Training Grounds Goodness

by Thebeeja on 29 November 2012

Main Deck (60 cards)

Sideboard (3 cards)

Artifacts (3)

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Deck Description

A simple concept behind the deck. Get counters, get more counters, make abilities cheap through that and training grounds, and now and then mill some stuffs.
It is a potential trample 13/13 in turn 4, as long as you get 3 lands (1 being an island) a training grounds and a test subject within that:
T1: island, training grounds.
T2: island, Test subject
T3: island, 3 hatchling counters
t4: 2 hatchling counters, transform the bugger and kill.

Changelog:
- Turned the deck monoblue, removing gilder bairn and utopia vow, hinterland harbor and transguild promenade. +1 mindshrieker, titan forge, training forge and tezzeret's gambit, and +6 island to even out the loss of hinterlands and transguild
v1.01
- Turns out i made a stupid mistake and read training grounds as "permanents". As it is creatures only, and i want to keep my titan forge in 'ere, i've shoved in 4 march of the machines
v1.02
- Contrary to my plans above, i did NOT keep titan forge in. Can't say for certain what changes i've made, but its quite a change from the previous. I do however plan to put titan forge back in, but reduce it to 3 or the like.

Deck Tags

  • Proliferate
  • Training Grounds
  • Mill
  • Modern

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

042000

Card Legality

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

Deck discussion for Training Grounds Goodness

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