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Green/Black Spikes (Oldschool, Ramp, Enchantment)

Vintage Counters Enchantment Ramp Tribal

Manekken


Sideboard

Sorcery (2)


This is the first more sophisticated version of my first casual spike deck.

My rules for this Deck: - No cards with a new design. So only cards from onslaught cycle or older sets. - Creatures, aside from the rampy Wall of Roots, must be spikes! - No far to expensive cards like Bayou. Keep it realistic!

This deck focuses on the combo Call of the Wild + Mortuary .So I can reuse my spikes. I like to take or use all of the +1/+1 counters, let the spike drop into my graveyard and bring it back. I chose Call of the Wild over Verdant Succession because of the fact that if I play against another green deck, the enchantment would also apply to the opponent's creatures. So this is more of a sideboard option to be put in after I am certain my opponent doesn't profit from it as much as I do.Call of the Wild will need a lot of mana to be ran efficiently so ramp is needed!I have Wall of Roots and Wild Growth for ramp. The old bouncelands visions are more for some "card-advantage" but provide a little ramp in the long run of the game.My only straight forward removal is Slaughter with the strong buyback feature.I don't use combat tricks. My deck, to this point, relies on creature enchantments.Game finisher should be the Spike Cannibal which kills all my other spikes with taking their counters.The spike then are brought back via the enchantments or Patriarch's Bidding (I will need one more Bidding in this Deck). Creeping Mold is like my last resort against shit I forget to consider.The very first big problem I have is: How to protect my Spike Cannibal? It can be hit by .... Smother and many other cheap removal, so I search for something black or green which can protect this creature!Secondly I will need some combat tricks to get this deck to work well!

I'm happy to see some of your suggestions!

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Date added 6 years
Last updated 6 years
Exclude colors WUR
Key combos
Legality

This deck is Vintage legal.

Rarity (main - side)

15 - 0 Rares

18 - 2 Uncommons

14 - 0 Commons

Cards 60
Avg. CMC 3.03
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