pie chart

Warriors, Come Out and Play!!!

Modern*

MythicWinter111


Sideboard


Original Idea: MythicWinter111

This is a Human Warrior dual-tribal deck that has the ability to often win by turn 4. This- of course- is assuming you play it right. As the first sentence certainly implies, this deck's objective is to knock your opponent's life total from a 20 to a 0. The deck quickly overwhelms your opponent with low cost creatures, each of which contributes it's own thing to the deck. So why did I choose the cards I chose?

Champion of the Parish: Being a human based tribal deck, the reason for this card's choice is obvious. In fact, this card can be a HUGE beater in a game. Why? Because when you drop 2 humans each turn (and that's at the very least), the power of this creature can only go up. But it get's better, as I'm not even counting the abilities of other creatures and their effects on this guy.

Bloodsoaked Champion: Way back when (at this point!) in the Khans of Tarkir block, I clearly remember seeing this little guy crawling out of the grave. That's what made him so good. So long as you attacked each turn, you could bring Bloodsoaked Champion back from your graveyard. Well, I'll admit it. I run him for that same use, but now it's much more consistent. Because I intend to win by turn 4 or 5, I'm attacking each turn. If, by some chance, this 'Champ' manages to get killed, I need only tap and he's right back. Did I mention that he then pumps up Champion of the Parish and Thalia's Lieutenant.

Kytheon, Hero of Akros  : Alright. We all remember this guy. He essentially single-handedly started a 'White Weenie' deck in standard a few years back. In fact, I ran this guy before that deck was even a thing. What makes Kytheon so good is that he's a 2/1 weenie for . But what makes him stand out among other weenies is his ability to survive at turn 3. By paying , he gains indestructible, which "encourages" your opponents not to block him with a lesser creature. Additionally, by turn 3, you attack with 3 creatures, and he transforms. He's essentially a "free" 4/4 body.

Mardu Woe-Reaper: This card is one of my favorite cards to play. It doesn't do much when it comes to winning the game, but it excels at getting rid of creatures for good. The opponent will often block the creatures you attack with, and you'll likely be dropping a creature every turn. So when you drop this guy down after an attack step, what's more insulting than saying "yeah... he's gone for good"? He's also a 2/1 body for that gives you life, which prolongs the game in your favor. What's there to hate about this guy? He also pumps up Champion of the Parish and Thalia's Lieutenant. He's activated by every warrior in the deck.

Mardu Shadowspear: This guy seems at first to be an odd pick. I'll admit, he is an odd pick, especially to have 3 of. But he's incredibly useful in pumping up other creatures, in activating the abilities of other creatures, and in hurting opponents in multiplayer. It also crushes Worship. He's a warrior, so he activates Mardu Woe-Reaper, and he's a human, so he activates Champion of the Parish and Thalia's Lieutenant.

Thalia, Guardian of Thraben: Many white decks run this card, and for reasons that we all know. It's great for creatures, and it limits and prolongs kill spells that your opponents might use against you. The card is made even better because of it's first strike ability, and is made even more powerful with a +1/+1 counter (or two) on it. While it may limit Path to Exile, Thoughtseize, Collected Company, and Fatal Push, it does stall your opponent. Thalia also pumps up Champion of the Parish and Thalia's Lieutenant, and becomes stronger by Mayor of Avabruck  .

Mayor of Avabruck  : This card is great, and there's no denying it. It forces your opponent to play spells during their turn, perhaps playing a kill spell too early, or playing a bad creature. Mayor makes every other creature you have more powerful, and what makes him better is his ability to transform if you run out of options. Then, he creates his own army of 3/3+ wolves. Mayor is great also because he pumps up the same two creatures I've previously mentioned TWICE. Once by entering the battlefield, and another by his own ability.

Thalia, Heretic Cathar: Just like Thalia, Guardian of Thraben, this Thalia controls the game and puts the opponent behind a turn. Not to mention, it's a 3/2 body with first strike, which is bad for them if they're playing a lesser toughness creature (chances are they're not). Thalia works well. It also pumps up Champion and Lieutenant.

Path to Exile: We know why this is good. It's a one tap exile target creature. For , you get rid of anything at the combat step that you deem a threat, and it's great. Did I mention that it can help you to gain mana in dire situations? Yep, it's useful alright. Who cares about the extra land your opponent gets? By the time you use this, they'll be dead the following turn.

Fatal Push: It's pretty much the same reason as Path to Exile.

Thalia's Lieutenant: I play this baby because like Champion of the Parish, it get's stronger whenever you play a human, which should be every turn. Additionally, it strengthens everything else you have as soon as it enters the battlefield. It's easily a great card to play that changes the game and turns the advantage in your favor.

Collected Company: This card is yet another one that we've seen in standard play. It's great at fetching a choice of creatures, as this deck uses mostly creatures with converted mana cost 3 or less. Typically when you play this, you're looking to drop creatures that will either strengthen each other or strengthen other creatures you control. It works well.

Kalitas, Traitor of Ghet: Kalitas isn't a key piece of the deck, but he's great at controlling your opponent's game-play. They'll be less likely to block with a creature if it'll die, as it then makes your army stronger. Kalitas can fend for himself and make himself stronger, not to mention that he gains you life. A truly great creature.

Sorin, Solemn Visitor: Sorin has been in the deck since it's beginnings, and it's for good reason. Nothing quite wins you the game more than giving all your creatures +1/+0 and lifelink. Keep this up for two turns, and you'll typically gain around 20 life, and finish off by using his ultimate. He controls the game. If, by some chance, you need a flyer, Sorin can give you just that. Use his -2 ability. Sorin's quite versatile.

Return to the Ranks: This is the only sideboard card I'll mention, as it is important. This card, running at instant speed (For those who run a silence isochron combo), returns creatures from your graveyard to the battlefield, and helps you recover from boardwipes. This is the savior when you need it.

Essentially just play the way you feel is versetile, but get out creatures ASAP and strengthen them with other crratures.

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 8 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

13 - 2 Mythic Rares

34 - 7 Rares

9 - 3 Uncommons

0 - 3 Commons

Cards 61
Avg. CMC 1.62
Tokens Emblem Sorin, Solemn Visitor, Vampire 2/2 B, Wolf 2/2 G, Zombie 2/2 B
Votes
Ignored suggestions
Shared with
Views