Every so often I like the ideas that come out of the recent GMADs, and I want to have a try at refining the list a little bit more. Chances are that it'll still be a bit rough, but more centralized theme.
GMAD #271 was focused on making an all creature deck. The card tossed in at first to exemplify this was the classic Keldon Warlord.
This puts one of the colors into Red; in the GMAD I proposed green or blue as a secondary color, in order to get some Card Advantage options. I'll stick with green for this one, I feel it allows a more aggro path, which Keldon Warlord exemplifies.
This deck also goes very heavily into a Timmy, Power Gamer approach. It is very top-end heavy, and the 8 mana dorks probably can't handle it alone. But that's ok.
We have 10 mana dorks (and 4 keepers, which boosts all our colors) to allow us to drop down to 22 land. Mentor of the Meek is the addition of note here, allowing our minor drops to provide Card Advantage, with 2 Primordial Sages as backup.
This allows our field to quickly fill out, with Brawn as our trample enabler of choice. Rapacious Ones allow for extra tokens, or a mana boost as well, with Ant Queen and Selesnya Guildmage as alternate token producers. The guildmage serves as a back up swarm pumper. Genesis and Caller of the Claw serve as Wrath protection.
Removing the warlord (and replacing with Scion of the Wild) gives us a more manageable GW color scheme, with:
We have 12 mana dorks (and 4 keepers, which boosts all our colors) to allow us to drop down to 22 land. This will provide for our mass mana play. Mentor of the Meek is still the key figure in this build, allowing our minor drops to provide Card Advantage, with 2 Primordial Sages as backup.
This allows our field to quickly fill out, with Brawn as our trample enabler of choice, and Kamahl, Fist of Krosa filling in the overrun plan. Ant Queen and Selesnya Guildmage are our token producers, which also trigger the mentor. With all of the mana dorks, we should have plenty of drops available. The guildmage serves as a back up swarm pumper. Genesis and Caller of the Claw serve as Wrath protection; Kamahl helps out by popping off enemy lands too.
I think I like the WG version the most, though it eschews the Warlord.
GMAD #271 was focused on making an all creature deck. The card tossed in at first to exemplify this was the classic Keldon Warlord.
This puts one of the colors into Red; in the GMAD I proposed green or blue as a secondary color, in order to get some Card Advantage options. I'll stick with green for this one, I feel it allows a more aggro path, which Keldon Warlord exemplifies.
This deck also goes very heavily into a Timmy, Power Gamer approach. It is very top-end heavy, and the 8 mana dorks probably can't handle it alone. But that's ok.
4 Birds of Paradise
4 Llanowar Elf
2 Scion of the Wild
4 Boartusk Liege
4 Keldon Warlord
2 Battle Squadron
2 Mitotic Slime
4 Garruk's Packleader
2 Genesis
2 Wurmcoil Engine
2 Rapacious One
2 Kamahl, Fist of Krosa
2 Primordial Sage
2 Garruk's Horde
4 Raging Ravine
4 Ancient Ziggurat
8 Forest
6 Mountain
On an alternate note, the best way to pump a Warlord, is with a lot of weenies and tokens, and who does that better than white and green?
4 Birds of Paradise
2 Llanowar elves
4 Noble Hierarch
2 Selesnya Guildmage
4 Mentor of the meek
2 Caller of the claw
2 Brawn
4 Keldon Warlord
4 Keeper of Progenitus
3 Ant Queen
2 Primordial Sage
3 Rapacious One
2 Genesis
3 Ancient Ziggurat
9 Forest
6 Plains
4 Mountain
We have 10 mana dorks (and 4 keepers, which boosts all our colors) to allow us to drop down to 22 land.
Mentor of the Meek is the addition of note here, allowing our minor drops to provide Card Advantage, with 2 Primordial Sages as backup.
This allows our field to quickly fill out, with Brawn as our trample enabler of choice.
Rapacious Ones allow for extra tokens, or a mana boost as well, with Ant Queen and Selesnya Guildmage as alternate token producers. The guildmage serves as a back up swarm pumper.
Genesis and Caller of the Claw serve as Wrath protection.
Removing the warlord (and replacing with Scion of the Wild) gives us a more manageable GW color scheme, with:
4 Birds of Paradise
4 Llanowar elves
4 Noble Hierarch
2 Selesnya Guildmage
4 Scion of the Wild
4 Mentor of the meek
2 Caller of the claw
4 Keeper of Progenitus
3 Ant Queen
3 Primordial Sage
2 Kamahl, Fist of Krosa
2 Genesis
3 Ancient Ziggurat
8 Plains
11 Forest
We have 12 mana dorks (and 4 keepers, which boosts all our colors) to allow us to drop down to 22 land. This will provide for our mass mana play.
Mentor of the Meek is still the key figure in this build, allowing our minor drops to provide Card Advantage, with 2 Primordial Sages as backup.
This allows our field to quickly fill out, with Brawn as our trample enabler of choice, and Kamahl, Fist of Krosa filling in the overrun plan.
Ant Queen and Selesnya Guildmage are our token producers, which also trigger the mentor. With all of the mana dorks, we should have plenty of drops available. The guildmage serves as a back up swarm pumper.
Genesis and Caller of the Claw serve as Wrath protection; Kamahl helps out by popping off enemy lands too.
I think I like the WG version the most, though it eschews the Warlord.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek