Sideboard


Maybeboard


A fun little home-brew I came up with. The general principle of the deck is to exploit Wild Defiance as a part of the usual aggro strategy. Also, the abundance of souldbonding can make even the mana dorks into killing machines.

Another effort in building this deck was to keep the price down a little bit using less-played cards while maintaining competitive ability, so please keep that in mind :)

Using Wild Defiance with Joint Assault makes the card suddenly read "This creature gets +5/+5, and it's buddy gets +2/+2". This can easily end a game, or stabilize if paired with Nearheath Pilgrim. The Unnatural Predation can pump a paired Silverblade Paladin or Wolfir Silverheart into a towering attacker that runs right over chump blockers. Even further, miracle-ing into a Revenge of the Hunted gives a +9/+9 boost instead of the usual +6/+6, which can let a double-striker swing in for the win, or even let a Birds of Paradise push a huge amount of damage. Blessings of Nature can assign counters to multiple targets, each triggering the Wild Defiance -- and if you happen to have Champion of Lambholt on the board, that's up to 16 extra unblockable damage.

In the sideboard, I'm running pretty standard removal options, with the exception of Gutter Grime, which I am playing with as a side against Day of Judgement or Bonfire of the Damned. Your field is instantly restored to a party full of 4/4 or 5/5 Oozes, waiting for a 'miracle' to take the win.

All comments and suggestions are welcome :) tell me what you think!

Update:

My biggest problem in playtesting has been running out of steam and drawing lands for several turns in a row, despite my low land count. I've thought about Green Sun's Zenith as it can fetch most of the creatures in my deck and end a dry spell, but i'm not sure if it's enough. Perhaps a Garruk, Primal Hunter? Card draw, board-wipe recovery... any ideas would help!

Also, I know I want to stick to GW, but thank you for comparisons/other color ideas :)

Update 6/22:

I took out a couple of Nearheath Pilgrims and one Joint Assault to make space for 2x Green Sun's Zenith and his pal Bellowing Tanglewurm. I like the zenith because i can keep an otherwise unkeepable hand with the promise of a turn 2 mana dork, if I don't see one on the draw. I tried running 4 Blessings of Nature for a little while but I too consistently saw it in my opening hand or on turn 1 or 2, when it usually slows me down more than the 5/5 Avacyn's Pilgrim is worth. I think the Wurm will help a lot in the end-game, when fetching a Champion of Lambholt is relatively useless (unless I have an unpaired Wolfir Silverheart, or fetching him if I have a champ, either way). We'll see how this runs :) thanks for input guys.

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Top Ranked
  • Achieved #31 position overall 11 years ago
Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

32 - 6 Rares

6 - 9 Uncommons

10 - 0 Commons

Cards 60
Avg. CMC 2.77
Tokens Beast 3/3 G, Ooze */* G
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