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Powerful, consistent, but most of all super fun deck for those that love lots of mana and love playing big green nasty things! How awesome would it be to run out a carnage tyrant turn 3?! Pretty awesome I'd say. With a turn 1 arbor elf and turn 2 utopia sprawl and making a land drop each turn, it is possible to have 6+ mana by turn three! A neat thing about primal command is the ability most under-used (target player shuffles his or her graveyard into his or her library). Against dredge and other graveyard-based decks you can two-for one them. Have them shuffle their whole yard into their library and you can tutor up a creature all with one spell! Also, it is highly useful against control decks that wrath our board. Next turn we can shuffle all our creatures back into our deck and wait for a G-Wave to flood the field again! Field of ruin, ghost quarter, and other land hate can be a problem for this deck, but not nearly as much as other big mana decks like Tron. We run enough mana dorks that them field of ruining one of our utopia-sprawled forests isn't a big deal. This deck is weak to fast combo decks like storm, ad nauseum, and maybe titanshift. We have no way to slow them down or hope to interact. It also is kinda weak against fast-interactive aggro decks like humans and merfolk where we end up chumping with our mana dorks in order to survive, which keep us away from casting our big threats. Tron is also a tough matchup. Pre-board they are very heavily favored. They can get to 7 mana faster than we can typically, and their threats are typically bigger than ours. Post-board we get to bring in damping spheres, acidic slimes, and rec sages which do a little to help an already bad matchup. Burn is even pre-board and post-board we are favored with 3 copies of kitchen finks and another copy of primal command. This is a fair, competitive, and fun deck that can be played both casually and in a tournament setting. It doesn't have any crazy mechanics or do busted things like a turn 3 Karn, but it can be very explosive and most decks can't answer a huge Gen Wave. It is either game over for the opponent that turn or most certainly the next.
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NOTE: Set by owner when deck was made.