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Enchantment (1)


Turn by turn breakdown, the goal is to get Colossus of Akros as quickly as possible in Standard. So far, turn 4 seems consistent, even if I'm drawing badly. I splashed blue, (it was originally a simic ramp idea with slivers and sliver construct, but that's too many strategies). So, counters can be possible. Any suggestions are welcomed. I'm not really sure how to make this deck more aggressive, and I'd like the artifact Soul in there so there's a guaranteed bomb by turn 4. I wish there were more turn 1 options. But I should always have something for turn one with Elvish Mystic and Ornithopter.

Turn 1: Forest + Elvish Mystic + Ornithopter (2 Mana)

Turn 2: Island + Sylvan Caryatid or Golden Hind (4 Mana)

Turn 3: Land + Axebane Guardian or Darksteel Ingot + Any other 1-2 CMC ramp card (7 to 9 mana)

Turn 4: Land + Colossus of Akros + Anything really

Turn 5: Land + Monstrous + Anything really

I can attack with a 20/20 indestructible, trampling golem by turn 5. If I don't draw the Colossus of Akros, currently, I can use Ensoul Artifact to keep up the aggression and stall. I should get a Colossus of Akros or an Ensould Artifact in my opening hand.

The problem lies in Turn 3's inconsistency. If I don't get lots of Elvish Mystics to use the extra mana for ramping... or if I don't get a Sylvan Caryatid and an Axebane Guardian, then I'll end up with 7 mana, or if I do get Axebane Guardian out correctly, but don't have any other cards to play. (Unlikely)

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Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

14 - 0 Rares

16 - 0 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 2.67
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