Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$34.04

0 Likes 0 Comments
Avg. CMC 2.71
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 30 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (15)
3 Aether Poisoner
$0.03 Creature - Human Artificer
1 Colossapede
$0.04 Creature - Insect
2 Festering Mummy
$0.10 Creature - Zombie
1 Glint-Sleeve Siphoner
$0.23 Creature - Human Rogue
1 Gonti, Lord of Luxury
$0.24 Legendary Creature - Aetherborn Rogue
1 Longtusk Cub
$0.07 Creature - Cat
1 Peema Outrider
$0.05 Creature - Elf Artificer
1 Riparian Tiger
$0.05 Creature - Cat
1 Thriving Rhino
$0.02 Creature - Rhino
1 Walking Ballista
$15.50 Artifact Creature - Construct
2 Winding Constrictor
$0.38 Creature - Snake
Instant (6)
1 Cruel Finality
$0.02 Instant
1 Fatal Push
$2.00 Instant
1 Final Reward
$0.02 Instant
1 Highspire Infusion
$0.02 Instant
1 Rush of Vitality
$0.06 Instant
1 Subtle Strike
$0.02 Instant
Sorcery (9)
2 Die Young
$0.02 Sorcery
1 Harsh Scrutiny
$0.05 Sorcery
1 Hunt the Weak
$0.04 Sorcery
2 Painful Lesson
$0.05 Sorcery
1 Prey Upon
$0.05 Sorcery
2 Wander in Death
$0.05 Sorcery
Artifact (3)
1 Fleetwheel Cruiser
$0.18 Artifact - Vehicle
2 Untethered Express
$0.16 Artifact - Vehicle
Enchantment (5)
2 Cartouche of Ambition
$0.04 Enchantment - Aura Cartouche
2 Cartouche of Strength
$0.13 Enchantment - Aura Cartouche
1 Trial of Strength
$0.03 Enchantment
Land (22)
11 Forest
$0.08 Basic Land - Forest
11 Swamp
$1.12 Basic Land - Swamp
Sideboard - 4 cards, 2 distinct

Notes
 
First off, there was no way I wasn't going to main black, your black cards shine above every other color in your collection by a landslide. After considering which other color to pair with black, I decided on green because of how well they synergize together in regard to energy. White and red were underwhelming, and blue could work as a splash if you forced it, but I think this will work more consistently.

I did my best to design the curve of this deck in a way so you should always be able to utilize all of the mana available to you each turn. Mainly being aggro, you should certainly never lack a 2 drop on turn 2. The only card I feel like I want to put in, but I'm not sure if it's really needed, is Attune with Aether. It's good to have on turn one but otherwise it's not going to do too much for you. Every creature in the deck is amazing, even Colossapede given that you don't have another Riparian Tiger, works fine. Quality over quantity I'd say. Along with the creatures, I packed a good amount of removal and buffs. It's great that you have a good amount of Deathtouch guys to go along with all the fighting enablers in the deck as well. Having the 4 Cartouches with the 1 Trial of Strength is pretty good value. Painful Lesson can get you card advantage or even finish your opponent off. Wander in Death can turn the game around on the spot by getting creatures back and getting card advantage again. You have a respectable number of small creatures as well that will be easy to crew your vehicles with. I decided on 11 of each land only because things like Evolving Wilds will be a detriment to your tempo, and you equally need both colors.

Overall, I mostly built this deck like I would a sealed deck just with a larger pool to choose from (obviously), meaning that the main two focuses here are tempo and value, both of which I believe are very present with this deck.
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