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Medium speed usually turn 9 to win. Every turn survived odds of winning greatly improve. Survive turn 6 and have massive card advantage playing multiple cards per turn. The purpose of the deck is to be able to do something in almost any situation given a little time. Vulnerable to extremely fast decks. Ideally it would play like this: turn-damage-total (life gain) 1-ziggurat essence warden 2-1=1 (2) cradle, dragonmaster, banneret 3-3=4(4) wolfskull, leafcrowned, oracle(extra land play) 4-10=14(11) upkeep woodfall primus, (extra land), 1 wolf, 1 dragon, lord, master, grapple, steely, lignify, and sapling 5- 33=47 from there play probably 2 lands a turn, 1 free play, and 1 extra draw per leafcrowned out possibly Essence- keeps you in the game long enough to play leaf and spawn token every turn to gain life. Dragon with leaf or oracle you can have 6 lands by turn 6. Takes care of air defense/offense. Bosk is vital for early game reduce costs and blocker. After you have leaf, oracle or 5 lands it is expendable. Wolf skull early game cheap cost chump block maker. It has about a 50% chance to work by its self. Leaf 2/3 chance of playing the top card free then getting your normal draw. 2/3 chance to get a land a turn. I have won many games by top playing wood fall or rootgrapple. Awesome mid game creature. The master is the best anti creature card. Assassinate creatures every turn. Oracle remove lands from the top deck so leaf and wolves kinship has a much better chance. Sapling helps draw more cards and is nice for an unkillable block and fear blocker. Woodfall big hitter, great demolition and almost indestructible with oran reif putting + counters on. Lord 6/6 for 6. Game rarely last long enough to get 3rd tier but when it does it wins it for you. Genesis the only non shaman creature in the deck. Recycle creatures grave to hand or itself. Steely only non shaman/treefolk spell. Use it defensively or offensively against other tribes. Lignify early game disable. To make it stick better play steely target treefolk. Takes 2 disenchants then. Rootgrapple expensive but worth it to draw a card and kill any non creature especially reduced cost or free. Oran reif is mostly to buff your wolves but also if you played several creatures that turn. Strip mine great for controlling their nonbasic lands or just any land after you have 5 lands. Gaes can generate lots of mana with all the extra creatures around. Ziggurat since only 9 non creature spells, gets me red Ice hold off decks relying on single big hitters. Eldrazi will annihilate you once but then frozen forever usually. Leaf and oracle are the main cards that allow advantage pulling lands and shaman/treefolk. In a few turns of this you will have a large army that will highly discourage being attacked. When the army is large enough just swarm. In the mean time you are disabling them with destruction of every thing but non targetable. Crafter for more direct damage but slows your play having to exile. Witness for early game return any grave. Monument if the dragons are not working for flying. Mossbrige can usually be activated by turn 5 and of course pull primus or rootgrapple as an instrant instead of holding it in hand for a few turns.
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