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AGGRO DECKS

Ah, Aggro decks! It's like that friend who insists on driving with the windows down, music blasting, and a need for speed – because they're here to win, and they're here to do it NOW.

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Picture this: You're facing off against an Aggro deck, and they've got that mischievous glint in their eye. They're not interested in the long game, the complicated combos, or sipping tea and discussing the philosophical implications of mana sources. No, sir! They want to get in, smack you around with their creatures, and get out before you can say "counter."

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These Aggro players are the adrenaline junkies of Magic. They're not concerned with saving their creatures for a rainy day – every day is a sunny day in their world, and their creatures are cannonballs ready to be fired. They'll happily throw their creatures into the fray, shouting, "You block this? I've got five more just like it in my hand!" Their creatures aren't fancy or complicated ones with paragraphs of text and intricate abilities. No, Aggro creatures are the most efficient ones for their cost. They don't have time for fancy tactics; they just want to hit you like a freight train.

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So, next time you face an Old School Aggro deck, prepare for a wild ride. They're like the bull in the china shop, the tornado in a trailer park, and the fire-breathing dragon at a fireworks factory – and they wouldn't have it any other way!

ATOG

(Joel Bowers)

There are a few things going on here. The core of the deck is the classic Ankh / Vise damage prison where the opponent will take damage from playing lands, but also take damage from keeping lands in their hand. That combination obviously has great synergy with the Atogs, who can eat the Ankhs and Vises to get huge and end the game.  [...]

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DOMSEEKER

(Dominic Beaudry)

Burn Burn Burn, what's more to it? The goal here is just to kill your opponent the fastest you can with a good and fun toolbox. 19-20 burn spells + 4 Black Vise ... it is not a deck to make friends.  [...]

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ERHNAM BURN'EM

(Laurence Boulanger)

In a sense "little kid" is similar to UR counterburn: you have some guys and some burn and can leverage Blood Moon. However, no counterspell means you can just tap out every turn and not think too hard. Pairs perfectly with a strong IPA. I recommend playing cheap copies of each card, even using mismatched editions if you can stomach it.  [...]

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GOBLINS

(Daniel Anshutz)

Goblins in general is easy to pick up and play, but with little nuances that become a bit more difficult to master. The simplest approach is classic, turn it all sideways as often as you can and run your opponent over quickly.  [...]

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MONKEYBALLS

(Kyril Doubson-Remillard)

I created this deck when I first started playing OS. In fact, it’s the only deck I consider to have ‘created’, other decks were just meta variations on established archetypes.  [...]

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MONO BLACK

(Jason Keays)

The main weakness of Monoblack is the numerous land destruction cards. If you don't have your second swamp on turn 2, you are screwed, because the pump knights, Hymn to Tourach, or Sinkhole, cost 2 black. Underworld Dreams, which is really good against control deck cost 3 black. Since you also want to play with 4 Strip Mine and 4 Mishra's Factory, you don't have a lot of swamps left.  [...]

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RW TAX

(Rob Hackney)

As an aggro-combo deck, the main plan behind this deck is to deal as much damage to the opponent as quickly as you can. The deck leverages an incredibly low mana curve to out-tempo the opponent's cards, and gain maximum value from each mana spent.  [...]

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SEEKER ELVES

(François RDT)

Deny our opponent's mana -any mana, all the mana, as early and as aggressively as possible- while little green dudes go to town.  [...]

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WHITE WEENIES

(Tim Atwood)

Game 1 is pure aggro, with 25 white creatures plus the 4 factories and 6 anthem effects. Curve tops out at 3 and we try to gain some soft card advantage by shaving a bit of removal and mana (only 17 white sources counting plains and lotus, with 3 each of disenchant and swords).  [...]

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