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Lands:
7 Forest
7 Island
4 Breeding Pool
4 Llanowar Reborn
1 Pendelhaven

Creatures:
4 Sakura-Tribe Elder
4 Bloodline Shaman
3 Trygon Predator
4 Cryptic Annelid
3 Herd Gnarr
1 Zoologist
2 Bramble Elemental
4 Glade Gnarr
3 Krosan Tusker

Other Spells:
4 Shimmering Wings
2 Mystic Speculation
2 One Dozen Eyes
1 Animal Magnetism

Wolfman Has Gnarrs.

Description of deck by it's author (quoted):
This deck was built using free association. I started with a combo I've been meaning to use in a deck for ages: Glade Gnarr + Shimmering Wings. The Gnarr gets +2/+2 every time a blue spell is played and Shimmering Wings can be played and replayed until your blue mana runs out. The aura also solves the problem 12/12 creatures with no evasion have with chumpblockers. It also works well with Bramble Elemental, which can make lots of tokens, which is great for the latest Gnarr, Time Spiral's Herd Gnarr.

I began looking for other cheap ways to pump Glade Gnarr repeatedly and eventually opted for Mystic Speculation. This led to another new Beast, Cryptic Annelid, a.k.a. Scryborg. With all the this top-of-library manipulation, I squeezed in some Bloodline Shamans, a Zoologist, and an Animal Magnetism. After that, I rounded things out with the usual mana-fixers and accelerants, some more Beasts, and a pair of One Dozen Eyes, which is particularly devilish with Herd Gnarr. This one isn't quite legal in Classic Tribal Wars, mostly because I wanted to include more stuff.

As you can see, I had to leave out Bog Gnarr. Later on, it occurred to me that you can pump up all three Gnarrs simply by playing a Cavern Harpy. The only problem would be the mana, but you could solve that by using Aluren. If you want some arbitrarily large Gnarrs (and who wouldn't?), I'd start there.

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by Chris Millar @ www.wizards.com

TRIBAL: Beasts - Herd Gnarr / Glade Gnarr - Shimmering Wings / One Dozen Eyes

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