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Ghalta's Green Guys (Modern)

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This is a pretty straight forwards mono green aggro deck that wins by beating your opponent in the face with big, stompy creatures. There is also a +1/+1 counters subtheme.

Basic Strategy:
Unlike Goblins, which relies on outrunning the opponent, or Elves, which relies on swarming the board, this deck's main goal is to out VALUE the opponent with hyper-efficiently costed creatures. It is also able to JAM in extra damage via it's combat tricks: Aspect of Hydra and Might of Old Krosa (if you prefer them over Revenge of the Hunted). Rancor provides extra value and resilience to removal -- it also provides one more devotion for Aspect. There is a +1/+1 counter-synergy subtheme here too, with Avatar of the Resolute benefiting from an evolved Experiment One, a cozy Pelt Collector, an undead Strangleroot Geist, or a full Scavenging Ooze. The topper of the deck is Ghalta, Primal Hunger. It's primary purpose is to break a stalled board state if the game goes on too long. If the stars align and you get all the right creatures and land drops, Ghalta can end the game as early as turn three (provided you get a Revenge of the Hunted, but THAT would take a MIRACLE).

Super-Secret Tech:
I'm play-testing two Revenge of the Hunted mainboards. They are taking the slot that Might of Old Krosa would usually. Having the in opening hard HURTS, but drawing into them when you need gas is amazing. With the requirement that ALL creatures must block it, for just one single mana, you can get rid of an annoying threat your opponent has been keeping back or have your other creatures sneak damage through. If you put in on a Steel-Leaf, and your opponent only has weenies, it essentially becomes an 11/10 unblockable. OWW! If you draw into it turn 2, you can be swinging in with a 7/7 or even an 8/7 turn two. OWW! I think this card has a lot of potential, but the drawback of having to NOT have it in your starting hand might be too much. Only time will tell.

Sideboard:
Like with any sideboard, this can be customized to your exact preference.

For the instants and sorceries, you want to take out some of the pump spells (taking out the Rancor's as a last resort).

I've included efficient removal for artifacts and enchantments, in the form of Natural State (after all, MOST cards in Modern are under 3 CMC, so this will hit just about anything). If you're going against Seismic Swan or Lantern Control, put this in. Alternatively, if you are going against more MEATY artifacts or enchantments, swap these out for Naturalizes.

If your creatures are getting removed or messed with while on board, put in the Blossoming Defense. This does double duty as a pump spell and a protection spell.

Use Beast Within to remove one of their nastier threats. Remember, Beast can hit ANY permanent, so it could also remove an artifact or enchantment in a pinch.

Fog is used in aggro matches. Bait your opponent into a full swing that would kill you, then hose their turn, leave them with no blockers, and go in for the kill on the swing-back. This is not a very common situation, so I've only included one. But again, this all depends on your playgroup.

If control has got you feeling the blues, swap out a Ghalta (or another creature) for a Mistcutter Hydra.

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This deck appears to be legal in Modern.

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» Revision 3 October 27, 2018 Countessdunne
Revision 2 July 27, 2018 Countessdunne
Revision 1 July 27, 2018 Countessdunne
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