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Oath of Zoo

Modern*

AgentAO


Sideboard


Zoo

Kord is love. Kord is life.

A Quick Primer

The deck is pretty simple in concept: Play low curve, aggressive creatures. Keep your opponents board in check with Lightning Bolts and Path to Exiles. In the late game, you just threaten to kill them and anything they could block with by just slamming 5 power+ creatures, or jamming a walker and riding it to sweet victory

Its SUPER important to recognize what role you are at any point in the game. Against the slower, grindy decks you must be playing the aggro role. Against the quick, aggressive decks you must be playing the control role. The deck can flip between the two on a dime, thanks in part to the creature-base being part of the disruption, between Qasali Pridemage, Scavenging Ooze, and Knight of the Reliquary.

Knight of the Reliquary is a special note. When the game slows to a grind, it WILL grow out of control for your opponent. Its important to recognize when KoTR is about to eat a removal spell and instead of attacking, hold it back to gain value off its ability.

Mainboard Tech choices

  • Woolly Thoctar
  • Voice of Resurgence
    • Simply one of the greatest cards ever printed for beating fair decks. Jam it on two and never look back.
  • Ghost Quarter
    • The gold standard in slowing down Tron.
  • Stirring Wildwood
  • Oath of Nissa
    • Now that the deck features a Planeswalker package, Oath is super strong. It digs for key creatures, fixes lands, finds planeswalkers, helps dig for sideboard tech (especially early Lavamancers or Thalias), AND has an ability that's relevant a non-zero amount of the time.
  • Arlinn Kord  
    • I have no idea how good she is yet, but she's a swiss-army knife of abilities. You'll want to plus her on the first turn against lightning bolt decks, but honestly if you curve KoTR into her, the plus is insane anyway.
  • Domri Rade
    • At the worst, removal spell number 8. At the best, a grindy value engine that'll keep you ahead most of the time, all while being removal spells 9 and 10.

Matchup Guide

About Favoring

Matchup favoring is broken down into the five following buckets:

  • +2 100-0 to 80-20
    • Almost unloseable. These are matchups where we are so favored that it requires an exceptionally bad draw on our part or an exceptionally good draw on theirs to lose.
  • +1 80-20 to 60-40
    • Favored. These are matchups we should win most of the time, unless we miss on a couple consecutive turns.
  • 0 60-40 to 40-60
    • Even. These matchups go either way, depending on who draws better and who plays better.
  • -1 40-60 to 20-80
    • Unfavored. These are matchups it takes exceptional skill and luck to win. Draw well, play tight, hope for the best.
  • -2 20-80 to 0-100
    • Almost unwinnable. You're almost better off conceeding and going to game 2, if there wasn't the slight chance that they mulligan to zero.

UR Delver

Favoring:+2

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Dredgevine

Favoring:+2

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Merfolk

Favoring:+1

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Aggro Zoo

Favoring:+1

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Affinity

Favoring:+1

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Loam Pox

Favoring:+1

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Jeskai Control

Favoring:+1

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CoCo Zoo

Favoring:0, the mirror match.

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Tron

Favoring: 0, highly play-draw dependent.

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Jund

Favoring:0

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Burn

Favoring:0

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Boggles

Favoring:0

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Grishoalbrand

Favoring:0

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Junk

Favoring:-1

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Grixis Control

Favoring:-1

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Tokens

Favoring:-1

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Infect

Favoring:-1

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Scapeshift

Favoring:-1

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Soul Sisters

Favoring:-2

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Living End

Favoring:-2

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Comments

Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

7 - 2 Mythic Rares

38 - 9 Rares

5 - 3 Uncommons

7 - 1 Commons

Cards 60
Avg. CMC 1.82
Tokens Elemental */* GW, Emblem Arlinn Kord, Emblem Domri Rade, Human 2/2 G, Wolf 2/2 G
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