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So, one of the things about Siege Rhino that is not the same as Thragtusk is that it doesn't live in the world where bouncing creatures back in and out of the battlefield exist. So, how can you make sure Siege Rhino can come back and keep the teasing hit turn after turn after turn?

Gift of Immortality offers an opportunity that is hard to ignore. It let's the Rhino go in, deal damage, and die, and come back for more with some more life stealing love. The only problem, then, is to find a way to make it die on cue.

Enter Scourge of Skola Vale! This presents a major threat if you manage to untap, eating the Rhino, and becoming a 7/7 trampling monster. With Rhino returning, you can either go on the offensive, or have it sit back on defense, and eat the Rhino again and again...

With the promise of all these large creatures, more life gain seems to be good. Sultai Flayer provides more life gain, with every sacrifice made.

Maybe we don't have the combo right away. Maybe we just have just a Gift of Immortality, or maybe we just have a Scourge in hand. What do we do then? We get ourselves a card advantage engine and a juicy target to eat. Wall of Mulch provides a means to an end, drawing cards, providing defense, making our Scourge a 6/6 and is an excellent target for our Gift.

Erebos loves a good trick, too. With Dictate of Erebos, not only can will our engines provide us with all these benifits, but everytime we use it, our opponent will be losing ground position, over and over again.

The rest of the deck is pretty standard. Sylvan Caryatid provides possible ramp to a turn 3 Rhino, and Hero's Downfall and Banishing Light takes care of troubesome things in our way.

Suggestions welcome, and thank you for taking a peek.

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Date added 10 years
Last updated 10 years
Legality

This deck is not Standard legal.

Rarity (main - side)

30 - 0 Rares

17 - 0 Uncommons

Cards 60
Avg. CMC 3.14
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