(Inspired by the GP top 8 deck by David Phelps; updated for Oath)
Play this deck. Stomp over the metagame.
We have game against everybody. It has the potential to crush stumbling draws, and it can stunt other deck's explosive draws or survive a long game through heavy removal.
This deck has two complementary strategies:
Hardened Scales with cheap evasive creatures that beat down HARD and FAST
Evolutionary Leap and other spells to provide RESILIANCE and INEVITABILITY
You don't always have scales or leap, but you almost always have strong tools to put up a challenge.
MATCHUP PLANS
Rally: Trample through, fly over, and then counter Rally or CoCo. Watch out for Sidisi's.
Ramp: Fast enough to win early, big enough to into the midgame, and built-in answers to sweepers.
Abzan: Our creatures can outmuscle theirs. It's a tough match but we can win it.
Dark Jeskai: Leaping creatures outlasts all the removal, and we counter the one that matters.
UR Prowess: We have reach, flying, and stuff that doesn't die to burn.
Control: Is there such a thing? We are a problem for them.
Atarka Red: Big creatures early, Denial and Dromoka's Command to stop their plan.
Tokens: Trample. Enough said.
Mardu Control: No enchantment defense means we can stick a problem card and milk it. Discard and Crackling Doom make this our toughest match, but we can often power through.
The Power Plan
The "power" scales strategy makes enormous evasive creatures on the cheap. Servant, Hangarback, Managorger, Avatar, Falconer. Hardened Scales is definitely not required for this to work, but when it comes together the deck explodes over anybody.
Managorger Hydra in particular loves the low curve of the deck, often growing 3 points a turn (6 with scales out). Trample usually suffices to get damage in, but if there's blockers,
Abzan Falconer flies everybody over to kill planeswalkers or finish the game.
Avatar of the Resolute - often a 5/4 reach trample for GG, but can easily be bigger. GG.
Dromoka's Command removes unruly creatures and grows our guys.
Nissa, Voice of Zendikar
can pump the whole team. With a falconer out, you can suddenly have a swarm of large flyers, likely game over on the spot.
The Hardy Plan
The "leaping" defensive strategy foils the opponent's attacks and removal, protecting or replacing our creatures for value until eventually we overwhelm them on the board.
Evolutionary Leap is an odd card to maindeck, but it's so combo-riffic here that it's worth playing. It's amazing against the current midrange and control metagame. Only 2 matches will side it out: Aristocrats and RG aggro, but even there it has value. The basic plan is we can block, sac (foil lifelink), and get something. Or they play removal and we convert that into card disadvantage. Or we can rush attack, and sac the one they block.
Hangarback Walker beautifully makes sweepers awkward because of free thopters. But if they don't have sweepers, we can leap our own guy for a new creature, and get flyers that can defend or attack in the air, or go wide as needed.
Servant of the Scale with Leap means instant pump for another creature, plus draw a bigger creature.
Managorger Hydra doesn't want to be sacrificed, but it's happy to have allies sac themselves so a new creature can be cast.
Abzan Falconer is a great card to dig up with Leap when you need that flying power.
Oath of Nissa - find that creature or land you need. Fixes inconsistency problems. Also provides a handy defense against enemy Dromoka's Command killing your scales.
Nissa, Voice of Zendikar
- free fodder. Sac those plants for bigger creatures to keep up the pressure. Also, Nissa ultimate if it ever happens is perfect to turn the game around.
Stubborn Denial is an excellent defensive resource. It stops targeted removal, sweepers, planeswalkers, and the odd enchantment or artifact. All our creatures are potentially ferocious.
Valorous Stance
also doubles to protect the big guy once we find him, or to explode our Hangarback.
RULES ISSUES and Strategies
Managorger is king. Get him out only as early as it is safe. Be prepared to protect him. You can easily make it ferocious though:It starts a 1/1. Cast a second spell, it's a 2/2. On their turn they cast removal. LET THE TRIGGER resolve. It's a 3/3. Cast Stubborn Denial. Resolve trigger, and it's 4/4. Resolve Denial. (With Scales out it's even easier.)
How Hardened Scales works: Servant + Scales = 2/2. Hangarback for 4 + Scales = 3/3. Avatar = 3/2+count all creatures with counters and if any, add 1 for scales.