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Why Swing Once when you can Swing Twice?

Modern RGW (Naya)

TonytheMeatMan


Sideboard


Objective: Give things with Trample, Double-Strike

Procedure:

1) Start with a base of creatures all with Trample
2) Use abilities/instants/sorcery's to give them Double-Strike


Charging Badger : 1 drop trample sounds useless until its swinging at you for 5 on turn 2
Satyr Rambler : 2 drop 2/1 trample...could be worse
Archetype of Aggression : Mainly in here to deter opponents from having/gaining trample. Yet also a solid 3 drop
Fanatic of Xenagos : Sick 3 drop. Either becomes a 4/4 trample or a 4/4 trample, haste for a turn. Choose wisely
Ghor-Clan Rampager : 4/4 trample for 4 is solid by itself. 2 to give something +4/+4 for a turn is even better
Spark Trooper : 6/1 trample,lifelink, haste? Sounds good to me especially if it gains double-strike while its out.


Ajani, Caller of the Pride : -3 ability says it all. Flying and double strike until end of turn
Domri Rade : If he can make it there his -7 ability is deadly


Boros Charm : Mandatory for this deck. 3rd ability gives target creature double-strike until end of turn.
Gruul Charm : Helpful in allowing to swing through without having to worry about blockers.
Selesnya Charm : Primarily in here for +2/+2 to target creature but removal can also be helpful.


Armed / Dangerous : +1/+1 and double-strike for a turn.

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Date added 10 years
Last updated 9 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

10 - 5 Rares

22 - 8 Uncommons

8 - 2 Commons

Cards 60
Avg. CMC 2.94
Tokens Cat 2/2 W, Emblem Domri Rade, Knight 2/2 W w/ Vigilance
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