Type: Deck Idea
Format (legal 👍) legLegacy
Approx. Value:
$89.31

0 Likes 0 Comments
Avg. CMC 2.27
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 15 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (16)
4 Elvish Mystic
$0.39 Creature - Elf Druid
4 Llanowar Elves
$0.61 Creature - Elf Druid
4 Spike Feeder
$0.65 Creature - Spike
4 Voyaging Satyr
$0.13 Creature - Satyr Druid
Instant (8)
4 Counterspell
$1.08 Instant
4 Eladamri's Call
$8.99 Instant
Sorcery (4)
4 Open the Armory
$1.21 Sorcery
Enchantment (12)
4 Aqueous Form
$0.18 Enchantment - Aura
2 Armadillo Cloak
$0.61 Enchantment - Aura
2 Indestructibility
$1.20 Enchantment - Aura
4 Sunbond
$0.33 Enchantment - Aura
Land (20)
4 Evolving Wilds
$0.16 Land
6 Forest
$0.08 Basic Land - Forest
5 Island
$0.09 Basic Land - Island
5 Plains
$0.09 Basic Land - Plains
Sideboard - 15 cards, 6 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (8)
4 Cancel
$0.05 Instant
4 Jace's Ingenuity
$0.07 Instant
Planeswalker (1)
1 Ugin, the Spirit Dragon
$28.39 Legendary Planeswalker - Ugin
Land (6)
2 Forest
$0.08 Basic Land - Forest
2 Island
$0.09 Basic Land - Island
2 Plains
$0.09 Basic Land - Plains

Notes
 
This is a Spike Feeder + Sunbond combo deck. The point is to get these cards onto the board as quickly as possible, ramp your Spike Feeder's P/T up to insane mode for free with an attached Sunbond, and swing away with all that power until the damage gets through. Mana rampers and library searching are for making this as smooth and quick a process as possible.

It's apparently possible in three turns with the right cards.
Turn One: Forest, drop an elf.
Turn Two: Plains or any other land, drop Spike Feeder with help from elf mana ramp.
Turn Three: Play at least one Plains by now, tap your three lands and use elf mana ramp to play Sunbond on Spike Feeder. Use it's last ability to gain life, add counters from Sunbond, gain life, add counters, gain life, add counters... Repeat until you're satisfied. If they've played no creatures and you suspect they have no instant help, destroy them. If they have, maybe hold back until you've gained indestructible, trample, or unblockable. Either way, there are four instances of this dangerous combo in the deck. If the first one misses, try, try again.

Obviously, the counter spells are to keep you and your Spike Feeder alive if you haven't picked up the cards you need in your starting hand. It's highly likely they won't be. There are another four catch-all counter spells in the sideboard if you think you need them over indestructibility or something. There's also card draw in the sideboard if you're having trouble getting what you need, and mana if you feel the need to change the flow. I haven't play-tested this one, so I'll adjust it later for a better mana pool and add more sideboard options once I've straightened it out. I don't think there's a call for more than 20, given the eight elves that give mana and the four satyrs that can double up one mana each.
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