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Lands:
4 Grove Of The Burnwillows
4 Terramorphic Expanse
10 Forest
6 Mountain

Creatures:
4 Force Of Savagery
4 Gemhide Sliver
4 Groundbreaker
4 Timbermare

Other Spells:
4 Assault / Battery
4 Call Of The Herd
4 Harmonize
4 Pandemonium
4 Rift Bolt

PandeForce.

Description of deck by its author (quoted):
I starting building this deck and realized that it was in Block as I was building it, so I kept to theme. This is a Time Spiral Block Constructed deck. Why worry about formats like this? After all, I'm writing a casual Magic column. Many different casual groups have different rules. Some prefer Standard or Block Constructed decks, while others allow much older card pools. Some groups will have different decks of different formats, and then declare that the next game is Standard, then Vintage, and so forth, moving through decks. Plus, it'd be a fun deck for Magic Online or FNM. I'm not pretending to be revealing super secret tech for your next major tournament, but it looks like it'd be fun to play!

This deck wants to play Pandemonium, and then toss down high power cards like Groundbreaker and Force of Savagery. Force of Savagery might, at first, appear to be a janky rare for kids to try to keep in play with Gaea's Anthem. However, when combined with the in-block Pandemonium, it's a three-mana sorcery that deals eight to someone. That's pretty nasty.

Groundbreaker deals six from coming into play and six trampling damage should it connect. If you have a Pandemonium in play, toss downy a Groundbreaker, attack unblocked, and play a Force… and you have dealt twenty damage.

Timbermare will hit for five damage relatively guaranteed, by tapping down blockers. Pandemonium adds another five to that damage, and in one card, you can reduce a person's life total by half of their starting life.

Supplementing this strategy is a variety of cards that should prove helpful. Rift Bolt can deal that last three damage to an opponent or clear out a blocker. (Even an attacker if needed). Assault / Battery can also clear out a blocker or make you a creature as needed. Call of the Herd can make you a pair of solid sized creatures to help you out. The elephants from Call and Battery may not be as powerful as Groundbreaker, Force and Timbermare, but they work, and they still Bolt someone for three when they come into play.

Harmonize will help you reload. Early it can assist in finding a Pandemonium. Later it can give you more gas. Gemhide Sliver will make either color of mana while speeding up your turns by one. Dropping Pandemonium on the third turn, instead of the fourth, and then following with a Groundbreaker on the fourth instead of the fifth can be the difference between victory and death.

After that, I am running the new dual type land for Red/Green. Its disadvantage of giving your opponent life looks minor when compared to the massive damage your deck can sling. You can also see the Terramorphic Expanse. Your deck ideally can drop RGGG on the third turn, so running the Groves, the Slivers, and the Expanses appear to be helpful.

I believe this deck has the ammunition to win even if you are blanked on the Pandemonium Front. If you draw none the entire game, you still have enough dudes to run the table. In fact, I think the deck may be good enough to pull the combo element out, and then run more burn and critters and just take that angle.

I am the least confident about the Assault / Battery and the Calls. Other possibilities might include Avalanche Riders, Browbeat, Dead / Gone, Lavacore Elemental, Shivan Wumpus, Stingscourger, Spectral Force, and Sulfur Elemental. I'd try this various cards out in different iterations of the deck and see which work out the best.

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by Abe Sargent @ www.starcitygames.com

BURN: Pandemonium - Force of Savagery / Groundbreaker [TS Block]

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