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Inspired by TubaHero's awesome idea: http://www.mtgvault.com/ViewDeck.aspx?DeckID=332393 Defiance and pumps to bring home the win. May be creature light so will be play testing with 14 creatures and 17 "bumps" to start and then more like 17 creatures and 14 pumps to find where the most consistent mix is. Trying to maximize Wild Defiance by playing Joint Assault onto soulbounded creatures and Blessings of Nature that targets up to four at once, which is super awesome and may end up making it a mandatory 4 mainboard. I'm not sure about putting 4 of any miracle in unless it's bonfire of the damned, even without miracle cost it can take out whole fleet of flying spirits. Targeting up to four of my creatures with wild defiance in play is just too good to ignore however, therefore might see 4 Blessings in the deck. Reforge the Soul because it's awesome.
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I really like the Blessings of Nature idea! In my personal opinion, I would run 8 1 mana ramping creatues to get a turn 2 Defiance out on the table, before it can be consistently countered by control and before red or black can get rid of your creatures as efficiently. Also, I was thinking of testing some Faithless Lootings for a little more card draw (if you find you're getting a hand of pumps and nothing else too often). It looks good man! Thanks for your faith in my deck, and I'm glad you like it too! Good luck if you happen to bring this to your next FNM!
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Another thing I thought I'd add, instead of Lightning Mauler, whose haste will rarely be super relevent in this deck, why not Trusty Forcemage? Same converted mana cost but green and pumps for +1/+1. That way if your screwed for Red mana, your splash, you won't be in so much trouble. Just a thought :P
ONE MORE THING: Where are you're Rush of Blood? It's insane in this deck.
Yes I agree with getting Defiance out early as possible, turn 3 you are looking at mana leak or something. Concerning Rush of Blood, i just wasn't sure about it, didn't know what to take out, wanted the hexproof pumps but you are right they should be in here somewhere. Trusted Forcemage costs 3 CMC. I think it's more for; get him out turn 2 or 3, then drop wolfir turn 4 or 5, if the mauler managed to last that long you now have a 8/8 hitting the turn he hits rather than waiting another turn. Another thought, it's RG so I want to have Huntmaster in so bad just don't think he goes with the deck. If moonmist targeted humans I'd work on something to make it happen. Can't play test yet still waiting on my uncommon/common set, should be in this week then I'll try to get on it. Cheers and let me know how you do with your deck.
Two words: PRECURSOR GOLEM! You need to find space for it!!!
Okay, I tested at FNM and this is what I found: I was stuck with useless hands far too often. Hitting Reforge the Soul was good in theory, but my opponents found too many answers that way, through their bomb, lands, counterspells, or things like O-Ring to get rid of my enchantments. I think G/U will give this deck the card draw boost it needs, while not taking too much of the original idea out and adding in the ever-powerful Snapcaster Mage to the mix. Here's the link if you wanna check it out! http://www.mtgvault.com/ViewDeck.aspx?DeckID=336316
Faithless looting? But I think UB is probably a lot better, blue has been owning standard for a while now.