Magic Origins/Clash pack
Armed[edit | edit source]
|“||Creatures with the renown mechanic from Magic Origins set are the foundation of this white-green deck. The first time a creature deals with renown deals combat damage to a player, it gets one or more +1/+1 counters that boost the creature permanently. An unrelenting assault will develop your creatures into an impressive army, leaving your opponent with no choice but to admit defeat.
Your first mission is to ensure that each of your creatures with renown gets through your opponent’s defenses. Spells like Mighty Leap and Feat of Resistance can help your creatures evade potential blockers. Don’t hesitate to use potent cards like Pacifism and Valorous Stance early in the game to clear a path for your attackers. If all goes well, the game will end before your opponent can cast more tempting targets!
Remember to attack first and then cast your creatures during your second main phase. You really want to keep your opponent guessing about what you might do with your mana during combat. Often you’ll be able to entice your opponent to block a not-yet-reonowned creature, allowing you to cast an instant like Dromoka's Command to turn the tables.
Dangerous[edit | edit source]
|“||The bolster and outlast mechanics from the Khans of Tarkir are key to this white-black-green deck’s strategy. Cards with bolster put a number of +1/+1 counters on your smallest creature. On your turn, you can tap a creature you control with outlast and spend mana to put a +1/+1 counter on it. Over time, your army will become truly unstoppable.
Focus on establishing your defenses early in the game so that you withstand your opponent’s initial rush of creatures, your deck’s strength is in its late game, but you need to survive long enough to get there! Hold off on using your creatures’ outlast abilities until you have some breathing room. Since you’re favored in the long game, you should be willing to trade your creatures for your opponent’s when given the chance.
Remember that the first +1/+1 counter on a creature is usually the most valuable, especially with all the cards in this deck that grant abilities like flying, lifelink, and first strike to all your creatures with +1/+1 counters on them. You may not have creatures like Abzan Falconer or Mer-Elk Nightblade on the battlefield when you cast an Incremental Growth or resolve a bolster ability, but you’re likely to draw them as you tighten your hold on the game.
Armed and Dangerous[edit | edit source]
|“||This version takes full advantage of all the lands in the Clash Pack that produce multiple colors of mana, "splashing" black for Siege Rhino, Ultimate Price, and Abzan Ascendancy.||”|
References[edit | edit source]