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Legacy Heirloom: Bramblewood Fight Club

Heirloom Aggro Budget Competitive Counters Midrange Mono-Green

quake004


Sideboard


Legacy Heirloom Deck. Price limit 0.05, 0.1, 0.2, 1 from common to mythic on MKM lowest price.

Original Deck

This is my Fight Deck. There are many like it, but this one is a little better.

This deck is getting retro-fitted with an Ultra-budget name. I built it before I started building my Ultra-budget decks, but it totally falls into the Ultra-budget category since even WITH the sideboard, it's only $30 US. Unlike some of the other decks in the series, this one is actually strong enough to compete with some competitive level modern decks. It has its weaknesses, particularly against control as it really needs your opponent to have creatures in order to win consistently, but it's brutally fast. Enjoy!(Pictured: A 15/15 Setessan Oathsworn in an Epic Confrontation with Ezuri, Renegade Leader.)


So the purpose of this deck is to hit hard and often with your pumped up Heroic creatures. Your goal is to utilize the deck's Fight package and cheap pumps to keep your opponent's board clear of powerful blockers, then Trample in with your massively pumped creatures and win the game before they can recover. If necessary, several of the deck's spells can be used defensively to protect your Heroic creatures while they're still small. There's also a slight Warrior tribal sub-theme to the deck provided by your Bramblewood Paragon, so keep that in mind as you're building your board.

Probably the most diabolical part of this deck's design is the fact that short of board wipes, it's very difficult for your opponent to stop your game plan. They can slow it down with spot removal and whatnot, but every time one of your big Heroics goes down, another steps up to take his place very quickly (assuming you don't already have more than one out, which is pretty easy). Just use your fights, pumps, and defensive spells wisely and you'll give most opponents a serious headache.

It's all explained below!

Deck Breakdown

Creatures

Ulvenwald Tracker - This guy's value should be pretty apparent just by looking at him. He's a 1/1 for 1 - nothing special there. But having him on the field means we always have a fight spell. And since he doesn't trigger Heroics, we can use him in conjunction with creatures like Bramblewood Paragon and Tuskguard Captain to fight down weaker creatures, while saving our actual target fight spells for the Heroic creatures.

Bond Beetle - It might seem out of place here, but I promise, it isn't. With your Bramblewood Paragon out, it can Trample if it keeps its counter. If it comes down later in the game, it can pump up another creature giving them Trample. And if it comes down turn one, it means your Avatar comes down as a 4/3 trampler with reach on turn two - that's awesome.

Bramblewood Paragon - Strong for a 2 drop on its own. In this deck, it ensures that your warriors all come out +1/+1 stronger (or more if you have more than one of these guys out) and that they all hit the field with Trample, which we all know is as green as it gets.

Setessan Oathsworn - This guy is the champion of your deck. Ignore the 1/1 - the first time you target him with a Fight spell, he's a 3/3 (or more if Bramblewood Paragon is out, which ideally she is) and he quickly scales from there as the number of targets he can fight increases the bigger he gets. Hit him with Prey's Vengeance at the end of your opponent's turn, then again with the Rebound at the beginning of yours and push through a ton of Trampling damage. He's easy for opponents to under-estimate, which is only advantageous to you.

Avatar of the Resolute - This guy brings a lot of value for a the low low price of . At worst, he's a 3/2 with Trample and Reach on turn 2 (unless your Beetle came down turn 1, then he's 4/3) - which is awesome. But if he comes out at any point later in the game, he has the potential to be massive for his cost with all the +1/+1 counters this deck churns out. And, even though he's rare, he's still pretty cheap right now so he's budget friendly.

Staunch-Hearted Warrior - A slightly bigger version of your Setessan Oathsworn. He's a total bad ass and she's even stronger. Pretty straight forward.

Centaur Battlemaster - He's too good to cut. I've put him in and taken him out of this deck several times now. I just can't bring myself to ditch him. He's monstrously powerful. Sometimes he's a dead draw, but when he's not, he'll wipe the floor with your opponent's creatures in short order.


Spells

Prey's Vengeance - (Thanks to unseen_enemy for the suggestion) Given the amount of Heroics in this deck, and the fact that the Heroics gain 2 or X +1/+1 tokens instead of just 1, getting 2 triggers for is kind of broken. Cast this on your opponent's turn to pump up a blocker, then hit your creature again on your turn and swing for a ton. It's excellent for saving creatures at instant speed too. Need to protect your Ulvenwald Tracker from a burn? Hit him with this, then use the Rebounded spell to pump a Heroic on your turn. This spell gets a lot of mileage.

Solidarity of Heroes - Pretty easy to understand why this is in here. This deck generates tons of counters. One shot with this and your creatures can instantly get completely out of hand. This makes a clear Centaur a 9/9.

Prey Upon - Nothing flashy here. It's your most simple fight spell, but it does the trick, pumping up your Heroics and helping to keep your opponent's board in check.

Pit Fight - This is a relatively recent addition to the deck, filling a spot previously held by Savage Punch. Increased power was traded for instant speed, which after lots of testing, proved to be more effective to the deck than an occasional temporary +2/+2. When the key to the deck is speed, instants always beat sorceries.

Epic Confrontation - This card isn't the deck's fastest fight spell, but it does allow us to pump our weaker creatures when making them fight in the early game. it isn't your strongest tool, but it gets the job done effectively (not to mention, the art is just so friggin' cool!).

Vines of Vastwood - As this deck evolved, it became obvious that what it really needed was an early answer to burn in order to protect your Heroic creatures before they get pumped up big enough to ignore it, and also protection from removal later in the game when they are serious threats. That's where this spell comes in. For 1 mana, you get an instant speed pump that triggers Heroic and protects your creature for the turn. This particular spell was chosen (thanks for the suggestion unseen_enemy) for the Kicker bonus that can make one of your Heroic creatures a devastating bomb the turn it's played. It's essentially Titanic Growth with Hexproof attached.


Sideboard

Fruit of the First Tree - This spell is here to swap in if you need to be more prepared for the long game. Since it's an aura, it serves as a Heroic trigger (thus increasing its own effectiveness). But more importantly, it allows you to dig deep into your deck to get those crucial pump spells when you really need them later in the game. The health gain is just a bonus in this instance. And since the fight mechanic allows you to dictate who deals damage to whom fairly easily, you can strategically plan the death of the creature this is attached to to trigger it when you need it most. Finally, an overlookable benefit of this card is that if it's on a pumped up Heroic, it might cause your opponent to think twice before they hit it with spot removal (giving you a load of life and card advantage).

Mutagenic Growth - You can swap this spell in if you really need instant speed protection from burn spells. Since you can essentially cast it for free, it'll be there when you need to make that clutch save on one of your Heroics.

Become Immense - After much testing (at the hands of the incredibly awesome MarioLL, without whom this deck wouldn't be as tight as it is), I'm finally bringing this spell on board. It is an excellent option against a deck with sweepers. If you just got all your creatures blown out by your opponent, on your turn, drop any creature and on the following turn Delve this baby (ideal situation: you hit your Centaur Battlemaster with it) and you can be back on your feet in an instant and swinging for 12.

Wild Defiance - This spell is meant solely to be a thumb in the eye to burn decks. It not only works when your creatures are targeted by your own fight spells and pumps, but also when your opponent targets them with a burn spell. In most cases, this will pump your creature enough to survive the spell, so they probably won't get targeted by burn at all. If your opponent can't remove enchantments, your creatures are safe. The trade off is, all of those burn spells will be coming straight at your face now. To that end, see next entry.

Predator's Rapport - So, if Wild Defiance is swapped in against burn, or if you're up against a deck that's going to try to wear you down slowly in the long game, some extra life is going to help you survive while you build up your board. The benefit of this lifegain spell in particular is that it triggers Heroic, which then adds additional healing based on the increased power and toughness of the creature. And since big creatures are always a possibility in this deck, the heals can be pretty substantial. Notable combo - hit your Oathsworn with this while Wild Defiance is out, he gains +2/+2 from the Heroic trigger AND +3/+3 from the Wild Defiance trigger before this spell resolves, adding an additional 10 lifegain to whatever you would have gotten already.


That's it. Another nice and simple deck. Hope you liked it! If you have any questions, suggestions, or just general comments, post them here. I'm happy to chat!

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Date added 8 years
Last updated 8 years
Legality

This deck is Heirloom legal.

Rarity (main - side)

6 - 0 Rares

8 - 8 Uncommons

26 - 7 Commons

Cards 60
Avg. CMC 2.00
Folders Legacy Heirloom / Ultra Budget
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