Creatures
Ornithopter
-> Free blocker, but can also be used to ramp with
Song of Freyalise
Arcbound Worker
-> The cheapest modular creature in the the deck.
Hope of Ghirapur
-> A great little protection-thopter.
Arcbound Slith
-> A slightly better modular creature in that it pumps itself.
Arcbound Stinger
-> Modular flyer. Our preferred way of evasion.
Rishkar, Peema Renegade
-> A ramp-creature that also provides counters.
Ezuri's Brigade
-> The alternative win-con of the deck. Hopefully he's a 8/8 trampler for 4. Easy inclusion.
Spells
Burst of Strength
-> A pump spell for our modular creatures, but can also be used as a combat trick for a surprise blocker.
Hunger of the Howlpack
-> A pump-spell that can potentially add 3 +1/+1 counters for one mana. Great with the Modular ability.
Inspiring Call
-> Superb card-drawing ability with built-in protection.
Overrun
-> Should your opponent have you locked down, use this ability to swing for lethal.
Support cards
Implement of Ferocity
-> More counters and more card draw. Also useful for triggering Metalcraft on
Ezuri's Brigade
.
Song of Freyalise
-> Our main source of ramp in this deck. Also provides a protection for the team, which can sometimes be used as a mini win-con.
Darksteel Citadel
-> Needed to trigger Metalcraft.
Sideboard
Fog
-> Use this when your opponent know what you are up to and tries to kill your team.
Savage Summoning
-> Can be used as a brutal combat-trick if you want to flash in
Ezuri's Brigade
for instance.
Evolution Charm
-> Versatile card, whose main advantage is returning stuff from graveyard.
Feed the Clan
-> Keeps you alive a little longer against decks lige Burn.
Nature's Way
-> A sort of weird green removal card. A great way to remove a blocker before an attack.
Reclamation Sage
-> Great removal tool for pesky artifacts or enchantments.
Summoning Trap
-> Super tool against the control player. They won't expect this, and it gets through a
Chalice of the Void
for instance.