Magic: the Gathering
Alseid of life's bountyon turn 1 and attack quickly, using auras such as
All that glittersand
Ethereal Armorto increase the power of your creatures. Our dwarf buddy
Sram, Senior Edificerhelps us with more draws that allow us to keep growing and attacking, while
Kor Spiritdancerdoes the same in addition to receiving +2/+2 for every Aura attached to it! In addition to the Alseid, we also have
Hyena Umbrato protect our creatures and ensure that the opponent will waste some removal spells while our avalanche of angry cookies and tough dancers continues to cause damage! Finally, we also have
On Thin Iceto help us with a little bit of life gain and a way to remove the opponent's blockers. A great advantage of this deck for Pauper and/or Pioneer players is that many cards like Karametra's Blessing, Alseid, Ethereal Armor and Sram (on Pioneer) are also used in Aura decks in these other formats, making the deck even cheaper if you already own some of these pieces in your MTGO collection!
Zirda, the Dawnwaker, an
Umbral Mantleand a mana-generating creature, of which we have several on the deck, such as
Birds of Paradiseand
Avacyn's Pilgrim. Thus, by equipping the Mantle on one of these creatures and attacking while holding 1 available mana source, we can use the Mantle's ability by paying just 1 mana (the ability has its cost reduced through the Zirda's effect), granting the creature +2/+2. Then, we tap the creature to generate 1 mana, which will be used to activate the Mantle's ability again, untapping the creature, and so on, potentially dealing infinite damage. To aid us, we have
Leyline of Abundanceto ramp and help us to cast more creatures quickly, in case some are removed by the opponent. Furthermore, with a Leyline, the Mantle and Zirda in the field, we can generate infinite mana and use the activated Leyline ability to grant as many counters as we want to our creatures (although this takes a lot of time in MTGO - beware!). Finally, we have
Open the Armoryas a tutor effect to search for the Mantle and some protections for our creatures on the Sideboard.
Hardened Scales, are artifacts. Most of our creatures either have the Modular ability, which grants them +1/+1 counters when they come into play and transfer these counters on to another artifact creature when they die, or interact with these creatures in some way, regenerating them (
Welding Jar) or giving them even more counters (like with
Animation Module). It's worth remembering that when a creature with the Modular ability dies, its markers are placed on another creature and ALSO on the
The Ozolith. For example, if a
Arcbound Workerwith a +1/+1 counter dies and there is another artifact creature and an Ozolith on the battlefield, the other creature receives the +1/+1 counter AND the Ozolith also receives a +1/+1 counter (as tested in MTGO on the date I wrote this article, ordering the counters being moved to the Ozolith as the last thing in the pile). This is a very accessible deck in comparison to other Modern lists, and it is surprisingly effective!
Turntimber Symbiosis // Turntimber, Serpentine Woodfrom the mainboard and 1
Collected Company, exchanging them for 4
Kazandu Mammothand 1
Goblin Charbelcherhaving the opponent as your target. As we have no lands on our deck (the double-sided cards in our deck are only considered lands on the back side, not counting as lands for this effect), we will mill our entire deck and cause damage equal to that number of cards to our opponent. Simple, right? To help us with this task, we use several ramps such as
Simian Spirit Guide,
Irencrag Feat), so that we may cast the Goblin Charbelcher and activate it as soon as possible. Ideally, we will generate 7 mana (which is possible with just one Irencrag Feat or a combination of Rituals, Spirit Guides and "Lands"), using 4 to put the Belcher on the battlefield and 3 to activate it. We also have
Blood Moonto disrupt the opponent’s plans while doing almost nothing to us,
Veil of Summerto protect us from counterspells (like a
Force of Negationduring our combo) and
Reforge the Soulto find a better hand if our combo pieces don't appear fast enough. It is also important to remember that we shouldn't be afraid to Mulligan once, twice or even more times in order to obtain cards that allow us to combo as quickly as possible.
Lightning Bolt(for creatures) and
Wilt(against artifacts and enchantments). We also have
Leyline of Sanctityto protect us from discards like
Thoughtseize. Finally, we have an additional combo if necessary, with
Thassa's Oracleending the game with the help of
Undercity Informer. In this case, it is essential to keep
Manamorphoseon the deck to generate the necessary mana, and
Adventure Awaitshelps us find these creatures. I really like this combo and, if you are looking for a funny and solid list, I definitely recommend you try this deck, in its normal or budget version!
Blistercoil Weirdtheoretically has no Prowess, but its ability will only make a difference in relation to our sideboard artifacts, which will not grant +1/+1 to it). To activate Prowess and make strong attacks with our creatures, we have
Lava Spikeand, since this deck likes bolts, lightning and lava,
Finale of Promiseand
Manamorphosehelps us to maintain our aggressive rhythm, granting us that final push we need to end the game. The
Bedlam Reveleralso aids us this way, since it draws us 3 cards, even though we also have to discard our hand (or use the spells we have to cause more damage to the opponent before the effect resolves, if possible). Finally, we have graveyard-hate cards (
Soul-Guide Lantern), terrain (
Cleansing Wildfire), artifact removal (
Abradeand even global removals (
Ratchet Bomb). All of this allows us to continue throwing rays and lava on the opponent's face.