I keep forgetting Rancor has a slightly large price tag, I have a set and it goes into most of my green aggro decks without a second thought. Another two cards I like to use in my aggro decks are Mutagenic Growth and Vines of Vastwood.
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One word: Rancor Besides the +2/+0 and trample, it's reusable (on the off chance the creature gets killed).
Emerald Medallion isn't Modern legal. Reclamation Sage is a shaman, not a druid, and he wants as many druids as possible for Gilt-leaf Archdruid
I've been running Elves in Modern for years. Take a look at my elf decks, you may get a few ideas. I keep forgetting to post my latest versions, but what is posted should help some.
Sadly, Vault's sample hand generation doesnât work very well.I may be wrong, but I worked out that with 12 lands you should only be drawing 1, maybe 2 lands in the opening hand (1.4 lands as per my calculations).
It's because of the life. The deck needs as much 'free' stuff as possible.
Hythonia the Cruel is mono black. Due to Commander rules, all the cards in here that are not mono black or colourless are illegal. Your deck may only include colours of the Commander's colour identity.
Some very nice card choices, except Fury of the Horde. You need every card you draw, and speaking from experience, removing 2 cards from your hand is expensive. I once ran Allosaurus Rider in a very early version of my elf warrior deck and while it was nice to have a 2/2 and a 3/3 attack on turn 2 (Nettle Sentinel was the 2/2), the empty hand left me wanting a better option. Not sure on the price tag, but Gemstone Caverns could help a lot with paying for the turn 1 combo.
Seems better. Can't believe I forgot about Simian Spirit Guide ._.
Ravenous Rats over Drainpipe Vermin. Discard now over maybe discard later, if the mana is available. Shrieking Affliction; Quest for the Nihil Stone; and The Rack are all a good card for discard decks as your opponent should run out of cards in hand very quickly.
Chancellor of the Forge's opening hand reveal effect puts a 1/1 goblin with haste into play. Memnite and Ornithopter both cost 0. So that's free turn 1 creatures.Infernal Plunge grants {R}{R}{R} on turn one. This pays for Assault Strobe; Mass Hysteria; Titan's Strength; and or Rouse the Mob.Mutagenic Growth is a 'free' pump spell. Tainted Strike grants infect. Only thing I'm not seeing is a source of black for the tainted strike on turn 1. My suggestion is Manamorphose.
Huntmaster and Immerwolf don't play well together. Huntmaster likes to flip, Immerwolf stops him from doing so.
I highly doubt they'll release the other 5 fetches in this block.
Sadly, there's no fetch in standard that fetches both mountains and plains, that's why I suggested the Evolving Wilds.
Temple has scry and produces either of your colours without the life loss. Scry helps you throw an unneeded card to the bottom, or plan for your next turn. Seeker is awesome because lifelink is awesome :p
This is basically a RW heroic deck. I'm tinkering with a GW heroic deck and there's a few design similarities between the two. You need more creatures (16 at least) and more lands (about 21 to 23). I'm currently running 16 creatures, but thinking of boosting that to 18. If you have the money, get a set of Temple of Triumph, if not, a set of Wind-Scarred Crag will do. Also, a set of Evolving Wilds will do nicely, not only do they fetch a land, they reduce the amount of lands in the deck, thus increasing the chance to draw a non land.
That is... a LOT of kill 0.0
Convoke does allow you to pay for the buyback extra cost. You only need 4 untapping creatures to go infinite and 1 other creature for the first cost, for the rest of the infinite casts, you tap the Saproling the previous cast put out. Sadly, I've yet to have 4 untapping creatures, but just having 1 or 2 out allow for many more casts.
Sun had been banned for a while now. I think turn 1 Sun into Arbor is a large part of why it got banned.
Thrive is cool, but sadly it's not Standard legal. Nature's Panoply works similarly to Thrive and is Standard legal.
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