A ramp variant.
12 Creatures:
4x Wall of Roots
3x Mulldrifter
2x Platinum Angel
3x Vexing Shusher
25 Non-creature Spells:
4x Howling Mine
3x Rites of Flourishing
3x Rampant Growth
3x Search for Tomorrow
2x Howl of the Nightpack
4x Walk the Aeons
3x Time Stretch
3x Recollect
23 Land:
13x Forest
10x Island
Sideboard:
1x Mountain
2x Disintegrate
4x Raking Canopy
4x Gilt-Leaf Ambush
4x Ego Erasure
Basically you ramp into a turn 5 Walk the Aeons usually with a howling mine and a Rites of Flourishing out...this results in huge card advantage for you...especially when you follow it with a walk the aeons the following turn. Basically you take turns until you deck yourself or until you win, Platinum Angel says that you can't deck yourself. The primary win conditions are either swinging with the 5 flyers in the deck, or beating with tons of wolves thanks to howl of the nightpack. Disintegrate was the original win condition but got moved to sideboard for game 2 against certain decks. I finished last FNM 2-2 with this deck, I beat a Red-Green aggro deck (only person to beat him prior to the semi-finals) and a kithkin deck, then lost to Gargadon.dec and Faeries (both of which also made semi-finals).
This deck is big and has a clock of about 5 turns, so its hard to disrupt, especially with the Vexing Shushers in there. I believe I have a solid anti-aggro sideboard and if I get it I have answers for faeries as well. I misplayed against gargadon a bit but that was because i wasn't expecting anyone to still run that deck.
I know about the crucible of worlds+walk the aeons+2x rites of flourishing, infinite turns combo.....but that seems like overkill when i dont need to squeeze in cards that do nothing on their own (crucible).
I think I am going to change the deck a bit and use it in 2-headed giant next month....
I dunno any imput on the deck would be appreciated, and don't knock the 10 costed time stretch until you try the deck...2 extra turns when you draw 4 cards and play 3 lands a turn is huge card advantage, especially when you dont expect your opponent to get another turn. I guess the deck is probably the easiest deck i have ever played as far as deciding whether to mulligan or not. If you have 3 land and accel in your hand you keep...if you have more than one of the 6-10 costed cards in your hand you tend to throw it away.
The Original Magic the Gathering Guild