Deck Summary
The basic goal of this deck, is to take advantage of all the advantages that you get with tribal decks (Lords, and creature type specific effects) but to not need to throw out a whole field of creatures all off the time to get ahead. That is the main reason we are valuing the Revolt ability so highly. Our creatures with Revolt will still take advantage from our lord abilities and what not, but it they make extremely good post combat creature plays to nullify our opponents intended 1 for 1 trades they made while blocking our creatures. The revolt ability is also triggered from our fetchlands, which is why we are playing such a high amount of them.
Creature Base - 1 Drops
Narnam Renegade - Off of one of our 9 fetchlands, we can play a turn one 2/3 with Deathtouch. If not taken off the table immediately, it can definitely get in for a bit of damage, but if he's removed instantly it will allow us to decide on a two drop a little more comfortably now that a piece of removal has been baited out of their hand. Also really good in the late game with our lord abilities, so it's not just a dead card off of Collected Company
Sunblade Elf
- More often than not a 2/2 on turn one, which can demand an answer. His ability is also pretty relevant as the game goes on, so again, having early threats that demand answers is crucial to developing a great mid-late game.
Skarrgan Pit-Skulk
- Not great for the early game. Meant to be played later on when we are able to hit in for damage frequently, and it doesn't require us to dump a bunch of mana into it.
Creature Base - 2 Drops
Bramblewood Paragon - Our premier "Lord" ability. Each creature entering in with a +1/+1 counter and trample is so threatening.
Talara's Battalion
- A huge creature (often will be bigger) that can be played off of CoCo profitably. We have enough cheap green creatures to still cast it normally if need be.
Greenwheel Liberator
- Huge creature for cheap after a fetch, and a good choice if we happen to 1 for 1 block that turn.
Herald of Dromoka
- Another "Lord" ability. A solid CoCo hit.
Blood-Chin Rager
- Makes combat so profitable. Just getting in huge amounts of damage and reducing the amount of total threats we lose in combat.
Dwynen's Elite - Creates two bodies that both benefit from our lord abilities, and just piles on the board.
Chief of the Edge
- More lord stuff.
Creature Base - 3 Drops
Arashin Foremost - Best as a CoCo hit, but can be profitably cast. Doublestrike being very relevant in a deck producing tramplers.
Renegade Rallier - Great post combat play if the Revolt is active. Also just a nice tricky card, and being one of our Revolt guys, he will interact with the fetchlands.
Other Spells
Collected Company - The reason the deck may be playable. Straight forward - dump creatures
Inspiring Call - Can generate huge card advantage, protects our creatures from damage, and makes combat super profitable.
Abrupt Decay - Gives us a way to interact pre-board. Answers most general things.