A lot of Magic players have a soft spot for tribal decks. There is something intrinsically attractive about playing a themed deck centered around a horde of Goblins or crew of Humans. All these creatures have something in common, make one another stronger than they would be individually—a beautiful motif. In order to have a playable tribal deck there have to enough sufficiently powerful cards of a type, which is not always a given. That's why Humans are very strong and Faeries not so much.
The first Modern Horizons dealt tribal decks a huge blow, and the blow's name is
| Modern Challenge #12323765, 1st Place, 8-0, derk714 | ||
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The Incarnations
There are two main approaches to building an Elementals deck—going for a creature-heavy version or one heavy on planeswalkers. One aspect both have in common are the new Modern Horizons 2 cards with the Elemental subtype, the cycle of Incarnations. Let's take a look at each of the three in use here.

- It's effectively maindeckable graveyard hate against Dredge or
, - a big bump on the road for
, , or decks, - a singlehanded game winner against Mill because you just target yourself,
- a flash threat, which is especially useful against control,
- a strong surprise blocker at 3/4,
- immune to
, - able to reach fliers such as a 3/3
.
Graveyard hate alone is nothing to write home about. However, when you consider that it can be either instant-speed hate for zero mana or three-mana hate on a relevant body, you see its power.

Last but not least, Solitude can stabilize your own life total if you manage to hardcast it later in the game, which is a nice perk.

The Shell/Framework

What truly puts all of the Incarnations over the top is of course that they can be cast free of mana charge. Obviously, being free is an intrinsic upside, but this deck handles the downside, the required card investment, pretty well as well. The deck employs
In addition, you have four copies of
Oh, and this
The Two Shells

There are two main shells floating around. The first one is listed above. It's very much creature focused. Literally the only noncreature spell is
-
allowing to guarantee another land drop - the brutal one-shot
, which pairs well with -
, which is a different kind of - double
to either return each other and trigger on the battlefield or return that Reef and get the engine going
Some other interesting interactions include playing
There is another shell though. It ventures more into noncreature spells and has been popularized by Piotr "kanister" Głogowski.
| Modern Challenge #12326162, 27th Place, 5-2, by kanister | ||
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This deck retains the core of Reef/Harbinger/Incarnations/Omnath. However, instead of using the rest of the spell slots for more Elementals, it runs very powerful noncreature spells.
-
is an excellent accelerator. It enables turn two Reef and turn three Omnath. -
is a maindeckable catch-all answer. It can tag opposing creatures, walkers, or annoying permanents such as or . -
is another piece of interaction and a particularly strong meta call against cascade/ decks.
Between Ending, Teferi, Solitude, and Fury, the main deck alone features fifteen pieces of interaction. Half of them can be ephemerated and/or found via Harbinger.
Neither build plays like a traditional tribal aggro deck would. It's midrange with combo aspects, able to both pivot and win fast or grind out and act like a creature control deck. I highly suggest checking the deck out! It's heaps of fun and undeniably tier one.
As always—remember to hold my hand and pass the turn together. Cheers!
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