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Maybeboard


This is basically the product of like 20 test decks I have made all focusing on different principals and cards (I may eventually list them so you can see what I mean). The test decks were basically so I could see how whatever I was testing worked in different scenarios. Most the decks were some form of aggro with a key controll mechanic fit in (hence everything about this deck). The first thing I noticed was that most of the high damaging combos took to long to set up or were inconsistent at best. In play testing these combos over and over again to try and make them faster and more reliable I realized that I was basically passing the first 3-4 turns with 0 reliable damage output. And I usually just blew off the first turn all together by only playing a land. What I didn't expect to descover was that ramp wasn't just for late game decks. Having extra mana to spend early on means that you can basicly dump your hand onto the battlefield. The problem, however, was that having reactionary spells becomes extremely wasteful. If it couldn't go into the battlefield right away than it slowed you down. The solution that I didn't realize until I made this deck was sac-creatures. Their mana costs are naturally low because their main purpose is to die and I can pay for them right away but I didn't have to use them until I needed to. This also solved the problem transitioning into late game with only a few cards left in hand. The dead creatures could be used to pay for Skaab Ruinator and didn't have to survive board wipes because I could sac and use them first. The board wipe (This decks weird controll aspect) is the perfect late-game switch. If your creatures survive it that remaining 2-5 damage is basicly free. This is usually savvierly impractical in a creature heavy deck because finding enough creatures to survive it that weren't useless without it is nothing short of a mearical (ha... Temporal Mastery). Which brings us to the last key thing I learned: Temporal Mastery is the king of aggro. It literally speeds your already ramped up deck up by turn. You get an extra land, draw an extra card, activate your Plainswalker again, untap your land again (this time with an extra one), dump your cards (this time with an extra one) onto the battlefield again, and attack again. All for the low low price of 2 mana. Which, seeing as you get to untap your land afterwords, is basicly free. Although I could probubly ramp up the mana to use it as a late-game finish, drawing it in your opening hand or turn one is basicly a lost card so I only run 3 to keep the probability of that happening down (Typically I mulligan when it does happen.)

How to Play:

Ready your bum holes

So so so so so so so.... What you're gona want to do.... Is Lit um up with that standard aggro tactics. But like super-hyper-speed-aggro with all them good combos I snuck in there for you. All the while building up you +1/+1 creatures that survive board wipes. I bet you can't guess what comes next! That's right HOMICIDAL RAMPAGE!!! Or you could board wipe. If you have that sassy 4/5 flying mo-fucka yah might wanna drop him now that you have the dead things. Ummmmmm.... Yeah at this point I don't really care what you do so Ima go get snacks and you can figure it out on your own.

Combo example:

Turn 1: Noble Hierarch

Turn 2: Llanowar Augur, Temporal Mastery

Turn 2.5: Llanowar Augur, Ajani, Caller of the Pride (+1 on Noble)

Turn 3: (+1 on Noble), You have 4-5 mana so go crazy! Or skip the +1 use Ajani's -3 and sac the Augurs and swing for 18 in the air if you feel it's safer to get the damage out now (if you really wanted to you could have done this on 2.5 and swong for 16 instead.)

Turn 4: If you decided to wait until now you you will swing for 20. If not you should probubly use this turn to board wipe or get the remaining damage off if you can.

In all seriousness, this is one of my favorite decks because, where most consistent aggro decks tend to output 20 damage by turn 6, this one can consistently do it by turn 4. This is mostly due to Llanowar Augur because it's basically a buff spell you can pay for and leave on the battlefield that also functions as a defender, Noble Hierarch because it skips your mana ahead a turn while also giving you extra damage, and Temporal Mastery because, well, it literally skips you ahead a full turn

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Date added 7 years
Last updated 3 years
Legality

This deck is Modern legal.

Rarity (main - side)

24 - 3 Mythic Rares

18 - 10 Rares

9 - 6 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 2.51
Tokens Cat 2/2 W, Clue, Elemental */* GW, Spirit 1/1 W
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