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A centaur tribal deck. More casual and thematic than actually competitive. Could potentially be tweaked to be competitive but I don't yet see how.Simple strategy. Use Mystics, Caryatids and Coursers to ramp into Warchief and Battlemaster, play cantrips to buff and protect them, swing until opponent is dead. Getting +3/+3 for every single spell target means that just of Heroic alone Battlemaster could easily jump to stupidly high power. With the right combination of rampers and land draw you can get him out as early as turn 3. You should have at least 5/6 mana to use at that point.Starting Power/Toughness: 3/3Play Gods Willing, declare protection from most common colour.Becomes 6/6Play Ranger's Guile, hexproof, +1/+1Becomes 10/10Play Ajani's Prescence, Indestructible. +1/+1Becomes 14/14Play Aspect of HydraBecomes at least a 19/19Have Warchief in play. Gains Vigilance and trampleHave Bow of Nylea in play, gains deathtouch.Summary: 23/23 Indestructible, Hexproof, Vigilance, Trample, Deathtouch, Protection from X. Attack. Assign one damage to each of your blockers the rest of the damage tramples over. Opponent has less than 4 blockers? You win. Otherwise:Next turn he's still a 17/17 monster. And you can reload your hand with Chronicler of Heroes to buff him even more.Chronicler of Heroes can also net you an additional draw as well as being a 3/3, early on this may mean using Feat of Resistance on one of your blockers to ensure you have a creature with counters on it. Midgame you can use it to help pull up more cantrips to protect your big guys. Also with the Warchief, he becomes a 4/4 vigilance trample, which I think is pretty good.
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