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Creature (6)

Sorcery (4)


Primal Forcemage is the key card here. Whenever a creature enters the battlefield, it gets +3/+3 until end of turn. Normally, you can't use that due to summoning sickness, but creatures with haste and flash can. Haste is more important so most creatures in the deck have it, while Vernal Equinox grants creatures flash. Combine that with fight effects and you have some hard-hitting creatures, even if it's just for the one turn.

Herd Gnarr acts as a backup if you don't draw Primal Forcemage. Thatcher Revolt brings in 3 hasty 4/4's for the turn. Not bad at all.

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