Good evening folks, Shdorsh here again with a cheap-ish deck for you to enjoy! Not having a lot of cards and want to play a decent deck so you can acquire cards and finish your dailies faster? Good! According to me (not a pro), this deck is insane, given the right circumstances! Only 32 commons, 15 uncommons, 10 rares and 3 mythic rares for you. (granted, more than Thassa, the Insufferable, but still cheap!)
This Selesnya deathtouch elves combo deck abuses 2 of the most dreaded mechanics in the game: It is basically Glissa, the Traitor spread over 60 cards. Plus other shenanigans.
Deathtouch:
With elves like Narnam Renegade, discount Narnam Rene- *ahem* Tajuru Blightblade, that serve as a good first turn cast. Actually, all elf cards have deathtouch in this deck, pressuring the opponent to trade or remove on and on.
The problem is that their power is a bit low, and it'd take a bit to win through damage with these alone, which is why we've got the Wren's Run Vanquisher: a 3/3 deathtouch which can be played on turn 2, which is why I advise you keep one elf always in your hand and start the game with 2.
In order to draw a bit quicker and get the right cards, we've also got an Oakhame Adversary, that can be especially punishing when the opponent plays green.
Now, how are we going to "combo", in here? Well...
First strike
First strike means you hit first. Easy. Deathtouch also means that your creature deals as much damage as is needed to destroy a target creature that may block or attack. As such, pairing both, it lets you remove *any* destructible creature without protection from green without fearing to have your creature destroyed. That 20/20 with tons of counters? Dead in a hit, not a scratch on your measly 2/2. How do we obtain first strike?
Well, we got a bunch of cheap Cartouche of Solidarity, which also give you one more creature with which you can block, because this deck is a bit low on them due to our constraints (green/white deathtouch elves only). They could potentially also overcome the protection from green in a pinch. We also got the Maul of the Skyclaves, which remains on the battlefield in case your creature gets removed and can be shuffled around attacker and defender once you got 4 mana. It also lets you block flying creatures, which is very appreciated. If you don't have this, you can throw in a Dub, but it will be evidently less powerful.
How do we round this up?
Remember how people say that green has no creature removal? These people will cry when they see what you got: Ram Through, which is better in any case than Rabid Bite. Paired with deathtouch, it means that you destroy nearly any creatures with just one of your elves out on the battlefield. Same goes for Blizzard Brawl, which can have some nice effect if you get 3 Snow Land cards out, though I added the modal ones as well because we are only running 22 lands and color screw can happen.
Since our winning condition is to put the enemy down on their life, Hydra's Growth makes an appearance in our deck and can easily be jumpstarted with Light of Hope if you aren't using it to remove any annoying enchant that is in play. Might want to add more of those in the sidedeck.
Other than that, there's Adjani, the Greathearted, who gives your creatures vigilance and +1 counters. The mix between first strike, deathtouch and vigilance will force your opponent to strongly reconsider his removal choices, sometimes leaving him no option but to wait and to drop more creatures fast to maybe overwhelm yours with numbers, if that's possible, or use a removal card.
Vivien, Monster's Advocate also plays an important role, creating creature tokens since your deck has so few creatures in it.
Finally, we got a late swinger with Akroma's Shrine, which removes the last option your opponent has to defeat your creatures with black/red spells, gives them also vigilance, first strike, lifelink and trample. Trample can be very funny with deathtouch: every single 1 point of power removes 1 blocking creature, and with a 5/5 and first strike, it means that your opponent must first let 5 creatures be destroyed before the 6th might actually deal any damage to yours. Noice. Also the reason why you see single Shadowspear, plus removing those annoying indestructibles and gaining life.
What can I take on with this deck?
To be honest, nearly everything. So long as your hand is good (start at best with 2 creatures to keep space for a quick Wren's Run Vanquisher, play them first so you don't end up stranded without creatures & get some lands at the start), it can efficiently win in most scenarios, though there are some you need to watch out for.
Things you should be extremely vary of:
Every deck has stuff that can hamper it greatly, and here are some of them, though winning is still possible:
Anyway, that's it from me for today. Have fun messing around with this!
Creature (15) | |||
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$0.29€0.180.03 | |||
$0.18€0.070.03 | |||
$0.20€0.14 | |||
Instant, Sorcery, Enchantment, Artifact (21) | |||
$0.15€0.080.03 | |||
$1.50€0.870.03 | |||
$0.29€0.220.03 | |||
$0.20€0.150.03 | |||
$25.29€19.611.15 | |||
$0.25€0.120.03 | |||
$36.00€15.760.02 | |||
$0.30€0.210.02 | |||
Land (22) | |||
$2.47 | |||
$0.300.03 | |||
$0.750.03 | |||
Planeswalker (2) | |||
$3.15€3.910.06 | |||
$0.84€0.400.02 |
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