Lands:
4 Grove Of The Burnwillows
4 Terramorphic Expanse
10 Forest
6 Mountain
Creatures:
4 Force Of Savagery
4 Gemhide Sliver
4 Groundbreaker
4 Timbermare
Other Spells:
4 Assault / Battery
4 Call Of The Herd
4 Harmonize
4 Pandemonium
4 Rift Bolt |
 PandeForce.
Description of deck by its author (quoted):
I starting building this deck and realized
that it was in Block as I was building it, so I kept to theme. This is a
Time Spiral Block Constructed deck. Why worry about formats like this?
After all, I'm writing a casual Magic column. Many different casual
groups have different rules. Some prefer Standard or Block Constructed
decks, while others allow much older card pools. Some groups will have
different decks of different formats, and then declare that the next
game is Standard, then Vintage, and so forth, moving through decks.
Plus, it'd be a fun deck for Magic Online or FNM. I'm not pretending to
be revealing super secret tech for your next major tournament, but it
looks like it'd be fun to play!
This deck wants to play Pandemonium, and then toss down
high power cards like Groundbreaker and Force of Savagery. Force of
Savagery might, at first, appear to be a janky rare for kids to try to
keep in play with Gaea's Anthem. However, when combined with the in-block
Pandemonium, it's a three-mana sorcery that deals eight to someone. That's
pretty nasty.
Groundbreaker deals six from coming into play and six
trampling damage should it connect. If you have a Pandemonium in play,
toss downy a Groundbreaker, attack unblocked, and play a Force… and you
have dealt twenty damage.
Timbermare will hit for five damage relatively
guaranteed, by tapping down blockers. Pandemonium adds another five to
that damage, and in one card, you can reduce a person's life total by half
of their starting life.
Supplementing this strategy is a variety of cards that
should prove helpful. Rift Bolt can deal that last three damage to an
opponent or clear out a blocker. (Even an attacker if needed). Assault /
Battery can also clear out a blocker or make you a creature as needed.
Call of the Herd can make you a pair of solid sized creatures to help you
out. The elephants from Call and Battery may not be as powerful as
Groundbreaker, Force and Timbermare, but they work, and they still Bolt
someone for three when they come into play.
Harmonize will help you reload. Early it can assist in
finding a Pandemonium. Later it can give you more gas. Gemhide Sliver will
make either color of mana while speeding up your turns by one. Dropping
Pandemonium on the third turn, instead of the fourth, and then following
with a Groundbreaker on the fourth instead of the fifth can be the
difference between victory and death.
After that, I am running the new dual type land for
Red/Green. Its disadvantage of giving your opponent life looks minor when
compared to the massive damage your deck can sling. You can also see the
Terramorphic Expanse. Your deck ideally can drop RGGG on the third turn,
so running the Groves, the Slivers, and the Expanses appear to be helpful.
I believe this deck has the ammunition to win even if
you are blanked on the Pandemonium Front. If you draw none the entire
game, you still have enough dudes to run the table. In fact, I think the
deck may be good enough to pull the combo element out, and then run more
burn and critters and just take that angle.
I am the least confident about the Assault / Battery and
the Calls. Other possibilities might include Avalanche Riders, Browbeat,
Dead / Gone, Lavacore Elemental, Shivan Wumpus, Stingscourger, Spectral
Force, and Sulfur Elemental. I'd try this various cards out in different
iterations of the deck and see which work out the best.
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