Stevo,
I took your deck out for a spin for 10 games. Check out my results
here.
Fun little deck you have there.
Thanks for testing it!
I've not been able to take it online yet due to the 360's MP being locked currently, so all my data is from SP only. I do expect to revise it once I can get online. It (like half my decks) is designed firstly as a proof-of-concept for a unique engine or archetype before being tailored down a super-optimal path, and pushes cramming synergy in over anything else so people can pick and choose elements they like if they wish. I want my decks to inspire ideas more than be simply copied verbatim to grind wins.
It's currently a little feast or famine in the current state though. You either get the draw going and crush them, or don't and stall and get run over. It needs to find a smoother and more consistent transition from the early game, to being able to hit its beats. I've made a few changes that I'm testing at the moment, and I think it's working better.
-4
Elvish Pioneer+3
CultivateBecause of my double and triple costs, I need dual lands, which the Pioneers couldn't use. I also found fetching and ramping was better than just ramp in order to press my above-the-curve advantage. Losing a chump is a minor issue, but as I can get bigger blockers down earlier now, that does compensate, and as I still have 27 creatures, losing 4 isn't too bad.
-2
Pelakka Wurm-1
Soul of Zendikar+2
Terra Stomper+1
Phantasmal DragonPelakkas are of course great, but they're on the curve, not above it, and without a way to abuse the ETB, they were included mainly as an admission of weakness - that I may need the life because I was too slow. By replacing them with quicker, big creatures (I now top out at 6CMC with the Stompers, but mainly at 5 otherwise) I can be dominant quicker and play more creatures per turn once the draw kicks in. With the Brackwater assault, I don't really need the beast generation of the Soul as attackers or Packleader triggers, and the additional Dragon covers the flying defence loss, but gives additional, evasive attack.
-2
Triumph of Ferocity+3
Prey UponTriumph was a win-more card, and mainly benefited me if I had a large creature in a stalemate, so I could just sit and draw cards to break the deadlock. Prey Upon just breaks the deadlock immediately instead. Both are situational (require a large creature) but by pressing my advantage while I remain above the curve rather than waiting to allow my opponent to draw an answer, this works better.
I may alter the values of Prey Upon and Cultivate depending on what proves more useful (ramp or kill) but apart from that, the deck is approaching a finished state now I feel.