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I run the big a** red and green face smashers that haunt your nightmares.
UPDATES: 3/21/15
8-3-1 Overall
Last Finish: 3-1-1 FNM Tied 3rd Finish.
Simple idea, mana ramp and send my big beasts after them to smash face. While that's the focus of the deck, I wanted more strategy as well and didn't want that to be my 'end all' way of winning. Some of that extra strategy, posted below.
Many times, I've had the opportunity to ramp 10-15 mana and drop a [[Crater's Claws]] on them. Don't care who you are... This is not a fun thing plopped in your lap, assuming they even live through it
Mana Ramp + [[Ugin, The Spirit Dragon]] = Turn 4-5 Ugin? Shuffle and go to the next game.
I love [[Crater's Claws]] in this deck. It's either;
1.) Outstanding removal.
2.) Direct damage finisher.(Like mentioned above)
3.) Combo of [[Crater's Claws]] + [[Hornet Nest]] = Massive amount of death fliers and control of the board.
[[Voyaging Satyr]] + [[Nykthos, Shrine to Nyx]] can be quick mana to bust out big creatures quickly.
[[Xenagos, the Reveler]] is a staple. Either pump for mana, dump protection/offense in Satyr hasties and his ulti is a mini version of [[See the Unwritten]].
[[Genesis Hydra]] plays a big part as a game changer, bringing out a big guy and providing the versatility of choosing how I wanna proceed. Regardless it countered, I still get the 'casted' effect.
[[Xenagos, God of Revels]] is a dark horse card in this deck, especially paired with [[Genesis Hydra]]. Even if I don't get him to creature status, doubling the power of one of my creatures each turn AND giving it haste if I need it? Damn powerful and easily is becoming an extremely hard card to navigate around for opponents.
[[Frontier Siege]] is a very versatile card for obviously mana OR pairing with [[Hornet Nest]] and [[Hornet Queen]]'s fliers coming out with death touch. If I set it up knowing fliers are coming out, I can auto kill many big creatures in the way before the opponent even blinks. Love playing [[Frontier Siege]] knowing I'm going to drop a [[Crater's Claws]] on my nest, destroying everything he's got in my main phase, clearing the board for some nasty face punching.
New DTK cards will officially go in when they are legal, but I'm planning on adding [[Atarka's Command]] and [[Dragonlord Atarka]], as well as possibly some others.
WEAKNESSES:
Any deck you build will have a weakness, including this one. I want your opinions on how to combat these weaknesses better.
I have trouble against infinite combo decks, though I guess I don't feel so bad about that seeming once they hit it, nobody can really do anything. Jeskai combo gets me sometimes and I need a G/R card that is cheap and allows me to prevent damage for the turn, OR only allows players to draw once per turn. Anyone have recommendations to sideboard?
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