See these wimpy elves. I'm talking about
Gladecover Scout
and
Spire Tracer
. They think they're so special with their evasion and hexproof but they're about to get the workout of their lives. Using our highly qualified staff of personal coaches, including
Rubblebelt Maaka
,
Slaughterhorn
, and
Ghor-Clan Rampager
, these puny elves will be dealing lethal damage in no time. For artificial supplements, our selection of enchantments and sorceries can help get that extra edge. Madcap Skills and Alpha Authority together will also make the creature unblockable. Armed / Dangerous and
Flesh / Blood
work fantasticly to seal the deal as putting them on your already pumped up creatures will just multiply the results. If these results aren't satisfying enough for you or your opponent, just pump the Savageborn Hydra
On a more serious note, this deck is meant to be an early, combo-based deck. With a decent hand, you can win as early as turn 3 though the 4-5 turns are a bit more reliable. An example of a safe turn 4 win would be:
Turn 1: Play Forest and
Gladecover Scout
Turn 2: Play Mountain and Madcap Skills
Turn 3: Play
Gruul Guildgate
and Alpha Authority. Swing for 4.
Turn 4: Play the armed half of
Armed / Dangerous
. Bloodrush either
Rubblebelt Maaka
or
Slaughterhorn
to swing for a total 16 damage.
That is a turn 4 lethal damage with all of it coming from an unblockable, hexproof creature where only 3 land drops are met and one of them is a guildgate. There are other ways to kill early but this should demonstrate some of the possibilities. Honestly, this deck is very fragile and can be unreliable if you don't get a good opening hand, but when it works, it WORKS!
Any comments or tips would be appreciated. Also keeping the deck post rotation.