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A Selesnya Control deck
The nuts draw for this deck is Arbor Elf, Farseek, Acidic Slime, Conjurers Closet, 3 forest. This allows you to turn 3 acidic slime to destroy a land, turn 4 conjurer's closet to flicker acidic slime, locking them at 2 lands the rest of the game. Basically, this deck looks to set up a defense with Thragtusk + restoration angel/cloudshift/conjurers closet until you can overrun them with beast tokens, or destroy all their land so they can't afford to trade creatures in combat. Trostani helps gain huge amounts of life with flicker, slowing aggro decks and putting them out of reach. elvish visionary helps to get your combo pieces out faster. Oblivion Ring is the only straight removal in the deck, and it is a life saver sometimes. Based on the situation, you may want to start blowing up lands first or start creating an army of beast tokens and life gain.
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Nice Deck.
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damn this a great deck. i love the flicker/ blinking idea
Thanks. I played it at FNM last week, 4-1 2nd place. my only loss was a close game 3 against G/W/B Tokens, and I didn't have any sweepers in my board at that point, that's why I made room for the Divine Reckoning. Most of my opponents once locked at 2 (or less) land by Acidic Slime and Conjurers Closet conceded after I played a Thragtusk or Restoration Angel.
Loving the flicker deck. It truly brings to life an idea I had back in '08 when I stopped playing. I tried a proxy build against a Bant control deck--Jayce, Architect of Thought and Tamiyo and Supreme Verdict really did a number on me. I think I account the two losses I had due to shuffling troubles, but still working out some ideas for on it. Any ideas?
Bant can be rough if you don't get the right draw against them. To Sidboard against them, you want to drop 2 Cloudshift, 1 Elvish Visionary, and 2 Trostani. Bring in 3 Bramblecrush and 2 Armada Wurm. Against control, you really want to destroy their lands as early as possible, so make sure that is your focus. Armada Wurm is are aggressive card, and replaces Trostani which is defensive. Save your Oblivion Rings for Planeswalkers. Don't overextend your field - 1 Thragtusk and some 1/1 creatures will put enough pressure on the opponent to force them to cast Supreme Verdict. If you play smart, you can cast Restoration Angel at the end of their turn after the sweep the board and then starting your next turn still have a 3/3 and a 3/4 to attack with. If you can't destroy their lands early, they will begin to draw a lot of cards, but if you get into desstroying lands in the latter part of the game, you can still lock them out of being able to play effectively against you. Remember to destroy duals lands, but start with the color mana they may only have one source for, and aim to keep them from having access to all 3 colors. If you still have problems against them, consider siding in Thalia, Gaurdian of Thraben to give you even more of an edge.
Update on the deck - I actually ran it with 2 Angel of Serenity main and 2 Cloudshift in the side this week, and was happy.4-0 at last FNMRound 1 - Selesnya. Well timed Olivion Ring easily won game 1. Intrepid Hero on turn 2 easily won game 2.Round 2 - Vampires. Couldn't outpace my life gain, locked down lands and an easy win.Round 3 - Bant Control. Turn 3 Acidic Slime - they never had more than 3 lands on the field the whole game. Game 2 they cast a Thragtusk before I got thier lands under control, another easy win.Round 4 - Selesnya. Lost game 1 on turn 6, just before I could stabilize. Game 2 was a Turn 3 Thragtusk that got flickerd a lot for a win. Game 3 I got Intrepid Hero on turn 3 and another on turn 4. He couldn't cast anything. conceded to Thragtusk with Closet on board.