4 Sakura-Tribe Elder
4 Eternal Witness
2 Rampant Growth
1 Trade Routes
3 Culling Scales
4 Kodama’s Reach
2 Seismic Assault
4 Seek the Horizon
4 Wrath of God
4 Rude Awakening
4 Enduring Ideal
1 Island
4 Plains
19 Forest |
  Enduring
Ideal.
Description of deck by its author (quoted):
You Need Ten Lands - It’s great that once you
get ten lands, you can either fire off twenty damage from the Trade
Routes/Seismic Assault combo one upkeep after you play Enduring Ideal or
immediately attack for twenty with Rude Awakening, but getting that
number of lands is difficult. In addition, despite Ravager Affinity
being absent from this environment, Standard isn’t extraordinarily slow.
The deck needs defenses that there just isn’t room for when you have to
run 24 lands plus 12 land search cards.
Okay, You Actually Need 12 Lands - Most of the time, ten
lands is enough. However, any amount of lifegain basically shoots both the
Rude Awakening and Seismic Assault/Trade Routes combo straight to hell.
And although Seismic Assault doesn’t much care how many creatures are in
play, that sure matters when you are attacking with creatures. Finding ten
lands is difficult enough; expanding that to eleven or more takes a lot of
time, one commodity that you don’t have a lot of playing this deck.
An Epic Death - Everything could be going your way, and
you might have a total of ten lands in hand and/or in play, but you can
still lose by locking yourself out with Epic. When you cast Enduring
Ideal, the theory is that you find Seismic Assault first and then get
Trade Routes on your upkeep for the win. If that Seismic Assault gets
killed, then your opponent basically has two full turns of free reign.
What’s worse, if they remove your second Seismic Assault, you can’t win.
Topdeck, The Wrong Way - There are two Seismic Assault
in the deck so you don’t automatically have to mulligan a hand containing
one. (There’s only one Trade Routes since you can legitimately play it
from your hand if necessary.) Let’s say you keep a great six card hand
plus a useless Seismic Assault. On your first turn, you draw a card, and
it is…the second Seismic Assault. Whoops. Now you can only win with Rude
Awakening.
|
. |