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Lands:
12 Plains
4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant

Creatures:
4 Yosei, the Morning Star

Other Spells:
2 Storm Herd
4 Sensei's Diving Top
4 Journeyer's Kite
4 Faith's Fetters
4 Festival of the Guildpact
4 Withstand
3 Story Circle
3 Final Judgment
4 Wrath of God

Sideboard:
4 Tempest of Light
3 Sacred Ground
2 Ivory Mask
2 Pithing Needle
4 Defense Grid

Flaccid Wombat.

Description of deck by its author (quoted):
The whole point of the deck, Storm Herd, ended up not disappointing. However, due to the less than optimal usefulness of Weathered Wayfarer and the excess removal glutting up my hand, I was not able to assemble Tron until very late in the game. With that in mind I took a break from the deck to relax.

The first solution hit me immediately as I turned on Madden. Why not run Journeyer's Kite instead of Weathered Wayfarer. Not only would that make you less vulnerable to ´´White Screw´´, but it also provided a much more resilient shuffling effect. It was after shuffling up Rabid Wombat for Legacy and looking at MTGtheSource.com that I found my true answer for the second problem. Cantrips!

Part of the Strength of Rabid Wombat, Mono White Control, in Legacy is that the deck can just cycle until it gets the right answer. I wanted that type of engine as well and thanks to Ravnica block I had it in Festival of the Guildpact and Withstand. Those cyclers ended up proving very valuable and caused much harassment to my opponent. Festival was stopping lethal attacks and keeping my life total high for larger Storm Herds while Withstand was doing the same and occasionally saving Yosei from Char/Volcanic Hammer/Rumbling Slum.

The Tempests of Lights are there to stop Annex and Dream Leash and Confiscate while the Sacred Grounds deal with Wildfire. Ivory Mask saves your behind from Cranial Extraction, sometimes. Defense Grid is a solution to control, making the match a lot less easy for them. Finally, Pithing Needle is there for some Meloku protection and a little harassment of Umezawa's Jitte.

Against anything with more than 4 Mana Leaks for countermagic, Game One is really tough. Defense Grid helps out a lot after boarding. Land destruction just munches this deck. Sacred Ground helps a lot, but the RG LD deck runs 4 Creeping Mold, so watch out. The Aggro decks, whether B/x or GR or G/x or W/x, are all pretty easy match ups. Top/Kite just destroys them in the long game since you get a Land and a spell each turn while they do not. It all adds up eventually and they just fall to pieces.

With this deck, all I have left to say is try to avoid the Blood Moons and enjoy.

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by Spencer Bogan @ www.cardshark.com

CONTROL: Storm Herd - Story Circle / Wrath of God / Final Judgment

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