You knew they were coming. All of the Multiverse has laughed and ignored their strength, but it can be denied no longer. The centaurs are coming, and they have a lord to lead them at last.
THE BEEF
Not really beef, but whatever.
Lots of creatures that get progressively bigger is this deck's goal, and we've got plenty of ways to achieve those goals. We'll start with the many creatures (and creature-making cards) in the deck.
The Low-Curve (1-2 cmc)
Swordwise Centaur
- A 3/2 for three with a (in this case) relevant subtype is a fine addition to the deck.
Call of the Conclave
- A 3/3 for 2, of course, is even better. Since the deck isn't very token heavy (this, the Raiders, and Fated Interventions are the only token makers), we'll save the populate effects for the sideboard.
The Mid-Range (3-4 cmc)
Centaur Healer
- 3/3 for 3 is on curve for this deck, and the lifegain will help against aggro or burn.
Courser of Kruphix - This was an obvious choice. A 2/4 for 3. With a relevant subtype. With lifegain. With mana fixing. It's all I could ask of a 3-drop rare.
Chronicler of Heroes
- With the modest amount of ways to get counters, the Chronicler will help get us card draw, which is otherwise lacking in this deck.
Fanatic of Xenagos
- The main reason to splash red in this deck. Whatever option the opponent chooses, it ends badly for them. And if the Warchief is already in play, it just gets worse.
Nylea's Disciple
- I'm not as certain on this one. A 3/3 for 4 is a little more expensive than this deck wants, but even alone it gives us 2 life, and we're bound to get much more.
Pheres-Band Tromper
- A real heavy hitter, and a source of contrition when making this deck, due to the anti-synergy with the Warchief. I included it anyways, because even without Inspired it will still become a 4/4 with Vigilance and Trample, and we have other ways of getting it sideways.
Pheres-Band Warchief
- The big daddy, and the primary reason this deck exists. He buffs all our other creatures (since they're all Centaurs), he's well costed for a 3/3 with Vigilance and Trample, and if there's more than one out at the same time, the game is pretty much won.
Pheres-Band Raiders
- The top of the mana curve in this deck. Again, some poor synergy with the Warchief, but a 6/6 Vigilant trampler for 6 is nice, and without the 'chief it will bring even more centaurs to the table.
THE MANA
The Artifacts
Springleaf Drum
- This is the instrument that shall herald our call to war. It produces any mana we'd need, and can help activate Inspired for the
Pheres-Band Tromper
and
Pheres-Band Raiders
, even when the Warchief is giving vigilance.
Obelisk of Urd - I was quite happy, as a tribal player, when this was spoiled. A modest anthem effect for all my centaurs, and the convoke means it's out early and can trigger Inspired, not to mention vigilance lets me use it after attacks.
The Enchants
Ordeal of Nylea
- Already a staple in many Standard green decks, this card will help us get the lands we need, trigger heroic, and buff up a creature. Even if it's used mid or late game, when there will likely be counters on our creatures already, it will provide mana fixing.
The Lands
Temple of Plenty, Temple of Abandon - Scrylands are always nice, and they'll help us get the occasional red or white mana we'll need.
Forest - The most populous card in the deck, and for good reason. It gives us mana to use on pretty much any centaur, especially green ones, which make up most of the deck. It also works really well with Evolving Wilds and
Ordeal of Nylea
. Every green deck should run some of these.
Mountain, Plains - 2 more in the greatest cycle of cards in Magic's history. We can run about 2 of each, so Ordeal can fetch them and, if we (hopefully) get some in the opening hand, they don't clog up our mana base which relies primarily on green.
EVERYTHING ELSE
Fated Intervention
- A natural choice for any self-respecting centaur deck, it can either get us more hooves when we're in a jam, or come in on our turn and scry 2. Fairly well costed, as well.
Door of Destinies - If you're running standard tribal, you're running the Door. If we get it down turn 3 or 4, it quickly turns our Centaurs into absolute beasts, thanks to the abundance of creatures. Even if a spell is countered, it still gives the bonus.
Rootborn Defenses - I may have lied when I said all the populate effects were in the sideboard. This will stop a Supreme Verdict, make room for an alpha strike, and give us another centaur, provided we have a token out already.
THE SIDEBOARD
Tormod's Crypt - The living standard of graveyard hate. Stops dredge, most BG constellation decks, and anything that relies to heavily on the 'yard, with minimal impact on our own game.
Naturalize - Almost always finds a good target, especially useful against decks centered around a star enchantment or artifact. Sadly, it's not going to kill a god, but those aren't a big problem in my current meta.
Voice of Resurgence - If only it were a Centaur! It will deter any UB or Ux decks from stopping your spells or attacks, or at the very least draw their animosity, and when it dies will.
Savage Summoning - Because the Stack should really be more of a slide than a staircase. At worst it gives you an instant speed blocker that's bigger than it should be.
Skullcrack - No, I do not think you will be gaining 100 life this turn, thank you.
Deicide
- A 1-of because, as mentioned, Gods aren't too big a problem. If they do show up, though, they'll get the Elspeth treatment.
Druid's Deliverance - Ah, Deliverance. Two mana to stop aggro, beaters, or evaders in their tracks. Also a very disturbing Movie. Very helpful against or after an alpha strike to ensure that I don't suffer if my guys are tapped.
Thanks for taking the time to look over my deck! My first one that's actually thought out, and hopefully one that will serve me well in the upcoming standard season!