Lands:
4 Terramorphic Expanse
10 Island
10 Forest
Creatures:
4 ____________
4 Linessa, Zephyr Mage
4 Seton's Scout
4 Urborg Elf
2 Wall of Blossoms
Other Spells:
4 Impulse
4 Mana Leak
4 Pack Hunt
4 Remand
2 Scroll Rack |
 Linessa's
Hunt.
Description of deck by it's author
(quoted):
...That's largely because I use Pack Hunt as a
way to abuse the grandeur keyword. This deck's ideal play is to drop
Linessa on turn 4, and then Pack Hunt on turn 5 to get three more
Linessas, discarding them all to her ability, and essentially casting
Upheaval on just your opponent.
After dropping your triple grandeur Linessa, the next
thing to do is see if you can find Scout. Beat down with Linessa and your
probably thresholded Scout. I wanted a beater that was cheap, and wouldn't
interfere with your countermagic. After thinking about and dismissing
several creatures, I realized that you would likely have threshold very
early in this deck. Once I hit upon that, I grabbed the Scouts. I chose
them over Werebears because they can serve for two early, or if you get
really close to Threshold but can't cross over.
One cute trick in this deck is the ______________.
Because you can change its name anywhere for one colorless mana, you can
make it a Linessa in name, then discard it to the grandeur effect. This
deck will really go to town if you draw two Pack Hunts and a __________ in
addition to your Linessa. Then you can Pack Hunt Linessa for three more,
and drop ___________, Pack Hunting for three more. That's six Linessa
grandeur activations. I think you might win that game.
The beauty of Linessa is that although her normal
ability is a bit mana heavy, once you've set them back three turns, you'll
still be able to bounce the opponent's stuff because you'll have that
extra mana. You can also use Linessa as your beat stick and rely on your
countermagic.
This is one of the few times I've used Remand in a
casual deck, but it fits marvelously here. Play it just before Pack Hunt
Linessa, and what they played might not be playable again for three or
more turns as their mana development goes away. Play it after you've
triple grandeured, and you get a critical extra turn. You also have Mana
Leak, which I am sure you can see the quality of in this deck.
I wanted a way to find cards. This deck runs Scroll Rack
and Impulse. Remember that Impulse will take the top four cards off the
top of your library, so it works well with Scroll Rack. I also wanted a
smidgen of defense, and Wall of Blossoms is both defense and the drawing
of a card.
For mana acceleration, I chose Urborg Elf. The good of
it is that you can add its attack to the Scouts and Linessa once you are
good in the mana department, unlike a Sakura-Tribe Elder. It might be more
vulnerable, but in this case, I thought the extra creatures were worth it.
Actually, in retrospect, maybe I should have gone with a
defensive creature that can attack instead of the Wall. Bottle Gnomes
maybe. If you decide to build this deck, that'd be one of the first places
I'd try out some new cards.
Pack Hunt will work well with all of the grandeur cards.
However, I think this is the most abusive. Getting two Swamps is nice, but
not uber-powerful. Making a 5/5 or 6/6 token creature is okay, but
Wrathable. Orim's Chanting for a turn is better, but feels more like a
Spike Weaver that you really have to work to get. That leaves our Red
dragon of love, Tarox Bladewing. Getting three of him in hand would bring
him to lethal levels (32 power should kill most players). However, I
already built a Red/Green deck, and it had large creatures in it, too. So
I decided to go elsewhere.
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