Basically, I was bored and wanted to play with Jackal Familiar. Which got me into thinking of how can I attack with this guy on turn 2 as much as possible? So I decided all my 2's, 3's, and 4's should have haste... therefore...
Heartlash Cinder has surprised me. It often swings for at least 3, and I've had some amazing turn 5's with him by casting him with ball lightning/ram gang.
Sideboard should be pretty self explanatory except for the claws. Those are for Jund. Gaining Life seems important in that matchup.
Claw seems like it would require a huge sacrifice of tempo for minimal gain. Every time Jund plays a red spell you should expect to take 3. Even if you both play a red spell every turn after it hits play (2 life every other turn gained) it still will leave you wishing you wouldve ran another hastey dude in its place. Try Everlasting Torment in its place? It answers Protection from Red, Persist, and any lifegain (finks, Baneslayer, etc). Good luck!
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Only spiderboy4 at High~Light could do it like this! Thanks spidey!
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4 Jackal Familiar
4 Tattermunge Maniac
4 Hellspark Elemental
4 Heartlash Cinder
4 Boggart Ram-Gang
4 Ball Lightning
4 Bloodbraid Elf
4 Lightning Bolt
4 Flame Javelin
2 Lash Out
Land
4 Rootbound Craig
4 Fire-Lit Thicket
2 Forest
12 Mountain
4 Great Stable Stag
4 Volcanic Fallout
4 Chaotic Backlash
3 Dragon's Claw
Heartlash Cinder has surprised me. It often swings for at least 3, and I've had some amazing turn 5's with him by casting him with ball lightning/ram gang.
Sideboard should be pretty self explanatory except for the claws. Those are for Jund. Gaining Life seems important in that matchup.
Thoughts?
Thanks to Le_Gambit for this awesome sig!
Only spiderboy4 at High~Light could do it like this! Thanks spidey!