Sideboard

Sorcery (3)


This is a deck that is solely for a tempo build. It can finish aggressively but also has the ability to be relevant late game. Running 23 creatures in the deck board presence is a must.

Jaddi Offshoot, is the first up. Used for the possibility of a aggro matchup usually so you can get the upper hand. Overall ability is always relevant having more life means less chance of death.

The next one drop will be Dragonmaster Outcast. He is a crucial piece of this deck. He is a lightning rod for removal. This is beneficial because it always works out better for the deck. The ability to recur this from the grave and gain life is extremely important. Also thins their removal as previously stated. Also about turn 4-5 starts making 5/5 flyers that demolish through the skys.

On to the two drops. Sadly we don't have an Elvish Mystic but we have Leaf Guilder which while costing more mana gives us an extra power which is synergistic in this deck. Also he pumps for mana which is cool.

Next is Loam Larva it is for the same purpose of not missing land drops. Or fixing if need be. Pretty decent chump blocker if needed.

Finally moving to the cards that really feed off the early plays. At the Three drop slot is Undergrowth Champion. Who in this build is fairly overpowered. Making removal useless, and also having pseudo indestructible is excellent. Great card that can be a finisher late game.

Moving to Four drops. Surrak, the Hunt Caller. First of all power is over curve. And at earliest having a 5 power creature turn 3 is imposing. The ability to give our creatures haste is the icing on the cake here though.

Next, Thunderbreak Regent. He hits curve easily. He is very compatible with Dragonmaster Outcast. Making the tokens created have a form of pseudo hexproof is excellent. Very punishing card in this deck.

Lastly for creatures at the Six drop slot is Oran-Rief Hydra. This goes well with all the land dropping cards. Also the fact this has trample makes it a finisher. Can easily wreck shop on the opponent.

Now to the noncreature cards. First up Gather the Pack. It basically allows you to keep land heavy opening hands. Also can boost you to a finisher or filter through your deck.

Next is Atarka's Command. Honestly this does everything the deck wants. Prevents life gain, burns them or a creature, jumps you a land drop ahead, or buffs your creatures. Just a solid card in this build.

Now Pulse of Murasa. This is the reason you can use some of your creatures as lightning rods for removal. Just good at luring aggro to waste removal and get you life.

Lastly Explosive Vegetation Obviously just gets us more land drops quicker and enables a lot of good stuff.

Land wise we have 3x Evolving Wilds for land fixing/ landfall triggers. Then 3x Blighted Woodland for the same exact thing. Then 4 Cinder Glade. 8 Forest and 9 Mountain.

This deck took a lot of thought. And I would like to improve it more if possible. Please up vote and give suggestions!

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Date added 8 years
Last updated 8 years
Exclude colors WUB
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 0 Mythic Rares

13 - 0 Rares

11 - 7 Uncommons

12 - 6 Commons

Cards 60
Avg. CMC 2.82
Tokens Dragon 5/5 R
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