The ideal opening hand:
- 2-3 lands (at least one green)
- 1-2 ramp critter
- 1-2 land destruction spells
- 1 wumpus or wurm
There's a good chance you will draw into a wumpus or wurm during the first couple turns, so the lack of either is not reason enough to mulligan. Lack of a ramp critter is.
You want to destroy the first few lands your opponent plays. If you can't get all the lands, try to get all the lands that produce a critical color. Sooner or later, your opponent will miss a land drop. Then you play the Wumpus and begin beating face.
Chances are good you will land a second beat stick, yet, even with only one, this deck will deal 18 points of damage easily. Of course, that's still 2 life short of 20. A single
Magma Jet
will finish off your opponent when he or she was thinking they'd have a turn left.
Magma Jet
will also help dig for any missing pieces.
The ideal turn by turn opening:
- Land,
Birds of Paradise
- Land, any land destruction spell
- Land, any land destruction spell
-
Shivan Wumpus
or
Argothian Wurm
Orcish Settlers
is there for later in the game. Opponents may get lucky with land draws or have ramp spells available. The land destruction spells in this deck are plentiful, but they are also single target. Card:Orcish Settlers gives us a means of wiping out 2 or 3 lands with one card.