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Lands:
4 Ancient Amphitheater
4 Battlefield Forge
8 Mountain
5 Plains
2 Desert

Creatures:
4 Stinkdrinker Daredevil
4 Giant Harbinger
3 Brion Stoutarm
3 Thundercloud Shaman
1 Bloodfire Colossus
1 Borderland Behemoth
1 Arbiter of Knollridge
1 Hearthcage Giant
1 Sunrise Sovereign

Other Spells:
4 Foriysian Totem
4 Giant's Ire
4 Oblivion Ring
4 Incinerate
1 Feudkiller's Verdict
1 Pact of the Titan

OMW Giants, V1.0.

Description of deck by its author (quoted):
I haven’t built a red fatties deck for a while. I’ll try that. For casual, red fatties sounds ike a Giants theme deck. To start, I will simply list all the Standard legal giants I have in my collection, then add four of each to the deck and see what that looks like.

Um – not much. I now have 158 cards, with no lands. Time to start some major cutting. The first question is whether I again anything by playing all four colors. Black is obviously useless – Cyclopean Giant is not even that good in draft. I’m not going to try to get to double black just for a lousy 4/2.

Down to 154 cards already. That’s Progress! Green is next. Green does offer a bit – the Dustwasp has evasion and combat tricks like Giant Growth are nice. However, the “Giant” Dustwasp is really a bug, and Craw Giant is nothing really special. If I really want a Giant Growth effect, I can run Brute Force. Green can go, too.

Down to 130 cards – no, 127. I just realized I have 7 Hill Giants in the deck. Looks like I double clicked, and got the Seventh, Ninth and Tenth Edition version. Normally I trade away – either to a dealer or to my storage account – all but four of everything. I haven’t cleared all of that out, however. Whatever.

Before cutting further, I need to decide whether I want to go mono-red, or whether I want to play two colors. Mono-red works just fine, but RW gives me a bit more flexibility, and lets me play some more interesting Giants. (Brion is an interesting Giant – more on that later.)

Fortunately, I own the necessary lands. I am going to want to have a bunch of them, since my mana curve is going to be really high. The obvious places to start are the appropriate dual lands. I will want all of them. I may also want a couple Vivid lands. Coming into play tapped should not be a huge problem is a deck as slow as this one will be.

I probably have room for two off-color lands. Mutavault can become a Giant... On the other hand, my biggest problem may well be Faeries decks, and Deserts work quite nicely in slowing down the Fae. I have also thought about Arena, since my guys are likely to be bigger than those of my opponent in any matchup I can think of – but Arena does not tap for mana. That’s a big problem, and it means that if I play Arena, I’m going to count it as a land, not a spell.

...the very last card I cut was Stonehewer Giant. Stonehewer has a great ability, but he has two drawbacks. First, he costs double white. More importantly, I only own one. Something like Loxodon Warhammer would be very good in a deck full of non-evasive fatties, and if I owned two or three, I might make room for a couple Warhammers and a few Stonehewers. I still might – we’ll see. I might also try the Obsidian Battle Axe if my warrior count gets high enough. I also cut the numbers on a lot of the upper-end Giants down to one. I can search for them with the Harbringer, and having smaller numbers means I am less likely to start the game with five 6+ casting cost monsters, and two lands, in hand. I added a couple utility spells. Oblivion Ring gets rid of anything, and Incinerate kills creatures or burns faces. Giant’s Ire is the only method I have of card drawing, so I’ll try it out.

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by One Million Words, Peter Jahn @ www.puremtgo.com

TRIBAL: Giants - Giant's Ire / Stinkdrinker Daredevil / Obilvion Ring

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