This deck has been my favorite of the past week! This deck uses the deathtouch and trample in concert to really push damage through, while usually gaining 20+ life throughout the game! Lastly, this deck features a bunch of accidental planeswalker hate through [[Vraska, Swarm's Eminence]], [[Hooded Blightfang]], and [[Questing Beast]].
If you're unfamiliar: the trample keyword assigns excess lethal damage to the player/planeswalker the trampling creature is attacking. When that creature has deathtouch, 1 damage is lethal damage, so all that extra damage gets to push through!
Early Game: Start building your board and getting down your deathtouch creatures (hopefully your [[Shadowspear]] too). You want to set up to start making a deathtouch + trampling creature, and there's a few ways to set this up! The [[Hooded Blightfang]] is great against aggro decks when you need to hold blockers / maybe gain some life.
Mid Game: Depending on what you're facing, you have a few decisions to make. You can continue building your board, but if they play any threats, I would start the disruption. [[Ram Through]] from a deathtouch creature is essentially a [[Murder]] along with a burn spell on the back end, if you have trample on your creature. Your creature will likely have trample as well, if you mutated [[Gemrazer]], or equipped Shadowspear up (or it's just good old [[Questing Beast]]!). Getting your [[Vraska, Swarm's Eminence]] out will let you power up your creatures. Additionally, if you have deathtouch tramplers with Vraska out, remember you can trample over ANYTHING because only 1 damage is needed to kill a planeswalker :).
Late Game: This deck usually wins by turn 7, so the late game is short. Your top end is [[Casualities of War]] to deal with a huge board, and your deathtouch tramplers will take care of straggling creatures you need to breakthrough to win. Especially with Shadowspear, you'll be gaining so much life and be out of range/holding back deathtouch blockers that you'll usually be fine. [[Brokkos, Apex of Forever]] will allow you to mutate onto any late-game 1 drops you top deck.
Strengths: Creature-based strategies get blown out by this deck. Aggro may gain the upperhand for the first two turns, but the game quickly stalls once your deathtouchers hit the board. Against midrange, a faster clock from your end is ideal (you can start applying pressure by T1 [[Knight of the Ebon Legion]], T2 [[Chevill, Bane of Monsters]], T3 [[Hooded Blightfang]] and keep pushing.
Weaknesses: Sneak-attack style decks. Purphoros, Lukka (to find big red cards), Yidaro, all the big red hasty cards can upset your control of the game quickly if left unchecked. Because many of these creatures have/can get haste, without a [[Ram Through]] in hand, you might suffer a huge hit or two to the face. Against flyers, be sure to have your removal up as you don't have much air defense outside of [[Gemrazer]]
Sideboarding Tips: Control + Midrange decks - board in the [[Vampire of the Dire Moon]] and board out [[Foulmire Knight]]. You want to keep hitting the board with 1- and 2-drops to make removal strategies ineffective. Be wary of sweepers, of course.
Rotation Tips: Casualities and a few of the 1-drops in the deck/board will be leaving. Any big BG destruction spell is good. You could even [[Back for More]] after rotation because any fight spell is a sure kill! The 1 drops might be replaced by [[Moss Viper]] or any other low-drop deathtouchers. Any small deathtoucher (non-human) is great because it gets trample from Shadowspear or from mutation.
I've considered adding the trample creature then mutating deathtouch onto it, instead of the other way around. Namely, [[Stonecoil Serpent]] and [[Insatiable Hemophage]]. I'll experiment with this and update this section when I do. My guess is the payoff of the mutate isn't enough to warrant it, but there is also the fact that Stonecoil has a flex cost/gives counters on the new mutated creature.
|Instant, Sorcery, Enchantment, Artifact (13)|
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