Wild Humans

by Mitrian on 06 December 2012

Main Deck (61 cards)

Sideboard (15 cards)

Sorceries (2)


Artifacts (2)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

An alternative build to my initial Humans deck, this one primarily adds a playset of Wild Beastmaster to use in conjunction with cards like Rancor, Mayor, Hamlet Captain, and most importantly, Lambholt Champ. Multiple Beastmasters on the field get deadly in a hurry as their bonus stacks with itself.

For example, let's say you have two Beastmasters, 2 Mayors, and a Lambholt out. One Beastmaster gives +3 to everyone, including the next Beastmaster. Now the next Beastmaster gives +6 to everyone. So +9 to all attackers, and with the Lambholt now at a minimum of 10 power, the whole field is likely unblockable and you're swinging for a win.

While this is a near best-case scenario, it's not hard to accumulate lots of Humans on the field with this deck, all being cheap weenie spells. Bonds, Rancor, Charm, and even the Guile can help pump the Beastmaster for greater effect. The biggest danger is against board wipers, but that is what the Angel of Glory's Rise on the sideboard is for.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,230 times.

Mana Curve

Mana Symbol Occurrence

2500028

Card Legality

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

Deck discussion for Wild Humans

Maybe Craterhoof could get big and do bad things to people for you
nice deck build

can you help me out with mine

http://www.mtgvault.com/ViewDeck.aspx?DeckID=411869

0
Posted 06 December 2012 at 22:02

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Every retard says add craterhoof to every green deck even if its over double you mana curve
Why the purpose of overgrown tomb?
Not sure i dig bonds of faith I understand its dual use but I feel oblivion run gives more flexiable removal

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Posted 07 December 2012 at 01:00

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Bonds are primarily just another way to pump the Beastmaster, while also providing flexibility as a detain method if needed. I thought about O-Rings, but ended up fully committing to every card being part of speed aggro. The Fiend Hunters help with creature removal, which means artifacts and curses/enchants are still a weakness where O-Rings would help. Planeswalkers maybe too, but ideally I can get enough aggro going to attack them directly. If I'm up against something like a Safety Sphere or Curse of Death's Hold (those being the worst two for this deck that come to mind), then I have to rely on my sideboard, I guess.

Tomb and Chapel are for Vault, nothing else. Rancor + Deathtouch beats the chump blocking. With a low mana curve, that's pretty easy to get away with.

And yeah, Craterhoof is fun, but doesn't fit this build at all. :)

Thanks for the comments! This is mostly a fun, 'how big can they get' deck, that I'll play at FNMs and with friends, but I don't expect to win a lot of tournaments with it.

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Posted 07 December 2012 at 17:51

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