This is one I've been having some fun with. Doubt it's competitiveness vs T1, but if you get tired of matchmaking waits and want to earn gold off the AI - it makes for fun games.
Bant's Bond22 Creatures1x
Kytheon, Hero of Akros4x
Kor Castigator1x
Jace, Vryn's Prodigy3x
Skyrider Elf3x
Bounding Krasis1x
Nissa, Vastwood Seer2x
Woodland Wanderer2x
Primal Huntbeast2x
Outland Colossus1x
Greenwarden of Murasa2x
Plated Crusher14 Other Spells2x
Slab Hammer (Turning
Skyline Cascade and
Sandstone Bridge from nonconsiderations, to later game recurring spells)
3x
Telling Time (Moar draws)
3x
Elemental Bond (In case it's not clear, this is the point of the deck)
2x
Wildsize (Getting
Outland Colossus renown, messing with combat maths, and moar draws)
2x
Sheer Drop (Considered running
Suppression Bonds to deal with plainswalkers, but I like Sheer's interactions with
Bounding Krasis and
Skyline Cascade, along with it's awaken)
1x
Gideon, Ally of Zendikar1x
Kiora, Master of the Depths24 Land2x Plains
3x Island
6x Forest
2x
Prairie Stream2x
Hinterland Harbor2x
Sunpetal Grove1x
Rogue's Passage (Finishing move for the 12/12 colossus)
2x
Skyline Cascade (My defensive card for
Slab Hammer, which effectively turns it into a removal spell).
2x
Sandstone Bridge (Offensive card for the Hammer)
2x
Evolving WildsThe idea is to use card advantage to overwhelm your opponent. Spot removal becomes largely meaningless as every creature that isn't also a plainswalker has a high probability for
Elemental Bond to replace it with another 3+ power creature when cast. Sweepers don't hurt as much either, as Bond keeps your hand full and creatures repopulating (survived 2
Radiant Flames, 1
Planar Outburst, and 1
Aligned Hedron Network in the same game and still won
).
Nissa, Vastwood Seer and
Jace, Vryn's Prodigy generate card advantage, with the latter helping you find bonds before he flips.
Telling Time and
Wildsize keep card advantage flowing even when you're not dropping creatures with bonds in play, with the former helping you with land fixing early, finding bonds at all, and getting lands out of your way late.
Bounding Krasis provides board manipulation to keep your creatures attacking advantageously, and has nice synergy with
Sheer Drop and
Skyline Cascade. I don't see
Slab Hammer run outside of landfall decks, as it's power falls off a cliff when your cards don't care about landfall, but that sucker on
Primal Huntbeast,
Skyrider Elf, or one of the fatties with a Castcade in play can give tremendous board control.
I'm running 3 different decks designed to maximize Bond (B/R/G, and G/B being the other two), but this one has the most versatility. It requires the most thought of the three to pilot, but gives me the most satisfaction to play.
Thoughts? Suggestions for improvement?
I have a similar deck (based on Gegliosch's list he posted somewhere in this thread):
1 CMC
1x
Kytheon, Hero of Akros (By far the weakest PW, but can be useful sometimes and can co-exist with the other Gideon)
3x
Sunblade Elf (Good value, usually don't need the +1/+1 ability, but it can come in handy in longer games)
4x
Clutch of Currents (Awesome card here. Since your guys hit hard, bounce any would be blocker he throws at you and set him back a turn as he has to recast them. Also good for killing blows. Awaken can be useful, but I use it as low-cost temporary removal mostly)
2 CMC
4x
Kor Castigator (I actually didn't like this card the first time I saw it, dies to chumps and all. Definitely changed my mind, bounce the chumps and use him to hit home.)
3x
Dauntless River Marshal (Hated this guy due to the AI keeping on spamming him in every single game, but he is good value and the tap ability synergizes with the deck for the final blows.)
1x
Felidar Cub (Wish he was fatter... Enchantment hate. Could be swapped for the
Reclamation Sage, but white is the main color here and the instant speed sac is useful)
3x
Skyrider Elf (In this deck I never drop him 2/2. Evasion isn't this deck strong point, so it does give some ally presence in the air)
3 CMC
3x
Bounding Krasis (Outstanding utility)
2x
Lantern Scout (When facing other aggro decks, this guy just makes you win the race.)
2x
Veteran War Leader (Low cost fat. Be careful when you trade critters, because they will make him get skinnier)
3x
Elemental Bond (The lungs of the deck. When it comes out, the deck just goes into overdrive. You can win without it if you get decent hands though)
1x
Kytheon's Tactics (testing this still, hence the solo card. So far been a win-more card)
4 CMC
2x
Woodland Wanderer (Another low-cost bomb. Really good and really cheap. Deal with him fast or lose the game. Also a removal magnet)
2x
Kytheon's Irregulars (Really wish these guys were Allies... Still ok value and the tap ability is great for final blows.
1x
Suppression Bonds (The removal part is where I have the most doubts. This is expensive and I usually hold it for PWs or to remove the last blocker)
1x
Infuse with the Elements (Another card I'm testing. Been pretty good so far, like an instant speed aura that gives trample, useful with the colossus)
1x
Gideon, Ally of Zendikar (Gideon is actually a little bit slow in this deck. When you have the bond out, he's usually the last card I play)
5 CMC
1x
Outland Colossus (Good Value bomb. A bit too chumpable... And a favorite target for
act of treason)
1x
Hixus, Prison Warden (Has worked well using flash and as limited removal/sweeper)
22 Land The major hiccup is color-screw. (You can usually hold out long enough for the 3rd color to show up, but it can kill the agressive edge. A good 5 color land would be awesome here, even with hefty penalties. Its hard to ride the curve with a 3 color aggro deck.)
4x Plains
3x Island
3x Forest
2x
Canopy Vista2x
Prairie Stream1x
Clifftop Retreat (To push converge a little further... usually does help when it turns up)
1x
Hinterland Harbor2x
Sunpetal Grove2x
Glacial Fortress2x
Evolving WildsThe only creatures that don't trigger the bond are the 1 drops and the solo felidar cub. So the idea is to get the bond into play ASAP and start throwing threats at your opponent faster than he can handle them. This decks beats down pretty hard, almost as fast as RDW. The creature base looks about right, the only doubts I have are with the 5CC. Hixus with flash works great, colossus is good value for mana...
In my version Jace and Nissa are just too slow. Kiora wasn't doing much either... And neither of them activated the bond, so out they went. Still wondering about throwing in some disperse, but I didn't really want to lower the creature density. Instead of classical removal, I use what I believe you call tempo and kind of the push obstacles out of the way instead of really dealing with them, but since this deck is built to apply pressure and should be played that way, that's the whole idea. I believe cards like
Kor Kastigator only make sense in a fast deck, so I don't really see the sense of playing them in a deck that also plays 7CC critters.
The slab hammer tricks are interesting but ultimately too slow for my version.