Aggro Ramp
Aim
This deck centres around ramping fast to get
Deus of Calamity
out by turn 3 and then promptly smashing face.
This can be achieved by a turn 1
Llanowar Elves
followed by a turn 2
Cultivate
. After that
Time of Need
's allow me to go looking for all the legendary nasties, either of the god's instantly coming in as creatures with a
Deus of Calamity
on the board.
Alpha Authority
is included to provide protection from removal and
Shaman of the Great Hunt
provides additional card draw.
The result is a fast deck which can get the big threats out fast and keep them there. The
Deus of Calamity
and
Ember Swallower
pairing allows me to cripple high end threats from opponents by setting them back in the mana curve.
Key Combos
Cultivate + Llanowar Elves
5 mana on turn 3, allowing any creature in my deck to be cast.
Deus of Calamity + Xenagos, God of Revels
12/12 with trample and land destruction.
Main Board
Deus of Calamity
The main threat in this deck, enchanting this with Runes of the Deus turns it into an 8/8 with double strike which means by by life and land for my opponents.
Ember Swallower
Inhibits opponents higher end threats in the late game by significantly setting them back in the mana curve. With the amount of ramp in this deck and the creatures maxing out at 5 cost I hardly notice when making in monstrous.
Ghor-Clan Rampager
The mid game aggro with the added bonus of a +4/+4 pump if required. This can also be made rather nasty by Runes of the Deus, turning it into a 6/6 with double strike.
Llanowar Elves
The arbitrary mana dork that makes a turn 3 monster possible.
Nissa, Vastwood Seer
A tiny bit of ramp as a creature, additional card draw when flipped and a -7 that spells the end of the game.
Nylea, God of the Hunt
Gives all the big hitters without trample that bit of an extra threat.
Omnath, Locus of Rage
Another big stick which generates more creatures every time I play a land.
Polukranos, World Eater
Useful removal of low cost blockers. If i've hit enough ramp and got enough mana out a well timed monstrous trigger can wipe out spam deck defences.
Shaman of the Great Hunt
Essential bit of card draw to keep the creatures and land coming.
Xenagos, God of Revels
The haste and doubling power means if it targets a Deus it'll definitely be destroying some land.
Alpha Authority
Instant and sorcery defence for the more important creatures in the deck. Coupled with Gruul War Chant this can make something unblockable as well as hexproof.
Cultivate
Essential for getting up the mana curve quickly and ensuring consistent land draw.
Time of Need
The lost cost fetch for all the 1'off legendary creatures.
Predator's Rapport
Useful at recouping any life lost to really fast decks in the early turns, especially if targeted at a Deus after Xenagos has had its way with it.
Ugin, the Spirit Dragon
The ramp in this deck means this high cost planeswalker can legitimately be played by in the mid rather than late game exiling mid-cost threats or being protected until it's -10 can signal the end of an opponents chances.
Disclaimer
All my deck centre around trying to do one or two things well based around a certain theme, they are not intended to be able to defend and cope with everything and anything that comes their way. (Good Card Suggestions vs Deck Dilution)
I am a 'kitchen table' player with a limited budget. As with all my decks advice and suggestions (as well as +1's) are always very welcome but keep in mind anything above the $5 per card mark I'm unlikely to consider.
The more reasoning you can give with any suggestion you make, the more likely I am to consider running it in the deck. This is because I can't always spot the combo or idea you are going for. Letting me know what your thinking gives me a better insight into how you think this deck might be made better by the suggestion.