Lands:
4 Ancient Amphitheater
4 Battlefield Forge
8 Mountain
5 Plains
2 Desert
Creatures:
4 Stinkdrinker Daredevil
4 Giant Harbinger
3 Brion Stoutarm
3 Thundercloud Shaman
1 Bloodfire Colossus
1 Borderland Behemoth
1 Arbiter of Knollridge
1 Hearthcage Giant
1 Sunrise Sovereign
Other Spells:
4 Foriysian Totem
4 Giant's Ire
4 Oblivion Ring
4 Incinerate
1 Feudkiller's Verdict
1 Pact of the Titan |
 OMW
Giants, V1.0.
Description of deck by its author
(quoted):
I haven’t built a red fatties deck for a
while. I’ll try that. For casual, red fatties sounds ike a Giants theme
deck. To start, I will simply list all the Standard legal giants I have
in my collection, then add four of each to the deck and see what that
looks like.
Um – not much. I now have 158 cards, with no lands.
Time to start some major cutting. The first question is whether I again
anything by playing all four colors. Black is obviously useless –
Cyclopean Giant is not even that good in draft. I’m not going to try to
get to double black just for a lousy 4/2.
Down to 154 cards already. That’s Progress! Green is
next. Green does offer a bit – the Dustwasp has evasion and combat
tricks like Giant Growth are nice. However, the “Giant” Dustwasp is
really a bug, and Craw Giant is nothing really special. If I really want
a Giant Growth effect, I can run Brute Force. Green can go, too.
Down to 130 cards – no, 127. I just realized I have 7
Hill Giants in the deck. Looks like I double clicked, and got the
Seventh, Ninth and Tenth Edition version. Normally I trade away – either
to a dealer or to my storage account – all but four of everything. I
haven’t cleared all of that out, however. Whatever.
Before cutting further, I need to decide whether I
want to go mono-red, or whether I want to play two colors. Mono-red
works just fine, but RW gives me a bit more flexibility, and lets me
play some more interesting Giants. (Brion is an interesting Giant – more
on that later.)
Fortunately, I own the necessary lands. I am going to
want to have a bunch of them, since my mana curve is going to be really
high. The obvious places to start are the appropriate dual lands. I will
want all of them. I may also want a couple Vivid lands. Coming into play
tapped should not be a huge problem is a deck as slow as this one will
be.
I probably have room for two off-color lands.
Mutavault can become a Giant... On the other hand, my biggest problem
may well be Faeries decks, and Deserts work quite nicely in slowing down
the Fae. I have also thought about Arena, since my guys are likely to be
bigger than those of my opponent in any matchup I can think of – but
Arena does not tap for mana. That’s a big problem, and it means that if
I play Arena, I’m going to count it as a land, not a spell.
...the very last card I cut was Stonehewer Giant.
Stonehewer has a great ability, but he has two drawbacks. First, he
costs double white. More importantly, I only own one. Something like
Loxodon Warhammer would be very good in a deck full of non-evasive
fatties, and if I owned two or three, I might make room for a couple
Warhammers and a few Stonehewers. I still might – we’ll see. I might
also try the Obsidian Battle Axe if my warrior count gets high enough. I
also cut the numbers on a lot of the upper-end Giants down to one. I can
search for them with the Harbringer, and having smaller numbers means I
am less likely to start the game with five 6+ casting cost monsters, and
two lands, in hand. I added a couple utility spells. Oblivion Ring gets
rid of anything, and Incinerate kills creatures or burns faces. Giant’s
Ire is the only method I have of card drawing, so I’ll try it out.
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