Gentlemen and gentlemen, may I proudly present to you our finest selection of janky tribal decks?!
Creatures (16):
3 x
Terrain Elemental2 x
Sylvan Advocate2 x
Tireless Tracker2 x
Reclamation Sage1 x
Nissa, Vastwood Seer2 x
Mina and Denn1 x
Greenwarden of Murasa2 x
Gaea's Revenge1 x
Omnath, Locus of RageEnchants (5):
2 x
Oath of Nissa3 x
Zendikar's RoilSpells (10):
2 x
Heaven // Earth3 x
Harnessed Lightning2 x
Grapple with the Past2 x
Nissa's Pilgrimage1 x
Explosive VegetationPlaneswalkers(5):
1 x
Nissa, Steward of Elements1 x
Chandra, Torch of Defiance1 x
Kiora, Master of the Depths1 x
Nissa, Vital Force1 x
Chandra, FlamecallerLand (24):
1 x
Island3 x
Mountain7 x
Forest2 x
Wandering Fumarole2 x
Lumbering Falls1 x
Warped Landscape4 x
Evolving Wilds2 x
Cinder Glade2 x
Rootbound CragNotes:
Mostly straightforward, but be real choosy if you don't see a clear line to 3 land and at least one green source in the opening hand. You're in for a real bad time if you get hung up there but there's enough flex/fixing/untap from there that it *tends* to work out beyond there.
Obviously fetch/fix to your hand (remember you'll need an extra blue or Kiora to power your man-land), but in the absence of a clear line I'd recommend G1->R1->U1->G2->R2.
Creatures (26)
2 x
Dauntless River Marshal4 x
Kor Castigator4 x
Gust Walker2 x
Harbinger of the Tides2 x
Trophy Mage2 x
Spell Queller3 x
Reflector Mage1 x
Separatist Voidmage2 x
Spire Patrol2 x
Docent of Perfection2 x
Elder Deep-FiendSpells (12)
3 x
Cartouche of Solidarity2 x
Declaration in Stone2 x
Disperse2 x
Open Into Wonder2 x
Aethersphere Harvester1 x
Kefnet's MonumentLand (22)
8 x
Plains8 x
Island2 x
Prairie Stream2 x
Glacial Fortress2 x
Meandering RiverThe greatest magician here is the Kor Castigator. He's going to come out T2 and your opponent is going to scoff and play their Cub or Snake or Selfless Spirit. They're going to exert their Crasher to avoid trading with it, they're going to hold their Fatal Push and Harnessed Lightning for something really valuable, and when it attacks them they're going to let it right by. Who plays with stupid Kor Castigator anyway? Then maybe you drop a River Marshal. Hey, that looks real! It draws the removal, and Castigator slips past again. Now they think it's time to block him, but a Reflector bounces that defender, and now he's taken half their life. What happens next is unclear- perhaps his fellow wizards continue to clear a path, perhaps he gains first strike and lays waste to armies in a final blaze of glory. Some even say he might transform himself into a giant octopus. The truth is elusive; these magicians are slippery like that.
That's the general plan anyway. This deck works through the subversion of your opponent's expectations.
Phase 1: Simple creatures initially cloaked by your opponent's disregard for them. Who wants to bother with a Castigator or a Gust Walker really? Keep attacking as long as you can trade. I'll use Gust Walkers as plain bears as long as it isn't suicide, cause people will see you not exerting and expect a trick. Early damage is key.
Phase 2: Disruption. They've started planning on you just playing bad aggro creatures, now you start bouncing and tapping and changing the shape of the board. If you're behind the Monument can be huge for locking their best creature down for a few turns. Don't overextend though (unless you're up against Simic Ramp or something where you just need to get in your damage before the bombs start dropping), as long as you can keep up a steady stream of damage while you mess with their tempo that's fine. Their natural inclination, now that you've revealed yourself to be a little tricky, is to over compensate and expect little tricks everywhere, so just let them play around counters you don't have.
Phase 3: Plot twist! Unexpected radical departures from the game play to this point. Perhaps they've noticed the wizard tribal and Docent isn't really surprising. Deep Fiend likely is though; you see this mix and think counters, not emerge. And if you find an opponent who passes their last turn even thinking "well I just hope they don't have Open Into Wonder," I'll give you a dollar.
The land base isn't huge; there's a fair amount of double blue, but that's mostly later game stuff, so as long as you can at least get both colors to start you should be good.
Docent doesn't have a ton of spells available to trigger a flip, so plan carefully if that's what you're going for. And while you're at it plan around Glorybringer, cause that can roast your bugs with ease.
1 x
Stoneforge Masterwork1 x
Fatal Push2 x
Anointer Priest3 x
Kalastria Healer2 x
Grasp of Darkness2 x
Declaration in Stone4 x
Vampire Envoy3 x
Drana’s Chosen2 x
Murder2 x
Bloodbond Vampire3 x
Cliffhaven Vampire2 x
Anointed Procession2 x
Retreat to Emeria1 x
Gideon, Ally of Zendikar1 x
Angel of Invention2 x
Hero of Goma Fada2 x
Angel of Renewal1 x
Never // Return10 x
Plains8 x
Swamp2 x
Westvale Abbey2 x
Isolated Chapel2 x
Aether HubThe whole thing largely focuses around those Kalastria Healers, using the many means of producing tokens as a damage source. There is a bit of lifegain as a subtheme, typically linked with damage through Cliff the Vampire or the Bloodbunny Vampire. Also, Ormendahl often stops by to say hello, while Gideon bakes delicious knight ally pies.
w:
2 x
Selfless Spirit3 x
Blessed Alliance2 x
Declaration in Stone2 x
Bygone Bishop2 x
Always Watching2 x
Collective Effort1 x
Gisela, the Broken Blade1 x
Gideon, Ally of Zendikar1 x
Archangel Avacynu:
3 x
Essence Flux2 x
Rattlechains2 x
Erdwal Illuminator3 x
Nebelgast Herald2 x
Scatter to the Winds2 x
Nibilis of Frost2 x
Commit // Memoryuw:
2 x
Spell Queller2 x
Thunderclap WyvernLand:
9 x
Plains7 x
Island2 x
Prairie Stream2 x
Glacial Fortress4 x
Meandering RiverThis is a draw-go/tempo build. Try to play on your opponent's turn where possible, holding up mana for answers, using Nebelgast/spirits to lock down opponent's creeps, etc. Collective Effort is a great toolbox card - don't be afraid to use it with just one option if the situation warrants it (I won a game by casting 2 back to back giving counters and then swinging for lethal). Maybe hold onto them vs ramp since its one of the only answers this deck has to Sandwurm Convergence. Flux is awesome in most cases, but not so great on Queller (unless you just cast it for a surprise block and it doesn't have a spell already under it) since it lets them cast whatever you countered. If you need to protect a Queller, try to flicker a Rattlechains instead.
Lets say 2 weeks for testing? I can always call it sooner if it looks like everyone is done. So Sunday, Jan 28th.
OP is now updated with the lists as well.