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(hopefully the reference isn't lost on everyone =])

This deck is based around using fun creatures that generally trigger or do something when entering the battlefield, combined with 8 (currently) ways to "flicker" them back into the game to get more usage of their abilities. This deck is part aggro, part land destruction, part token maker, part life gainer.

The idea is to try and ramp up via Farseek and Urban Evolution to get the more expensive threats and a Conjurer's Closet down, or to get an early threat with enough mana to flicker it via Restoration Angel or Nephalia Smuggler

Cloudfin Raptor is there as a potential early turn play to try and get aggressive or to try and win a stall against mid-range. Fathom Mage has been a lot of fun in grabbing me new cards and can then be reset via flicker to allow for more counters from other creatures (including those being flickered from other things!)

This is a work in progress. I've liked all the cards in test so far but I feel like I need to solidify the numbers of some better, and take out things that don't work, as much as I may like them.

I haven't tried sideboarding yet so it's untested. Faith's Reward is because control with sweepers seems pretty common in my area. Garruk Relentless is for against control when I may need to dig for Acidic Slime to kill their Nephalia Drownyard or if I need to search for a threat.

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After continuous testing with the older version, I decided to rework the low end curve and add take out the sometimes useless Arbor Elves for Cloudfin Raptor and Nephalia Smuggler which helps make the deck a bit more aggressive and more reliable in getting something to flicker.

Elvish Visionary was never a flicker target before but with the lower curve it's been much nicer.

I've absolutely loved Fathom Mage as it triggers often against my main flicker threats, plus I can flicker her to reset the counters for more card draw.

Right now I would love any suggestions to help find better numbers for how many of each creature to include. So far this is very work in progress and it's kind of iffy but I've enjoyed playing it, it can make for some fun games but it can be very different from one game to the next. Sometimes I am very aggro if I get Cloudfin Raptor, Centaur Healer, Nephalia Smuggler, and a Restoration Angel or two in the opening hand. Other times, I'm very ramp and end up with 7 lands on turn 4 and start throwing down bigger threats like Armada Wurm and Conjurer's Closet the turn after. It's a lot of fun, almost like an Unexpected Results deck, but I'm not sure if it needs more focus.

I appreciate any feedback!

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Revision 4 See all

(11 years ago)

-1 Acidic Slime side
-4 Arbor Elf main
-1 Centaur Healer side
+4 Cloudfin Raptor main
+1 Conjurer's Closet main
-1 Elixir of Immortality maybe
+2 Elvish Visionary main
-1 Faith's Reward side
+2 Fathom Mage main
+2 Forest main
-1 Ghost Quarter main
-1 Glacial Fortress main
-2 Jace, Architect of Thought main
+2 Nephalia Smuggler main
-1 Oblivion Ring main
+1 Sphinx's Revelation maybe
-1 Thragtusk main
+3 Urban Evolution main
Date added 12 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 8 Mythic Rares

32 - 3 Rares

12 - 4 Uncommons

9 - 0 Commons

Cards 60
Avg. CMC 3.44
Tokens Beast 3/3 G, Human 2/2 G, Knight 2/2 W w/ Vigilance, Wolf 1/1 B, Wolf 2/2 G, Wurm 5/5 G w/ Trample
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