So i need to talk about this deck and why it is what it is. Back during Khans of Tarkir standard I ran a deck fairly similar to this. It was a good deck for what it did and I attempted a version in modern. My problem was that is a heavy 1 mana cost removal format like modern it couldn't survive well enough. When Pioneer was announced my mind came back to this deck and how it worked. So I took an attempt to rebuild it but splashing into white.

The deck is as straight forwards as you can get.

Turn 1 - drop a one drop, preferably a swiftspear if you got one.

Turn 2 - drop a one drop and attach an enchantment, preferably a hammerhand or cartouche of zeal.

turn 3 - buff a creature, preferably a heroic one, and then use one of the double strike spells to deal lethal damage.

It's not exactly complicated. There is an inherent weakness that comes with a deck like this but that's what the sideboard is for. God's willing offers protection as does boros charm against destruction spells and board wipes. Dec in stone and chained makes for better removal around hard to deal with threats and skull crack deals with life gain decks. Often you only need turn 4 at most to make it work. You can win on turn 3 with the deck and it's somewhat reliable in that regards.

The optimal turn 3 win goes as such.

Turn 1 - Swiftspear (1 damage)

Turn 2 - Favored Hoplite/Satyr Hoplite attaching Hammerhand/cartouche of zeal triggering prowess on swift spear (5 damage)

Turn 3 - titan's strength/integrity adding battle rage/boros charm (17/18 damage with trample) or any cartouche/hammerhand (14 damage)

And that is the jist of the deck. When using during khans standard i did beat many a control and abzan midrange deck with this one.


Updates Add

So I pressed forward with the build into league. I have yet to hit an elusive 5-0 but I have come close a few times. I've found a natural enemy to the deck though that required a shift in the sideboard, enchantment removal. It's hard to deal with, especially with enough good enchantment removal sitting around 2 mana that hits a lot of my creatures. While I could go with instant speed color protection I think hard removal is a safer bet since I can then remove at my leisure and not have to have an answer right then and there.
Aside from that I think the deck has a lot of favorable matchups, I just need to be more nuanced about my plays and which hands I decide to keep. Frustrating events were when i was mana flooded or even at times creature flooded which is saying something considering I run 16 creatures, 18 lands, and 26 non creature spells. But that's the name of the game. I will say the deck seems to be performing well and even can stand up against the feather deck and a lot of the midrange decks. I think at it's heart the deck is a jump between aggro and midrange with the option to do either should the need require it. I have gone 4-1 a few times but also I've screwed up the chance to a 5-0 due to my own misplays. I can only get better right? I am also adding silence into the deck as I think it can stop many decks trying to turn the corner and allow me that extra turn to really end the game.


Top Ranked
  • Achieved #1 position overall 6 months ago
Date added 7 months
Last updated 5 months

This deck is Pioneer legal.

Rarity (main - side)

12 - 7 Rares

16 - 1 Uncommons

26 - 7 Commons

Cards 60
Avg. CMC 1.43
Tokens 1/1 Warrior
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5 months ago)

+3 Rest in Peace side
-3 Swift Justice side