Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$72.96

0 Likes 14 Comments
Avg. CMC 2.36
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 14 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (24)
4 Boggart Ram-Gang
$0.31 Creature - Goblin Warrior
4 Ghor-Clan Rampager
$0.16 Creature - Beast
4 Hellspark Elemental
$0.24 Creature - Elemental
4 Lightning Serpent
$2.48 Creature - Elemental Serpent
4 Primal Forcemage
$0.24 Creature - Elf Shaman
4 Spark Elemental
$0.16 Creature - Elemental
Sorcery (4)
4 Caravan Vigil
$0.12 Sorcery
Artifact (3)
3 Mage Slayer
$1.03 Artifact - Equipment
Enchantment (10)
4 Cream of the Crop
$9.50 Enchantment
2 Curse of Bloodletting
$1.97 Enchantment - Aura Curse
4 Utopia Sprawl
$0.38 Enchantment - Aura
Land (19)
2 Ancient Ziggurat
$2.46 Land
9 Forest
$0.08 Basic Land - Forest
8 Mountain
$0.12 Basic Land - Mountain
Sideboard - 6 cards, 6 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (4)
1 Ghor-Clan Rampager
$0.16 Creature - Beast
1 Hellhole Flailer
$0.06 Creature - Ogre Warrior
1 Malignus
$3.48 Creature - Elemental Spirit
1 Tattermunge Witch
$0.12 Creature - Goblin Shaman
Instant (1)
1 Colossal Might
$0.18 Instant
Artifact (1)
1 Infiltration Lens
$0.97 Artifact - Equipment

Comments
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  • Your Mother (22-May-2013 07:12)
    Paleo + Forcemage = Not a combo. The creature comes into play, then gets pumped, so Paleo doesn't see it coming into play large enough to trigger. A pumped lightning serpent works, though, cuz it 'comes into play with' and is bigger upon entry.
     
    • ivanthehungrier (22-May-2013 20:04)

      Thanks, that could've been embarrassing


       
      • Your Mother (22-May-2013 20:09)
        Undying or Persist would work alright.  Thunderblust is always fun. 
         
  • Your Mother (21-Apr-2013 11:32)
    This deck will be great until someone gets an 0/4 wall and you've nothing to do until turn 7. I REALLY like cream of the crop and I'm excited to see how well it works. I'd throw in some lightning bolts or pyroclasms or flamespouts or something to deal with an early toobig blocker in your way.
     
    • ivanthehungrier (21-Apr-2013 19:43)

      True dat, Ill add some to my side board collection

       
      • Your Mother (21-Apr-2013 19:46)

        I'm fine with RG stuff in your sideboard, now that I see it.

         
  • Your Mother (07-Mar-2013 00:05)
    Glitterfang and all them Viashinos become a lot scarier with a Essence of the Wild on the board, that's for damn sure. Sidenote, in some rule reading I've found that unearthing something to make another Essence still kills the thing at end of turn, but for some reason Evokeing doesn't. I don't understand why.
     
    • ivanthehungrier (Edited 14-Mar-2013 03:42)

      Are you sure? Both say sacrifice. Unearth is an alternate casting cost, whereas evoke is playing an active ability imprinted on a creature. Got me

       
      • Your Mother (14-Mar-2013 04:17)

        Evoke is "when this creature enters the battlefield sac it"  And once it enters the battlefield it is no longer that creature so you can't sac it.  Unearth is 'as a cost of unearth, at the end of turn sac this creature', so that trigger stays with the creature until it happens, even if the creature type changes the trigger is there hanging out until end of turn.

         
  • Your Mother (10-Dec-2012 22:17)

    Here's my budget version:  Two sets of enchants that generate creature advantage.  Everything you got has trample so Colossal Might is there to punch over a wall or big blocker.  The low costing stuff dies and continues to ramp up, while the larger things help punch damage over.  Use the dragons to eat your tokens or a creature you have in hand, then hit, then recast the creature to pull things back out.  http://deckbox.org/sets/276364

     
  • ivanthehungrier (10-Dec-2012 21:55)

    Yeah strangle geist's haste/undying is perfect of this. I actually really liked Daya in here for all of her varying perks, too, i was trying to max the # of creatures out and still leave room for other cool combos. Giant growth probably isn't the greatest choice but a 9/9 trample from nowhere? I couldnt resist for only 2 mana. Yeah blood clock probably isnt that well suited for this one either but it was cool and it keeps some disenchant stuff off bloodbond

     
    • Your Mother (Edited 10-Dec-2012 22:02)

      Colossal Might is +4 and trample for two mana?  You could drop it on glitterfang on turn two when someone tries to block it.  RG and stupid is Predatory Advantage.  It'd work better'n blood clock since it is an enchant, but also gives you creature advantage?  I'd cut everything that doesn't have haste and reput back in stuff that does.

       
  • Your Mother (10-Dec-2012 13:43)
    This is much nicer.  Primal Forcemage is the right way to run with the elementals.  I did something similar with Ronin Warclub and all the Vashino that return to your hand.  I would take out the Channelers and Giant Growth and Blood Clock for maybe Colossal Mights, Strangleroot Geist, or Spawnwrithe or Giant Solifuge.  I'm just thinking of cards that, if you drop multiple on the board due to casting one, would start winning the game.  Oh.  Dur.  Also you might want something that pulls a cardout of your graveyard to your hand so that, if you do go through all four of something, you can grab one and recast and pow.
     
    • Your Mother (10-Dec-2012 21:55)

      Blood Seeker isn't going to do anything for you, either.  Need more hasters to take advantage of Primal Forcemage