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Decks (Magic The Gathering) => Standard => Topic started by: MuggyWuggy on August 01, 2013, 06:59:10 PM

Title: Fling
Post by: MuggyWuggy on August 01, 2013, 06:59:10 PM
Fling

70 cards, 10 sideboard


2 {Evolving Wilds}
2 {Gruul Guildgate}
2 {Swamp}
2 {Forest}
2 {Overgrown Tomb}
4 {Stomping Ground}
2 {Mountain}
2 {Blood Crypt}
3 {Rootbound Crag}

21 lands


4 {Slaughterhorn}
1 {Sire of Insanity}
4 {Ghor-Clan Rampager}
2 {Spike Jester}
2 {Zhur-Taa Druid}
2 {Arbor Elf}
3 {Master of Cruelties}
4 {Feral Animist}

22 creatures


2 {Farseek}
2 {Skullcrack}
2 {Madcap Skills}
2 {Annihilating Fire}
2 {Mugging}
1 {Gruul War Chant}
4 {Fling}
2 {Alpha Authority}

17 other spells


Sideboard

2 {Rubblebelt Maaka}
2 {Crippling Blight}
2 {Wasteland Viper}
2 {Weapon Surge}
1 {armed//dangerous}
2 {Sinister Possession}

11 sideboard cards


Title: Re: Fling
Post by: MuggyWuggy on August 01, 2013, 07:08:34 PM
Hopefully will figure out gaps for rotation, but testing has shown this deck gets a lot of damage out really fast.

I combined a combo for {feral animist} and {fling}, with a {master of cruelties} combo for a quick damage deck. I threw in the  {sire of insanity} to have any late game answers discarded and essentially making it a game of draws.
Title: Re: Fling
Post by: Pirate John on August 02, 2013, 01:26:11 PM
Pre-rotation, I'd cut muggings for rancors. +2/+0 for 1 green that keeps comig back. It'll also give you trample fun if you ever need it. Strangleroot giest also works wonders in fling decks if you have he mana base for it.