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Ultra-budget: Bramblewood Fight Club

Modern Aggro Budget Competitive Counters Midrange Mono-Green



If you like this deck and want to check out the rest of the ever-expanding Ultra-Budget series, you can view them all in this folder here!

If you like them, please give them a +1!

This is my Fight Deck. There are many like it, but this one is mine a little better.

This deck is getting retro-fitted with an Ultra-budget name. I built it before I started building my Ultra-budget decks, but it totally falls into the Ultra-budget category since even WITH the sideboard, it's only $30 US. Unlike some of the other decks in the series, this one is actually strong enough to compete with some competitive level modern decks. It has its weaknesses, particularly against control as it really needs your opponent to have creatures in order to win consistently, but it's brutally fast. Enjoy!

 photo the-avengers-angry-hulk-smash-loki.gif
(Pictured: A 15/15 Setessan Oathsworn in an Epic Confrontation with Ezuri, Renegade Leader.)

Featured Fights

Setessan Oathsworn vs Mistcutter Hydra

Friend dropped the hydra as a 7/7 and cast Prey Upon on my 1/1 Oathsworn. I responded with a Giant Growth followed by a Mutant's Prey. Oathsworn went from a meager 1/1 weiner to a fearsome 6/6 to a deadly 8/8 in an instant and hacked the hydra to bits, surviving to fight another day.

Setessan Oathsworn vs Shrewd Hatchling

For this one, the fight itself wasn't the awesome part - it was the follow up. Oathsworn came down turn 5, I save 2 Mana and pass. On his turn, my opponent targets Oathsworn for removal. I save him with Vines of Vastwood. Followed that up with a quick fight with Mutant's Prey against a weaker creature to clear the board and get an extra pump. My opponent passes, now unable to get past the 5/5 blocker. I decide to go for the kill - I pop Savage Punch, taking out his last creature. Then I hit Oathsworn with Solidarity of Heroes - he goes up to 8 +1/+1 counters, and then that doubles! With the Ferocious bonus from Savage Punch, Oathsworn is now a 19/19 facing an empty board. The little guy swings and the game is over on turn 6.

(Version 3.0 - Leaner, stronger, and faster. No creature costs more than 3 mana now. The creatures we do have are a good value for the cost. With the lowered curve, lands have been trimmed down opening room for a couple extra creatures and spells to help avoid dry hands. And the spells we're running are faster and give a better bang for the buck - the ratio of instants to sorceries is leaning more toward instants now. Overall the deck should be substantially quicker, which should equate to deadlier aggro.)

So the purpose of this deck is to hit hard and often with your pumped up Heroic creatures. Your goal is to utilize the deck's Fight package and cheap pumps to keep your opponent's board clear of powerful blockers, then Trample in with your massively pumped creatures and win the game before they can recover. If necessary, several of the deck's spells can be used defensively to protect your Heroic creatures while they're still small. There's also a slight Warrior tribal sub-theme to the deck provided by your Bramblewood Paragon, so keep that in mind as you're building your board.

Probably the most diabolical part of this deck's design is the fact that short of board wipes, it's very difficult for your opponent to stop your game plan. They can slow it down with spot removal and whatnot, but every time one of your big Heroics goes down, another steps up to take his place very quickly (assuming you don't already have more than one out, which is pretty easy). Just use your fights, pumps, and defensive spells wisely and you'll give most opponents a serious headache.

It's all explained below!

Deck Breakdown


Ulvenwald Tracker - This guy's value should be pretty apparent just by looking at him. He's a 1/1 for 1 - nothing special there. But having him on the field means we always have a fight spell. And since he doesn't trigger Heroics, we can use him in conjunction with creatures like Bramblewood Paragon and Tuskguard Captain to fight down weaker creatures, while saving our actual target fight spells for the Heroic creatures.

Bond Beetle - It might seem out of place here, but I promise, it isn't. With your Paragon out, it can Trample if it keeps its counter. If it comes down later in the game, it can pump up another creature giving them Trample. And if it comes down turn one, it means your Avatar comes down as a 4/3 trampler with reach on turn two - that's awesome.

Bramblewood Paragon - Strong for a 2 drop on its own. In this deck, it ensures that your warriors all come out +1/+1 stronger (or more if you have more than one of these guys out) and that they all hit the field with Trample, which we all know is as Green as it gets.

Setessan Oathsworn - This guy is the champion of your deck. Ignore the 1/1 - the first time you target him with a Fight spell, he's a 3/3 (or more if Bramblewood Paragon is out, which ideally she is) and he quickly scales from there as the number of targets he can fight increases the bigger he gets. Hit him with Prey's Vengeance at the end of your opponent's turn, then again with the Rebound at the beginning of yours and push through a ton of Trampling damage. He's easy for opponents to under-estimate, which is only advantageous to you.

Avatar of the Resolute - This guy brings a lot of value for a the low low price of . At worst, he's a 3/2 with Trample and Reach on turn 2 (unless your Beetle came down turn 1, then he's 4/3) - which is awesome. But if he comes out at any point later in the game, he has the potential to be massive for his cost with all the +1/+1 counters this deck churns out. And, even though he's rare, he's still pretty cheap right now so he's budget friendly.

Staunch-Hearted Warrior - A slightly bigger version of your Oathsworn. He's a total bad ass and she's even stronger. Pretty straight forward.

Centaur Battlemaster - He's too good to cut. I've put him in and taken him out of this deck several times now. I just can't bring myself to ditch him. He's monstrously powerful. Sometimes he's a dead draw, but when he's not, he'll wipe the floor with your opponent's creatures in short order.


Prey's Vengeance - (Thanks to unseen_enemy for the suggestion) Given the amount of Heroics in this deck, and the fact that the Heroics gain 2 or X +1/+1 tokens instead of just 1, getting 2 triggers for is kind of broken. Cast this on your opponent's turn to pump up a blocker, then hit your creature again on your turn and swing for a ton. It's excellent for saving creatures at instant speed too. Need to protect your Ulvenwald Tracker from a burn? Hit him with this, then use the Rebounded spell to pump a Heroic on your turn. This spell gets a lot of mileage.

Solidarity of Heroes - Pretty easy to understand why this is in here. This deck generates tons of counters. One shot with this and your creatures can instantly get completely out of hand. This makes a clear Centaur a 9/9.

Prey Upon - Nothing flashy here. It's your most simple fight spell, but it does the trick, pumping up your Heroics and helping to keep your opponent's board in check.

Pit Fight - This is a relatively recent addition to the deck, filling a spot previously held by Savage Punch . Increased power was traded for instant speed, which after lots of testing, proved to be more effective to the deck than an occasional temporary +2/+2. When the key to the deck is speed, instants always beat sorceries.

Epic Confrontation - This card isn't the deck's fastest fight spell, but it does allow us to pump our weaker creatures when making them fight in the early game. it isn't your strongest tool, but it gets the job done effectively (not to mention, the art is just so friggin' cool!).

Vines of Vastwood - As this deck evolved, it became obvious that what it really needed was an early answer to burn in order to protect your Heroic creatures before they get pumped up big enough to ignore it, and also protection from removal later in the game when they are serious threats. That's where this spell comes in. For 1 mana, you get an instant speed pump that triggers Heroic and protects your creature for the turn. This particular spell was chosen (thanks for the suggestion unseen_enemy) for the Kicker bonus that can make one of your Heroic creatures a devastating bomb the turn it's played. It's essentially Titanic Growth with Hexproof attached.


Fruit of the First Tree - This spell is here to swap in if you need to be more prepared for the long game. Since it's an aura, it serves as a Heroic trigger (thus increasing its own effectiveness). But more importantly, it allows you to dig deep into your deck to get those crucial pump spells when you really need them later in the game. The health gain is just a bonus in this instance. And since the fight mechanic allows you to dictate who deals damage to whom fairly easily, you can strategically plan the death of the creature this is attached to to trigger it when you need it most. Finally, an overlookable benefit of this card is that if it's on a pumped up Heroic, it might cause your opponent to think twice before they hit it with spot removal (giving you a load of life and card advantage).

Mutagenic Growth - You can swap this spell in if you really need instant speed protection from burn spells. Since you can essentially cast it for free, it'll be there when you need to make that clutch save on one of your Heroics.

Become Immense - After much testing (at the hands of the incredibly awesome MarioLL, without whom this deck wouldn't be as tight as it is), I'm finally bringing this spell on board. It is an excellent option against a deck with sweepers. If you just got all your creatures blown out by your opponent, on your turn, drop any creature and on the following turn Delve this baby (ideal situation: you hit your Centaur Battlemaster with it) and you can be back on your feet in an instant and swinging for 12.

Wild Defiance - This spell is meant solely to be a thumb in the eye to burn decks. It not only works when your creatures are targeted by your own fight spells and pumps, but also when your opponent targets them with a burn spell. In most cases, this will pump your creature enough to survive the spell, so they probably won't get targeted by burn at all. If your opponent can't remove enchantments, your creatures are safe. The trade off is, all of those burn spells will be coming straight at your face now. To that end, see next entry.

Predator's Rapport - So, if Wild Defiance is swapped in against burn, or if you're up against a deck that's going to try to wear you down slowly in the long game, some extra life is going to help you survive while you build up your board. The benefit of this lifegain spell in particular is that it triggers Heroic, which then adds additional healing based on the increased power and toughness of the creature. And since big creatures are always a possibility in this deck, the heals can be pretty substantial. Notable combo - hit your Oathsworn with this while Wild Defiance is out, he gains +2/+2 from the Heroic trigger AND +3/+3 from the Wild Defiance trigger before this spell resolves, adding an additional 10 lifegain to whatever you would have gotten already.

And that's it!

I know the deck has some obvious weaknesses. I'm hoping that you guys can look at it from an opponent's perspective, figure out the biggest holes, and help me patch them. I've made some changes (noted in the Updates below) to the original deck that have lowered the mana curve and strengthened the early game a bit, but I'm looking to make the deck even stronger, so suggestions are welcomed.

I can say this much for sure - the deck is super fun to play. If you try it out, comment to let me know how it went or how you liked it!


And if you want, you can check out my other decks here - I'm looking for comments and suggestions on that one as well:

Win Hard: Or Die Trying (Akroan Style)

I appreciate +1's on it as well!


Comments View Archive

SirFowler says... #1

How come there aren't any Setessan Tactics in here?

May 20, 2015 4 p.m.

Sagarys says... #2

It was tested thoroughly and there was almost never a situation where it was needed. Having to tap the creature to fight takes away the advantage of fighting and then also attacking in the same turn.

May 20, 2015 4:01 p.m.

SirFowler says... #3

Alright, just wondering.

May 20, 2015 4:03 p.m.

SirFowler says... #4

Was Experiment One ever considered? Or would a playset put the price over the top?

May 20, 2015 4:05 p.m.

Sagarys says... #5

Thanks for the suggestion though. This deck has probably seen the most playtesting of any of my decks thanks to MarioLL who really put it through the ringer in all its variations. This deck's biggest advantage is using fights to clear the way for massively pumped creatures to attack. Ideally, you throw out something like Prey Upon, drop their toughest creature, then attack. If they don't block or you trample through, then you pop some more heroic triggering spells and swing for the kill. It happens very quickly.

May 20, 2015 4:06 p.m.

Sagarys says... #6

There are two VERY long comments section in the updates detailing every single change, their tests results, and their reasoning. Chances are, if you have an idea, it's in there.

May 20, 2015 4:07 p.m.

SirFowler says... #7

Alrighty then. :)

May 20, 2015 4:07 p.m.

MarioLL says... #8

The downside of Experiment One is it needs +1/+1 counters to get regeneration, but it doesn't possess a heroic trigger to put those counters on itself. As I know of, there is only one spell that puts +1/+1 on a creature and fights: Dromoka's Command. Epic Experiment pumps a creature until end of turn. Since it's not a Warrior to be pumped by Bramblewood Paragon, we would have to put in the deck other spells that can produce +1/+1 counters. I think it's a little too much work to fit one card in the deck: one that's not a high-end finisher like Staunch-Hearted Warrior and it doesn't provide value for other cards like Bramblewood Paragon or Tuskguard Captain do.

May 22, 2015 8:19 a.m.

RaSkipper says... #9

Any thoughts on Aspect of Hydra? Seems like it could work well if there was something that could be pulled out.

May 26, 2015 1:38 a.m.

Nef says... #10

May 26, 2015 7:59 a.m.

kameenook says... #11


There's also Hunt the Weak, but Dromoka's Command makes it look really dumb.

May 26, 2015 10:06 a.m.

wienerthe1st says... #12

Bioshift?? And what's the reasoning behind the beetle??

May 26, 2015 11:13 a.m.

MarioLL says... #13

kameenook, you're right, Hunt the Weak. And you're right about its value :) With four mana we have better things to play than this.

May 26, 2015 11:59 a.m.

MarioLL says... #14

wienerthe1st, for one mana Bioshift triggers two heroic creatures at the same time. If they're Setessan Oathsworns or Staunch-Hearted Warriors, the math is insane.

May 26, 2015 12:04 p.m.

wienerthe1st says... #15

MarioLL It also lets you reallocate counters if one of your dudes gets hit with some spot removal

May 26, 2015 12:15 p.m.

Sagarys says... #16

Sorry, I was doing some tests with the Beetle and never changed it back. He was to make it so the avatar could come down as a 4/3 turn 2. It does work. Not the best, but it works.

May 26, 2015 12:18 p.m.

Sagarys says... #17

When it does work though, you have a creature that can kill Siege Rhino and survive with Epic Confrontation.

May 26, 2015 12:24 p.m.

ArcaneEmperor says... #18

I think you need to update your deck breakdown :) lol

May 30, 2015 10:19 p.m.

Hawkinn2 says... #19

Have you considered Increasing Savagery? Seems like it could help with counters :) awesome deck by the way, I really like the idea :)

June 12, 2015 3:22 p.m.

Nitrobeam146 says... #20

Consider Gilder Bairn? or Primal Vigor? Did I comment on this deck before it seems I did...

June 24, 2015 9:10 a.m.

7crunch7 says... #21

I've been working on my own G/W bolster deck and haven't tested it yet, but I think 1 card that would fit nicely in this deck is: Hardened Scales (maybe drop out a couple of fight spells). And running 4 Scales is nice because they are only 1 mana and the ability stacks with multiple on the field!

July 7, 2015 2:45 p.m.

GOAT_LORD says... #22

Time to feed :D

July 30, 2015 2:39 p.m.

Darkstar44 says... #23

What about playing a Mutant's Prey? Pretty much all your creatures will have counters on them, so why not boost the theme of this deck?

August 5, 2015 10:31 p.m.

Just came across Fungal Behemoth pretty cheap fatty with added utility.

August 25, 2015 1 a.m.

Sgreenden says... #25

September 15, 2015 9:32 p.m.

Pit Fight is instant vs Prey Upon at sorcery speed.

September 16, 2015 12:01 a.m.

Sgreenden says... #27

Still better.

September 16, 2015 12:18 a.m.

kameenook says... #28


Having instant speed heroic triggers to outwork Lightning Bolt is relevant.

Also in a format where Twin (the combo deck of choice) operates at instant speed, and threatens to untap and kill you, you need instant-speed interaction to break up the combo.

September 16, 2015 7:39 a.m.

Sgreenden says... #29

"n a format where Twin (the combo deck of choice) operates at instant speed,"

Kitchen Top has a meta?

September 16, 2015 9:46 p.m.

Technically a kitchen table has a meta.


September 16, 2015 10:44 p.m.

Sgreenden says... #31

Why would they run T2 Modern Decks in a casual game?

September 16, 2015 10:50 p.m.

Look at the tags on this deck. None of them say casual. If one is to take the tags modern and competitive into account, instant speed is better. If one less mana and sorcery speed works in your table games cool. Against a modern competitive deck one more mana for instant speed is justifiable, as was explained in the Splinter Twin example. As explained in the description extensive play testing was done, if Prey Upon was better I'd bet that it would be a 4 of.

September 16, 2015 11:04 p.m.

Sgreenden says... #33

This casual. Why are you retarded?

September 16, 2015 11:37 p.m.

DragonzBane says... #34

Gotta second Hardened Scales. Seems like it would fit well

September 29, 2015 11:16 p.m.

twontwizzy says... #35

is this good for multiplayer?

October 12, 2015 11:19 a.m.

Psionic_Nova says... #36

(Hero of Leina Towner)?

November 18, 2015 4:34 p.m.

blaa269 says... #37

Does BFZ or Oath bring anything that could improve this deck?

February 24, 2016 9:34 a.m.

Psionic_Nova says... #38

February 24, 2016 9:46 a.m.

pinkbasil says... #39

What do you think of hunted troll for this deck

August 8, 2016 11:25 a.m.

Zidantur says... #40

Hi, Sagarys

I did a quick check through the comments and didn't find this. Have you thought about adding Managorger Hydra?

It seems nice because you don't have to target it for it to build up (so you can target your other heroics), and it benefits from opponents casting spells, and it starts with trample.

August 29, 2016 9:17 a.m.

Nyasupan says... #41

After playing with borrowed cards for some time now I decided to buy this deck and test my possibility with others. I really like this list, thank you! Also, how do you see the recently depriced Nissa, Voice of Zendikar as a possible spin on this list? I think it's still too early for me to try deckbuilding but I hope to help and find good upgrades when the time will come.

September 6, 2016 9:55 a.m.

Nyasupan says... #42

Hello people! Since this list hasn't seen an update in a long time and we didn't hear from Sagarys since may 2015 I've decided to get this deck, test it out and try to put my own spin on it. I really think this deck is really fun to play, a good level entry for new players and can easily be upgraded to other higher tier green decks. If you're interested you can find my variation of this here:

Mono Green Aggro - The Warriors of Bramblewood

Modern* Nyasupan


September 14, 2016 3:08 a.m.

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89% Competitive

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Date added 2 years
Last updated 1 week

This deck is Modern legal.

Cards 60
Avg. CMC 2.00
Folders JokulPaups, green aggro , Budget, Favorite Decks, Cool Stuff, Things I might want to build irl, Do Want, Mono-color deck, z Future Deck Inspiration z, Favorites, See all 181
Top rank #1 on 2015-04-03
Views 23485

Revision 13 (1 week ago)

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