Better watch out for your nuts~
A funny but scary, video I found.♥
More of a "competitive casual" deck than anything, purely because the turn-3 combo entry which leads to a turn 4 win isn't really good enough for vintage, and the card Earthcraft doesn't make this deck legacy legal. So this is stuck as a casual deck, irritating the hell out of other casual players winning 1 vs 7 match ups.
Use Arbor Elf + Overgrowth
to get out an
Essence of the Wild
on turn 3 and just spam the crap out of squirrel token cards to keep them coming. Your other quick win option is to get out
Chatter of the Squirrel
(or any other one drop creature) on turn one, Earthcraft on turn two, and then Squirrel Nest to complete your infinite squirrel combo on turn 3.
- Tap that squirrel. Untap that land. Tap that land to put a squirrel onto the battlefield ♪
- Tap that squirrel. Untap that land. Tap that land to put a squirrel onto the battlefield ♪
- Tap that squirrel. Untap that land. Tap that land to put a squirrel onto the battlefield ♪
Sylvan Library is here for the draw card, but has some really pricey draw-backs, and can be an even greater hindrance thanks to the flashback of
Acorn Harvest
. That is why
Marshaling the Troops
is here for the life gain, allowing you to keep on drawing two-three cards a turn. Sometimes you end up getting really shitty draws and have to keep putting back cards in, that is why the fetch-lands like Misty Rainforest and Windswept Heath are here, to allow us a shuffle mechanic when we really want a fresh draw instead of having to keep putting back in cards that we drew but didn't want.
Worldly Tutor is fairly obvious, it is an inexpensive means to get
Essence of the Wild
, or perhaps a mana creature for when I don't seem to have enough land. With Worldly Tutor, I can rig my draws from Sylvan Library to get the creature I want. I also acts as a nice shuffler so it can be used to refresh my top two cards if they become useless.
Magus of the Vineyard,
Emerald Charm
and Gaea's Cradle allows me to get my
Essence of the Wild
and Earthcraft + Squirrel Nest
combos out much faster. There are many different ways they can be abused, so there should never be too much problem with the opening hand in terms of speed. I just don't want to be listing all of the possibilities I can get out my combos, as there would be FAR more than there are in 300 and Alone.
Emerald Charm
also doubles as removal for enchantments like Solitary Confinement or Worship.
I found many interesting sideboard cards, all because I have no limitations as to what to use~
Beast Within chump blockers I found were never an issue with infinity, however the only other thing I should be wary about is that indestructible block everything combo. Green has no mass flying grants, so Beast Within is the green has that can prevent that combo.
Grafdigger's Cage helps against the re-animator decks. Kinda useful when they can go off on turn one, so just one card can easily turn the tables in my favor.
Privileged Position to prevent removal, plain and simple.
Seeds of Innocence
works really nicely against artifact decks. I don't really care about the life-gain considering I have infinite combos and a dozen
Essence of the Wild
s on my side. Also important to note that many artifact decks will be using artifacts that don't cost anything.
Tsunami
... Wash those islands up! Flood their mana supplies!
Witchbane Orb helps against infinite mana combos that use Banefire or Blue Sun's Zenith as their combo. It also works really well against discard, mill and burn decks.
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