4 Flooded Shoreline
4 Manabond
4 Basking Rootwalla
4 Arrogant Wurm
4 Ovinomancer
4 Gush
4 Foil
2 Null Broach
3 Grafted Skullcap
1 Wonder
2 Argothian Wurm
9 Forest
15 Island |
 Flooded
Shoreline.
Description of deck by it's author
(quoted):
The key to opening the treasure of Flooded
Shoreline is Manabond. Manabond allows you to play as many lands as you
have, with two disadvantages - you can only play them during your
discard step, and you have to discard the rest of your hand. The lands
come into play untapped and ready to be used.
In order to fully abuse Manabond, you'll want to use
Flooded Shoreline as many times as possible on your turn, then slap all of
the lands into play during your discard step and repeat during your
opponent's turn.
I decided to really use the Manabond, so I absolutely
had to play the Ovinomancer. The normal disadvantage of returning three
lands to your hand is now neutered significantly with a Manabond out. This
makes Ovinomancer much more reliable and strong. Who isn't a fan of
turning mean nasties into sheep? Akroma is now a sheep, thank you very
much.
I also included two madness creatures from green for the
deck. You can madness them into play whenever you activate Manabond's
ability. You can use the lands played with Manabond to pay the madness
cost on the Arrogant Wurm. You can't play a spell or effect during the
resolution of Manabond. Therefore you cannot play your lands, then try to
play a spell before you are forced to discard your hand. Since madness
triggers off the discard, however, you can use the lands played. There are
other cards that the madness creatures will work with, as we'll talk about
in a bit.
Continuing the theme of bouncing lands for abilities,
Gush is included as one of the card drawing spells in the deck. You can
easily Gush, play any spells that you draw, then Manabond any lands you
drew plus the two that you bounced back into play at the end of turn.
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