A casual deck based around solving any problem with ridiculous big creature combos, often employing the upkeep phase. There is an extensive sideboard including 39 card suggestions for you to play with.
10 bonus points to whoever suggests the best 40th creature for the sideboard with an explanation.
Only rule: It must be a fatty. (at least 5/5)
Current Leading Suggestion: Child of Alara.
Suggested by: Kazzong
Also, check out my "How would you build this deck" challenge!
http://forums.mtgvault.com/showthread.php?t=7276
This was the 2nd deck I ever built way back when Futuresight was the hot new thing. As you can see it has evolved over the years, but I still love it and, even more than that, love what it does to anyone unfortunate enough to play against it. Once your first Defense of the Heart goes off, it'll be the table VS you. You'll probably still win.
So, to explain a few functions of the deck as is. The deck I own in real life does not have all those awesome dual lands, but this is the deck I play online. Feel free to sub out the dual lands appropriately, in person I'll play with a proper balance of triple lands from the Alara block just to ensure I have all the mana I could possibly need, but between the Birds, Harbingers, and Forbidden Orchards mana fixing is rarely a problem. Thanks to them, you really don't even need the non basic lands, just proper mana balancing through basic lands should be enough. I recently switched the deck around a little so the mana balancing is probably a little off, but in this deck mana balancing really doesn't matter a lot. Things are supposed to come in to play without you having to hard cast them.
If you get rid of the non basic lands, the deck should cost between $60 and $120 depending on what creatures you want to run. When I first built this deck it cost me somewhere around $60-$80.
There are a lot of potential creature combos hereabouts and the deck is designed to be able to deal with ANYTHING your opponents might throw at you, solely through the use of creature's abilities (exception for privileged position).
First, the base of the deck. Elvish Piper and Defense of the Heart.
Elvish Harbinger will ensure you can bring a Piper out and, since it gives you an extra mana, makes sure you have enough mana to play it even if you've only drawn 3 lands. If you're lucky enough to start with a Harbinger, Birds, and 2 lands in your opening hand you'll have Piper ready to spit out your first fat fat fatty by turn 4. If you like, you can ignore the Harbinger's ability and just get ready to set off a DotH at that point depending on how the board looks.
Play Defense of the Heart and watch your opponents stall playing creatures until they can destroy it or kill you with what they have, only... Forbidden Orchard! Give them some wimpy 1/1 spirit creatures that don't even fly! You can almost always set DotH off the turn after you play it. :) Use Eternal Witness to play it turn, after turn, after turn, after turn...
Eternal witness can also bring Sheolred back from your graveyard if it is ever unfortunate enough to end up there.
Defensive creatures include Platinum Angel (alternative win cons will stall), Platinum Emperion (makes burn decks cry), Blazing Archon (SCREW YOU AGGRO!!!), Sigarda (no Mr. black player, you can't make me sac things), Avacyn (an opponent wrathing the board will only make you smile), and Privileged Position (good luck exiling me, silly white player, and go away bouncy blue, no one likes you).
Opponent's cards giving you problems? Is there an enchantment that is stopping you from attacking? A card that is freezing game play up and allowing an opponent to stall?
Angel of Despair/Bringer of the Red Dawn + Sheoldred + Braids. Destroy a permanent of your choice every turn as Angel of Despair bounces in and out of the graveyard fast enough to give your opponents whiplash. Oh, and BTW, they get to sac 2 permanents/turn while you're at it. This combo will bring a multiplayer game to a screeching halt while people give you evil glares and you laugh internally, or externally if you're a jerk like me.
Sub out Angel/Bringer for Eternal Witness and go ahead and play your Defense of the Heart EVERY TURN.
Something's indestructible? Need to get rid of it at your convenience? ADMONITION ANGEL TO THE RESCUE! Bring it out with your Bringer of the Blue Dawn and you'll have lands to play almost every turn! If you've set Defense of the Heart off a few times the creatures will have thinned down in your deck, and the odds of you drawing a land goes way up!
Having trouble keeping your pipers out or not finding the DotH's? Hard cast any of the bringers for their alternate mana cost! 5/5 trample, and while I'm at it I'll either draw 3/cards a turn until I find what I need, or just borrow your creatures and club you over the head with them. The alternative mana cost is a strong factor when it comes to why I've kept the bringers in since the beginning of the deck, they have saved my life a number of times when all else has failed.
Would your rather win with direct damage? Sub in a couple of Kaervek's. Want to blow everything up every turn? Team up Novablast Wurm with Avacyn and bring Kamahl, Fist of Krosa and Massacre Wurm along for the fun.
I would rather not list the plethora of great options for token generation. Just look at the sideboard for yourself.
Want to beatdown even more than the creatures in the deck already can? Again , sideboard for things like Leviathans and Simic Sky Swallower.