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Competitive Modern GR Monsters

Modern Aggro Budget Competitive Dragons RG (Gruul)

Sargeras


Sideboard


Green-Red Monsters is not what you'd call an "original idea", the archetype itself has existed for a long time across Magic's history. This is what I'd call the "Modern Version" of such a deck. The idea behind this deck is not too difficult to understand, you want to be playing a LOT of mana ramp, this way, you can easily reach the 5-6 mana needed to cast spells as early as turn 3-4. You also want to be able to cast spells every turn, which is why the pieces are scattered across the board.

This build in particular focuses on a ridiculously high threat density, making the deck extremely resilient to removal spells, and making wraths less painful.

This deck is marked as budget because the core of the deck is very easy to get for the most part, it is simply the manabase I've chosen for it. However, you could do just as well with basic lands if you chose to.

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Forest & Mountain: Basics galore.

Kessig Wolf Run: A manasink that can turn a card like Birds of Paradise into a powerful finisher, Kessig is a good land to fetch off of a Primeval Titan.

Rootbound Crag: You'll want to be sure you can cast the spells you want to cast when you get them, so having some additional dual lands help along the way.

Stomping Ground: The RG shockland, easily fetchable with our fetchlands.

Windswept Heath & Wooded Foothills: Fetchlands make sure our mana is fixed, and our deck gets thinned. Because we usually don't want to draw more then 3-5 land the entire game if we don't have to.

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Birds of Paradise Our 1 cmc manadorks that make sure we cast our spells early. We play 2 because we sometimes need to get ahead of an opponent quickly.

Sakura-Tribe Elder: although the 1/1 may not look like much. We usually do the 'block sac' trick where we block an attacking creature like a Goblin Guide, and Rampant Growth ourselves at instant speed.

Farseek: A tutor we use to get Stomping Grounds out of our deck most of the time. However if you can't afford the manabase, you can play Rampant Growth instead.

Courser of Kruphix: A card draw body that also helps us gain life. Courser is basically our version of Dark Confidant. Except we can actually gain lots of life with this card, and can find the finishers we need to win.

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Beast Within: Currently the only true removal spell in the mainboard, Beast within is all purpose removal that can get rid of anything from Ensnaring Bridge to Gideon Jura. And at 3 mana is easily viable since we play far larger creatures.

Anger of the Gods: Since just about all of out creatures have a toughness of 4 or higher, we can mainboard this card as a way to beat a lot of the faster decks in the format.

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Polukranos, World Eater: Polukranos is an over the top 5/5 beater for 4 who can monstrous an entire army of creatures out of the game. Even though he is legendary, we still play 3 of him.

Thunderbreak Regent: Since we play a lot of Dragons, it would behoove us to nut find a way to protect them. On a 4/4 flying body, Thunderbreak is perfect for the job.

Stormbreath Dragon: You'd be surprised as to how many decks do not actually have an answer to this threat, as Path to Exile, Lightning Bolt, and Fatal Push all cannot kill it, making it removal proof to the vast majority of removal spells currently played in the format. Haste also means top deck wins are possible.

Thundermaw Hellkite: A 5/5 that can clear away the board is scary enough, but the fact that it has haste makes top-decked wins not only possible, but probably since it's a giant when it hits the air.

Primeval Titan: When you make 6 mana, you want a payoff card. Prime time is just the thing for what you want, as the land tutoring is perfect for finding a Kessig wolfrun that will likely win you the game on the following turn.

Inferno Titan: The other titan we play, inferno can easily sweep away small creatures and threats, and does so just when it hits the board. Playing this card on turn 4 is a possibility.

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Crumble to Dust: manlands giving you trouble? Remove them all at once with this handy dandy card.

Feed the Clan: Burn giving you trouble? Gain 10 life instead of losing! This card is usually pretty good since ferocious is typically always on.

Tormod's Crypt: 0 cmc gravehate. What could be better.

Shatterstorm: Hate for decks like affinity and lantern control, shatterstorm makes sure that whatever is an issue goes away for good.

Spellbreaker Behemoth: An issue with playing threats is that they have to resolve in order to be threatening. Making all our very big creatures uncounterable on a 5/5 body is not something to be taken lightly.

Trinishpere: Made for decks like storm, Trinishpere allows us to interact with fast paced decks that we are unable to stop.

Thragtusk: Against a deck like Burn, we need to be able to ramp into cards that will help us stabilize, Thragtusk achieves just that.

Back to Nature: A card to get rid of any and all enchantments that ever bother you. Great against decks that use Ghostly Prison.

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If you like this deck, please feel free to leave an upvote or comment! I always appreciate getting feedback on my decks!

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Revision 4 See all

(6 years ago)

-1 Anger of the Gods main
-1 Beast Within main
+3 Blood Moon main
+1 Chandra, Torch of Defiance main
-1 Courser of Kruphix main
+1 Forest main
-1 Stormbreath Dragon main
-1 Windswept Heath main
Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

16 - 2 Mythic Rares

27 - 4 Rares

5 - 7 Uncommons

4 - 2 Commons

Cards 60
Avg. CMC 3.68
Tokens Beast 3/3 G, Emblem Chandra, Torch of Defiance
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