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4 Wild Mongrels
4 Exoskeletal Armor
4 Brawn
4 Urborg Elf
4 Werebear
4 Keep Watch
4 Counterspell
4 Wonder
2 Divert
2 Sleight of Hand
2 Mystic Snake
2 Jungle Barrier

10 Forest
10 Island

Hope with Judgment.

Description of deck by it's author (quoted):
With all the excitement and controversy of Onslaught, I guess it’s sad to say that I haven’t yet dove into it. Consider me a slow player in tournament environments, but as I play mainly for entertainment, I am not so quick to catch on to the latest combos in type 2. However, that does not mean I don’t enjoy a good competitive deck. Lately u/g combos have dominated type 2 play, and why shouldn’t they? Control combined with fatties or swarms are simply difficult to handle when they can use speed to overcome obstacles along with a well placed counterspell. But it can sometimes becomes difficult to get a hold of such cards like Call of the Herd or even if on a shorter budget, the ever sought Roar of the Wurm for the latest Quiet Roar decks.

But don’t give up entirely yet. Judgment has helped people like us, too. Perhaps my favorite is the use of an obscure uncommon card Exoskeletal Armor. This enchantment for one green and one colorless mana bestows the Lhurgoyf’s ability any one of your creatures in addition to whatever stats and abilities the creature already has. Ever wanted to see that Drudge Skeleton get bigger or that Mortivore double it power and toughness? This comes in handy if you happen to be playing a weenie deck with a few evasive creatures. Ever tried it on a Beloved Chaplain, or maybe even Commander Eesha?

But probably the crowning jewel of this enchantment comes from our painfully familiar Odyssey hound, the Wild Mongrel. If anything, the Mongrel has gotten worse. Alone by itself it could power a madness creature deck, but what if Overrun or Muscle Burst don’t come up? What about those uncastable creatures with no madness cost? By golly, every card in your hand has the right to be put to good use. Enter the Armor.

I have used this deck type plenty of times in casual play to see it deal little damage an entire game to an enormous crippling 12 point blow to an opponent by turn three. As a bonus for blue and green, you could have a fatty with flying and trampling knocking on your opponent’s door, thanks to Wonder and Brawn. Who ever heard of a gigantic creature from blue/green combo decks without the use of a wurm? Whether it ever makes the cut for serious tournament I won’t even speculate, but when the combo goes off, it can be incredibly fun for you and devastating for your opponent. Here’s the deck I use:

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by Kenneth Smith @ www.cardshark.com

BEATDOWN: Wild Mongrel - Exoskeletal Armor / Mystic Snake

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