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Deck History: The problem with Aurochs

So, fun fact; The G/R Aurochs Stampede precon deck from Coldsnap was my very first deck. I've constructed and deconstructed many decks since that time, but the Aurochs deck has always stuck around in some form. Naturally I looked for ways to improve the deck as time went on. But, as I soon discovered, Aurochs just have a lot of problems that make it hard to win with them (save for against the most casual of decks). Particularly:

  1. Aurochs are slow to play (high mana cost)
  2. Aurochs are fragile (generally low p/t for their mana cost)
  3. Aurochs are dependent on each other (You NEED multiple Aurochs to make it work)
  4. There are only FOUR Aurochs in the ENTIRE GAME

Notice how all of these points work against each other. You need multiple Aurochs in play to take advantage of them, but they're fragile and die easily and take forever to get into play. Oh, and there's only 4 of them in the entire game. This is all assuming of course that your opponent is doing absolutely nothing. I did come across some cards that I tried using that I thought would help address some of these issues. Cards like Shared Animosity , Dolmen Gate , Elvish Piper , Bifurcate , and changelings, while helpful, did not make the deck much more consistent overall. It was still easy to run out of gas or lose Aurochs to removal or board wipes, or just not draw the relevant support card you needed at the relevant time.

Things weren't looking good for my Aurochs pals until one day I came across the card Wild Pair . At the time, I was running Game-Trail Changeling in my deck because he felt close enough to being an Aurochs. That's when I noticed the synergy it had with Aurochs Herd . Playing either creature with Wild Pair out would allow me to put an Aurochs Herd into play, allowing me to search for another copy of either card to play again next turn. At this point, the deck took a hard turn from the traditional "stuff with creatures" approach as I began to see what other combinations I could make work with Wild Pair . After all, I didn't really need the other Aurochs if I could get them all out with Wild Pair

Eventually, the deck came to be in the state that it's in today. There are only 8 Aurochs cards in the deck (6 if you don't count changelings). It may not be tribal in the traditional sense, but if smashing your opponent's face in with 50+ trample damage from Aurochs isn't considered tribal, then I don't know what is. The deck is much more consistent and flexible now with Wild Pair acting as a toolbox to fetch any creature you need. But most importantly, it's a lot of fun!

Playing the deck

To summarize: The main goal of the deck is to ramp into Wild Pair , then start casting creature spells to build an army of Aurochs. Notably, casting either Game-Trail Changeling or Aurochs Herd with Wild Pair in play will allow you to search for and play Aurochs Herd ,allowing you to set yourself up to repeat the process next turn.

Many of the creatures in the deck are built with Wild Pair in mind, so it's easy to get the creatures you need. For example. Casting any 1/1 elf creature with Wild Pair in play can net you a Fierce Empath , which you can then use to tutor up an Aurochs Herd . On the other side, casting any 2/1 or 1/2 creature will allow you to search for Elvish Harbinger , who can in turn search for Game-Trail Changeling .

With your toolbox of wild animals, you should have an answer to most common threats. Opponent has aggressive attackers? Search up your ThornWeald Archers to buy some time. Oppressive artifact or enchantment in play? Viridian Zealot paves the way! There are even alternative wincons that can be searched up. Gigantomancer is great for pumping your Aurochs up into huge X/7 tramplers, but works just as well on your early game mana dorks, and Bull Aurochs! Ulamog, the Infinite Gyre Is just a great win condition on it's own and can be easily cast in this deck. It also serves to help us against mill or keep us going in longer games if we start to run out of cards in our library.

You can see a full list of all the creature cards and how they can tutor one another in the link below

2 total P/T

  • 3x Boreal Druid
  • 4x Joraga Treespeaker
  • 1x Fierce Empath (*)
  • 1x Gigantomancer

3 total P/T

  • 1x Viridian Zealot
  • 2x Thornweald Archer
  • 2x Elvish Harbinger (*)
  • 3x Bull Aurochs

8 total P/T

  • 2x Game-trail Changeling
  • 3x Aurochs Herd (*)

Note: Cards with a (*) are what help you find creatures in other power/toughness divisions

Keep in mind that it's easy to cast multiple creatures a turn with Wild Pair out, so things can get out of hand quickly. It's typical to have most of your Aurochs and mana dorks out on the field in two or three turns.

What if I don't draw Wild Pair?

In the event that you don't draw into Wild Pair, you can still tutor for Aurochs with the help of Fierce Empath and Elvish Harbinger . Finding one Aurochs Herd will allow you to get the rest into play. Most likely though, you will have a hard time getting a good presence of Aurochs without wildpair, so you will have a better chance of winning by using the aforementioned cards to search for Gigantomancer and smashing face with your mana dorks/ Bull Aurochs , or just focusing on ramping into Ulamog, the Infinite Gyre .

Other

Note: I would like to keep this as close to modern legal as possible. Fierce Empath is the only card not legal in modern, but it's a good fit for this deck so I'm running it. I'm also looking for a good card I can run that discards cards to give me an effect that is relevant at most points in the game, but that I can also use to discard Ulamog if I need to reshuffle my library. I'm considering Fauna Shaman, but I feel like she will be a big target for removal before I can use her reliably, unlike Fierce Empath who has an impact right away.

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Date added 8 years
Last updated 4 years
Legality

This deck is Casual legal.

Rarity (main - side)

1 - 0 Mythic Rares

13 - 0 Rares

7 - 0 Uncommons

17 - 0 Commons

Cards 60
Avg. CMC 3.36
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