With Giants Tribal, the goal is to ramp up quickly, clear the board, and attack in with massive creatures. Ramp is the only early game we have in the first two turns with Aroboreal Grazer and Paradise Druid . Our early giants come in red with Bonecrusher Giant (who is also a useful piece of removal on turn 2) and Tectonic Giant (who can be used for card advantage or for a bit of extra damage depending on your position in the match). You are often going to be slow to build up a board, while your opponent may have a few threats on board, Prison Realm is your single-target removal while Realm-Cloaked Giants Cast Off is the one-sided board wipe that may take some of your smaller creatures along with it, but won't touch any of your real threats. Once you've cleared the way, you can attack in with your large creatures like Outland Colossus .

Along with this lineup, there are also a variety of one-off utility Giants that may prove useful. Kalemne, Disciple of Iroas and Hamletback Goliath are forces to be reckoned with if they have stayed on the field while other spells have been cast. Sunrise Sovereign is a mean finisher when paired with any Giants on board, allowing them to trample through any pesky chump blockers. Finally, Brion Stoutarm can fling fellow creatures for both damage and lifegain to either close out a match or keep yourself alive if your life wains low.

((My deck building strategy is to have as many different cards while keeping a core theme. Trying to increase variety for and fun kitchen table play. I try to keep my decks ~$30, sometimes adding more expensive core cards over time. This is one of my 35+ decks that I use to play against each other.))

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Date added 3 years
Last updated 2 years
Legality

This deck is Casual legal.

Rarity (main - side)

4 - 0 Mythic Rares

24 - 0 Rares

10 - 0 Uncommons

4 - 0 Commons

Cards 61
Avg. CMC 4.06
Tokens Experience Token
Votes
Ignored suggestions
Shared with
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