“UR Aggro leverages cheap cantrips and spell-casting payoffs to develop threatening creatures that grow or gain evasion as spells resolve, pressuring opponents with a tempo-forward gameplan. The deck uses Slickshot Show-Off and Stormchaser's Talent as its primary win conditions, fueled by a high density of cheap interaction and card selection to maintain velocity. Burst Lightning provides both early removal and late-game reach, giving the deck multiple angles to close out games before the opponent stabilizes.”
Missing sideboard cards? The full 15-card sideboard runs about $10.35.
Buy sideboard on ManapoolMono Green Landfall is a grindy ramp deck that wants to go over the top with big creatures like Mossborn Hydra; we need to race before they stabilize, not play a long game. Dreadmaw's Ire pushes extra damage through and gives trample to punch past their bigger blockers, while the extra Full Bore adds a combat trick that can also push through lethal. Turn Inside Out is a weaker trick in a matchup without much removal to dodge, and cutting the single Shore Up keeps our curve lean since we're the aggressor. Keep the full suite of cheap cantrips and threats to pressure them before Earthbender Ascension and their ramp take over.
Dimir Midrange is full of high-impact spells like Kaito, Bane of Nightmares, Enduring Curiosity, and Requiting Hex that we want to counter before they take over the game. Disdainful Stroke catches their Kaito, Enduring Curiosity, and other 4+ mana value spells, while Spell Pierce taxes their efficient removal and card draw early when they're least able to pay. Secret Identity and Turn Inside Out are combat-oriented cards that do little against a deck full of removal and card advantage rather than combat tricks that matter. Protect your clock with counterspells and keep the pressure on before Floodpits Drowner and Requiting Hex pick off your threats.
BRG is a midrange deck full of removal like Requiting Hex and Stir Up Trouble that will try to trade with our creatures and grind us out with The Sackville-Bagginses value. Dreadmaw's Ire gives our attackers trample and extra power to push through their ground blockers and punish any artifacts they commit, while the extra Full Bore helps our threats survive combat or close out the game. Turn Inside Out's manifest is a marginal upside against a deck that already has plenty of creatures to trade with, so we cut it along with the single Shore Up to lean into proactive damage. Keep up the pace since BRG's removal-heavy plan wants the game to go long.