a pushed threat.
  • Kitchen Finks: 3/X is reasonably threatening, and it stumps both midrange and aggro by trading at least twice.
  • Scuzzback Marauders: This is here solely because of the shenanigans persist lets you get up to. At least the above can interact with the opponent on multiple axes. If there's a Ranger Class or Oran-Rief, the Vastwood on the board, it'll just keep coming back until you can find a way to keep it dead.
  • Ranger Class: A bear in addition to a strong enchant that scales well as the match progresses.
  • Weatherseed Totem: Okay-ish, as far as rocks go. Threatening grind attached is welcome.
  • Massive Might: Generic combat trick that affords you trample.
  • Snakeskin Veil: Synergistic protection. I wonder if it'd be better to run with a Simic Initiate and at least be able to claim it's a threat in addition to the utility.
  • Thirsting Roots: Between these two search spells, I can drop the generic dorks for something synergistic and shave off a few lands for even more cool things elsewhere.
  • Bushwhack: Ram Through's better in a vacuum, but I wanted to get away from twenty-four lands. Being stuck at sorcery speed isn't too bad.

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90% Casual

Competitive

Date added 2 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

16 - 0 Rares

11 - 0 Uncommons

20 - 0 Commons

Cards 60
Avg. CMC 1.87
Tokens Human 2/2 G, Wolf 2/2 G
Folders Budget
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