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Smash Like Caveman

Standard*

tkiefer.44134


Sideboard


Maybeboard

Instant (2)

Sorcery (1)

Creature (1)


This deck is simple like a caveman; play creatures & turn them sideways. This deck has some energy synergies but does not rely on them to function, Voltaic Brawler and Servant of the Conduit provide early energy syncs and can either hit hard or ramp to the more powerful spells in the deck. If they die off their left over energy fuels Aether Hub or multiple turns of Lathnu Hellion. Arlinn Kord   is very versatile for this deck, each one of her abilities being a proactive way to win the game, her token generation works fantastic with Smuggler's Copter as it provides a constant flow of pilots (not as efficiently as Gideon but for the color pair its close), her front side makes any top deck creature an immediate threat, and curving her into a Verdurous Gearhulk is nuts. Opening hands with Attune with Aether into Longtusk Cub are instant keeps, followed up with any of the energy creatures and you can put a really beating in plus have a creature out of Radiant Flames range. Attune with Aether also makes keeping land light hands less risky and ensures that you can curve out which is the most important part of the deck so that it can apply constant pressure. Bristling Hydra is a great follow up to Radiant Flames especially if none of the early energy was used, it grows out of Torrential Gearhulk range and protects itself against 90% of the removal spells.

Sideboard Chandra, Torch of Defiance is probably the most powerful card in the whole list but without sufficient ways to protect her from flying threats makes he too vulnerable in the main, where she shines is against control match ups providing pressure and card advantage, same goes for Nissa, Vital Force. Natural State deals with a lot of different threats, Smuggler's Copter in the Aggro Decks, White control Decks running Authority of the Consuls and Cultivator's Caravan in the Metalwork Colossus decks. Weaver of Lightning deals with aggro and UW Fliers, being an early blocker and giving the removal spells a little boost simultaneously. Appetite for the Unnatural comes in to deal with threats Natural State can't target like Aetherworks Marvel or, Skysovereign, Consul Flagship, and Metalwork Colossus. Fleetwheel Cruiser comes in to make the deck faster when going bigger or controlling doesn't work.

For the Maybes I considered ways to either deal Smuggler's Copter or the large number of x/1s running around that tend to crew the copter when they get out classed. Clear Shot is an interesting prospect as it best mirrors the common modes of Dromoka's Command and could create a lot of blow outs however, keeping up 3 mana can be tough especially in the early stages where you should be developing your board more and taking too much damage or getting swarmed doesn't make it quite as effective.

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Date added 7 years
Last updated 3 years
Legality

This deck is not Standard legal.

Rarity (main - side)

8 - 4 Mythic Rares

19 - 2 Rares

15 - 2 Uncommons

7 - 6 Commons

Cards 60
Avg. CMC 2.36
Tokens Clue, Emblem Arlinn Kord, Emblem Chandra, Torch of Defiance, Emblem Nissa, Vital Force, Wolf 2/2 G
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