4 Llanowar Elves
4 Centaur Safeguard
4 Burning-Tree Shaman
4 Loaming Shaman
4 Dowsing Shaman
4 Ghor-Clan Savage
4 Seal of Fire
4 Riot Spikes
4 Galvanic Arc
2 Utopia Sprawl
7 Forest
6 Mountain
4 Karplusan Forest
4 Stomping Ground
1 Skarrg, the Rage Pits |
 50
Centaurs.
Description of deck by it's author
(quoted):
I'm going to start with one of the lesser
Tribes, which just so happens to have another tournament staple among
its members: Burning-Tree Shaman. Shamans? Nope. I'm talking about
Centaurs. With just five members, the Centaur tribe is a small but
close-knit group. Most of these half-men, half-horses are pretty
straightforward beatdown specialists. The odd half-man out is Dowsing
Shaman, who becomes a real killing machine when you have a deck full of
enchantment removal. That is, removal in the form of Enchantments (Seal
of Fire, Riot Spikes, and Galvanic Arc). The last two can serve
double-duty as Centaur-boosters (obviously, don't put Riot Spikes on
Centaur Safeguard), while Seal of Fire is useful to enable the
Bloodthirst of Ghor-Clan Savage.
One card that I didn't test, but which seems like it
would be good in the deck, is O-Naginata, since all five Centaurs will
have a power of three most of the time. |
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