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The objective of this deck is to have a combo in your opening hand, with maybe one mulligan. The combos are described below. There are enough cards that interact well with each other, that even if one gets broken, you should be able to draw in a turn or two to get the pieces for another one.
Combo One: Devoted Druid/Quillspike.-----Result: Quillspike becomes huge.Combo Two: Devoted Druid/Quillspike/Presence of Gond.-----Result: Infinite Elves, Quillspike huge.----------Better with: Blasting Station.---------------Result: Infinite Player or Creature Damage.Combo Three: Devoted Druid/Quillspike/Presence of Gond/Suture Priest-----Result: Infinite Life, Infinite Elves, Quillspike huge.----------Better with: Blasting Station.---------------Result: Infinite Player or Creature Damage.Combo Four: Safehold Elite/Melira/Blasting Station.-----Result: Infinite Player or Creature Damage.Combo Five: Spike Feeder/Sunbond.-----Result: Infinite Life, Spike Feeder huge.Combo Six: Midnight Guard/Presence of Gond.-----Result: Infinite Elves.----------Better with: Blasting Station.---------------Result: Infinite Player or Creature Damage.----------Better with: Suture Priest.---------------Result: Infinite Life.
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