I love my Living End deck, but I wanna swing with creatures, and every time I resolve a Living End people just kinda scoop. I only ask if it's been tried because I have the mana base I could just directly port over instead of buying an entire new one for Naya Zoo.
I asked about this a day ago or so. Since then I have stumbled upon this thread http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/596672-suicide-shadow . These guys seem to be working towards something like that after a couple blogs talking about it. It looks like it's in the super early stages of development in that there isn't a large consistency in the creature base other than Death's Shadow. People are running Nacatl, not running Nacatl, running Steppe Lynx, saying they don't like Steppe Lynx ... They also seem to be using GBRW to do that extra bit of damage to themselves. Personally, I am interested to try out Bloodghast but in this specific situation I don't think it works. From reading the results it's more of getting to turn 3/4 and then swinging in with a double striker or Death Shadow and a few other small critters. I don't think the haste ability becomes relevant since I can't see this deck surviving past 1 or 2 big swings. I haven't tested out the list but I think the mainboard discard spells would work - or maybe I just want them to work.
The Idea is to use Atarka's Command Land Drop option as well as its other modes. The antem doesnt mix as well here... but it could do some work. Bolt is still a bolt, and anti lifegain still does what it needs too. Land drop would jump me from 2 mana to 4 (or 5 if I have mana dork) so Thunder maw does work. ANother option would be to cut the domris completely for ajani and elspeths, which is totally still an option. This list was based mostly off kiblers last list he posted bout 3 weeks back.
Here the 1/1 to team and bolt mode hit really hard. Steppe Lynx isnt the best creature in the world... but shes got knight to keep her a threat, and with Atarka's Command, the land drop can threaten 11 points of damage on turn 2. Thats crazy. Aside from that, even a turn 4 Atarka's Command can do work paired with nacatl, pridemage, knight, hitting for 6 on top of their power. Its alot more sheer damage than it looks since 4 bolt, 4 helix, 4 ghor clan, and 3 atarka is 3, 3, 4, and 3 damage burn spells regardless.
I kinda like this set up a bit more, because its more stable. The E1 could be subbed out for loam lion... but with bolts and clasms at a record low, and our weenies hitting decays and what not, e1 gets a lot better. In this set up, he evolves a lot easier than my last set up as well. The taking away from lynx also lets me cut the lands back down to about 21, and opens my 3 drop as well. Thats where Oreo king comes in, giving me a bit more work with the command. His little dudes get pumped as well. Since they are vigilant as well, it gives the option for a defensive role to them, letting reach be worth a damn. The bolt and life prevention are still relevant as well. The land drop is a ton less relevant. It helps you double 2 cmcs in a turn, like helix, ghor, and command.
The more I brewed with domain, the more I think its bad here. Snap makes it a little better, but I don't think its all that good here. Domain doesnt really flood the board so its anthem is alot less powerful. The Bolt here is the most relevant, but at that point, why not play helix? I suppose it does help get extra damage with dorks, so maybe its alright. Still, worth the testing. Land drop here helps pump out a turn 3 rhino with no dork, turn 3 rhino with nacatl with dork.
I feel like this deck might run outta gass a little too quickly, but it sure looks blindingly fast, and probably uses the anthem better than any of em. A turn 3 command can deal a metric crap ton. T1 E1, T2: Burning-tree, Swiftspear, Nacatl, swing for 4, Turn 3: Command for bolt and pump, swing results in 14+3= 17 damage. So leathal with the 4 earlier.
Hey guys, back from a long-term hiatus from MTG. Looking to get into Modern and zoo seems fit for me.
I took a traditional zoo skeleton and had some tweaks here and there to my liking. This is what it looks like so far:
Any recommendations for the deck? I've only been playing it on Cockatrice so far but I'm looking to get the deck in super-competitive shape. I will be buying the deck on MTGO when I find a build perfect for me , and later on in real life when I get the money for a playset of Goyfs.
Anyway, I was perhaps looking to replace a couple of cards. E1 has felt right in the games I've used him , for example. I wouldn't know what to replace him with though. Although Ive been thinking about putting in Ghor-clan rampager or Dromorkas command. Maybe I could keep E1 in if Avatar of the Resolute ends up being really good. In the meantime Im going to be testing a Domain Zoo build and see how it plays out.
Hey guys, back from a long-term hiatus from MTG. Looking to get into Modern and zoo seems fit for me.
I took a traditional zoo skeleton and had some tweaks here and there to my liking. This is what it looks like so far:
Any recommendations for the deck? I've only been playing it on Cockatrice so far but I'm looking to get the deck in super-competitive shape. I will be buying the deck on MTGO when I find a build perfect for me , and later on in real life when I get the money for a playset of Goyfs.
Anyway, I was perhaps looking to replace a couple of cards. E1 has felt right in the games I've used him , for example. I wouldn't know what to replace him with though. Although Ive been thinking about putting in Ghor-clan rampager or Dromorkas command. Maybe I could keep E1 in if Avatar of the Resolute ends up being really good. In the meantime Im going to be testing a Domain Zoo build and see how it plays out.
My suggestion before putting in ANY money to the deck, is try it out on cockatrice... ALL of the kinds of zoos. The above lists I gave were actually pretty good places to start. Try out a bunch of zoos before deciding on which aggressive style fits you the best.
@LethalRayne
I would change your manabase to this for the following reasons.
1. Upping the fetchland count to 12 maximizes your chances of drawing an on-color land.
2. Spreading out your basics gives insurance for Blood Moon and takes advantage of Path to Exile, should you be facing either of these cards.
3. If you're playing again Burn, you should fetch basics instead of shocks whenever possible.
Hmm yeah , probably should have thought about blood moon.
Well , out to try out the Gruul-zoo variant, domain is definitely not for me. The tribal flames is nice , but my mana base seems to get attacked by my opponent seemingly every game.
Did some testing in naya v 2 list on cockatrice... so its meh testing?
Deathcloud:
First off... dont expect much. Death cloud blows with how much life gain they got, and game one I got him down to 2 life before he gained it back. Still had shots, never drew burn or rampager. Next game, command actually almost won me it. Nulled out a finks twice in one turn, then a thrag tusk. Pumped the team once, bolted once. All around solid, but my draws werent.
Forest Belcher:
Never drew it, But I finished him via racing and pridemage.
Turbo Fog:
Game one I prevented him gaining 5 life with command. Raced him. Game 2, I prevented 4 with command. So far, working out.
Dredge:
Game 1 I won with out it. Game 2 it kinda mattered, but I screwed myself on my own blood moons and he naturally drew basics. Game two I won off a mull to 4. Drew Command as my draw, and won turn 4. Well, not really, but he was at 1 life with a uncracked fetch.
Norin deck.:
Lost this match. More of account of weirdness than true tierness.
Mill:
Game one I just raced when I saw he was on mill. Next game I did the same, no command, just win.
Walls:
Won turn 4 with a bunch of walls out by bolt pump with command. Game 2 is slower, but again, command pushes it through.
Infect:
Command was sided out pretty much every time. I guess I could have left it in with the flyers... but with strike and all that, not really worth it. Anyways should have won, but ran face first into a top decked explosives. Felt salty, wasnt really good testing. he hit is sideboard card.
Slivers:
game one I out raced him. Game 2 I played blood moon, because I'm cheap. I burned everything off the field and waited until my one of 4 loam lions showed up to win. Command Helped land drop.
Blood moon was kicking ass... I've been pathing my own dudes more and more... lol.
This games were horrible testing, as cockatrice always is, but yes. command is the real deal.
I honestly wouldnt even consider this a "zoo deck" anymore.
We operate on a very different axis than all the actual zoo decks.
Im perfectly fine having our own thread titled naya midrange or kiblers naya midrange.
We do not need to be lumped in with the multiple 1 drop zoo decks or the tribal zoos.
Those decks are trying to kill you asap where the midrange deck is trying to grind out wins.
@LethalRayne
I would change your manabase to this for the following reasons.
1. Upping the fetchland count to 12 maximizes your chances of drawing an on-color land.
2. Spreading out your basics gives insurance for Blood Moon and takes advantage of Path to Exile, should you be facing either of these cards.
3. If you're playing again Burn, you should fetch basics instead of shocks whenever possible.
Basic Mountains aren't necessary for Blood Moon insurance. I don't think I would bother with one. You'll probably always have to search for either G or W, just look at your initial fetches and lands, get a Stomping Ground or a Sacred Foundry and then fetch a Forest or Plains to round it out.
You could probably ditch the Temple Garden and the mountain and run two each Forest and Plains.
Basic Mountains aren't necessary for Blood Moon insurance. I don't think I would bother with one. You'll probably always have to search for either G or W, just look at your initial fetches and lands, get a Stomping Ground or a Sacred Foundry and then fetch a Forest or Plains to round it out.
You could probably ditch the Temple Garden and the mountain and run two each Forest and Plains.
The basic Mountain is for point #3. If you're playing against Burn and you need a red source, it matters if you're fetching for a Mountain instead of a Stomping Ground or Sacred Foundry.
Basic Mountains aren't necessary for Blood Moon insurance. I don't think I would bother with one. You'll probably always have to search for either G or W, just look at your initial fetches and lands, get a Stomping Ground or a Sacred Foundry and then fetch a Forest or Plains to round it out.
You could probably ditch the Temple Garden and the mountain and run two each Forest and Plains.
The basic Mountain is for point #3. If you're playing against Burn and you need a red source, it matters if you're fetching for a Mountain instead of a Stomping Ground or Sacred Foundry.
only recently have people been cutting basic mountain. You normally want to have a basic of each.
I have decided to reset my zoo deck.. I have discovered that I have over tuned my deck to be inefficient. I have went back to my Naya Roots and plan on continuing with naya if/when I am going to get goyfs. Thank you Modern Masters 2 reprinting them, I don't know you guys but I am excited. I do have three slots in my sideboard currently open and can't decide what to put into the deck. I currently have leyline of punishment in the spot for life gain, but I have also thought about Vexing Shusher in the side board. what do you all think?
How is Scooze counterproductive to Knight? Grim maybe, but I wont exile my lands with scooze =/ any suggestion on any creature that can replace grim lavamancer then, except goyf? It can be a higher cost creature, but I dont want a lot of high cc creatures.
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I asked about this a day ago or so. Since then I have stumbled upon this thread http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/596672-suicide-shadow . These guys seem to be working towards something like that after a couple blogs talking about it. It looks like it's in the super early stages of development in that there isn't a large consistency in the creature base other than Death's Shadow. People are running Nacatl, not running Nacatl, running Steppe Lynx, saying they don't like Steppe Lynx ... They also seem to be using GBRW to do that extra bit of damage to themselves. Personally, I am interested to try out Bloodghast but in this specific situation I don't think it works. From reading the results it's more of getting to turn 3/4 and then swinging in with a double striker or Death Shadow and a few other small critters. I don't think the haste ability becomes relevant since I can't see this deck surviving past 1 or 2 big swings. I haven't tested out the list but I think the mainboard discard spells would work - or maybe I just want them to work.
4x Bloodstained Mire
1x Forest
1x Kessig Wolf Run
1x Plains
2x Sacred Foundry
1x Sejiri Steppe
2x Soaring Seacliff
2x Stomping Ground
1x Temple Garden
4x Windswept Heath
4x Wooded Foothills
4x Ghor-Clan Rampager
4x Knight of the Reliquary
4x Monastery Swiftspear
4x Plated Geopede
4x Steppe Lynx
Instant (15)
4x Atarka's Command
4x Lightning Bolt
4x Lightning Helix
3x Path to Exile
Sorcery (2)
2x Scapeshift
1x Bojuka Bog
1x Boseiju, Who Shelters All
2x Deflecting Palm
2x Destructive Revelry
2x Eidolon of the Great Revel
2x Feed the Clan
1x Ghost Quarter
2x Pyroclasm
2x Stony Silence
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG
4 Arid Mesa
2 Forest
1 Horizon Canopy
1 Kessig Wolf Run
1 Sejiri Steppe
1 Mountain
1 Plains
1 Sacred Foundry
2 Stomping Ground
1 Temple Garden
4 Windswept Heath
4 Wooded Foothills
4 Noble Hierarch
4 Wild Nacatl
4 Tarmogoyf
2 Qasali Pridemage
2 Scavenging Ooze
4 Knight of the Reliquary
2 Ghor-Clan Rampager
2 Thundermaw Hellkite
2 Domri Rade
4 Lightning Bolt
4 Path to Exile
3 Atarka's Command
The Idea is to use Atarka's Command Land Drop option as well as its other modes. The antem doesnt mix as well here... but it could do some work. Bolt is still a bolt, and anti lifegain still does what it needs too. Land drop would jump me from 2 mana to 4 (or 5 if I have mana dork) so Thunder maw does work. ANother option would be to cut the domris completely for ajani and elspeths, which is totally still an option. This list was based mostly off kiblers last list he posted bout 3 weeks back.
4 Steppe Lynx
2 Kird Ape
4 Wild Nacatl
4 Tarmogoyf
2 Qasali Pridemage
3 Knight of the Reliquary
4 Ghor-Clan Rampager
4 Lightning Bolt
3 Path to Exile
3 Atarka's Command
4 Lightning Helix
Land: 22
4 Wooded Foothills
4 Windswept Heath
4 Arid Mesa
1 Plains
1 Mountain
1 Forest
1 Sacred Foundry
2 Stomping Ground
2 Temple Garden
1 Senjiri Steppe
1 Kessig Wolf Run
Here the 1/1 to team and bolt mode hit really hard. Steppe Lynx isnt the best creature in the world... but shes got knight to keep her a threat, and with Atarka's Command, the land drop can threaten 11 points of damage on turn 2. Thats crazy. Aside from that, even a turn 4 Atarka's Command can do work paired with nacatl, pridemage, knight, hitting for 6 on top of their power. Its alot more sheer damage than it looks since 4 bolt, 4 helix, 4 ghor clan, and 3 atarka is 3, 3, 4, and 3 damage burn spells regardless.
4 Wild Nacatl
4 Experiment One
4 Kird Ape
4 Tarmogoyf
2 Qasali Pridemage
3 Brimaz, King of Oreskos
4 Ghor-Clan Rampager
4 Lightning Bolt
3 Path to Exile
3 Atarka's Command
4 Lightning Helix
Lands: 21
3 Arid Mesa
4 Wooded Foothills
4 Windswept Heath
1 Plains
1 Mountain
1 Forest
1 Sacred Foundry
2 Stomping Ground
2 Temple Garden
2 Treetop Village
I kinda like this set up a bit more, because its more stable. The E1 could be subbed out for loam lion... but with bolts and clasms at a record low, and our weenies hitting decays and what not, e1 gets a lot better. In this set up, he evolves a lot easier than my last set up as well. The taking away from lynx also lets me cut the lands back down to about 21, and opens my 3 drop as well. Thats where Oreo king comes in, giving me a bit more work with the command. His little dudes get pumped as well. Since they are vigilant as well, it gives the option for a defensive role to them, letting reach be worth a damn. The bolt and life prevention are still relevant as well. The land drop is a ton less relevant. It helps you double 2 cmcs in a turn, like helix, ghor, and command.
Truthfully I like this list the best.
4 Wild Nacatl
1 Birds of Paradise
4 Noble Hierarch
4 Tarmogoyf
2 Snapcaster Mage
4 Geist of Saint Traft
4 Siege Rhino
Spells: 11
4 Lightning Bolt
4 Tribal Flames
3 Path to Exile
2 Abrupt Decay
2 Gruul Charm
4 Windswept Heath
4 Misty Rainforest
4 Wooded Foothills
1 Forest
1 Plains
1 Steam Vents
1 Overgrown Tomb
1 Sacred Foundry
1 Temple Garden
1 Stomping Ground
1 Hallowed Fountain
1 Blood Crypt
1 Scalding Tarn
The more I brewed with domain, the more I think its bad here. Snap makes it a little better, but I don't think its all that good here. Domain doesnt really flood the board so its anthem is alot less powerful. The Bolt here is the most relevant, but at that point, why not play helix? I suppose it does help get extra damage with dorks, so maybe its alright. Still, worth the testing. Land drop here helps pump out a turn 3 rhino with no dork, turn 3 rhino with nacatl with dork.
4 Wild Nacatl
4 Experiment One
4 Kird Ape
4 Monastery Swiftspear
4 Burning-Tree Emissary
4 Tarmogoyf
3 Ghor-Clan Rampager
4 Lightning Bolt
2 Path to Exile
4 Gruul Charm
3 Rancor
Lands: 18
4 Stomping Ground
2 Forest
1 Mountain
4 Wooded Foothills
3 Windswept Heath
2 Temple Garden
2 Sacred Foundry
2 Become Immense
I feel like this deck might run outta gass a little too quickly, but it sure looks blindingly fast, and probably uses the anthem better than any of em. A turn 3 command can deal a metric crap ton. T1 E1, T2: Burning-tree, Swiftspear, Nacatl, swing for 4, Turn 3: Command for bolt and pump, swing results in 14+3= 17 damage. So leathal with the 4 earlier.
Still completely dead in the water after :P.
Anyways. Theres 5 Zoo brews to start out with.
I took a traditional zoo skeleton and had some tweaks here and there to my liking. This is what it looks like so far:
4 Kird Ape
4 Tarmogoyf
4 Wild Nacatl
3 Loam Lion
2 Qasali Pridemage
2 Scavenging Ooze
2 Voice of Resurgence
4 Lightning Helix
4 Path to Exile
2 Ajani Vengeant
4 Arid Mesa
4 Windswept Heath
3 Temple Garden
3 Stomping Ground
3 Sacred Foundry
2 Forest
2 Choke
2 Rest in Peace
2 Combust
1 Deflecting Palm
3 Destructive Revelry
3 Feed the Clan
Any recommendations for the deck? I've only been playing it on Cockatrice so far but I'm looking to get the deck in super-competitive shape. I will be buying the deck on MTGO when I find a build perfect for me , and later on in real life when I get the money for a playset of Goyfs.
Anyway, I was perhaps looking to replace a couple of cards. E1 has felt right in the games I've used him , for example. I wouldn't know what to replace him with though. Although Ive been thinking about putting in Ghor-clan rampager or Dromorkas command. Maybe I could keep E1 in if Avatar of the Resolute ends up being really good. In the meantime Im going to be testing a Domain Zoo build and see how it plays out.
My suggestion before putting in ANY money to the deck, is try it out on cockatrice... ALL of the kinds of zoos. The above lists I gave were actually pretty good places to start. Try out a bunch of zoos before deciding on which aggressive style fits you the best.
I would change your manabase to this for the following reasons.
1. Upping the fetchland count to 12 maximizes your chances of drawing an on-color land.
2. Spreading out your basics gives insurance for Blood Moon and takes advantage of Path to Exile, should you be facing either of these cards.
3. If you're playing again Burn, you should fetch basics instead of shocks whenever possible.
4 Windswept Heath
4 Arid Mesa
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
1 Plains
1 Forest
1 Mountain
Well , out to try out the Gruul-zoo variant, domain is definitely not for me. The tribal flames is nice , but my mana base seems to get attacked by my opponent seemingly every game.
4 Windswept Heath
4 Wooded Foothills
4 Arid Mesa
1 Flooded Strand
1 Stomping Ground
1 Sacred Foundry
1 Temple Garden
1 Hallowed Fountain
1 Breeding Pool
1 Blood Crypt
1 Godless Shrine
1 Forest
1 Plains
4 Wild Nacatl
4 Noble Hierarch
1 Birds of Paradise
4 Tarmogoyf
2 Qasali Pridemage
4 Geist of Saint Traft
4 Siege Rhino
15 Spells
4 Lightning Bolt
3 Path to Exile
2 Tribal Flames
2 Abrupt Decay
2 Bant Charm
3 Negate
3 Feed the Clan
2 Stony Silence
2 Crackling Doom
1 Volcanic Fallout
2 Slaughter Games
1 Wear// Tear
1 Sigarda, Host of Herons
2-0 BW Tokens
2-0 Scapeshift
ID with twin in the last round and in the finals
Deathcloud:
First off... dont expect much. Death cloud blows with how much life gain they got, and game one I got him down to 2 life before he gained it back. Still had shots, never drew burn or rampager. Next game, command actually almost won me it. Nulled out a finks twice in one turn, then a thrag tusk. Pumped the team once, bolted once. All around solid, but my draws werent.
Forest Belcher:
Never drew it, But I finished him via racing and pridemage.
Turbo Fog:
Game one I prevented him gaining 5 life with command. Raced him. Game 2, I prevented 4 with command. So far, working out.
Dredge:
Game 1 I won with out it. Game 2 it kinda mattered, but I screwed myself on my own blood moons and he naturally drew basics. Game two I won off a mull to 4. Drew Command as my draw, and won turn 4. Well, not really, but he was at 1 life with a uncracked fetch.
Norin deck.:
Lost this match. More of account of weirdness than true tierness.
Mill:
Game one I just raced when I saw he was on mill. Next game I did the same, no command, just win.
Walls:
Won turn 4 with a bunch of walls out by bolt pump with command. Game 2 is slower, but again, command pushes it through.
Infect:
Command was sided out pretty much every time. I guess I could have left it in with the flyers... but with strike and all that, not really worth it. Anyways should have won, but ran face first into a top decked explosives. Felt salty, wasnt really good testing. he hit is sideboard card.
Slivers:
game one I out raced him. Game 2 I played blood moon, because I'm cheap. I burned everything off the field and waited until my one of 4 loam lions showed up to win. Command Helped land drop.
Blood moon was kicking ass... I've been pathing my own dudes more and more... lol.
This games were horrible testing, as cockatrice always is, but yes. command is the real deal.
We operate on a very different axis than all the actual zoo decks.
Im perfectly fine having our own thread titled naya midrange or kiblers naya midrange.
We do not need to be lumped in with the multiple 1 drop zoo decks or the tribal zoos.
Those decks are trying to kill you asap where the midrange deck is trying to grind out wins.
3 Arid Mesa
4 Windswept Heath
4 Wooded Foothills
3 Stomping Ground
2 Temple Garden
2 Sacred Foundry
1 Kessig Wolf Run
1 Slayers' Stronghold
1 Mountain
1 Forest
1 Plains
CREATURES
4 Wild Nacatl
4 Noble Hierarch
2 Scavenging Ooze
2 Qasali Pridemage
4 Knight of the Reliquary
3 Ghor-Clan Rampager
2 Thundermaw Hellkite
4 Lightning Bolt
3 Path to exile
4 Lightning Helix
3 Atarka's Command
1 Ajani Vengeant
1 Chandra, Pyromaster
2 Relic of Progenitus
4 Kor Firewalker
4 Destructive Revelry
2 Blood Moon
3 Mirran Crusader
Basic Mountains aren't necessary for Blood Moon insurance. I don't think I would bother with one. You'll probably always have to search for either G or W, just look at your initial fetches and lands, get a Stomping Ground or a Sacred Foundry and then fetch a Forest or Plains to round it out.
You could probably ditch the Temple Garden and the mountain and run two each Forest and Plains.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
only recently have people been cutting basic mountain. You normally want to have a basic of each.
How do u guys think of the following 1 drop zoo list? Basically it runs fast creatures backed up with burn. =D
2x Forest
1x Kessig Wolf Run
2x Mountain
2x Plains
3x Sacred Foundry
3x Stomping Ground
4x Windswept Heath
4x Wooded Foothills
4x Atarka's Command
4x Boros Charm
4x Lightning Bolt
4x Lightning Helix
3x Path to Exile
Creature (20)
4x Kird Ape
4x Loam Lion
4x Monastery Swiftspear
4x Noble Hierarch
4x Wild Nacatl
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
2x Arid Mesa
1x Forest
2x Plains
1x Sacred Foundry
1x Slayers' Stronghold
1x Slayers' Stronghold
2x Stomping Ground
1x Temple Garden
1x Temple Garden
4x Windswept Heath
4x Wooded Foothills
Planeswalker
1x Elspeth, Knight-Errant
3x Ghor-Clan Rampager
4x Goblin Guide
4x Kird Ape
2x Qasali Pridemage
4x Steppe Lynx
4x Wild Nacatl
Instant
3x Boros Charm
4x Lightning Bolt
4x Lightning Helix
3x Path to Exile
Enchantment
4x Rancor
1x Grafdigger's Cage
1x Grafdigger's Cage
3x Leyline of Punishment
2x Loxodon Smiter
1x Path to Exile
2x Sowing Salt
2x Stony Silence
1x Thrun, the Last Troll
2x Volcanic Fallout
1x Elspeth, Knight-Errant
3x Vexing Shusher
Modern
Small Zoo (http://tappedout.net/mtg-decks/14-03-15-small-zoo/)
Green/White Hatebears (http://tappedout.net/mtg-decks/08-02-15-hate/)
Legacy
Affinity (http://tappedout.net/mtg-decks/stega/)
Commander
Heavenly Inferno Kaalia of the Vast (http://tappedout.net/mtg-decks/heavenly-inferno-revised/)
That's a Handful Nekusar, the Mindrazer (http://tappedout.net/mtg-decks/thats-a-handful/)
Uprising Sliver Overlord (http://tappedout.net/mtg-decks/up-rising/)
Retired Decks
Jundassic (http://tappedout.net/mtg-decks/jundassic/)
Melira Pod (http://tappedout.net/mtg-decks/22-09-14-melira-pod/)
Dark Naya Zoo (http://tappedout.net/mtg-decks/26-01-15-dark-naya-zoo/)
Naya Zoo (http://tappedout.net/mtg-decks/18-10-14-my-zoo/)
3 Arid Mesa
4 Windswept Heath
4 Wooded Foothills
3 Stomping Ground
2 Temple Garden
2 Sacred Foundry
1 Kessig Wolf Run
1 Slayers' Stronghold
1 Mountain
1 Forest
1 Plains
CREATURES
4 Wild Nacatl
4 Noble Hierarch
2 Grim Lavamancer
2 Scavenging Ooze
2 Qasali Pridemage
4 Knight of the Reliquary
4 Ghor-Clan Rampager
2 Thundermaw Hellkite
4 Lightning Bolt
3 Path to exile
4 Lightning Helix
1 Ajani Vengeant
1 Chandra, Pyromaster
3 Feed the clan
4 Destructive Revelry
2 Blood Moon
1 Thrun, the Last Troll
3 Loxodon Smiter
2 Relic of Progenitus
Current Decks
Standard : WB Orzhov Vampires BW GUB Sultai Constrictor BUG
Brawl : GB Hapatra, Vizier of Poisons BG
Modern : GB Golgari Elves BG GR Atarka Goblins RG
Pauper : W Heroic W GB Delve BG