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It's Sexy. It's Slick. It's Instant Speed Voltron.In one on one, the deck is a runaway success smashing damage through at a pretty reliable speed. But it's multiplayer where this deck really becomes interesting - you could reliably have one player dead on turn 4-5, but then you're likely a giant target when everyone realises what the deck is capable of. So knowing when to swing and pump for lethal is a carefully honed judgement call. It's carefully calculated combat math, in a flashy, red green machine.
Basic Mantra: Kill the deck with most answers first. Golden Rules:1. Never run on empty. There is a limited number of cards to restock your hand of instants, your deck does very little, and is likely a sitting duck, if you ever have an empty hand. 2. Never play your pumps that give hexproof or shroud except as responses. Hold these cards, there will come a time in every game where that spell will allow to dodge removal and probably punch through for lethal.3. Always kill the deck with spot removal first. This deck is especially vulnerable to decks heavy on spot removal, best way to deal with spot removal, is to kill the player casting it. 4. Always leave a creature card in hand (excluding Bloodrushers, though sometimes the fact that they're a creature is your saving grace). Whilst Radha is your ultimate baseball bat, there are an array of creatures built in that will let you pile one damage. Your response to every Wrath or Swords to Plowshares need to be to play another threat. Nothing worse than a hand full of splashy instants and nothing to kill. 5. Always consider the possibility of pumping an opponent's creatures. This can often generate significant value both in terms of raw life loss it will cause to an opponent, but also often pumping a blocker to get rid of a significant attacking threat.
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Just a couple of thoughts that crossed my mind when looking over this...1. What about Haste enablers? I noticed Break Through the Line for single target haste, but enchantments like Fires of Yavimaya and Fervor would allow your creatures to go to town the moment they hit the board. 2. How well do all of your single target spells work without having Wild Defiance on the board? While it seems neat on paper, the idea feels kinda frail. I've never done it though, so I'm just curious. 3. Pathbreaker Ibex has an effect similar to Wild Beastmaster, but is much stronger in my opinion (although Ibex is much more costly). Not sure how well it would fit in here since it seems like you're trying to move really fast.
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1. Re haste enablers: The deck also runs Xenagos, flamekin village. and Reckless Charge. However, Haste is often not as impressive as you'd think in here. Firstly, because the deck is tight on mana (we're aiming to kill pretty quick), so often you'll want the full mana at your disposal to go explosive with pump spells. Otherwise once you deduct the mana investment of the creature + the card giving it haste, it's suddenly substantially less advantagous. Ideally also, you'll have 2 dudes down at most points in time, although you're only attacking with 1, so you should have pretty good ability to keep going if you're first dude dies. In the case of wraths, most likely someone else is losing more than 2 dudes. Most of the haste enablers just aren't strong enough as cards to warrant it. Take Fires of Yavimaya, at 3 mana, playable at sorcery speed it's effectively placing you a whole turn behind on your plan, for the cost of a card. 2. Having play tested the deck extensively, Wild defiance is of course wonderful, but the deck doesn't need it in order to kill someone. You can regularly take someone out in 1-2 hits without the Defiance. 3. Pathbreaker Ibex is just bad in here. 90% of the time it just clogs your hand, and in the cases you are playing it, it's unlikely you have mana left over to pump it sufficiently to generate value out of it. The Beast Master is good because it comes down way sooner, on curve for pump spells. Though it's worth noting that a later version of this deck, which I will post up in a few hours (as a replacement to this list) drops Beast Master entirely in favour of Glistener Elf.
Updated Version of the Deck makes the following substitutions -- REMOVED- Falkenrath Exterminator- Ohran Viper- Break through the Line- Increasing Vengeance- Stormkirk NobleAdded- Glistener Elf- Life's Legacy- Mutagenic Growth- Fury of the Horde- Warren Instigator