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The general plan is to smash hard and take advantage of synergies to smash harder.Has a low curve for blow out potential, and some ways to exploit control's reliance on supreme verdict to deal with fast decks. If the game drags out, you can make a giant voltron which shouldn't be terribly hard to keep alive with regenerate, or you can combo deathtouch + trample to suicide on an alpha strike and close the deal. Let me know what you think about the sideboard, I just threw in some things that seemed useful against control, boros aggro, RG monsters or monoblue. I have no idea how this fares against mono black, but the others don't seem like terribly bad match ups in theory.Update: Removed Ceratoks and upped Corpsejack Menace to 4. Tweaked removal suite to make it cheaper and varied sideboard removal.
Seems pretty straight forward. 1 thing though: please don't play turn 1 slitherhead into turn 2 lotleth...play turn 2 lotleth into turn 3 discard slither and scavenge to swing for 4.Against control swap out ceratoks and the bow and probably the give//take for some combination of the extra golgari charm, mistcutters and reaper at your discretion. Also, it may not be in your best interest to blindly charm to avoid a verdict vs control depending on your graveyard state, as it may be better to let them die if you can throw down a mistcutter or reaper and then plan to voltron the following turn with your scavengers.I would swap out downfalls for doomblades against RG and against Boros aggro, and consider bileblight vs monoblack with rats or monoblue.Major drawback is that the land seems abominable and I'm open to trying to tweak the curve.Feedback would be appreciated.
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