Sunday, November 30, 2008

Fable of Wolf and Owl/Skullmuncher/control splashing combo

4x Ponder
4x Familiar's Ruse
4x Cancel
4x Snakeform
4x Selkie Hedge Mage
4x Cryptic Command
3x Scattering Stroke
3x Skullmuncher
4x Mulldrifter
2x Fable of Wolf and Owl
4x Yavimaya Coast
4x Flooded Grove
10xIsland
6x Forest

An ideal game would be land first four turns (card draw with ponder/mulldrifter) then turn four scattering stroke your opponent, win the clash, then play fable of wolf and owl turn five with your extra mana. Then use your creature advantage to control the board, and use of counterspells to win the game. Skullmuncher (a card I've been wanting to find a use for) isn't great, but he is ok for this deck. True, you'd probably be better off with the guy you tap and draw three cards with, or even the u/g */* guy who is big depending on the cards in your hand...but when you get to sac crappy tokens and draw counterspells to win the game with, while protecting your hopefully 5/5 or so skullmuncher, hooray.

2 comments:

DRokRoss said...

I think this might be my favorite deck I've seen you build, and very close to what I was thinking as well.

Sean said...

I'm glad you like it. It would be a fun deck to pilot, probably, except vs. weanie. Sly you might beat if you get to use your selkie hedge mage a couple times