Sideboard

Creature (4)

Planeswalker (2)

Sorcery (2)


An experimental try-out for ramp in current standard. I decided to go with Naya even without Stomping Grounds and Sacred Foundry in standard so mana base might need some work on.

Moving on to card choices and cards I did not include in the deck: Mana Bloom, Farseek 8 turn 2 ramps!! Some may question my choice of using Mana Bloom, but it's actually very similar to Sphere of the Suns. Best thing is, it's reusable when you run out of counters on it!

Trostani, Selesnya's Voice: I decided to go with tokens and Life gain sub-theme and it works surprisingly well. Often times, they'll let it stay on the table before regretting when I drop Armada Wurm a turn later.

Restoration Angel: With 12 Blink-able target with value main-deck and 16 post-board, what more can you ask for?

Thragtusk, Huntmaster: Two of the best cards (IMO) in the formats with tremendous value! Gives me tokens and life! Definitely a must.

Armada Wurm: The game ender. Try to ramp into it on turn 4 and see your opponent casually scooping.

Craterhoof Behemoth: The extra, unexpected bomb. Can just steal games by itself. Coupled with the possible tokens I may have on the battlefield when I cast this... Bonkers!

O-ring, Bonfire, Pillar, Selesnya Charm: These are assorted removal for the deck to make sure I safely escape all those popular aggro decks out there. O-ring helps a lot in control when I -ring their walker (looking at you Jace)

Kessig Wolf Run, Gavony Township, Grove of the Guardian: 1 of each of these, many opponents will be caught in surprise. They'll never know what hit them. I don't want to draw multiple so 1 is a good number.

Sideboard: Centaur Healer, Rolling Temblor are for the aggro matchups Garruk, O-ring, Sundering Growth, Thragtusk are for control Rest in Peace are for those annoying rites decks.

Questionable exclusions: Thundermaw Hellkite, Angel of Serenity, Wolfir Silverheart. Thundermaw is a no as it makes the mana base clunky without Stomping Grounds and Sacred Foundry. Angel and Wolfir could see play, but it's not synergistic enough with the other parts of the deck.

Comments, Suggestions and Feedback welcomed!

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Date added 12 years
Last updated 12 years
Legality

This deck is not Standard legal.

Rarity (main - side)

13 - 5 Mythic Rares

29 - 1 Rares

8 - 4 Uncommons

3 - 5 Commons

Cards 60
Avg. CMC 3.26
Tokens Beast 3/3 G, Elemental 8/8 GW, Human 2/2 G, Knight 2/2 W w/ Vigilance, Wolf 2/2 G, Wurm 5/5 G w/ Trample, Wurm 6/6 G
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