Archetype Overview
Jeskai Aggro is a white creature deck that splashes red and blue for its best threats and interaction. It plays like a value engine built on an aggro curve. You have eleven one-mana creatures and seven two-mana creatures to pressure the board early. Nearly every card in the 60 also feeds a set of overlapping triggers that turn small bodies into life, energy, tokens, cards, and direct damage. This list won the MTGO Showcase Challenge on 2026-10-17 in a 286-player field, piloted by MayoDominaria.
The Plan
You win by going wide faster than the opponent can answer, then turning that board into damage that blockers can't stop. The core loop:
- Life and energy: Guide of Souls gains you 1 life and an energy every time another creature enters under your control.
- Tokens: Ocelot Pride makes a 1/1 Cat at your end step if you gained life that turn. With Guide of Souls out, any creature entering turns it on, and Ocelot Pride's own lifelink does too.
- The flip: Ajani, Nacatl Pariah arrives with a 2/1 Cat Warrior and flips into a planeswalker whenever another Cat you control dies.
- The outlet: Goblin Bombardment turns every body into 1 damage to any target. Sacrificing a Cat to it lets you flip Ajani, Nacatl Pariah on your schedule instead of the opponent's.
Once Ajani is a planeswalker, his 0 ability makes another Cat. If you control a red permanent other than him, it also deals damage equal to your creature count to any target. These all meet that condition:
- Ragavan, Nimble Pilferer
- Goblin Bombardment
- The red Warrior tokens from Voice of Victory and Dalkovan Encampment
Once you're ahead on board, every turn delivers reach that ignores blockers.
Why the Plan Is Strong
Redundancy. The engine doesn't depend on one specific pair. Every one of these creatures entering triggers Guide of Souls, which turns on Ocelot Pride:
- A one-drop
- A Mobilize token
- An evoked Solitude
- A warped Quantum Riddler
Starfield Shepherd cast for its warp cost searches up a creature with mana value 1 or less for two mana. Even the one-of finds engine pieces.
Removal that builds your board.
- Solitude exiles a creature for the cost of a white card from your hand. It still counts as a creature entering, so it still triggers Guide of Souls.
- Galvanic Discharge lets you pay any amount of energy, including what Guide of Souls has banked, so it can deal more than three damage.
- Thraben Charm deals twice your creature count. It also destroys an enchantment or exiles graveyards when you need that instead.
- Ephemerate repeats the enter-the-battlefield effects of Solitude, Quantum Riddler, Ajani, Nacatl Pariah, or Starfield Shepherd. Thanks to rebound, it does this twice across two turns.
Big turns the opponent can't answer with spells. Voice of Victory stops opponents from casting spells during your turn. Teferi, Time Raveler limits them to sorcery timing. That means your key plays happen with no spell response possible:
- Sacrificing to Goblin Bombardment
- Flipping Ajani, Nacatl Pariah
- The big attack where Guide of Souls hands out +1/+1 and flying counters
Know the limit: these lock out spells only. Activated abilities still work against you.
Card draw without slowing down. Quantum Riddler warps in for two mana and draws a card. With one or fewer cards in hand, it draws two instead, and an aggro deck is usually in that spot by turn four. Ragavan, Nimble Pilferer makes a Treasure and steals a card every time it connects. You can empty your hand quickly and still refill it.
Reach to close the game. You rarely end up with a board that can't finish. Your damage sources are:
- Goblin Bombardment
- Ajani's 0 ability
- Galvanic Discharge
Lifelink on Ocelot Pride and Solitude buys you the turns to use them. Ocelot Pride also gets stronger the longer the game goes. Once you control ten permanents (lands count), it gives you the city's blessing. After that, it copies every token that entered that turn.
Who Should Pick It Up
This deck rewards players who enjoy tracking many moving parts:
- Your energy total
- Whether you've gained life this turn
- Your creature count before Ajani activates
- Which red permanent is still around for his 0 ability
It punishes autopilot. A few decisions swing games more than your opening seven does:
- How you order your triggers
- When you sacrifice to Goblin Bombardment
- Whether you hard-cast Solitude or evoke it
Pick it up if you want an aggressive deck with real interaction that doesn't fold when the opponent kills your first creature. Pass if you want a linear deck with few decisions. Also pass if the buy-in of roughly $988 is a problem; much of that goes into a mana base of ten fetchlands and five shocklands.
Core Strategy & Game Plan
How the Deck Wins
Jeskai Aggro wins by flooding the board with cheap bodies that trigger each other, then turning that board into damage faster than a fair deck can answer it. There are three ways the damage gets through: combat with a wide board, Guide of Souls turning an attacker into a flier, and direct damage from Goblin Bombardment or a flipped Ajani, Nacatl Pariah. You don't need all three. You need the opponent to be unable to stop two of them at once.
The deck plays like aggro but is built like a value engine. Nearly every creature brings a second body or a card with it: Ajani, Nacatl Pariah makes a Cat, Voice of Victory makes Warriors, Ocelot Pride makes tokens, and Quantum Riddler and Starfield Shepherd replace themselves. One-for-one removal lines up badly against all of that.
Posture: Proactive First, Interaction as Tempo
You are the beatdown in almost every game. Your interaction is there to clear a path, not to control the game. Galvanic Discharge, Thraben Charm, and Solitude remove blockers or the one threat that races you. Consign to Memory answers a single triggered ability or colorless spell that would otherwise beat you. Voice of Victory and Teferi, Time Raveler are the anti-interaction layer. Voice stops opponents from casting spells during your turn, and Teferi limits them to sorcery speed. Either one means your combat steps resolve without instant-speed blowouts.
Your only true instant-speed play on the opponent's turn is a flashed Solitude. Spend your own mana on your own turn, and keep evoke as your free answer.
The Engine Interactions You Must Know
- Guide of Souls + anything that makes bodies: Every other creature entering gives you 1 life and one energy. Ajani, Nacatl Pariah alone is two triggers. A Voice of Victory attack is two more, and so is Dalkovan Encampment. Energy builds up fast, and three of it buys two +1/+1 counters and flying on an attacker every combat.
- Lifegain into Ocelot Pride: Any Guide trigger, or Pride's own lifelink, satisfies Pride's end-step condition. With Guide out, Pride makes a Cat almost every turn. Once you control ten permanents you get the city's blessing, and Pride starts copying every token that entered that turn. If Voice of Victory Warriors are still on the battlefield at end step, order your triggers so Pride resolves before their sacrifice trigger, and the Warriors get copied too.
- Goblin Bombardment + Cats: Sacrificing the Ajani Cat token or a Pride token is a Cat dying, so it flips Ajani, Nacatl Pariah into a planeswalker. Bombardment is also a red permanent, which turns on the flipped Ajani's 0 ability. That ability deals damage equal to your creature count. Mobilize Warriors that would be sacrificed at end step anyway should be fed to Bombardment for free damage.
- Galvanic Discharge + stored energy: Discharge gives three energy, then lets you pay any amount you have. Energy from Guide makes it kill bigger things. Energy you don't spend stays available for Guide's attack trigger.
- Ephemerate as a value multiplier: Blink Solitude for a second exile. If you evoked it, blink it with the evoke trigger on the stack and you keep a lifelink 3/2. Blink Quantum Riddler for more cards, Starfield Shepherd for another tutor, or Ajani, Nacatl Pariah for another Cat. Every blink also re-triggers Guide, and rebound gives you the whole effect again next upkeep.
- Warp creatures as cheap spells: Quantum Riddler for 2 mana is a draw spell. With one or fewer cards in hand, that draw becomes two. Starfield Shepherd for 2 mana finds Ragavan, Nimble Pilferer, Guide of Souls, or Ocelot Pride. Both come back for full value later from exile.
The Ideal Game, Turn by Turn
- Turn 1: Guide of Souls is the best opener, because everything after it pays you. Ocelot Pride is next best. Ragavan, Nimble Pilferer is strongest on the play against an empty board.
- Turn 2: Ajani, Nacatl Pariah into a Guide gives you two bodies, 2 life, and 2 energy. If you have Pride and Guide together, play the second one-drop alongside it so a Cat arrives at end step. A warped Quantum Riddler is the play when your hand is already nearly empty.
- Turn 3: Deploy Voice of Victory and attack, or set up Goblin Bombardment while keeping a creature back. Voice lets you swing into open mana without fear. Guide's energy should now be paying for a flying pump on your best attacker.
- Turn 4 and beyond: Convert the board into damage. Flip Ajani with Bombardment, use his 0 for direct damage, and pump fliers with Guide. Recast warped creatures from exile for card flow. Hardcast Solitude or Quantum Riddler only once the board is already winning.
When the Plan Stalls
If a board wipe or a pile of blockers stops combat, shift the clock to reach. Goblin Bombardment turns every leftover body into a point of damage, and the flipped Ajani's 0 hits any target. Against a stalled board, hold your creatures to rebuild. Bait removal with your lower-value bodies first. Keep Teferi, Time Raveler for the turn you need to bounce a key blocker and draw a card.
Card Choices & Breakdown
The One-Drop Engine
4x Guide of Souls, 4x Ocelot Pride, 3x Ragavan, Nimble Pilferer
Guide of Souls is the hub of the deck. Every other creature entering, including each token, gains you 1 life and gives you an energy. That life gain turns on Ocelot Pride at your end step, so Guide plus any token maker produces a Cat every turn without a single attack. The energy has two uses. You can spend three on an attack to turn any attacker into a flying Angel with two counters. You can also hold it for Galvanic Discharge, which lets you pay any amount of energy, not just the three it gives you.
Ocelot Pride is the long-game engine. Lands count toward its ten permanents, and your token makers inflate the count quickly. Once you have the city's blessing, it copies every token that entered that turn. Mobilize Warriors, Encampment Warriors and Ajani Cats all double.
Ragavan, Nimble Pilferer runs three copies because it is legendary, and drawing two early is a real cost. Dash keeps it live late. For two mana it attacks with haste, steals a Treasure and a card, and returns to your hand before sorcery-speed sweepers can catch it.
Two-Mana Token Makers
4x Ajani, Nacatl Pariah, 3x Voice of Victory, 3x Goblin Bombardment
Ajani, Nacatl Pariah gives you two bodies for two mana. When the Cat Warrior token dies, Ajani flips into a planeswalker. Its 0 ability makes another Cat, and that Cat deals damage equal to your creature count whenever you control another red permanent. Ragavan, Goblin Bombardment and the red Warrior tokens all qualify.
Voice of Victory does two jobs:
- It makes two attackers per swing, which means two Guide triggers.
- Your opponent can't cast spells during your turn. That shuts off instant-speed removal, combat tricks and counterspells while you make your plays.
It runs three copies rather than four because the two-mana slot is already crowded.
Goblin Bombardment converts every surplus body into damage:
- Mobilize tokens are sacrificed at end step anyway, so throw them at a creature or face first.
- Sacrificing a Cat flips Ajani on demand.
- Against removal, sacrificing in response turns a lost creature into a point of damage.
It runs three copies because the second copy is mostly redundant and the deck needs its creature density.
Interaction
4x Solitude, 2x Galvanic Discharge, 2x Thraben Charm, 1x Consign to Memory, 1x Teferi, Time Raveler
Solitude is a full playset because evoke makes it free removal on turn one. Its exile clause gets around indestructible and death triggers. Hard-cast for five mana, it is a flash lifelink body that also triggers Guide.
Galvanic Discharge scales with stored energy, so in this deck it often deals far more than three damage.
Thraben Charm is the flexible slot. It deals damage equal to twice your creature count, which is large in a token deck. Its other modes destroy an enchantment or exile graveyards, so it is never dead in game one.
The single Consign to Memory stops triggered abilities, which matter in almost every matchup, and it can replicate when several triggers need answering. The field supports a main-deck copy. Broodscale Bloodchief held 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18), and its creature-heavy plan relies on triggers.
Teferi, Time Raveler is a one-of, so you see it occasionally rather than every game. Its static ability works alongside Voice: Voice shuts your opponent off during your turn, and Teferi limits them to sorcery speed on theirs. Its −3 bounces a blocker or an opposing enchantment and replaces itself with a card.
Blink and Card Flow
3x Ephemerate, 3x Quantum Riddler, 1x Starfield Shepherd
Every creature in this package has an enters trigger worth repeating, and Ephemerate repeats it twice because of rebound. Its best targets:
- Solitude: a second exile.
- Ajani, Nacatl Pariah: another Cat token.
- Quantum Riddler: another card drawn.
- Starfield Shepherd: another search.
Every blink is also another creature entering for Guide. Ephemerate runs three copies because it needs a target to do anything.
Quantum Riddler is your refuel. Warp it for two mana to draw a card. Because an aggro deck empties its hand fast, it often draws two cards: with one or fewer cards in hand, every draw gets an extra card. After it is exiled at end step, you can cast it again on a later turn and draw again. In a long game, cast it for five mana as a 4/6 flyer that blocks well.
Starfield Shepherd works like a fifth copy of any one-drop. Warp it for two mana to fetch Guide of Souls, Ocelot Pride or Ragavan, Nimble Pilferer, then recast it later for a second search. When you are short on lands, it can find a basic Plains instead.
The Mana Base
22 lands, 10 of them fetches
White is the main color. Red and blue are splashes, but the blue cards are cheap: Quantum Riddler warp, Consign to Memory and Teferi, Time Raveler.
The ten fetches (Arid Mesa, Flooded Strand, Scalding Tarn, Marsh Flats) can each find several duals, so one fetch can pick up whichever color you are missing.
Arena of Glory and Dalkovan Encampment enter untapped as long as you control a Mountain. Steam Vents, Sacred Foundry, Elegant Parlor and the basic Mountain all count, which is why the basic Mountain is in the list. These two lands are the deck's utility slots:
- Arena of Glory: exert it to give a creature haste. A hasty warped Riddler or a hasty hard-cast Solitude can win a race.
- Dalkovan Encampment: a mana sink for flooded draws. It makes two attacking tokens for every attack, which means more Guide triggers and more Bombardment fodder.
Meticulous Archive and Elegant Parlor are the only lands that always enter tapped. Each surveils 1 when it enters, which helps smooth your next draw. Play them on turns when you have nothing to spend mana on.
The Decklist
This is the exact 60 and 15 that won the MTGO Showcase Challenge on 2026-10-17 (286 players), piloted by MayoDominaria. The estimated price is about $988 at TCGplayer market prices. The main deck is regrouped by role so you can see the shape: 26 creatures, 12 noncreature spells, 22 lands. The notes flag which slots are locked and which ones you can tune.
Main Deck (60)
Creatures (26)
| Qty | Card | Note |
|---|---|---|
| 4 | Ajani, Nacatl Pariah | Core. Two bodies for two mana, and it flips when a Cat dies. |
| 4 | Guide of Souls | Core. Fuels energy and turns any attacker into a flier. |
| 4 | Ocelot Pride | Core. Every life-gain source in the deck feeds its token. |
| 4 | Solitude | Core. Flash removal that you can evoke for free. |
| 3 | Ragavan, Nimble Pilferer | Flex. Legendary, so the fourth copy is the first cut. |
| 3 | Voice of Victory | Flex. Locks opponents out of casting spells on your turn and goes wide when it attacks. |
| 3 | Quantum Riddler | Flex. Warp for {1}{U} turns it into a cheap card-draw spell. |
| 1 | Starfield Shepherd | Flex. Its warp tutors up a one-drop creature or a basic Plains. |
Spells (12)
| Qty | Card | Note |
|---|---|---|
| 3 | Ephemerate | Re-triggers enter effects on Solitude, Ajani, Nacatl Pariah, Quantum Riddler and Starfield Shepherd. |
| 3 | Goblin Bombardment | Flex. Turns Warrior and Cat tokens into reach. |
| 2 | Galvanic Discharge | Flex. Its energy pools with Guide of Souls. |
| 2 | Thraben Charm | Flex. Can kill a creature, destroy an enchantment or exile graveyards. |
| 1 | Teferi, Time Raveler | Flex. Pushes the opponent to sorcery speed and bounces a blocker. |
| 1 | Consign to Memory | Flex. Main-deck answer to triggered abilities and colorless spells. |
Lands (22)
| Qty | Card | Note |
|---|---|---|
| 4 | Arid Mesa | The ten fetches can find typed duals such as Sacred Foundry, Hallowed Fountain and Elegant Parlor, as well as basics. |
| 4 | Flooded Strand | |
| 1 | Scalding Tarn | |
| 1 | Marsh Flats | |
| 2 | Sacred Foundry | |
| 2 | Hallowed Fountain | |
| 1 | Steam Vents | Your only untapped source of blue and red together. |
| 1 | Elegant Parlor | Enters tapped and surveils 1. Counts as a Mountain for your utility lands. |
| 1 | Meticulous Archive | Enters tapped and surveils 1. |
| 1 | Arena of Glory | Flex. Gives a creature haste, but enters tapped unless you control a Mountain. |
| 1 | Dalkovan Encampment | Flex. Creates Warrior tokens when you attack, which feed Goblin Bombardment. |
| 2 | Plains | Fetchable with Starfield Shepherd. |
| 1 | Mountain |
Sideboard (15)
| Qty | Card | Note |
|---|---|---|
| 3 | Obsidian Charmaw | Gets cheaper against colorless-producing lands and destroys a nonbasic land. |
| 2 | Consign to Memory | Brings you to three copies against trigger-based or colorless strategies. |
| 2 | Spell Snare | Counters spells with mana value 2. |
| 2 | Wrath of the Skies | Your energy pools with X, so size it carefully because it hits your board too. |
| 2 | High Noon | Limits everyone to one spell per turn, which shuts down spell-chaining turns. |
| 1 | March of Otherworldly Light | Instant-speed exile, and you can pitch white cards to reduce the cost. |
| 1 | Prismatic Ending | Exiles permanents up to mana value 3 when you spend all three Jeskai colors. |
| 1 | Grafdigger's Cage | Stops creatures entering from graveyards and libraries. |
| 1 | Surgical Extraction | Castable for 2 life with no black mana. |
The twelve 4-of creatures and removal pieces define the deck, so don't touch them. The singletons and 3-ofs are where you tune for your room: Teferi, Time Raveler, Starfield Shepherd, Consign to Memory, the split between Galvanic Discharge and Thraben Charm, and the Voice of Victory count.
Mulligan Guide
What a Keepable Hand Looks Like
The list runs 22 lands and wins by stacking cheap creatures that feed each other. A keep needs three things:
- Two or three lands, with white on turn one. All seven fetchlands can find a white-producing land. Scalding Tarn finds Sacred Foundry as a Mountain or Hallowed Fountain as an Island. Mountain, Arena of Glory and Steam Vents are the only lands that can't produce white. Count your white sources before anything else.
- A play on turn one or two. That means Ragavan, Nimble Pilferer, Guide of Souls or Ocelot Pride on turn one, or Ajani, Nacatl Pariah, Voice of Victory or Goblin Bombardment on turn two. Warping Quantum Riddler or Starfield Shepherd for two also works. Shepherd fetches a one-drop or a basic Plains, so it repairs a light hand.
- A plan for their first threat. Evoking Solitude requires exiling another white card, so a lone Solitude with no other white card is a dead card. Galvanic Discharge and Thraben Charm cover the same role.
The best seven-card hands pair Guide of Souls or Ocelot Pride with Ajani, Nacatl Pariah. Ajani and his Cat token each trigger Guide. The life gained turns on Ocelot's end-step token. Any Cat that dies flips Ajani.
Example Hands
- Flooded Strand, Sacred Foundry, Guide of Souls, Ocelot Pride, Ajani, Nacatl Pariah, Goblin Bombardment, Solitude
Verdict: snap keep. You cast a one-drop on turn one and Ajani on turn two, which gives you two Guide triggers and an Ocelot token. Bombardment arrives on turn three. Solitude is a free answer because the hand holds three other white cards to pitch. The Strand can fetch Hallowed Fountain if you need blue later. - Arid Mesa, Ragavan, Nimble Pilferer, Ocelot Pride, Voice of Victory, Galvanic Discharge, Ephemerate, Thraben Charm
Verdict: ship, on the play or the draw. The curve looks low enough, but every card past the one-drops needs a second land. If Ragavan gets answered, you are stuck holding Voice, Charm and a Ephemerate with nothing to target. One-landers lose to any removal spell. - Mountain, Arena of Glory, Ragavan, Nimble Pilferer, Guide of Souls, Ocelot Pride, Ajani, Nacatl Pariah, Starfield Shepherd
Verdict: ship. There is no white source. Ragavan is the only spell you can cast, and the hand only functions if he connects and you spend the Treasure on white. That is too much to ask from one 2/1. - Hallowed Fountain, Steam Vents, Plains, Teferi, Time Raveler, Quantum Riddler, Solitude, Ephemerate
Verdict: depends on the matchup and the play/draw. Keep it on the draw against fair creature decks. Solitude plus Ephemerate exiles two creatures, and a warped Riddler draws a card while staying castable later. Ship it on the play or against combo, because the hand applies no pressure before turn three. - Six cards: Scalding Tarn, Elegant Parlor, Ocelot Pride, Ajani, Nacatl Pariah, Quantum Riddler, Consign to Memory
Verdict: keep. Two lands, a two-drop and a mana sink is plenty at six. Play Elegant Parlor tapped on turn one and use the surveil. On turn two, crack Tarn into an untapped dual and choose between Ajani alone or Ocelot Pride with Consign to Memory held up.
On the Play vs. On the Draw
On the play, tempo is the priority. Keep hands that cast a one-drop and a two-drop on curve. Voice of Victory on turn two stops your opponent from casting spells during your turn, so it protects every play after it. Slow, reactive sevens like Hand 4 go back.
On the draw, loosen up slightly in two places:
- A two-land hand with only five-mana-or-warp spells becomes a keep, since the extra draw step covers the stumble.
- Interaction-heavy hands gain value, because you will be answering their first threat rather than racing it.
Never loosen the white-source requirement.
Matchup Adjustments
Broodscale Bloodchief took 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18), the most of any archetype.
- Dismember appeared in 79 of the 82 Top 8 lists (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18), so a hand built on one threat is fragile.
- Look for two or more early creatures plus Consign to Memory or Solitude.
- A pure-pressure hand with no interaction is a keep on the play and a risk on the draw.
UR Cutter Prowess ran Lightning Bolt in all 30 Top 8 lists (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Expect your early bodies to die.
- Prioritize Ajani, Nacatl Pariah: removal on his token flips him into a planeswalker.
- Goblin Bombardment turns dying creatures into damage.
- Galvanic Discharge, Thraben Charm and Solitude all trade with their threats.
- Ship hands whose only plan is Ragavan connecting.
Combo and linear decks include Scepter Chant, Ruby Storm, Living End and Devoted Combo.
- Speed is the priority.
- Voice of Victory and Teferi, Time Raveler both restrict when your opponent can cast spells. A hand with either one plus a fast clock is premium.
- Removal-heavy hands with few threats should go back. Exiling their creatures does little against a deck that wins without combat.
Sequencing & Key Lines
Turns 1-2: Order the Engine Correctly
Your first two turns should set up as many life-gain and energy triggers as possible. Two rules decide most openers:
- Cast Guide of Souls before your other creatures in the same turn. It only triggers on another creature entering. If you cast Ajani, Nacatl Pariah after Guide, Ajani and his Cat token each trigger it, so you gain 2 life and 2 energy.
- Ocelot Pride needs you to gain life, and it has its own way to do that. If Guide isn't out yet, attacking with Ocelot's first strike and lifelink is enough to make an end-step Cat. Count your life gain for the turn before deciding whether Ocelot attacks or stays home.
The best two-turn sequence is turn 1 Guide of Souls, turn 2 Ajani, Nacatl Pariah. That gives you three bodies and 2 energy, so you're one trigger away from the Guide pump.
Turn 1 Ragavan, Nimble Pilferer is strongest on the play against a hand with no early blocker. If Ragavan won't connect, lead with Guide or Ocelot instead, and keep the option to dash Ragavan for {1}{R} later. A dashed Ragavan dodges sorcery-speed removal and still feeds Guide when it enters.
The Ajani Flip and Bombardment
Ajani, Nacatl Pariah transforms whenever one or more other Cats you control die. That includes the Cat Warrior token, Ocelot Pride, and Ocelot's Cat tokens. Goblin Bombardment turns the flip into something you control at instant speed. The best time to sacrifice a Cat is:
- in response to removal aimed at it, or
- at the opponent's end step.
Either way, Ajani's planeswalker side, Ajani, Nacatl Pariah flipped to Ajani, Nacatl Avenger, untaps with you and can use loyalty abilities on your turn.
The Avenger's 0 ability only deals damage if you control a red permanent other than Ajani. Your lands are colorless permanents even when they tap for {R}, so they don't count. These do count:
- Ragavan, Nimble Pilferer
- Goblin Bombardment
- the red Warrior tokens from Voice of Victory and Dalkovan Encampment
The strongest version of this line: attack with Voice of Victory, then use the Avenger's 0 ability in your postcombat main phase. The Warriors are still on the battlefield until end step. They supply the red permanent and add to the creature count that sets the damage.
Before those Warriors are sacrificed at end step, sacrifice them to Bombardment for 1 damage each. Apply the same timing to Thraben Charm: cast it after mobilize tokens enter, since its damage counts your creatures when it resolves.
Solitude, Ephemerate, and Warp
Evoke plus Ephemerate. Evoke Solitude by exiling a white card from your hand. With its evoke sacrifice trigger and exile trigger on the stack, cast Ephemerate on it. Solitude returns as a new object, gets a second exile trigger, and stays on the battlefield. Rebound then gives you another free flicker next upkeep.
Plan the rebound target. Before you cast Ephemerate from hand, know what the rebound copy will hit. Good targets are:
- Quantum Riddler for a card draw
- Ajani, Nacatl Pariah for another token
- Solitude for another exile
If you'll have nothing worth flickering next upkeep, consider holding Ephemerate instead.
Warp creatures. Warp is your mid-game tempo tool:
- Warping Starfield Shepherd for {1}{W} finds Guide of Souls, Ocelot Pride, or Ragavan, Nimble Pilferer, and you can cast the Shepherd again from exile on a later turn.
- Warping Quantum Riddler for {1}{U} draws a card. If you have one or fewer cards in hand, it draws two.
Empty your hand before the Riddler trigger resolves whenever you can. Flickering a warped creature with Ephemerate returns it as a new object, so the warp exile at end step no longer applies to it and the creature stays.
Spending Energy
Energy is one shared pool. Energy from Galvanic Discharge can fund the Guide of Souls pump, and banked Guide energy can make Discharge bigger. Discharge lets you pay any amount, so pay only what the kill needs and save the rest. Three energy left over is a 2-point, flying pump on your next attack.
Use the pump on the creature that gains the most from evasion, usually Ocelot Pride. A 3/3 flying lifelinker with first strike reliably turns on its end-step token.
Playing Around the Format's Interaction
Every one of the 30 UR Cutter Prowess Top 8 lists ran four Lightning Bolt in the main deck. In sideboards, 29 of them had Consign to Memory and 24 had Spell Snare (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). You know exactly what those two sideboard cards hit, because you run them yourself:
- Spell Snare counters spells with mana value 2. That covers Ajani, Nacatl Pariah, Voice of Victory, Goblin Bombardment, and Thraben Charm. Lead with one-drops, and slide Ajani in when they're tapped out. A warped Quantum Riddler or Starfield Shepherd still has mana value 5, and Teferi, Time Raveler has mana value 3, so Spell Snare can't counter any of them.
- Consign to Memory counters triggered abilities. That covers Solitude's exile, Riddler's draw, Ajani's token, and Shepherd's search. Land Voice of Victory first: opponents can't cast spells during your turn, so everything you do on your own turn is safe from it. Against open blue mana, evoked Solitude on their turn is the exposed play. Hard-cast Solitude on your turn behind Voice when you can.
Teferi, Time Raveler limits opponents to sorcery-speed spells, which shuts off counters and instant removal altogether. Against a deck that holds up mana, resolve Teferi before the trigger-heavy turn, not after. Teferi's −3 can also return your own Solitude or Quantum Riddler to your hand so you can reuse its enter trigger.
Broodscale Bloodchief took 82 of 460 Modern Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18), and Dismember appeared in 79 of those 82 lists (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Expect a removal spell for your best creature. Don't stack every pump onto a single threat.
What to Hold
- Your own Consign to Memory: save it for the trigger or colorless spell that decides the game, not the first one you see.
- One white card in hand to pay evoke on Solitude when you expect to need instant-speed removal.
- Goblin Bombardment activations: hold them until a sacrifice flips Ajani, dodges removal, or finishes the game.
Matchup Matrix
Modern's top tables are split between one dominant artifact-and-Eldrazi deck, a pack of cheap-spell aggro decks, and a long tail of combo. Broodscale Bloodchief alone took 82 of 460 Top 8 slots across 59 events (source: MTGTop8, 2026-10-01 to 2026-10-18). Your list has to be built to beat it, and it has the tools to beat the rest of the field.
| Matchup | Verdict | What decides it |
|---|---|---|
| Broodscale Bloodchief | Even | Whether you kill them before their top end lands |
| UR Cutter Prowess | Even | Lifelink and blockers against their artifact engine |
| Rakdos Delirium | Even | Card-for-card value against their removal |
| Boros Aggro | Favored | Lifegain plus cheap creature removal |
| Scepter Chant | Even | Clock speed plus timing restrictions |
| Pinnacle Affinity | Even | Handling a wide artifact board |
| Creature combo | Favored | Density of instant-speed creature removal |
| Graveyard combo | Unfavored | Few main-deck graveyard answers |
| Big mana / ramp | Favored | Speed and Ragavan disruption |
| Draw-go control | Favored | Voice of Victory and Teferi shutting off instants |
Broodscale Bloodchief
Every one of their 82 Top 8 lists ran 4 Urza's Saga and 3-4 Emrakul, the Promised End, and Dismember appeared in 79 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Expect your early creatures to get removed and the game to escalate if it goes long. Your edge is tempo:
- Consign to Memory counters triggered abilities and colorless spells. Save it for the trigger or spell their turn depends on, and don't spend it on filler.
- Teferi, Time Raveler's −3 bounces an artifact or creature and replaces itself. Use it as a tempo play, not as a value play.
- Go wide with Ajani, Nacatl Pariah and Ocelot Pride. Ajani's flip punishes removal pointed at your Cats. If Ajani, Nacatl Avenger reaches its −4, it strips a wide board down to one permanent of each type.
Grafdigger's Cage sits in all 82 of their sideboards (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). It barely touches you, because Ephemerate returns creatures from exile, not from the graveyard.
UR Cutter Prowess
Their lists play a heavy count of cheap instants and sorceries. Voice of Victory stops them from casting spells during your turn, so they can't use tricks or removal while you attack. Ocelot Pride's first strike and lifelink, Guide of Souls' life triggers, and Solitude's lifelink blunt their race. Galvanic Discharge and Goblin Bombardment clean up small creatures.
The weak spot is their artifact engine. Main deck, only Teferi, Time Raveler interacts with it. The fix is racing: hold their creatures off the board and their artifact never gets full value.
Rakdos Delirium
This is a removal-heavy midrange grind. Win it on value:
- Ajani, Nacatl Pariah comes with a token, so one removal spell never answers the whole card.
- Ephemerate on Solitude or Quantum Riddler gives you two triggers, and rebound gives you two more.
- Thraben Charm's graveyard-exile mode undercuts a deck named for its graveyard. Fire it at instant speed right before they need the payoff.
Don't overextend into a single sweeper-style turn. Two or three threats plus Goblin Bombardment is enough pressure.
Boros Aggro
You are the bigger aggro deck. Lifelink from Ocelot Pride and Solitude plus Guide of Souls triggers swing the race, and Galvanic Discharge and Goblin Bombardment trade up on tempo. Play defense first. Once their first few threats are gone, your engine outgrinds theirs.
Scepter Chant
Treat this as combo. Teferi, Time Raveler holds them to sorcery speed, and Voice of Victory locks them out on your turn. Together they shrink their windows to their own main phase. Present a fast clock, and keep Consign to Memory up for a colorless spell or triggered ability that matters.
Pinnacle Affinity
Expect a wide artifact board. Use Goblin Bombardment pings and Thraben Charm's creature mode, which deals twice your creature count. Ajani's −4 is the main-deck haymaker. Post-board, Wrath of the Skies scales its X to sweep their cheap permanents. Set up your energy count before you cast it.
The rest of the field
- Creature combo (Favored): You run four Solitude, two Galvanic Discharge, and Goblin Bombardment, all of which answer a combo creature at instant speed. Keep one answer up instead of tapping out for a marginal threat.
- Graveyard combo (Unfavored): Your only main-deck answers are Thraben Charm's exile mode and Consign to Memory on triggers. Race in game 1, then bring in Grafdigger's Cage, Surgical Extraction, and the extra Consign to Memory.
- Big mana / ramp (Favored): Ragavan, Nimble Pilferer on turn one and steady pressure punish slow setup. Obsidian Charmaw gets cheaper for each land of theirs that can produce {C}, and destroys a nonbasic land on entry.
- Draw-go control (Favored): Voice of Victory means nothing resolves against you on your turn. Teferi, Time Raveler means nothing resolves on theirs except at sorcery speed. Land either one and their instant-speed plan collapses. Protect those two cards above everything else.
Sideboard / Tech Guide
The sideboard has three jobs: disrupt combos (High Noon, Grafdigger's Cage, Surgical Extraction, Consign to Memory), attack mana bases (Obsidian Charmaw), and widen your removal (Wrath of the Skies, March of Otherworldly Light, Prismatic Ending, Spell Snare). The first cuts are almost always Ephemerate, Starfield Shepherd, and Quantum Riddler. They are your value cards, and value is the first thing to go when a matchup is decided by one specific interaction. Swap one-for-one so you stay at 60.
| Matchup | In | Out |
|---|---|---|
| Broodscale Bloodchief | 3 Obsidian Charmaw, 2 Consign to Memory, 1 March of Otherworldly Light | 3 Ephemerate, 1 Teferi, Time Raveler, 1 Starfield Shepherd, 1 Quantum Riddler |
| UR Cutter Prowess | 2 High Noon, 2 Spell Snare | 2 Quantum Riddler, 1 Starfield Shepherd, 1 Consign to Memory |
| Spell combo (Ruby Storm, Scepter Chant) | 2 High Noon, 2 Consign to Memory | 2 Galvanic Discharge, 2 Ephemerate |
| Graveyard (Living End, Instant Reanimator) | 1 Grafdigger's Cage, 1 Surgical Extraction, 2 Consign to Memory | 2 Ephemerate, 1 Starfield Shepherd, 1 Quantum Riddler |
| Big mana (UrzaTron, Amulet Titan) | 3 Obsidian Charmaw, 2 Consign to Memory | 3 Ephemerate, 2 Thraben Charm |
| Pinnacle Affinity | 2 Wrath of the Skies, 1 March of Otherworldly Light, 1 Prismatic Ending | 3 Ephemerate, 1 Starfield Shepherd |
| Creature aggro (Boros Aggro, 5c Domain Aggro) | 1 March of Otherworldly Light, 1 Prismatic Ending | 1 Consign to Memory, 1 Teferi, Time Raveler |
| Control (UW Control, Dimir Control) | 2 Obsidian Charmaw | 2 Galvanic Discharge |
Broodscale Bloodchief
Every Top 8 list of this deck plays 4 Urza's Saga and 4 Eldrazi Temple, and every one has Grafdigger's Cage in the sideboard (source: MTGTop8, 2026-10-01 to 2026-10-18). Their Cage does almost nothing to you. Shepherd tutors to hand, and warp and rebound cast from exile, not from the graveyard or library. Obsidian Charmaw gets cheaper for each land they control that could produce {C}, and its trigger destroys any nonbasic land, so it doubles as a threat and a mana-denial play. Urza's Saga is an enchantment, which means March of Otherworldly Light can exile it for X=0 and Thraben Charm's enchantment mode destroys it. That is why the Charms stay in. Two extra Consign to Memory answer their colorless threats and their key triggers. Keep all three Voice of Victory, because it shuts off their instant-speed removal while you attack.
UR Cutter Prowess
Expect them to come in hard against you. Consign to Memory appears in 29 of their 30 Top 8 sideboards, Spell Snare in 24, and Obsidian Charmaw in 19 (source: MTGTop8, 2026-10-01 to 2026-10-18). Adjust for each:
- Their Snare means your two-drops can be countered. Lead with one-drops while they hold up mana.
- Their Consign can counter the enter trigger from Ajani, Nacatl Pariah or Solitude.
- Their Charmaw means you should fetch your basic Plains and Mountain early, so your best nonbasics aren't the only targets.
High Noon limits a deck that wants several cheap spells per turn. It binds you too, so land it after your big deployment turn, not before. Your own Spell Snare only earns its slot if their key plays cost two. If game one showed few, keep Quantum Riddler in instead.
Spell combo
High Noon and Teferi, Time Raveler are your best tools here, and Voice of Victory stops them from going off on your turn. Consign to Memory comes in when their kill runs through a triggered ability or a colorless spell. Galvanic Discharge has few good targets, so it goes out.
Graveyard decks
Grafdigger's Cage stops creature cards from entering the battlefield from graveyards and blocks spells cast from graveyards. Nothing in your deck casts from or returns cards from the graveyard, so Cage costs you nothing. Surgical Extraction costs 2 life and no mana, so you can hold it up through your own aggressive turns. Thraben Charm already exiles graveyards at instant speed, so it stays in.
Pinnacle Affinity
Wrath of the Skies destroys your permanents too, so plan around it:
- Choose X carefully. Each permanent dies only if its mana value is at or below the energy you pay.
- Energy you already have from Guide of Souls or Galvanic Discharge adds to the X you pay in. A small X with a banked supply can still clear a wide board.
- Cast it when you are behind on board, then rebuild with one-drops.
Fair matchups
Against creature aggro, trim the narrow Consign to Memory and the fragile Teferi, Time Raveler for cheap exile effects. Against control, they have few creatures, so swap Galvanic Discharge for Obsidian Charmaw: a flier that also destroys one of their nonbasic lands. Against both, Voice of Victory and Teferi carry most of the weight. Neither leaves.
Tech Choices & Variations
About two-thirds of this 60 is fixed: four each of Ajani, Nacatl Pariah, Guide of Souls, Ocelot Pride and Solitude, plus the Ephemerate and Goblin Bombardment packages that turn those bodies into value and reach. The remaining slots can bend toward whatever your room is playing, and the 15 holds most of the cards you would bend them toward.
Main-Deck Flex Slots
| Slot | Job in this list | Reasonable swap | Trade-off |
|---|---|---|---|
| 1 Consign to Memory | Counters triggered abilities and colorless spells for one blue mana. Replicate adds copies. | Spell Snare or Prismatic Ending | Snare only stops two-drops. Ending is a sorcery, but it answers permanents already on the battlefield. |
| 1 Teferi, Time Raveler | Forces opponents to sorcery speed. The −3 bounces a blocker or a problem permanent and draws a card. | 4th Voice of Victory | Voice is cheaper and also stops opposing casting, but only on your turn, and it brings no card advantage. |
| 2 Galvanic Discharge / 2 Thraben Charm | Cheap removal. Charm also kills enchantments or exiles graveyards. | Shift the ratio to 3/1 either way | Discharge is one mana and hits planeswalkers. Charm scales with your board and doubles as graveyard hate. |
| 1 Starfield Shepherd | Warp for {1}{W} to tutor a one-drop or a basic Plains. | 2nd copy, or cut for a 4th Ragavan, Nimble Pilferer | More Shepherds make your one-drops more consistent. Ragavan hits harder early but gives you no selection. |
| 3 Quantum Riddler | Warp cantrip that refuels you once your hand runs low. | Trim to 2 against fast combo | You lose late-game gas and a 4/6 flier when you hardcast it. |
| 3 Voice of Victory | Mobilize tokens feed Guide of Souls and Goblin Bombardment, and it shuts off instant-speed answers on your turn. | 4th copy against interaction-heavy fields | It costs a removal spell or a Teferi, Time Raveler. |
Make the Galvanic Discharge / Thraben Charm split your first adjustment. If your field is creature-dense and fast, go to 3 Discharge, 1 Charm. Any energy you don't spend on the damage stays with you for Guide of Souls attack triggers. If you expect graveyard decks, go to 3 Charm, 1 Discharge so you have a maindeck answer before sideboarding.
Mana Base Flex
Three lands in this mana base do more than tap for mana:
- Dalkovan Encampment adds two attacking tokens per activation. It enters untapped only if you control a Mountain, so fetch for Sacred Foundry or Steam Vents first.
- Arena of Glory grants haste. It has the same Mountain condition.
- Meticulous Archive and Elegant Parlor always enter tapped but surveil.
If your field punishes stumbles, the cleanest change is cutting Meticulous Archive for a third Plains. A basic Plains is also a valid Starfield Shepherd target. You lose a little selection and blue access, and gain an untapped land that is safe from nonbasic land destruction. Don't trim Dalkovan Encampment. It is your best mana sink against removal-heavy decks.
Tuning for Your Field
Big-mana and colorless decks. Broodscale Bloodchief held 82 of 460 Top 8 slots, more than double any other archetype (source: MTGTop8 event pages, 2026-10-01 to 2026-10-18). All 82 of those lists ran 4 Eldrazi Temple and 4 Urza's Saga (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). That shapes your flex slots in three ways:
- Keep the maindeck Consign to Memory. It counters Saga chapter triggers and colorless spells.
- Build toward a second Consign. If your room skews heavily this way, move a second copy to the main over the fourth Ephemerate.
- Lean on Obsidian Charmaw. It gets cheaper for every opposing land that can produce {C}, and it destroys a nonbasic land on entry. That makes it your best post-board threat here.
Spell-dense tempo. Among the 30 UR Cutter Prowess Top 8 lists, Consign to Memory appeared in 29 sideboards and Spell Snare in 24 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Expect your own triggers and two-drops to be targeted:
- Triggers at risk. Ocelot Pride, Solitude, Ajani, Nacatl Pariah and Quantum Riddler all generate value through triggers.
- Two-drops at risk. Ajani, Nacatl Pariah, Voice of Victory and Goblin Bombardment all cost two.
- Your adjustment. If you expect a lot of this archetype, the fourth Voice of Victory earns its slot, because it keeps those answers off your turn.
- Your own Snare. A maindeck Spell Snare has a real target, since Cori-Steel Cutter costs two.
Graveyard decks. Living End, Instant Reanimator and Rakdos Delirium each put up double-digit Top 8 slots in the same window (source: MTGTop8 event pages, 2026-10-01 to 2026-10-18). If your locals lean this way:
- Run the 3 Charm, 1 Discharge split.
- Consider moving Grafdigger's Cage to the main over the 1 Consign to Memory. Cage stops creature cards entering from graveyards and libraries. It does not interfere with Starfield Shepherd, which puts its target into your hand.
Storm and spell-chain combo. High Noon limits each player to one spell per turn. Your deck rarely needs two spells a turn after the early turns, so the restriction hurts you far less than it hurts the opponent. If your room has multiple storm players, a third High Noon in the 15 is a reasonable spot for the second Wrath of the Skies.
Go-wide aggro and artifact decks. Wrath of the Skies is a real risk to your own board, because almost every creature you play costs one or two. Bring it in only when:
- you expect to be behind on board, or
- you can cast it first and rebuild with one-drops afterward.
Energy from Guide of Souls adds to the X you pay, so a Wrath can reach higher than its mana alone suggests.
Budget Options
At roughly $988 (TCGplayer market prices; approximate), most of this list's cost likely sits in a small group of cards, and the deck's actual engine isn't in that group. That gives you room to build a cheaper version that plays the same game, then upgrade in an order that adds the most power for each card you buy.
Where the Money Likely Is
- The fetchlands. Ten of them: 4 Arid Mesa, 4 Flooded Strand, 1 Scalding Tarn, 1 Marsh Flats. This is probably the biggest share of the total.
- Ragavan, Nimble Pilferer, likely the most expensive individual card in the 75.
- Solitude and Ocelot Pride at four copies each, plus Quantum Riddler and Teferi, Time Raveler.
- The shocklands: Sacred Foundry, Hallowed Fountain and Steam Vents. They are probably mid-tier individually but add up.
Check current market prices before you buy. The point is where to look, not exact numbers.
What Not to Cut
Keep Ocelot Pride, Guide of Souls, Ajani, Nacatl Pariah, Voice of Victory, Goblin Bombardment, Ephemerate and Solitude at full counts. This package is the deck. It handles the go-wide token production, the lifegain-into-Cats loop and the free removal. Cutting Solitude costs you more than any other swap, because you lose your only no-mana removal and your best Ephemerate target. If you have to delay something, delay everything else first.
Budget Spell Swaps
Every replacement below is already in the 75, so you are adding copies of cards you know rather than off-plan substitutes.
| Cut | Add | What you give up |
|---|---|---|
| 3 Ragavan, Nimble Pilferer | +1 Voice of Victory, +2 Galvanic Discharge | A one-drop that generates Treasure and plays the opponent's cards, plus dash for surprise haste. You also lose a red permanent for Ajani's flipped 0 ability. Goblin Bombardment and post-combat Warrior tokens from Voice of Victory still turn it on. |
| 1 Teferi, Time Raveler | +1 Thraben Charm | A sorcery-speed lock that covers the opponent's turn too, and a −3 that bounces a problem and draws a card. Voice of Victory still shuts off spells during your turn. |
| 3 Quantum Riddler | +1 Starfield Shepherd, +1 Thraben Charm, +1 Ephemerate | A two-mana warp that draws a card and keeps drawing extra when you're low on cards. Starfield Shepherd warps for {1}{W} and tutors a one-drop like Ocelot Pride or Guide of Souls, so you trade raw card flow for consistency. |
The hidden payoff: once Quantum Riddler and Teferi, Time Raveler are gone, the main deck's only blue card is Consign to Memory. That lets you build a much cheaper, mostly two-color mana base.
The Mana Base on a Budget
Replace the ten fetchlands with: +2 Sacred Foundry (to 4), +1 Hallowed Fountain (to 3), +1 Elegant Parlor (to 2), +4 Plains (to 6) and +2 Mountain (to 3). That's still 22 lands:
- 17 white sources for a deck full of white one-drops.
- 11 red sources.
- Five blue sources, enough for Consign to Memory and sideboard Spell Snare.
Ten lands are Mountains, so Arena of Glory and Dalkovan Encampment still enter untapped most of the time.
Here's what this costs you:
- Turn-one color. A fetch becomes whichever dual your opening hand needs. Without them, some hands can't cast the right one-drop on turn one.
- A tapped land. The second Elegant Parlor enters tapped, which hurts in a deck that wants to curve out from turn one.
- Prismatic Ending. It hits only up to the number of colors you spend, so it gets slightly worse with fewer blue sources.
On the plus side, more basics means less life paid, which matters against fast aggro.
Upgrade Path
- Flooded Strand and Arid Mesa first. They improve every opening hand you draw. They are also Modern staples that carry over to other decks if you switch.
- Ragavan, Nimble Pilferer. This is the biggest single power jump. Put the Galvanic Discharge and Voice of Victory counts back to 2 and 3.
- Quantum Riddler. Bring blue back into the deck and restore the shocklands to the listed split. The deck now has its card-advantage engine back.
- Teferi, Time Raveler, Scalding Tarn, Marsh Flats. These are single-copy finishing touches. Each one adds little on its own, so buy them last.
Build the full 15-card sideboard at every stage. The budget changes are all in the main deck, and your post-board games work the same way.
Common Mistakes
1. Dumping Your Energy Into Galvanic Discharge
Galvanic Discharge gives you three energy and then lets you pay any amount, including energy you banked from Guide of Souls. The common leak is paying the whole pool to kill a two-toughness creature, which leaves you without the three energy Guide needs for its attack trigger next turn. Pay exactly what the kill requires and keep the rest. The reverse mistake also costs games: you pass on removing a big threat because "Discharge only does three." With Guide energy stored, it does more. Add up your total before you decide a creature is out of reach.
2. Letting Temporary Tokens Die for Nothing
The Warriors from Voice of Victory and Dalkovan Encampment are sacrificed at the beginning of the next end step regardless. With Goblin Bombardment out, sacrifice them yourself after combat damage. Each one is a free point of damage to any target, and that reach closes games.
Those tokens are also creatures you control while they're attacking. Cast Thraben Charm during combat after mobilize triggers, not in your main phase, so it deals twice the larger creature count.
One trap: the Warriors are not Cats. If you want to transform Ajani, Nacatl Pariah, you need a Cat to die. Sacrifice Ajani's Cat Warrior token, a Cat token from Ocelot Pride, or the Pride itself.
3. Activating Ajani's Zero Without a Red Permanent
The flipped Ajani's 0 always makes a Cat Warrior. The damage only happens if you control a red permanent other than Ajani. A dashed Ragavan, Nimble Pilferer returns to your hand at end step, so it won't be there on later turns. An all-white board turns that ability into a token and nothing more. When you plan a flip, make sure a red permanent will still be there on the turns you plan to activate. Good options are Goblin Bombardment, a hardcast Ragavan, or mobilize Warriors in combat.
4. Ending Your Turn Without Gaining Life
Ocelot Pride only makes a token if you gained life this turn. With Guide of Souls out, any creature entering gains life, including the token from Ajani, Nacatl Pariah. Players hold a one-drop "for value" and skip the trigger. Unless you have a concrete reason to sandbag, deploy something.
Also track your permanent count. Lands and Ragavan's Treasures count toward the ten you need for the city's blessing. Once you have it, Pride copies every token that entered that turn. On the turn you reach ten, prioritize the plays that make the most tokens.
5. Warping Quantum Riddler With a Full Hand
Quantum Riddler's warp cost is {1}{U}. It draws a card when it enters and then gets exiled at end step, and you can cast it again later. The draw replacement only applies with one or fewer cards in hand. So empty your hand of cheap plays first, then warp. The enter trigger now draws two instead of one.
Starfield Shepherd's warp is similar. Choose the tutor target for the matchup, not by habit:
- Ragavan, Nimble Pilferer when early pressure and card theft matter.
- Guide of Souls or Ocelot Pride when you need the engine.
- A basic Plains when you're stuck on lands.
6. Firing Teferi's −3 on Autopilot
Teferi, Time Raveler's static ability is often the whole reason to cast him. It locks opponents to sorcery speed. With Voice of Victory also out, they can't cast spells during your turn either, and on their own turn only at sorcery speed. Your combat and sacrifice lines then can't be disrupted. Using −3 immediately drops Teferi to one loyalty, and he usually dies on the crack-back.
Use −3 only when the bounce is decisive:
- Removing a blocker for lethal.
- Tempoing out an expensive threat.
- Returning your own Solitude or Ajani, Nacatl Pariah to reuse its enter trigger.
7. Wasting Ephemerate's Rebound
Ephemerate gets cast a second time on your next upkeep. Players blink a low-value creature, then find nothing worth targeting when rebound comes around. The best targets each repeat a real effect:
- Solitude exiles another creature.
- Quantum Riddler draws another card.
- Ajani, Nacatl Pariah makes another Cat.
- Starfield Shepherd tutors again.
Ephemerate also protects your creatures. Blink in response to targeted removal: the creature returns as a new object, so the removal loses its target. Don't fire it proactively when holding it would save your best threat.
8. Evoking Solitude When You Didn't Need To
Evoking Solitude costs you a white card from hand on top of the Solitude itself. It's the right play when tempo decides the game, such as stopping a lethal attacker or answering a threat before it snowballs. Against slower decks, pitching two cards to remove one creature runs you out of gas. If you can afford to hardcast it on five mana next turn, consider waiting.
Also remember the exiled creature's controller gains life equal to its power. In a close race, exiling a large creature can put your opponent back out of Goblin Bombardment range. Count the lifegain before you choose a target.
Tournament Prep & Final Notes
What to Practice
- Trigger-dense turns. Goldfish openers built from Guide of Souls, Ocelot Pride, Ajani, Nacatl Pariah and Voice of Victory until you can count your energy, life gained, and end-step Cat tokens without slowing down. Missing an energy counter means Galvanic Discharge deals less damage later, so treat the count as part of the game.
- Fetch and land sequencing. Arena of Glory and Dalkovan Encampment enter tapped unless you control a Mountain, and the Encampment also counts a Swamp. Your Mountains are Steam Vents, Sacred Foundry, Elegant Parlor and the basic Mountain. Practice deciding on turn one which fetch target keeps these lands untapped later without cutting off blue for Teferi, Time Raveler or Quantum Riddler.
- Goblin Bombardment discipline. Rehearse which body you sacrifice and when. The usual order is a token that is about to leave anyway, then a Cat token that flips Ajani, and only then a real creature.
- Post-board Wrath of the Skies. It destroys every artifact, creature and enchantment at or below the energy you pay, and that includes yours. Your Bombardment has mana value 2 and your tokens have mana value 0. Practice choosing the exact amount to pay so you keep what you need.
Rules Interactions to Know Cold
- Energy is one pool. Energy from Guide of Souls can be spent on Galvanic Discharge beyond its own three counters, and it adds to the X energy from Wrath of the Skies. A stocked Guide turns Discharge into removal for big creatures.
- What flips Ajani. He transforms when other Cats you control die. Ajani's own Cat Warrior token and Ocelot Pride's Cat tokens qualify. The red Warrior tokens from Voice of Victory and Dalkovan Encampment are not Cats and do not flip him.
- The Avenger's 0 ability. It needs a red permanent other than Ajani. Goblin Bombardment, Ragavan, Nimble Pilferer, and the red Warrior tokens all count. Its damage equals the number of creatures you control, so build your board first and use the ability last.
- Ephemerate repeats enter-the-battlefield effects. On Solitude it exiles a second creature. On Quantum Riddler it draws a card, or two cards if you have one or fewer in hand. On Ajani, Nacatl Pariah it makes another Cat. On Starfield Shepherd it searches again. Rebound lets you do it a second time on your next upkeep.
- Voice of Victory stops spells, not abilities. Opponents can't cast spells during your turn, but their activated and triggered abilities still work. Don't overextend into an on-board ability just because their instants are locked out.
- Teferi, Time Raveler cuts both ways. His static ability holds opponents to sorcery speed. His +1 lets you cast sorceries as though they had flash, which matters once Wrath of the Skies or Prismatic Ending is in your deck.
- Grafdigger's Cage doesn't hurt your exile plays. It stops casting from graveyards and libraries. It does not stop cards Ragavan exiled, rebound, or warp recasts, because all of those are cast from exile.
- City's blessing counts lands. Ocelot Pride needs ten permanents of any kind. Once you have the blessing, it copies only the tokens that entered this turn, so make your tokens before your end step.
Time Management
The deck is aggressive, but its turns are not quick. Guide of Souls triggers on every token, mobilize creates bodies every attack, and Bombardment activations add up. Learn to resolve stacked triggers quickly in your client, and announce or click through repeated Guide triggers in batches once you know the totals. When a game is clearly won, use Bombardment for the finishing damage instead of attacking through several more combat steps.
Reading the Field
Prepare for Broodscale Bloodchief first. It took 82 of 460 Top 8 slots (source: MTGTop8, 2026-10-01 to 2026-10-18), and Consign to Memory answers any colorless spell or triggered ability. Before the event, learn which of its key cards are colorless or work through triggers. UR Cutter Prowess is next with 30 slots (source: MTGTop8, 2026-10-01 to 2026-10-18), and it placed 2nd and Top 4 at this Showcase Challenge.
Its Top 8 sideboards held Consign to Memory in 29 of 30 lists, Spell Snare in 24, and Obsidian Charmaw in 19 (source: MTGTop8 deck exports, 2026-10-01 to 2026-10-18). Expect counterspells after sideboarding. Land Voice of Victory before you commit your important two-drops. Be careful about leaning on nonbasic lands when Charmaw is likely. The 2026-10-12 announcement made no changes to Modern, and the next announcement is 2026-11-30 (source: Wizards of the Coast, 2026-10-12).
Final Assessment
This list's strength is that it is redundant across several axes. It has one-mana threats that build small engines and token makers that feed Guide and Ocelot. Solitude and Ephemerate handle opposing creatures without slowing your clock. Goblin Bombardment turns all of it into reach. The cost is complexity, because many of its games are lost through miscounted energy, a mistimed sacrifice, or a land that enters tapped on the wrong turn.
If you put in the repetitions above, you get an aggro deck that interacts on your opponent's terms and closes on yours. It earned its 1st place across 286 players. Bring it if you're willing to learn its triggers well enough that they never slow you down.
Metagame Context
Built from MayoDominaria's 1st Place list at MTGO Showcase Challenge (286 players, 2026-10-17), via MTGTop8. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-01 to 2026-10-19, drawn from MTGTop8; Wizards of the Coast. Card text and prices: Scryfall.
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Source: tournament results. Decklist and placements as reported by the event organizer.