Thanks to some inspiration from a few users chatting on my Burning Storm deck, we've got yet another budget deck full of new shenanigans for us to use. This time, instead of Possibility Storm, we are using a different crazy red enchantment:
Guild Feud
.
Let's check it out! At the beginning of my upkeep, my opponent reveals the top 3 cards of his library. He can choose a creature from it to put onto the battlefield for free. The rest of the cards go to his graveyard. Then, I get to do the same thing. If we both put down a creature, then the creatures fight each other. All of this happens before I even draw a card! Time to abuse!
The deck focuses on using many high power, high toughness creatures that can usually beat up on any creatures the opponent can put down with
Guild Feud
. To support this end, we have mana ramp in the form of mana dorks and Into the Wilds. To speed up the dig for what we want, we've got Commune with the Gods to get past unneeded land. Once we get going, our massive creatures become too much to handle for our opponent to deal with.
Let's check the cards!
The Mana Ramp:
Elvish Mystic: Turn 1 mana acceleration, pretty standard stuff.
Sylvan Caryatid: A bit expensive cashwise, but definitely a great ramper. Hexproof, tough, any color: basically all you could ever want in a mana dork. Has a chance of survival if you hit it with
Guild Feud
too.
Into the Wilds: This ramp can make the difference between topdecking a creature to save your butt, or just drawing another land. It can also help us to get lands out of the way before the
Guild Feud
triggers if we have it out.
The Creatures:
Deadbridge Goliath: Efficient, and doesn't mind ending up in the graveyard. Sounds good!
Arbor Colossus
: Another strong beater, this one comes with some Desecration Demon hate also! Not to mention the 3 green devotion for Nylea, God of the Hunt.
Deadly Recluse: Nice blocker early game to slow down the opponent while you set up. If your opponent gets a bomb out, we can choose to have it fight this to guarantee its death, since they go first when using
Guild Feud
.
Ruric Thar, the Unbowed: Screw you control! This guy really puts your opponent in a vice, especially if they run a lot of removal. One way or another, this will hurt your opponent.
Sylvan Primordial: Sylvan Caryatid's big brother is ready to smash noncreature permanents! Really handy ETB effect, and will hardly ever lose a fight with
Guild Feud
. Seriously, look at that monumental butt.
Nylea, God of the Hunt: The trample lets all of your fatties punch through pretty easily, and the devotion is not very difficult to hit here either.
The Support:
Guild Feud
: The star of the deck. Based on how we built the deck, we should usually come out on top in fights. Unless they have nothing but creatures of upward of 7 power unassisted...
Commune with the Gods: Lets you dig for pretty much anything you need. Depsite its low mana cost, it is best used after your mana base/land count is already pretty stable, because you can end up throwing away a lot of land unintentionally.
That's the deck! Hope you guys like it! This is my first attempt, so let me know what you think. I'm pretty happy with how it turned out though.