Sideboard

Planeswalker (1)

Instant (2)


Maybeboard

Creature (1)


She's back! Oh, the sweet relief traditional aggro players have been looking for in Modern.

Here's how she works for those who're unaware, with a brief description of each card and my reasoning behind each.

~|-|~ LANDS ~|-|~

Fetches: (Arid Mesa, Misty Rainforest, Verdant Catacombs)

These are here to more easily turn on Wild Nacatl, Kird Ape and Flinthoof Boar, and to provide a way to thin out our deck so we're drawing live more often. The life loss doesn't matter since we're just gonna be blitzing out our opponent anyways. The 4/1 split of rainforests and catacombs can be switched up due to availability, but this is what I think is good right now.

Shocks and basics: Most of our turn one plays involve green mana, so I decided to run mostly green shock lands, a plains and one forest. There's an argument for running a mountain instead, for your Flinthoof and Nacatl, but in playtesting pre-unban this is what I've come up with.

Now to the meat and potatoes.

~|-|~ CREATURES ~|-|~

Flinthoof Boar : He's a 3/3 for 2 that can surprise your opponent any turn other than 2, making him constantly leave up mana to try to kill him on impact, or try to bluff the ability to kill him. There may be other 2-drops not already being run that would serve better in this spot, but I still like him until proven otherwise.

Ghor-Clan Rampager : He's an uncounterable giant growth on crack that can actually make an impact to a creature-less board. I'm comfortable playing four, but it could be wrong.

Kird Ape : 2 power for 1 mana that can't get electrolyzed or Pillar'd.

Loxodon Smiter: Can't get bolted, can't get lili'd other than her -2, can't get countered, brick walls a lot of the other player's offense... very useful card. I would only cut one for another Domri, maybe.

Loam Lion : Kird Ape 5-8.

Tarmogoyf: Since I have four I'm running four, but in testing he's been kid of lackluster when trying to see if he's good in this deck. May be replaced with something else soon.

Wild Nacatl: SHE'S BACK! our 3/3 for 1 is back. dies to bolt, but I'll be damned to find a good 1 drop that doesn't. Usually gets at least 6 damage in before dying, if not just going all the way. Very useful and usually locks thee game by hitting play turn one.

~|-|~ NON-CREATURE ~|-|~

Boros Charm: protects our board versus a wrath effect, and can sometimes finish up the game with that 4 damage. Very useful and I'm never unhappy to draw multiples, making it a great 4-of.

Lightning Bolt: Kills your opponent's Nacatl, baby goyf, etc. plus the option of hitting your opponent in the face with it. Very good card.

Path to Exile: for what Bolt doesn't hit. the acceleration can matter sometimes, making it a 2-of.This number is wrong in some match-ups, making me want the other 2 in the sideboard. Can also be used on creatures that've become obsolete to ramp up to better spells, or fix your land-dependent creatures.

Domri Rade: One of the best Planeswalkers printed thus far, card advantage and removal are both awesome. Very useful card.

Sword of Light and Shadow : Was almost Fire and Ice, but none of your creatures are especially "good," so the ability to bring back more and fill up the board again is more useful. This could be the wrong choice. Also, dodges a lot of removal. This slot could also just be another Domri.

Sideboard is still in the air. Before I knew Deathrite was getting banned, I was going to run some Mirran Crusaders, but I'm not sure of B/G strategy's prominence anymore. Thalia, Guardian of Thraben, maybe Imposing Soverign and the other paths are my only thoughts right now. Any opinions would be greatly appreciated.

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Date added 10 years
Last updated 10 years
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 1 Mythic Rares

20 - 4 Rares

22 - 2 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 1.95
Tokens Emblem Domri Rade
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