Wild Beastholt


Jojo1378 Score: 10


This is my Wild Defiance Pump deck. The main idea of the deck is the get out the Wild Beastmaster with Wild Defiance out and pump the hell out of the Wild Beastmaster.

Zacoly says... #1

Have you playtested this as it is?

Does 17 lands actually work consistently?

February 25, 2013 12:56 a.m.

Jojo1378 says... #2

17 lands works perfectly fine, as you can see the mana curve basically tops out at three (I rarely keep a hand with revenge of the hunted in it) so if I have an Arbor Elf and two land that is an instant keep. My whole deck is playable on that. I just won the Standard Gameday with this deck and I only had to mull to 6 twice in seven rounds.

February 25, 2013 1:46 a.m.

xenoplastic says... #3

I love that your deck's estimated value is $37.

February 25, 2013 10:10 a.m.

Mallard says... #4

Excellent work on this deck! Combat tricks are, for me at least, one of the most satisfying things in Magic - furthermore, this is the first time I've seen someone approach mono-green like this.

Have you considered adding some Slaughterhorn to replace one or two Giant Growth ? While it doesn't combo as well with Wild Defiance , I reckon that it is definitely handy having a spare creature if need be - or a combat trick that can't be countered.

February 25, 2013 11:52 a.m.

Jojo1378 says... #5

@Mallard Slaughterhorn is quite a good creature, but he doesn't synergise well with Wild Defiance. Also the creature has to be attacking, I can sometimes use my pump as a defensive mechanism if they have a big guy swinging through.

February 25, 2013 12:30 p.m.

hivem1nd says... #6

What about dropping the Young Wolfs or Avacyn's Pilgrims for Experiment One?

February 25, 2013 2:12 p.m.

Jojo1378 says... #7

@hivem1nd Experiment 1 is a handy card, but it has to evolve twice to come back from a board wipe. I only have two creatures that can evolve him. Young wolf can die and be an even worse threat to be reckoned with.

February 25, 2013 3:11 p.m.

HardCorwen says... #8

I like it man, I had fun just now playtesting it. Don't take the reddit haters too hard, they just jelly they didn't make it.

February 25, 2013 4:19 p.m.

procproc says... #9

Okay, I give: why Elder of Laurels? It seems really slow and clunky. Its ability doesn't synergize with Wild Defiance, and it costs 3 to play and 4 to use, which seems prohibitive with the super-low land count. I get that it still potentially pumps Wild Beastmaster, but it seems like something like Slaughterhorn would be a better fit.

February 25, 2013 6:28 p.m.

Jojo1378 says... #10

@ procproc The thing I like about Elder of Laurels is the fact that when he hits the field, he isn't intimidating and he is a stellar blocker against Boros quick drops. When it comes to late game people kill off my beastmasters if they can. So with Laurels I can swing in with the rest of my army and depending on who they block I can pump the ones that go unblocked and can possibly get massive damage through. It is also nice if I have giant growths in my hand but no wild defiance. I can not lose card advantage while still getting a pretty consistent pump.

February 26, 2013 3:58 p.m.

geozak says... #11

Why does this deck not use a sideboard?

February 27, 2013 5:54 p.m.

Jojo1378 says... #12

@Geozak: I don't know how to make a good sideboard, I would run one, but not sure what all to get.

March 1, 2013 6:55 p.m.

HugeSuccess says... #13

Thoughts on putting in a Miming Slime or two? Looks like you could create some pretty huge tokens after pumping for combat.

March 9, 2013 2:47 p.m.

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$6.9 $19.1 $66.25
Date added 1 year
Last updated 1 year

This deck is Standard legal.

Cards 60
Avg. CMC 2.02
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Top rank #43 on 2013-03-12