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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!

Just imagine he's a centaur...
(Just imagine he's a centaur...)

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.

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 Avatar of the Resolute to fight down weaker creatures, while saving our actual target fight spells for the Heroic creatures. I will say that now that I've played this deck a bunch, this guy is significantly more valuable than he looks. Basically having removal available every turn while being able to save your actual fight spells for making plays is worth a lot more than you might expect. For example, attack with your 1/1 Setessan Oathsworn to draw a blocker, pop this guy's ability, have your Bramblewood Paragon fight the blocker to remove it. Now you have an essentially unblocked attacker (as far as trample is concerned) to hit with something like Prey's Vengeance or Solidarity of Heroes (or both!) to land a massive swing to your opponent's head. All of that to say, don't underestimate this guy's worth - use him wisely and he pays dividends for a 1 drop.

Narnam Renegade - This is the newest addition to the deck. He provides a lot of power and utility for a one drop. If he comes down turn one, he's a 1/2 with deathtouch, which is great on its own for holding off against aggro. But where he really gets out of hand is when he's combined with your Bramblewood Paragon and a permanent leaving the battlefield. Let's say it's a little later in the game, your paragon is down, this guy is in your hand, and your opponent just hit your Oathsworn with Doomblade. You cast this guy and he comes in as a 3/4 with deathtouch and trample for . That's a lot of heat for the cost. Not to mention, deathtouch synergizes with both trample (pushing extra damage past a blocker) and fighting (deathtouch is triggered by any damage he deals, so he can fight and kill anything).

Hero of Leina Tower - I've added and removed her from the deck several times, but she's back in now. This lady puts in work. Use your fights and pumps wisely to keep her alive, all the while tacking on as many +1/+1 counters as you can with your open mana! With your Bramblewood Paragon down (don't forget, she comes in with an extra counter since she's a warrior), it doesn't take long for her to turn into a massive trampling threat that your opponent has to find an answer for or lose. It's also worth noting that since you are able to choose how much mana you want to dump into her heroic ability, you can pull a dirty little trick by leaving one or two mana open to bluff another spell in your hand (even if you're just holding creatures and land) to keep your opponent guessing what's coming next.

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.

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 - 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.

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.


Prey's Vengeance - 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. And the way heroic works, the heroic trigger resolves before this spell does, meaning it doubles the freshly added +1/+1 counters in addition to any already there. Casting this on a clear, 1/1 Hero of Leina Tower with 3 extra mana open (pretty common) and your 1 drop is now a 7/7 with the potential to have trample too. And it only gets bigger from there if the creature already had counters on it!

Blossoming Defense - This card is as useful as it looks. Provides an instant speed pump and instant speed protection from removal for . Use it to force some extra damage through, trigger a heroic ability, or save one of your fatties. This deck's greatest weakness is losing its creatures. This card helps ensure that doesn't happen while keeping the aggro up.

Pit Fight - This slot was originally held by Savage Punch. Increased power was traded for instant speed, which after lots of testing, proved to be more effective for the deck than an occasional temporary +2/+2. When the key to the deck is speed, instants always beat sorceries. This particular spell has an added advantage in the fact that you can fight your own creatures. I can't count the number of times I've used Pit Fight to fight down one of my own creatures to pump up an attacker for the kill. For example, you attacked with a 3/3 Oathsworn and a 4/3 Avatar. Your opponent has a fatty out but can only block one and only has 4 life left, so they block the Avatar. You target your Oathsworn with Pit Fight, fight your own Avatar since he's going to die anyway, your Oathsworn goes up to 5/5 from his heroic trigger, takes 4 from the Avatar, and survives with 1 toughness left to land the killing blow. It doesn't happen often, but when it does, you'll be happy you have Pit Fight in your hand.

Pounce - Taking the slot previously held by Epic Confrontation (sad to see it go, its art is the face of this deck!) Ixalan has given us another instant speed fight spell and those go a long way compared to the sorcery speed ones, even at the cost of the extra power/toughness. It isn't quite as flexible as Pit Fight because you can't fight your own creatures, but more often than not, you'll be happy you're holding another instant speed fight when you need it instead of getting an extra 1 power on your turn.

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 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 and you can be back on your feet in an instant.

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 and more flexible than it looks. If you try it out, comment to let me know how it went or how you liked it!


I appreciate +1's on it as well!


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Date added 3 years
Last updated 1 year

This deck is Modern legal.

Cards 60
Avg. CMC 1.65
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 197
Top rank #1 on 2015-04-03
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Revision 16 See all

1 year ago)

-3 Bond Beetle main
+4 Blossoming Defense main
-1 Vines of Vastwood main
-2 Prey Upon main
-1 Forest main
+3 Narnam Renegade main