01-05-2008, 11:01 AM
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#13
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Experienced Apprentice
Join Date: Nov 2006
Posts: 83
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Re: [DBM] Elemental Hordes
Decklists and description below:
Quote:
Lorwyn offered a nice assortment of legends, but my favorite is easily Horde of Notions because 1) the 5-color requirement is a challenge and 2) once you've met the challenge, the rewards are amazing.
Assembling a package of Elementals I wanted to reuse was relatively easy:- Horde of Notions (the star), Flamekin Harbinger (the tutor), and Smokebraider (mana) are automatically in.
- Skizzik and Nova Chaser are extra heavy hitters; whenever possible champion the Harbinger.
- Incandescent Soulstroke is a nice card here because it pumps up the tribe and can sneak Elementals into play. The sacrifice trigger isn't so bad with Horde to bring them back.
- For utility I opted for Cloudthresher, Tornado Elemental, and Shriekmaw (removal) and Mulldrifter (cards).
- For additional utility, add Research // Development and pack the sideboard with Elementals (which can be tutored for later with Harbinger): AEthersnipe (bounce), Crib Swap, Ingot Chewer, Wispmare, and additional copies of Cloudthresher and Tornado Elemental (removal). I also added Cairn Wanderer in case I see some really interesting creatures going to opponents graveyard...it already has potential for Haste, Flying, Trample and Fear from my side.
The real challenge was the mana. Here I decided to break the problem into two steps.
Step 1: Assemble a mana package as if cost were no issue. This means Ravnica dual lands and Onslaught fetch lands, as well as the obligatory 4x Sakua and Kodama. This is relatively easy to do if you play OCTGN, MWS, or Apprentice.
Step 2: Assuming deck works, work out a budget mana base that can still handle 5-color.
This is a really fun deck. Horde is the star of the show but Smokebraider is the MVP. I've pulled the following a few times:
Turn 1: Mountain, Harbinger (search for Smokebraider or Horde)
Turn 2: play 2nd color land, Smokebraider
Turn 3: play 3rd color land, Horde of Notions.
Turn 4: play Skizzik.
That's 15 combat damage by turn 4.
This deck can win fast but is also dangerous in mid-game because of the recursion engine. One duel I had Horde out but opponent had some quality blockers. Evoke Shriekmaw for 1B then play it for WUBRG (thanks again Smokebraider!) to kill two creatures and allow me to attack for the win.
For the budget mana base, I swapped out all the Rav lands except for Stomping Ground and removed the Onslaught fetch lands. In go the Lorwyn Vivid lands and Terramorphic Expanse. One other helper: Joiner Adept, which makes all of your lands multicolor. I had to pull some elementals to make room for her, which I hated to do, but with Research // Development and a sideboard packed with Elementals it was not too difficult a transition.
The budget lands all come into play tapped (well Expanse doesn't but the land it fetches does) so that does slow things down a bit, but I was impressed that I was only giving up one turn. So instead of pulling off 15 damage by Turn 4 the budget deck can accomplish it by Turn 5. Once the mana is in place, the mid-game performance is just as good as before thanks to the recursion engine.
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Last edited by bykr; 01-06-2008 at 12:14 AM.
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