If you aren't aware yet, the constellation engine is a mighty one. Not only does it let us draw cards off of Eidolons but also gives us free removal with Doomwakes. The whip gives us redundancy and stamina against mono-red and burn with conjunction of Courser. One thing that does do well against this deck is Dromoka's Command. With G/W thinning out, I don't normally run into that often.
So, let's start with our creature base. We utilize the normal green ramp shell of Mystic/Caryatid/Courser. Courser serves us two purposes - life gain/land digging as well as feeding the constellation trigger which we'll talk about shortly. Another source of mana and engine power is Frontier Seige. Not only is this four mana (two per main phase) but it will be responsible for two significant modes. Khans allows us to mana fix ourselves and if we draw two, don't fret. You can ramp to Hornet Queens and pick the dragons mode causing them to enter and fight anything on the other side of the board. This is in conjunction with Doomwake is why I don't run a ton of removal although our sideboard will let us become more controlling.
Doomwake is another relevant creature. He essentially allows us to plow through token-centered decks. This also gives us advantage of having a big body but working with other enchantments like Seige, we can play a second enchantment on top of Doomwake and get -2/-2 to really punish Whisperwood manifests. This deck has tons of redundancy and when it operates as it should, it's unstoppable.
That brings us to the choices in Planeswalkers. Ugin is there for going over the top or sweeping a board. If he ultimates, well, the game is usually over at that point. Nissa lets us keep any 4/4 tramplers if we do need to wipe with Ugin. Garruk is there for removing Planeswalkers, creatures and life gain to boot. This is usually another answer for Ojutai if another avenue fails. Sometimes I'll try to cut it, they'll leave mana to counter and drop Garruk and eat it giving us a decent life gain while also clearing a path. These walkers work well together and I feel like they take pressure off my life total if that ever becomes a concern. Whip usually gives me enough breathing room as well as giving me a chance to clog the board with hornet tokens but it doesn't always work as planned so I have multiple avenues.
The mana base and spell base are pretty standard. Again, the sideboard allows us to get more controlling and fight off other whip decks or different strategies. The sideboard also allows us to get more aggressive against slower decks with enchantment removal and Tasigur to keep the removal packages and card drawing engines available.
All in all, I love the deck. It's fun and not an expected deck to plan for. Every deck has a weakness but when in full tilt, it can take on pretty much anything without issue. Please let me know what you think. One suggestion I had for myself is maybe main boarding the single Tasigur and siding a Hornet Queen. Still iffy about it because Queen is just so powerful and hard to answer. Usually it merits a 2-for-1 and an easy target to whip.
Seems like an interesting take on it but isn't as aggressive as I'd like. I've noticed Assault Formation isn't really doing as well as I expected but it is kind of a weak card to build around. How did your deck do?
4 Elvish Mystic
4 Sylvan Caryatid
4 Courser of Kruphix
4 Eidolon of Blossoms
3 Doomwake Giant
4 Hornet Queen
Planeswalkers (5)
2 Ugin, the Spirit Dragon
1 Nissa, Worldwaker
2 Garruk, Apex Predator
Instants (3)
1 Murderous Cut
2 Hero's Downfall
4 Frontier Siege
2 Whip of Erebos
Lands (23)
4 Temple of Malady
4 Llanowar Wastes
2 Jungle Hollow
2 Windswept Heath
1 Urborg, Tomb of Yawgmoth
1 Nykthos, Shrine to Nyx
6 Forest
3 Swamp
2 Destructive Revelry
3 Bile Blight
1 Ugin, the Spirit Dragon
1 Nissa, Worldwaker
2 Hero's Downfall
1 Tasigur, the Golden Fang
1 Crux of Fate
2 Murderous Cut
2 Thoughtsieze
If you aren't aware yet, the constellation engine is a mighty one. Not only does it let us draw cards off of Eidolons but also gives us free removal with Doomwakes. The whip gives us redundancy and stamina against mono-red and burn with conjunction of Courser. One thing that does do well against this deck is Dromoka's Command. With G/W thinning out, I don't normally run into that often.
So, let's start with our creature base. We utilize the normal green ramp shell of Mystic/Caryatid/Courser. Courser serves us two purposes - life gain/land digging as well as feeding the constellation trigger which we'll talk about shortly. Another source of mana and engine power is Frontier Seige. Not only is this four mana (two per main phase) but it will be responsible for two significant modes. Khans allows us to mana fix ourselves and if we draw two, don't fret. You can ramp to Hornet Queens and pick the dragons mode causing them to enter and fight anything on the other side of the board. This is in conjunction with Doomwake is why I don't run a ton of removal although our sideboard will let us become more controlling.
Doomwake is another relevant creature. He essentially allows us to plow through token-centered decks. This also gives us advantage of having a big body but working with other enchantments like Seige, we can play a second enchantment on top of Doomwake and get -2/-2 to really punish Whisperwood manifests. This deck has tons of redundancy and when it operates as it should, it's unstoppable.
That brings us to the choices in Planeswalkers. Ugin is there for going over the top or sweeping a board. If he ultimates, well, the game is usually over at that point. Nissa lets us keep any 4/4 tramplers if we do need to wipe with Ugin. Garruk is there for removing Planeswalkers, creatures and life gain to boot. This is usually another answer for Ojutai if another avenue fails. Sometimes I'll try to cut it, they'll leave mana to counter and drop Garruk and eat it giving us a decent life gain while also clearing a path. These walkers work well together and I feel like they take pressure off my life total if that ever becomes a concern. Whip usually gives me enough breathing room as well as giving me a chance to clog the board with hornet tokens but it doesn't always work as planned so I have multiple avenues.
The mana base and spell base are pretty standard. Again, the sideboard allows us to get more controlling and fight off other whip decks or different strategies. The sideboard also allows us to get more aggressive against slower decks with enchantment removal and Tasigur to keep the removal packages and card drawing engines available.
All in all, I love the deck. It's fun and not an expected deck to plan for. Every deck has a weakness but when in full tilt, it can take on pretty much anything without issue. Please let me know what you think. One suggestion I had for myself is maybe main boarding the single Tasigur and siding a Hornet Queen. Still iffy about it because Queen is just so powerful and hard to answer. Usually it merits a 2-for-1 and an easy target to whip.
Thanks!
4 Nyx-Fleece Ram
4 Sylvan Caryatid
4 Grim Gaurdian
4 Courser of Kruphix
4 Siege Rhino
4 Eidolon of Blossoms
3 Doomwake Giant
4 Frontier Siege
2 Whip of Erebos
3 Assault formation
4 Hero's Downfall
Lands 23
4 Sandsteppe Citadel
4 Temple of Malady
4 Llanowar Wastes
3 Windswept Heath
1 Urborg, Tomb of Yawgmoth
3 Forest
2 Swamp
2 Plains