I had the idea for this deck because most of my local meta is creature based. I have to deal with aggro as well as midrange; however I am new to the LGS and format so maybe there is some combo or control but I haven't seen it. I have recently played with a mono-red aggro deck because I am a budget player (I'll get there) and I don't like my chances against anything non-aggro in my format. I am a budget player so you will notice that beyond the Fastlands, Planeswalkers, and Fatal Push, everything is pretty much budget. I have these parts because I have been building Modern over time and have collected these parts with a minimal budget. I find it hard to allow myself to spend over $20 per month on deckbuilding so I strived to build a deck to handle my meta well that would for the most part not rotate out (so no, I do not wish to use Grasp of Darkness.) Now to the deck.

The mana is consistent, I included that Aether Hubs because I own them and are unsure of how they would perform in higher numbers, though I expect well. I seek to finish my set of Shambling Vents for reasons to come and don't mind spending on them because of their overall playability in other formats.I chose Wilds over more Sanctuary for the rare Revolt trigger.

Early game we have several responses. Authority of the Consuls helps against aggro and feels real good agaisnt Glorybringer. Only reason it is mainboard is because I have a good idea of my meta, otherwise it would be SB. I originally designed the deck to have 9 Turn 2 answers but now it has 10 after sample drawing. Fatal Push is gold early game and Immolating Glare acts as Push 5-6 on theory beyond Turn 1. They also have the upside of dealing with bigger threats and don't have the mana intensity Grasp of Darkness creates. Die Young can also work as an early game answer to creatures but has more flexibility and is a tool of its own generating energy and being used late game aswell. Die Young, when provided the extra energy of Live Fast is one of our ways to deal with the gods. Die Young is the only energy sink alongside Aether Hub.

Turn 3 we have other things to do as well as continue to answer continous pressure in the board. Kambal, Consul of Allocation is good in almost any match up siphoning some much needed life to compensate for card advantage-life loss effects. At worst, it is a chump blocker, but regularly I expect it to sideout against the more creature heavy decks. At Turn 3 we also have Live Fast for card draw (which I am considering running a 5th functional copy of) which is very important to continue finding answers in a 25 land deck. Live Fast also generates energy which makes our Die Young better and an important player in shortening the lifespans of gods. Life loss is concerning against aggro so is likely to be sided out in favor of more removal.

Midgame we can expect the fizzling out of aggro decks or the strongest turns of the midrange deck with threats such as Glorybringer, Rhonas, Bristiling Hydra, and the such. Also at this point we can expect planeswalkers. All of these threats can be answered with Cast Out and we run Anguished Unmaking as our 5th catch-all answer. Stasis Snare should be considered for the sideboard but the double white can be hard to pull off so I am hesitant. If somehow creatures have overrun our early game removal, which is possible against really fast decks where 2-3 kill spells are not enough, then our 4 boardwipes are there to stabalize the field. I run 3 Planar Outburst which kills everything except gods and Cataclysmic Gearhulk whom I was extremely excited to try and can leave not only himself but also your Kambal as you can name Gearhulk as your artifact. It is experimental but also encouraged because of our shortage of creatures.

In the late game, your win condition lies on manlands (which I only have one of and I suggest the set if you have them) Gearhulk, Cruel Reality, and our Planeswalkers. Shambling Vent just dodges a lot of removal, so it is for sure my first upgrade. The lifelink is also very nice and useful when the board is clean. Cruel Reality is expensive but something I am interested in playing for fun but am considering to replace with another Gearhulk, creature, or Ob Nixilis. Gideon of the Trials is an interesting one. I jammed it in because I opened it in a pack but considered running the second one soon after. The most use comes out of the first two abilities. The +1 gives us the priveledge to worry about one less creature to kill in the early game and make the game easier for us in the midgame against midrange. His creature-walker ability provides us with another threat in a threat-light deck which dodges board wipes and anything non Grasp or exile. Ob Nixilis contributes far far more to the game plan though. He helps us draw cards to draw into more answers and can kill creatures himself which helps out a lot. Also his ultimate is our best win condition if it resolves. If we stil are lacking win cons, we can Awaken Planar Outburst and our sideboard Ruinous Path, though I believe it may be a good idea to get the set of Ob Nixilis.

In the Sideboard we have 2 Flaying Tendrils for any aggro match up. Be sure to kill Lord of the Accursed before playing this against zombies. Liliana's Mastery is much later on and by then we have other wipes. 2 Fragmentize. Deals with anything except Gearhulks. Forsake the Wordly is worth considering if there is not much Mardu Vehicles in your meta. Kambal is there against weird combo decks and against control which must be our worst match up as most of our removal is useless. Control is a bad match up. Lay Bare the Heart against control and other decks where they have threats you know you can't answer. Generally a good side-in to compensate for sided out stuff. Lost Legacy is a catch anything non-gearhulk card when we know what we are playing against. i don't know how well it may perform though. Last copy of Planar Outburst for our 5th general boardwipe against anything non control. And finally, we have one Ruinous Path as our 6th copy of Cast Out to deal with planeswalkers and a good side-in against midrange.

Bone Picker was a creature I wanted to run because of how much removal was in the deck but then I realized only Push and Die Young being able to turn it on early, and that is very conditional. It is appealing it is good right after a 5-mana board wipe. It is NOT good that it dies to all removal in the format... ALL of it. Worth testing though.

Overall, this is a deck I designed to deal with my creature heavy meta as it sees very little if any control at all, which is a horrible match due to our lack pressure and slowness in setting up threats which makes them vulnerable to counterspells. Removal is all a waste against control. The full set of Shambling Vent would improve the match up. Is your meta is too large to predict or sees a heavy presense of control, I would not advise using this deck. j

As I mentioned I am new to the format and on a budget, so I welcome and request all feedback concerning tweaks on the deck to improve its competitiveness that does not involve large amounts of money.