Charge!

by Deuce5150 on 20 October 2016

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Trampled underhoof.

How to Play

Trample is great, but only if your creatures are bigger than their blockers. How do you ensure that is the case? Cast big creatures, to start. But, what if they cost too much or are too slow? Flanking ought to do the trick. It shrinks blockers, allowing your trample damage to run over into your opponent. Enchantments that buff your creatures help as well.

Wave the Baton of Morale around to give your creatures banding. That will allow you to determine how your Flankers are blocked - as does Odric and (to a lesser extent) General Jarkeld. Speaking of blocking, Grand Melee and Invasion plans make it mandatory. Banding also triggers flanking for each creature in the band, shrinking down creatures quickly.

But, none of those little flankers have trample. That is where Anax and Cymede come in. They grant trample with every heroic trigger. Buyback, Flashback and Rebound give your spells a few more uses. Some of your auras can be returned to hand and used over and over again. Others return to your hand upon entering the graveyard. Sacrifice them to Auratog or Faith Healer to use as often as you like.

Deck Tags

  • EDH
  • Commander

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

5100230

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Charge!

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