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Trampling Hellions (Turn 3: 10 Damage 20 w/Thud)

Standard RG (Gruul)

bernie724


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Instant (4)

Creature (4)


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Sorcery (4)

Creature (4)


10 Trample Damage on turn 3 (on the play preferred). If you are extra brave Thud for 10 more, not recommended (not on the play)

Turn 1: Land -> Goblin Motivator
Turn 2: Land -> Paradise Druid or Llanowar -> Haste From the Motivator -> Arboreal Grazer -> Tapped Land
Turn 3: Land -> Inferno Hellion -> Haste From the Motivator -> Giant Growth

Of course this is optimal. I prefer & recommend; Run Amok (-Giant Growth) for more balanced game play. Thud is risky, unrealistic and requires many more stars to align.
There are various ways to do this with these card, I just prefer this one. There are also some nice early combos with Gruul Spellbreaker and Vine Mare that will keep your opponent on the ropes.
Any help or suggestions welcome. I play for fun with friends and family. First upload, so I set the flag to 'Needs help'. Thanks
--bernie724

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Date added 4 years
Last updated 4 years
Legality

This deck is not Standard legal.

Rarity (main - side)

15 - 0 Rares

17 - 0 Uncommons

15 - 15 Commons

Cards 60
Avg. CMC 2.00
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