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Much Abrew About Nothing: Four-Color Warriors (Modern)

Hello, everyone! Welcome to the new and improved Much Abrew About Nothing. Last week in our Instant Deck Tech voting, Four-Color Warriors in Modern came in as the most popular, which means that this week, we are heading to Modern to see if we can win with what is almost a Khans of Tarkir Block Constructed deck with an upgraded mana base. In all honesty, heading into our games, I was pretty skeptical that this deck would work, since a lot of the cards just seemed bad or, at the very least, underpowered by Modern standards. Will Four-Color Warriors be better than I think? Let's get to the games and find out!

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Four-Color Warriors: Instant Deck Tech

Four-Color Warriors vs. Merfolk (Match 1)

Four-Color Warriors vs. UR Mill (Match 2)

Four-Color Warriors vs. Infect (Match 3)

Four-Color Warriors vs. Mardu Burn (Match 4)

Four-Color Warriors vs. Affinity (Match 5)

Four-Color Warriors (Wrap Up)



  • The good news is that the deck was not a complete train wreck. Actually, we started off by winning our first three matches, including two against tier decks in Merfolk and Infect, before stumbling to Affinity and Mardu Burn down the stretch to finish with a 3-2 record. 
  • The biggest takeaway is that Collected Company is a pretty busted Magic card. Most of the Warriors are middling to bad, but Collected Company is strong enough that it doesn't really matter. 
  • As far as the creatures in the deck, the upside of Warriors is that their one-drops are fairly decent, having three different options with at least two power (and sometimes three power, in the case of Wild Nacatl). The "lords" in Chief of the Edge and Bramblewood Paragon are two mana, which is important, but in comparison to Lord of Atlantis, they are pretty limited. At their best, they are strong cards that allow us to close out the game quickly, but they both come with significant drawbacks. Bramblewood Paragon doesn't do anything to boost creatures played before it, and Chief of the Edge doesn't boost toughness, leaving us vulnerable to Anger of the Gods and Pyroclasm
  • That said, the single card I was most impressed with was Arashin Foremost, which was integral in closing out a lot of games. While it's fine when we cast it normally, it is absolutely devastating when it comes in at instant speed off a Collected Company after blocks have been declared. 
  • On the other hand, Eldrazi Displacer probably shouldn't be in this deck. It's not a Warrior; we only play 20 lands, so we don't often have three extra mana around to activate it; and even if we do, we only have four colorless sources. I'm not sure what should be in this slot, but I'm pretty sure it should not be Eldrazi Displacer. Also, I wasn't impressed with Mutagenic Growth. In theory, it combos with the trample from Bramblewood Paragon and double strike from Arashin Foremost to steal games out of nowhere, but in practice, I just sideboarded it out in nearly every matchup. We are playing a lot of red mana, so if I played this deck again, I would run Lightning Bolt in this slot to deal with blockers and have a way of getting in the last few points of damage without attacking with creatures. 
  • All in all, I was pleasantly surprised with the deck. I don't think it's great, but apart from the few changes I just talked about, it does feel about as good as it gets for Warriors in Modern. It is fast enough to win some games, but I'm still not sure it is the right choice in Modern for tribal (Merfolk is likely just better) or aggro (some sort of Zoo deck is probably more powerful). As such, if you want to play it for fun, go for it. It's good enough to win, but if the goal is to compete at a Grand Prix or SCG Open I would go with a more traditional aggro / tribal strategy. 


Anyway, that's all for today. Don't forget to vote for next week's deck by liking, subscribing to, and commenting on Instant Deck Tech videos! As always, leave your thoughts, ideas, opinions, and suggestions in the comments, and you can reach me on Twitter @SaffronOlive or at

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