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Lands:
7 Plains
4 Island
4 Azorius Chancery
4 Hallowed Fountain
4 Adarkar Wastes
1 Mikokoro, Center of the Sea

Creatures:
4 Squall Drifter
4 Pride of the Clouds
4 Jotun Owl Keeper
4 Air Elemental
4 Celestial Ancient
4 Windreaver

Other Spells:
4 Cage of Hands
3 Wrath of God
3 Faith's Fetters
2 Azorius Signet

K.G. Bird.

Description of deck by it's author (quoted):
As I said, Coldsnap not only makes some tribes legal (as in, gives them their fifth member) and not only does it help ease the mana woes of some of the smaller tribes, but it also opens up new possibilities for older, more established tribes. When you think of, say, Elementals, you probably think of Green or Red, since that's where the most powerful Elementals usually reside. I'm talking about Rumbling Slum, Verdant Force, Force of Nature, and, of course, Molten Sentry. I actually built such a deck, which featured Elemental Resonance to score major flavour points (it's not bad with Bramble Elemental, either). I believe I scored twenty-two flavour points before losing every game I played with the deck. Instead of building an R/G deck, I've decided to do something a little different.

After Dissension added three Blue and/or White Elementals to the tribe (Windreaver, Celestial Ancient, and Pride of the Clouds), you could actually build a U/W Elemental deck. The problem was that you'd have to use Tidewater Minion, along with the three from Dissension and 9th Edition's Air Elemental. I have nothing against the Minion, and I can certainly envision a deck with him in it, probably featuring the old Freed from the Real + Tidewater Minion + Azorius Chancery combo to generate infinite mana. If you had a Celestial Ancient and a Cage of Hands kicking around, you could use the mana to play and the replay the Cage as many times as you liked which would make all of your Elementals very large. Windreaver also provides a nice mana-sink. But I'd rather not go down that road again, if only because infinite-anything combos aren't terribly fun to playtest on Magic Online and this one seems particularly easy to disrupt.

Coldsnap provides a suitable replacement, the Littlest Elemental, Squall Drifter. Unable to find work as a 4/4 flyer, the Drifter took a minimum wage position as a Master Decoy. While a Decoy's work is done mostly during the Beginning of Combat Step before attackers are declared, the survey says that the second busiest time for a Decoy is during the End of Turn step! What a coincidence, this being End of Turn Week and all.

Pride of the Clouds loves other flyers, so it's nice that all of the Elementals I'm going to use have flying built right in. The other creature that I chose to use is Jotun Owl Keeper. As a 3/3 for three, it's not a bad creature on his own, and when he hits the bin, he releases all of his pent-up frustration in the form of 1/1 Birds. That's his death wail, his ‘owl of anguish, as it were. All these Birds help to pump up Pride of the Clouds, and make Celestial Ancient's counter-generating ability even more powerful (more creatures equals higher net pump).

The rest of the deck is made up of creature removal spells and a little extra mana. Cage of Hands and Faith's Fetters neutralize threats and have excellent synergy with Celestial Ancient. Wrath of God used to be Ghostly Prison, but I lost to a number of decks that didn't really care about attacking (like Shaman-Ball with Sachi, Daughter of Seshiro powering up huge Demonfires), so I made the switch.

Besides tapping a creature, what else can you do at End of Turn? Draw cards with Mikokoro, Center of the Sea! The End of Turn fun just never, uh, ends.

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by Chris Millar @ www.wizards.com

TRIBAL: Elementals - Pride of the Clouds / Windreaver - Jotun Owl Keeper

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