1
Cantivore
4 Elvish Aberration
2 Serpentine Basilisk
1 Stone-Tongue
Basilisk
2 Thaumatog
1 Verduran Enchantress
1 Yavimaya Enchantress
1 Elephant Guide
4 Enchantress's Presence
4 Fertile Ground
1 Floating Shield
2 Force Bubble
2 Guilty Conscience
2
Lure
4 Skull of Orm
1 Solitary Confinement
1 Spirit Link
2 Still Life
1 Testament of Faith
7 Plains
8 Forest
4 Elfhame Palace
4 Krosan Verge
1 Temple of the
False God |
 Ormistice.
Description of deck by its author (quoted):
How else can you have fun kicking around the Skull? Easy! Let's take
a look at blue, where options for enchantment recursion range from
Standstill to Confiscate to Decree of Silence... you're playing a Magic
variant where mana costs are free, right? You're not? Let's move right
along to green and white then!
Green and white both like playing around with enchantments. Green has
Enchantresses, an enchantment that can attack, and the
always-fun-to-recur Lure. White has crazy enchantments that combo with
Skull of Orm to create a lock under which you take no damage. (Though
Pariah bypasses the Skull in the Core Set like two ships passing in the
card pool, check out what happens when you put them together.) And
together, green and white provide the enchantment-munching Thaumatog,
which is a great way to put enchantments into your graveyard so you can
put them into your hand with Skull of Orm so you can put them back into
play.
The optimal strategy you want to use when playing this next deck (or
whatever better version you come up with) is to have fun. It's built
around a slow, expensive, slo-o-ow card, so it's not intended to be a
world-beater. In fact, the scattershot card quantities are intentional
because I'm laz-er, because it seems to fit the deck better. The more
randomness built into the deck, the more each game will have a unique
feel to it because you'll be drawing different cards. It's a terrible
design strategy if you want to win, but it's a good way to build a deck
if all you want to do is goof around with your freaky Skull.
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