Build the wall (of creatures)! Build the wall (of creatures)! And we’re gonna make the elves pay for it!
I've been building this deck on and off for about 5 months now to be as fast of a ramp deck as possible. Play tests show a very consistent possibility to win on turn 5. I've been neck and neck with a very good Dimir midrange deck, and that was before the recent improvements to speed things up a bit.
Basic idea:
Get out land,
Llanowar Elves
,
Druid of the Cowl
s, and
Gift of Paradise
s as soon as possible. This builds your mana pool rather quickly while also having some creatures out to take on attacks from your opponent as you ramp up. There are some very useful intermediates in here too, like
Vine Mare
and
Goreclaw, Terror of Qal Sisma
. The Goreclaw/Vine Mare combo is really cool, too, because then you have a 6/4 Vine Mare with Hexproof and trample (as long as you're attacking with the Goreclaw), and can't be blocked by black creatures. The Goreclaw in this instance is also a 5/4 with trample when attacking, and if played before the Vine Mare, it makes your Vine Mare cost only .
I removed the
Elvish Clancaller
cards and also put
Naturalize
, Nature's Spirit, and
Plummet
in the sideboard for a little more of a defensive strategy when needed.
If you have the "intermediate" creatures, a good amount of mana, but still no
Impervious Greatwurm
, there's a decent chance you'll have
Sylvan Awakening
there to save the day. It's pretty easy to get in at least 6-8 damage this way. Also added in this update of this deck, is (2)
End-Raze Forerunners
. Get them out faster using the Goreclaw's ability,
Gift of Paradise
, and the elves. You should be able to get it out as early as turn 3 or 4 and hit right away with it since it has haste.
Plenty of creature buffs are thrown in for some extra damage, like
Gift of Strength
and
Titanic Growth
. I was having problems up against certain creature decks with building +1/+1 tokens, so I threw a couple
Root Snare
s in there to slow the damage while you ramp up.
If your opponent lives long enough to see the
Impervious Greatwurm
then it should be an easy win from there--especially if your Goreclaw is there to give it trample. However, if you do get to the big moment were you get to cast the Greatwurm, and then your friend with the blue deck uses Cancel, just bring it back to your hand with
Nature's Spiral
. Some removal cards were thrown in, but this deck is really just built for destroying ASAP.
Any suggestions for improvement are greatly welcomed!