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My entry into Beowulf85's "Break the War-Pride" deck challenge: http://forums.mtgvault.com/showthread.php?t=7298 The main idea is to get out Nacatle War-Pride and then attack, gaining abilities from cards like Primal Forcemage and Bramblewood Paragon :p Blink affects (Cloudshift, Retoration Angel) are to help keep the War-Pride alive. Mana ramp (Birds of Paradise, etc.) are because a lot of the cards here cost a lot of mana :/ Forbidden Orchard ?helps make more War-Pride copies.
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Nice deck! Bramblewood Paragon and Bellowing Tanglewurm certainly add to the War Pride's already fearsome ability! Primal Force Mage belongs in here for obvious reasons (he's in my deck too) but since you already have white, you might consider a Goldnight Commander instead (he is much better for War-Pride). Rhys just makes War-Pride ridiculous, provided you are able to: A - Get both out B - Get War-Pride to attack (1 turn after casting War-Pride, at least 2 turns after casting Rhys) C - Get your War-Pride tokens to attack (2 turns after casting War-Pride) This is a very slow combo that is open to all kinds of creature removal. It is also really only useful in multiplayer where you'll need to attack more than once or twice with your War-Pride. Unfortunately, multiplayer is usually rife with wrath and creature removal, so what are the odds of the combo going off? If you are playing this in a two player setting, I would recommend taking this card right out (maybe replace it with Goldnight Commander I suggested earlier). The only other constructional weakness I see is Restoration Angel (and to a lesser extent Cloudshift). I understand their purpose and how they work, but think about the situation in which you would be most likely to use them: While War-Pride is still summoning sick. This is a problem because, assuming you cast War-Pride as soon as you could get enough mana (if you don't you're slowing your deck down), you will be tapped out. After all, War-Pride costs 6 mana to begin with, what are the odds that you will have 4 mana left to cast a Restoration Angel between casting your War Pride and his first attack phase? What's more, those cards will not help your tokens. There is much room for improvement here, but you still get applause for Bramblewood and Tanglewurm!
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Bramblewood has always been paired with War-Pride ever since I realized it's a warrior :p Ja, Rhys does seem a little out of place here... :/ I also worked out that it's possible to play War-Pride on trun 3 in this deck: T1 - land, mana creature, T2 - land, 3 mana creatures (that a total of 6 potential mana for T3). Yes, I know it's vulnerable to removal, but that's still a lot of mana for turn 3 (7 with a land played). Goldnight commander is cool, but it does cost 1 more than Primal Forcemage. I won't know what direction I'll take this after testmoding (modifying after playtesting and testing again), but the core will remain :p
One more card suggestion. For this deck, Congregation at Dawn or Lead the Stampede would both completely trump Commune with Nature. Commune with Nature is better cor low CMC decks where you will be looking for creatures on turn 1-2 and playing them on turn 2-3. This is not one of those decks. Of course, there is always Defense of the Heart, which I play in my deck, and also combines very well with Forbidden Orchard and helps get around that pesky high CMC in order to let your Angel and Cloudshift do their work. You could run 4 of those with 4 idillic tutors. They would also allow you to drop both Nacatl and Rhys on he same turn.
Can't believe I forgot about Congregation at Dawn *facepalm* As for Defense of the Heart, I tend to build for Modern, so I didn't think of it. Though with all the mana ramp in here, Tooth and Nail mite do the same. Hmmm... :?
I don't think you can rely on mana ramp to that extent in this deck unless you are somehow drawing cards like crazy. I've done your 3 turn War-Pride drop before, maybe three or four times, out of dozens of times playing my War-Pride deck. All you have to do is look at how many cards that "ideal" situation takes in order to know that the odds of you having them all in hand, even by turn four, are not very good. 3 lands + 3 mana accell creatures + 1 war pride = 7 cards Turn 3, assuming you drew on turn one, you will have drawn a total of 10 cards Tooth and Nail, especially if entwined, would take an amount of mana that I think borders on ludicrous. By the time you have that much mana and a Tooth and Nail, you should have drawn a War-Pride and hard casted. Of course, all my criticisms and advice will depend on your local meta. You know better than I what kinds of decks and cards you are most likely to play against. As a side note, as a fellow competitor and War-Pride fan, you must check out this guy's deck. I think it is front page material. http://www.mtgvault.com/ViewDeck.aspx?DeckID=384743
If I did go the Tooth and Nail route, it'd redesign the mana ramp of this deck to run the Urza lands combo. And I'd also only need to have 1, maybe 2 War-Prides. Additionally I could then add Kiki-Jiki, Mirror Breaker to make a copy of the War-Pride and attack on the same turn... makes me want to actually do that :?
So these are the changes i made your deck. I really liked the deck but thought that it could be faster so i went with more mana acceleration and made a couple of other changes and wanted to know what you thought of it. http://www.mtgvault.com/ViewDeck.aspx?DeckID=384546 Don't be too harsh I am very new to this.
And please don't think i'm trying to pass this off as my own creation.
if you have time, could you please take a look at my ETB deck? Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=383048