Introduction
First of all, this deck wasn't created by myself. The first list I had found was by SaffronOlive. I didn't like some of the mainboard and sideboard choices so I tweaked the deck to my liking.
At it's core, this deck is an aggro tribal deck focusing on the Spirit creature type. Thanks to a lot of the new Spirits from Eldritch Moon and of course the powerful Spirits from the past, this deck is finally viable and very competetive.
Noble Hierarch: This is a staple card in the deck. Being able to slam a War Monk, a Captain or hold up a Spell Queller on the second turn of the game is almost unfair. The Exalted ability is very relevent, seeing that this is an aggro deck.
Birds of Paradise: We want to be able to slam those 3 drops on turn 2 every game, so an extra mana accelerant is helpful, even though it's strictly worse than Noble Hierarch.
Mausoleum Wanderer: At firs this card seems pretty weak, but when you have a Hierarch on the field, attack with this creature, then cast a Collected Company and get, say, a Captain and another spirit, this creature will grow big! It's a combination of Champion of the Parish and Cursecatcher and it fits perfectly in this deck.
Rattlechains: Another staple of the deck. Being able to flash him in to save one of your creatures from removal is big. The fact that it gives all your spirits flash might just make this card the most important card of the deck.
Selfelss Spirit: This card is great against other aggro decks. Let's say your opponent attacks. Before blockers you cast Collected Company, get one of these and another creature. You sack the Selfless Spirit and block as you like. This creature is also a very good combo with Supreme Verdict, which will become a one sided board wipe.
Anafenza, Kin-Tree Spirit: Thanks to Collected Company we have creatures entering the battlefield left and right. This card is good, although a bit of a nonbo if you have multiple Noble Hierarchs or Birds on the field.
Spell Queller: The god of the spirits. This card is just nuts, a 3 mana counterspell with a 2/3 flying body. Thanks to cards like Rattlechains, Drogskol Captain and Kira your opponent will rarely be able to get it off the table after you've stolen their spell.
Drogskol Captain: The lord of the spirits. Other spirits get +1/+1 and hexproof. Can you believe it? Hexproof! This means having 2 of these on the table will just shut every removal card from your opponent down. Having 2 of these (or 1 of these and 1 Kira) will have your opponent in a softlock if they can't handle your flying spirits.
Rhox War Monk: Not a spirit, but a 3/4 lifelinker that can be cast on turn 2. Just a good value card. Also shuts down Blade Splicer and Burn.
Kira, Great Glass-Spinner: Giving your creatures pseudo hexproof. A great combo with the Captain.
Collected Company: The glue that keeps this deck together.
Path to Exile: The premier removal spell in these colors. Why only 2? Well, I'd rather play 0 so I could play more creatures, but it's the best removal spell in these colors, and since there are a lot of decks that do utilize creatures, it's a safe move to include 2 of these in the main.
Matchups
I have only played this deck in a tournament once, but that was on the Dutch Modern Open, the biggest Modern tournament in the Netherlands. I had a 5-3 finish with the deck, mainly because I was inexperienced with it and made a lot of mistakes. I did playtest this deck casually against friends. Here are my matchups at the moment, note that the percentages are just a rough estimate:
Jund/Grixis/BRx Control (80-20): Any deck that focuses on 1 for 1 spot removal is going to have a hard time against this deck. The only way that they are able to win is if they rip your hand apart with cards like Thoughtseize or Inquisition, other than that it will be very hard for them to race your flyers, especially if they have hexproof.
Bant Eldrazi (50-50): I've only played agains this deck once, and it felt like a very 50/50 matchup. I was at a healthy 14 life and I had my opponent at 1, after which he untaps and plays a Worship. Only out to that was Supreme Verdict, which I couldn't find.
Affinity (30-70): Affinity is a very hard matchup for the deck. You can win, but only if you have the right sideboard cards at the right time, otherwise they will just overwhelm you.
Burn (50-50): Burn seems like another 50/50 matchup. Play and draw are extremely important here. You really want a turn 2 Rhox War Monk in this matchup. Thalia, Heretic Cathar is also good here.
Merfolk (60-40): I played twice against Merfolk. Both times this deck just got out faster, as well as a good amount of hate for AEther Vial in the sideboard.
Tron (80-20): You will always be faster than Tron. Something to keep in mind in this matchup is that you should just play out your Spell Quellers early, since most of the time the only thing you want to counter are Expedition Map and Ancient Stirrings. Those are the only real threats to you. After that the mana cost of their cards will be too high to Spell Queller, so they become useless.
Abzan (70-30): Spell Queller those Siege Rhinos! The only problem in this matchup is Voice of Resurgence, but Path to Exile will handle with that. Damnation from their sideboard isn't a blowout as long as you have Selfless Spirit ready to die!
These are all the decks I have played/tested against. I will of course add more once I have played more.
In Conclusion
This deck is a lot of fun to play thanks to the synergies being very strong. You can bring this deck to big tournaments and expect to bring up good results (if you don't make mistakes like me...) If you have any question regarding card choices, matchups or anything else, feel free to ask.
So this is my iteration of the deck, I tried to make it as aggresive and fast as possible, while still maintaining some protection against the popular Abzan Company and Chord of Calling decks.
I play 3 Scavenging Ooze mainboard just for those Company and Chord of Calling decks. You can eat up their Murderous Redcap or Kitchen Finks with the Persist trigger on the stack, fizzling the whole combo. It also just enables Avatar of the Resolute to be a 4/3 or bigger later in the game.
There are 3 Dungrove Elder mainboard because there is so much targeted removal in the format. The only way they can deal with it is wrath effects or by blocking it, but since it gets bigger with every forest, usually blocking becomes chumping real fast.
Because of these two cards in the mainboard I went down on Aspect of Hydra to just 2.
Introduction
First of all, this deck wasn't created by myself. The first list I had found was by SaffronOlive. I didn't like some of the mainboard and sideboard choices so I tweaked the deck to my liking.
At it's core, this deck is an aggro tribal deck focusing on the Spirit creature type. Thanks to a lot of the new Spirits from Eldritch Moon and of course the powerful Spirits from the past, this deck is finally viable and very competetive.
Decklist
4 Noble Hierarch
1 Birds of Paradise
4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
2 Anafenza, Kin-Tree Spirit
4 Spell Queller
4 Drogskol Captain
2 Rhox War Monk
2 Kira, Great Glass-Spinner
Instants
4 Collected Company
2 Path to Exile
4 Misty Rainforest
3 Flooded Strand
3 Windswept Heath
2 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
2 Seachrome Coast
1 Razorverge Thicket
2 Cavern of Souls
1 Gavony Township
1 Plains
1 Island
1 Forest
2 Thalia, Heretic Cathar
2 Engineered Explosives
2 Stony Silence
2 Rest in Peace
2 Qasali Pridemage
2 Supreme Verdict
1 Rhox War Monk
2 Path to Exile
Birds of Paradise: We want to be able to slam those 3 drops on turn 2 every game, so an extra mana accelerant is helpful, even though it's strictly worse than Noble Hierarch.
Mausoleum Wanderer: At firs this card seems pretty weak, but when you have a Hierarch on the field, attack with this creature, then cast a Collected Company and get, say, a Captain and another spirit, this creature will grow big! It's a combination of Champion of the Parish and Cursecatcher and it fits perfectly in this deck.
Rattlechains: Another staple of the deck. Being able to flash him in to save one of your creatures from removal is big. The fact that it gives all your spirits flash might just make this card the most important card of the deck.
Selfelss Spirit: This card is great against other aggro decks. Let's say your opponent attacks. Before blockers you cast Collected Company, get one of these and another creature. You sack the Selfless Spirit and block as you like. This creature is also a very good combo with Supreme Verdict, which will become a one sided board wipe.
Anafenza, Kin-Tree Spirit: Thanks to Collected Company we have creatures entering the battlefield left and right. This card is good, although a bit of a nonbo if you have multiple Noble Hierarchs or Birds on the field.
Spell Queller: The god of the spirits. This card is just nuts, a 3 mana counterspell with a 2/3 flying body. Thanks to cards like Rattlechains, Drogskol Captain and Kira your opponent will rarely be able to get it off the table after you've stolen their spell.
Drogskol Captain: The lord of the spirits. Other spirits get +1/+1 and hexproof. Can you believe it? Hexproof! This means having 2 of these on the table will just shut every removal card from your opponent down. Having 2 of these (or 1 of these and 1 Kira) will have your opponent in a softlock if they can't handle your flying spirits.
Rhox War Monk: Not a spirit, but a 3/4 lifelinker that can be cast on turn 2. Just a good value card. Also shuts down Blade Splicer and Burn.
Kira, Great Glass-Spinner: Giving your creatures pseudo hexproof. A great combo with the Captain.
Collected Company: The glue that keeps this deck together.
Path to Exile: The premier removal spell in these colors. Why only 2? Well, I'd rather play 0 so I could play more creatures, but it's the best removal spell in these colors, and since there are a lot of decks that do utilize creatures, it's a safe move to include 2 of these in the main.
Jund/Grixis/BRx Control (80-20): Any deck that focuses on 1 for 1 spot removal is going to have a hard time against this deck. The only way that they are able to win is if they rip your hand apart with cards like Thoughtseize or Inquisition, other than that it will be very hard for them to race your flyers, especially if they have hexproof.
Bant Eldrazi (50-50): I've only played agains this deck once, and it felt like a very 50/50 matchup. I was at a healthy 14 life and I had my opponent at 1, after which he untaps and plays a Worship. Only out to that was Supreme Verdict, which I couldn't find.
Affinity (30-70): Affinity is a very hard matchup for the deck. You can win, but only if you have the right sideboard cards at the right time, otherwise they will just overwhelm you.
Burn (50-50): Burn seems like another 50/50 matchup. Play and draw are extremely important here. You really want a turn 2 Rhox War Monk in this matchup. Thalia, Heretic Cathar is also good here.
Merfolk (60-40): I played twice against Merfolk. Both times this deck just got out faster, as well as a good amount of hate for AEther Vial in the sideboard.
Tron (80-20): You will always be faster than Tron. Something to keep in mind in this matchup is that you should just play out your Spell Quellers early, since most of the time the only thing you want to counter are Expedition Map and Ancient Stirrings. Those are the only real threats to you. After that the mana cost of their cards will be too high to Spell Queller, so they become useless.
Abzan (70-30): Spell Queller those Siege Rhinos! The only problem in this matchup is Voice of Resurgence, but Path to Exile will handle with that. Damnation from their sideboard isn't a blowout as long as you have Selfless Spirit ready to die!
These are all the decks I have played/tested against. I will of course add more once I have played more.
This deck is a lot of fun to play thanks to the synergies being very strong. You can bring this deck to big tournaments and expect to bring up good results (if you don't make mistakes like me...) If you have any question regarding card choices, matchups or anything else, feel free to ask.
4x Dryad Militant
4x Avatar of the Resolute
4x Strangleroot Geist
3x Kalonian Tusker
3x Scavenging Ooze
4x Leatherback Baloth
3x Dungrove Elder
4x Vines of Vastwood
4x Rancor
19x Forest
2x Treetop Village
2x Back to Nature
3x Dismember
2x Hornet Nest
3x Naturalize
2x Pithing Needle
2x Savage Summoning
1x Thrun, the last Troll
So this is my iteration of the deck, I tried to make it as aggresive and fast as possible, while still maintaining some protection against the popular Abzan Company and Chord of Calling decks.
I play 3 Scavenging Ooze mainboard just for those Company and Chord of Calling decks. You can eat up their Murderous Redcap or Kitchen Finks with the Persist trigger on the stack, fizzling the whole combo. It also just enables Avatar of the Resolute to be a 4/3 or bigger later in the game.
There are 3 Dungrove Elder mainboard because there is so much targeted removal in the format. The only way they can deal with it is wrath effects or by blocking it, but since it gets bigger with every forest, usually blocking becomes chumping real fast.
Because of these two cards in the mainboard I went down on Aspect of Hydra to just 2.