| | | The Story of the Deck: | | |
...On a Stormy night a while back there was a Bonfire with Xenagos, the Reveler in the enchanted Forests of Axebane, his most notorious party-spot I hear.. He invites his sentient Axebane homies and some sylvan ladies he knows to hang around the Overgrown Battlement and burn some trees. He sets up a couple of bouncers at the gates to keep things quiet. Eventually, he's throwing out Fireballs and getting rowdy, people start breaking through the lines. Things get a bit wild and the [r]amped up revelers start a huge forest fire, but somehow, everyone who was invited to the party manages to Emerge Unscathed...
| | | Deck Tech: (NEED SUGGESTIONS) | | |
Two Builds, one sideboards out for the other:
Going for some sweet defender synergy via these infinite loops:
Axebane Guardian
+
Banefire
+
Freed from the Real
OR Axebane Guardian
+
Dawnglow Infusion
+
Freed from the Real
OR Assault Formation
+
Axebane Guardian
+
Freed from the Real
| | | Keystone Cards: | | |
Axebane Guardian + Freed from the Real
: Infinite mana, any color combo, only question is how do you want to spend it?
Drift of Phantasms: Transmute fetches either Axebane or Freed to set up Axebane Guardian + Freed from the Real
. It also has great Assault Formation syngery as a 3 cost flyer who swings for 5.
Banefire: Enables infinite damage win con, and is also a good mana dump for games that ramp quickly but don't draw combos. Can serve as a removal if need be.
Dawnglow Infusion: Enables infinite life win con, and is also a good mana dump for games that ramp quickly but don't draw combos. Can serve to prolong games against burn/lifedrain.
Assault Formation: Infinite +0/+1 and defender-attackers w/ Axebane Guardian + Freed from the Real
, and also provides pressure early on from your defenders.
| | | Mana-Makers: | | |
Axebane Guardian
+
Birds of Paradise
+
Sylvan Caryatid
: Rainbow powers activate
Axebane Guardian + Overgrown Battlement
: Exponential ramping
Wall of Roots: Love this card. 5 damage for 2 cost when in an assault formation; can add a land without tapping, and essentially pays for 2 on convoke costs if you're maining Chord of Calling
| | | Combo Fetching: | | |
Drift of Phantasms: Fetches either Axebane or Freed From the Real, swings for 5 in the air with Assault formation, unblockable with Break Through.
Harmonize Increases the likelihood of grabbing your non-fetchable combo cards Banefire, Dawnglow Infusion, Assault Formation. Builds a small hand after a huge dump (lol).
Temple of Mystery
+
Temple of Plenty
: Scope out your top-deck a bit to dig for combos.
| | | Cards that keep you alive: | | |
Cyclonic Rift (SB): Quick bounce for one heavy hitter, and a real pain for board controllers when you get the 7 you need to overload it by turn 3-4
Dawnglow Infusion: People plan around you gaining life, but do they plan around you gaining twice that much life? Infinite loop win con with Axebane Guardian + Freed from the Real
, this card always fluctuates between a 2 count a 4 count for me, haven't found the right number.
Emerge Unscathed: 2 turns of protection for 1 CMC? sign me up. Protects my axebane, allows for a possible unblockable wall via assault formation 2 turns in a row, which should be enough when combined with banefire.
| | | Considerations? | | |
I'm looking for more responsiveness from this deck; any ideas for maybe some removal transmute cards? Any constructive feedback would be greatly appreciated!
Thanks!
TL;DR "I fought the wall and the wall won."