Tuesday Night Takeover

Meddling Youths Aggro Pauper EDH

“Ruh-Roh”

Art:Meddling Youths by Matt Forsyth

Meddling Youth is a very cool commander who helps address one of Boros’s biggest problems which is supplemental card draw, and the way we trigger Meddling Youth is very Boros as well. If you love attacking a ton and making clues, this is the perfect deck. I have been loving this deck; my playgroup and I have decided that this is certainly one of the best teaching decks for new players, as it has simple and easy-to-understand mechanics and some more complicated elements like triggers. New or Old, this deck is a blast and perfect for anyone who loves Boros and really any aggressive creature strategies.

The Deck:

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Meddling Youths Aggro!

Commander (1)
Meddling Youths

Creatures (32)
Frenzied Goblin
Goldhound
Thraben Inspector
Cathar Commando
Cavalry Drillmaster
Dog Walker
Mandible Justiciar
Phalanx Vanguard
Reckless Fireweaver
Embraal Gear-Smasher
Filigree Familiar
Glorifier of Suffering
Heavenly Qilin
Ingenious Artillerist
Inspiring Overseer
Pegasus Courser
Phyrexian Pegasus
Priest of Ancient Lore
Salivating Gremlins
Slith Ascendant
Blessed Hippogriff
Celebrity Fencer
Crimson Fleet Commodore
Fiend Binder
Glory Bearers
Hoarding Ogre
Indoctrination Attendant
Oltec Cloud Guard
Stirring Bard
Devoted Paladin
Grotag Thrasher
Eagles of the North

Instants (9)
Abrade
Big Score
Charge
Crib Swap
Foundry Helix
Generous Gift
Holy Day
Make Your Move
Unexpected Windfall

Sorceries (9)
Inspiring Roar
Kuldotha Rebirth
Kytheon’s Tactics
Late to Dinner
Recommission
Recruitment Drive
Righteous Charge
Silverflame Ritual
Smash to Dust

Artifacts (8)
Beamtown Beatstick
Arcane Signet
Boros Signet
Fire Diamond
Greatsword of Tyr
Marble Diamond
Bonder’s Ornament
Boros Locket

Enchantments (6)
Sticky Fingers
Impact Tremors
Journey to Nowhere
Fortifying Provisions
Goblin War Drums
Oblivion Ring
Lands (35)
Command Tower
Escape Tunnel
Evolving Wilds
Lorehold Campus
12 Mountain
15 Plains
Rustvale Bridge
Terramorphic Expanse
The Autonomous Furnace
The Fair Basilica

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Why Meddling Youths?

Meddling Youths is a little expensive at five mana, but that’s okay because we typically spend our early turns establishing a board and ramping with mana rocks. By the time we have Meddling Youth out, we almost always have enough to trigger their ability, and their supplemental card draw gives us a ton of value as by the mid-late game, we tend to be low on cards, so being able to effectively draw two cards, a turn is very strong for the deck. Meddling Youth is a little expensive, but they are absolutely worth it, and we should cast them as soon as possible.

Deck Overview:

This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck!

Creatures:

Let’s start off by talking about some of our artifact payoffs like Ingenious Artillerist, which is a great damage outlet for the deck; the same is true for Reckless Fireweaver. I also love Embraal Gear-Smasher, which is another great way to turn our clues into additional damage. All of these artifact payoffs are also the reason we run cards like Filigree Familiar, which feels very good to get a card and some damage to our opponents. We also have some extra evasiveness for our attacking creatures through cards like Pegasus Courser and Phyrexian Pegasus, which are great attackers themselves, but giving additional creatures flying is very strong. Stirring Bard is another one of my favorite creatures in the deck. Not only do you get to enter the dungeon, but you also get to give a creature menace and haste, which can be very strong on pretty much any creature. Hoarding Ogre is a very cool creature that can produce a ton of creatures, and whether we sacrifice them to our artifact payoffs or use them for mana, its a ton of additional mana or payoff for the deck. Dog Walker is one of the new MKM cards featured in the deck, and I really like it because of how well it interacts with Meddling Youth’s and can represent strong blockers if needed very early in the game.

Instants:

Big Score and Unexpected Windfall are great for the deck since they produce additional mana/artifact tokens and give us some cards all of that for four mana, and a card is a deal we will take every time. Foundry Helix is a great card that we typically hold until we have a clue to sacrifice because the life can be nice for us to get back; dealing four damage to any creature is usually enough to take out the large majority of the format and its perfect for taking out commanders. We do have some removal in Generous Gift, Crib Swap, and Make Your Move. These are certainly not the best removal spells, and we are quite light on them, but if a creature or commander threatens you or your board, you should always take them out. Holy Day is mostly for an aggressive mirror match but can be used against any deck that is pressuring you. Having a fog can be very strong, and most will not expect it.

Sorceries:

Some cards are just strong in every kind of deck and I believe that to be true for Silverflame Ritual, Inspiring Roar, and Righteous Charge which are all great ways to buff up our board and hit our opponents hard, because of the high volume of creatures we can easily one-shot an opponent off of these cards. A card I love in the deck is Kuldotha Rebirth, which, when sacrificing a clue or one of the artifact tokens we produce, is a ton of value, and this card alone will trigger Meddling Youth’s ability. Late to Dinner is a strong piece of recursion for the deck, and more importantly, it creates food which is great if we need life to sacrifice it for another card. I love Smash to Dust. While the defender creature typically isn’t relevant, the artifact hate is nice, and the one damage can devastate other aggressive decks or token strategies.

Artifacts:

Almost all of our artifact package are mana rocks and most of them need no introduction and are format staples like Arcane Signet and Bonder's Ornament, as well as some color-specific ones like Boros Signet and Boros Locket. We do have some non-mana rocks like Greatsword of Tyr, which, in my opinion, is the best equipment in the format and just does so much; buffing a creature and tapping down an opponent is just insane for such a low mana investment. I also love Beamtown Beatstick in this deck since we get to make a creature more evasive and can regularly create treasures which is perfect for our artifact payoffs.

Enchantments:

The two most important enchantments in our deck are Goblin War Drums, which give our creatures menace, which makes them quite hard to block even for another creature-based deck. Since we have so many creatures entering Impact Tremors can damage our opponents an absolute ton and put a ton of pressure on them. Because of the aggressive nature of the deck, we are quite low on toughness for many of our creatures, so Fortifying Provisions helps a ton and makes us stronger attackers and blockers the food token we create is nice if we are low on life and if not we can simply sacrifice it to one of our artifact sac payoffs. Another pair I love to include in my decks is Oblivion Ring and Journey to Nowhere, which are both strong and cheap ways to remove opponents threats.

Land Base:

The first card I want to highlight in our deck is Escape Tunnel, which in the early game is nothing more than a Evolving Wilds but in the late game can be a great way to guarantee some additional damage, this is probably one of my favorite additions from MKM. As I always like to include, we have The Fair Basilica and The Autonomous Furnace, which are additional sources of supplemental card draw for the deck. Not a ton to say about the rest of our land base, as it is nothing more than additional duals and a ton of basics. Even though we are aggressive, we do have some high-cost cards, so I think that thirty-five is the perfect number for the landbase.

Strengths of the Deck:

  • Our commander’s ability is very easy to trigger and provides some nice supplemental card draw for the deck, which helps negate one of Boros’s biggest weaknesses.
  • We can put early pressure on opponents and translate our combat and combat damage very well to the mid-game.
  • We have a ton of artifact payoffs for all of the clues we create.

Weaknesses of the Deck:

  • We can struggle a little bit against decks that gain a ton of life because we typically chip in for small amount of damage.
  • We are generally weak to creature hate.
  • We are quite low on interaction and removal. We do have some, but we need to be careful as we are generally quite low.

Deck Stats:

Sample Hands:

Main Win Conditions:

There are no infinite combos or loops in the deck. We are an aggressive creature-based strategy that does nothing more than swing as early and often as possible. We have a ton of aggressive creatures who buff each other on attack, and we have a strong artifact subtheme held up and assisted by our commander, who allows us to produce supplemental card draws for doing what we do best.

Conclusion:

What a great card to feature on day two of MKM week! I have been having a blast with this one, and this deck has certainly been a fan favorite among my playgroup; we have decreed that this deck is the go-to new player deck as it has some complicated elements but, in actuality, is a very simple combat-focused deck. Whether you are a new or old player, if you love aggro or Boros, I hope you enjoyed this one. Thanks for reading to the end and for all of your support!