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Sorcery (4)

Creature (1)

Land (1)



Probably the fastest token deck in modern.

Our general gameplan is to make as many tokens as possible, usually with the help of Kuldotha Rebirth, buff them, and turn them sideways.

With the new release of VOW, we got another one drop that makes an artifact token on etb: Voldaren Epicure (he's even holding something in his left hand like Thraben Inspector). While not the most immediately exciting card, this common vampire doubles our chances of getting a body and an artifact in play on turn 1, which in turn increases our chances of having five or more creatures in play by turn 2.

The most optimal early-turn plays are generally Thraben Inspector/Voldaren Epicure on t1 or t2, another one drop on t1 or t2, and Kuldotha Rebirth on t2 followed by Venerated Loxodon on t2, and then a Force of Virtue before t3 or a Goblin Bushwhacker on t3. Although Kuldotha Rebirth relies on having an artifact to sacrifice, the deck actually mulligans surprisingly well. There are plenty of artifacts in the deck to sacrifice to Kuldotha, and enough ways to dump out creatures and buff them that we can consistently build an army every game. The deck can run on only two lands the whole game, or even one land if Ragavan, Nimble Pilferer or Adanto, the First Fort are involved.

The highest amount of damage we can output on turn 3 is 36, on the play (9 cards necessary):

T1: Land, Signal Pest

T2: Land, Thraben Inspector/Voldaren Epicure (interchangable with T1), Kuldotha Rebirth sacrificing the Blood/Clue, Venerated Loxodon convoking all five creatures

T3: Land, Signal Pest, Goblin Bushwhacker kicked, swing for 36


Card Selection

Kuldotha Rebirth: This has been a pet card of mine for a while. It's one of the most efficient token producers in modern, making 3 1/1s for only . However, it also comes with a drawback: we have to melt down an artifact to please our destructive little goblin friends. Luckily, the whole deck is built around this card in order to mitigate this downside as much as possible. Most of the time, we want to sacrifice the Clue or Blood tokens produced with the two following cards, but sacrificing a Memnite, servo token, treasure token, or even a Signal Pest are all viable alternatives. Even when sacrificing another creature, it essentially becomes a 1 mana make 2 tokens which is still very strong.

Thraben Inspector: One of the best turn one plays we can make. Along with Kuldotha Rebirth, we can get 4 creatures for only 2 mana. The clue can also be used mid-to-late game for extra card advantage. Inspector has several other advantages over Voldaren Epicure: it has a bigger body, and it's white instead of red, which means it can be exiled to Force of Virtue and used to pay the cost in Venerated Loxodon when convoking.

Voldaren Epicure: The printing of this card is what made the deck much more consistent. Having 8 one-drop creatures that make an artifact on ETB instead of just 4 makes the T1 artifact-producing creature T2 Kuldotha Rebirth plan much more reliable. One advantage Epicure has over Inspector is dealing damage on ETB, but when given the choice, playing Inspector is generally the correct play. The Blood token can sometimes be used to discard a land or dead Force of Virtue in hand for another card, but it's usually better to save it for a topdecked Kuldotha.

Countless Gears Renegade: While not anything too crazy, Renegade is superior to a lot of other 2 mana token producers such as Servo Exhibition since it gives us a 2/2 and a 1/1. The servo being an artifact is also a big deal. Because it only triggers off of revolt, the deck has a total of 8 fetchlands, which means no Inspiring Vantage. Still, with the fetches and Kuldotha, we are able to trigger revolt pretty consistently.

Legion's Landing  : This card outperformed and significantly exceeded my expectations in testing. Besides making a 1/1 lifelink for , it also ramps us, which is crucial early game, and can keep churning out little vampires mid-to-late game so we don't run out of gas. Plus, it's white which means we can pitch it to Force of Virtue if we have multiple (darn legend rule). I'm seriously considering going up to three copies of this.

Memnite: A free body that can also be sacrificed to Kuldotha in a pinch. This card can help the deck make its fast starts even more explosive, and having 1 power is crucial (this is why I don't run Ornithopter).

Ragavan, Nimble Pilferer: Yes. Monke is in this deck. Whatever your personal opinions on how fun the card is, or its effect on the modern meta (I personally dislike playing against it), nobody can deny its power. This little shit can easily run away with the game on his own. However, besides just being a 2/1 one-drop that deals decent damage, ramps us, and generates card advantage, it also does something more special to this deck: it generates artifact tokens we can sack to Kuldotha Rebirth. And that's what makes the card even more powerful here. Monke also helps the deck grind out a longer game a little better (not to say that the deck is grindy or anything) than, say, other variants of go-wide aggro like 8 whack.

Kytheon, Hero of Akros  : Good ol' Gideon here is another one-drop 2/1 to help push damage through, but instead of ramping and stealing our opponents stuff, he transforms into a nice planeswalker which can swing for 4 each turn. Also, if Kytheon was used to convoke Venerated Loxodon, he keeps those +1/+1 counters even after transforming into a planeswalker. We can almost always transform him the first turn he attacks, plus we can pitch him to Force unlike monke.

These are cards that buff the whole team and reward us for going wide. In other words, these are the real fun part of the deck, and how we can swing for ridiculous amounts of damage on turns 3-4.


Goblin Bushwhacker: Nothing beats a good old whacking. Bushwhacker is generally one of our best t3-4 plays, and also one of our best topdecks mid-to-late game. Given that none of the deck's white cards have too restrictive mana costs, getting is usually not a problem, which is why I'm running this over Reckless Bushwhacker.

Signal Pest: Buffs our boys every turn for only 1 mana, and can even be sacrificed to Kuldotha (but only as a last resort).

Venerated Loxodon: One of the best payoffs for going wide. Most of the time, we will be casting him for 0-1 mana, getting a 4/4 and putting +1/+1 counters on 4-5 creatures. At times, the convoke can be a little awkward, since we need to choose between swinging and convoking. Most of the time, convoking is the correct choice. However, Loxodon is at its best when we've just put a bunch of creatures onto the battlefield that still have summoning sickness. In this case, we can't attack anyways, so there is no downside to casting Loxodon.

Force of Virtue: I was originally on the fence about including this card, and was considering maybe replacing it with a playset of Reckless Bushwhacker. It requires the deck to have a certain critical mass of white cards to be effective, which can limit our deckbuilding options. However, the fact that it continuously buffs our creatures gives the deck a little more midgame weight. We can also blow out Fury by buffing our creatures at instant speed. Also, with some ramp from Ragavan and Adanto, the First Fort, we can frequently hardcast it to avoid losing card advantage.

Lightning Bolt: Bolt here adds a splash of removal to get rid of any troublesome creatures and some maindeck reach to push the final few points of damage through. I've tested Galvanic Blast in its place, but there weren't enough artifacts to make it consistently better than bolt. Shrapnel Blast is another option, but I found requiring an artifact to sack too restrictive of a condition.

Suggestions

Updates Add

So we finally got a strict upgrade to Kuldotha Rebirth in ONE with the new card Gleeful Demolition. Compared to the old version, this new card can act as artifact hate maindeck (and it even doesn't give them the tokens which is great), plus you can use it on your own indestructible artifact lands like Rustvale Bridge and Darksteel Citadel. It may let us free up a slot or two in the sideboard, but Wear / Tear is such a powerful card that can also hit Urza's Saga so I'm thinking about keeping two copies and only shaving one.

Now that we've gotten that out of the way, what exactly does the card mean for this deck? For one thing, it's a strict upgrade so we will definitely be running a full playset. However, I personally don't think running the artifact lands will be viable in this deck because taplands are far too slow while Citadel not producing colored mana is a massive drawback in a deck chock-full of one drops that also needs double red for Goblin Bushwhacker. The real question is how many Kuldotha Rebirth we should be playing. Is 8 Kuldotha effects too much for the deck? Personally, I think the right number is probably somewhere between 2-4. There are some generally mid cards like Countless Gears Renegade where Kuldotha also puts 3 power in play but for 1 mana and also spread across three bodies which is better in our deck. Testing is probably going to be needed to tune this number, but I'll probably start with all 8 effects and just full send it.

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Casual

100% Competitive

Top Ranked
  • Achieved #20 position overall 2 years ago
  • Achieved #13 position in Modern 2 years ago
  • Achieved #2 position in Modern Aggro 2 years ago
  • Achieved #2 position in Modern Artifact 2 years ago
Date added 2 years
Last updated 1 year
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 1 Mythic Rares

24 - 4 Rares

10 - 10 Uncommons

20 - 0 Commons

Cards 60
Avg. CMC 1.55
Tokens Blood, Clue, Goblin 1/1 R, Servo 1/1 C, Treasure, Vampire 1/1 W
Folders Fun Modern Ideas, Modern Decks
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