I've been working on this deck since Amonkhet came out. It is a fairly simple ramp deck, but using
Cruel Reality and
Sandwurm Convergence as finishers. I think they are reliably better than any 7/8 mana creatures in Green or Black.
Today I had a good run and went 8-0 with this deck ranking in the 20s.
The positives of this deck are that the enchantments are really powerful finishers. If I can resolve one, I probably win around 90% of games.
Playstyle: The idea of this deck is that you remove opponent's threats in the early game, plus gain some life, and then move to playing an enchantment by turns 5-7, closing out the game. One of the benefits of this deck is that is has very few creatures, thus making your opponent's removal (of which there is a ton in the metagame at the moment) redundant. The only creatures you play are
Primal Druid, which you are happy to see die, as it will aid your ramp plans. Once
Sandwurm Convergence is up and running, you are pretty happy to see your opponent spend their removal on killing your wurms, as you have a neverending supply. The deck also uses
Diabolic Tutor to good effect, to search for your enchantments, and also to access a 'toolbox' for situations you might face.
The main weaknesses are counterspells, with some weakness to enchantment removal and aggro.
Deck:Removal:Fatal Push x2 - Not sure whether this should be 2 of or three of, but 2 seems to work at the mo.
Battle at the Bridge x2 - Awesome in this deck. Will kill Ulamog, and any gods, plus the life gain can be crucial.
Trial of Ambition x2 - Sacrifice gets you around certain problems. Cheap. Not sure whether 1 or 2.
Languish x2 - Go to sweeper.
Never // Return x2 - Killing planeswalkers is important. Return is useful often as much for interfering with your opponent's graveyard (Bye Bye
Scrapheap Scrounger), as it is for the 2/2 token.
Creatures:Primal Druid x4 - Good against aggro, and happy to see it die for an extra forest or swamp.
Nissa, Vastwood Seer x1 - finds a land, and then good for draw and ramp when a planeswalker
Planeswalkers:Ob Nixilis Reignited x1 - kind of a 'plan B', as can win games on its own. Great to have the card draw.
Ramp:Gifts of Paradise x3 - Decent ramp. Good lifegain, which can make all the difference vs aggro. Good at fishing out opponent's enchantment removal to clear the way for the bigger ones.
Nissa's Pilgrimage x3 - Basic ramp. Preferred over
Explosive Vegetation.
Finishers:Cruel Reality x1 - Great against big creatures and planeswalkers. Might take some time, but if your opponent can't get rid of it, will kill them eventually.
Sandwurm Convergence x2 - Awesome. Flyers can't attack, which many players don't seem to notice - Smuggler's Copter and Skysovreign etc., become useless. Wurm tokens are 5/5 which means that Grasp and Languish are ineffectual.
Ulamog, The Ceaseless Hunger x1 - no explanation necessary.
'Toolbox':Read the Bones x2 - Good to cast mid-game to set up your next couple of turns.
Diabolic Tutorx2 - Surprisingly good. Will find your finishers, but also anything else you need.
Appetite for the Unnatural x1 - instant speed enchantment removal is good versus
Sphinx's Tutelage decks, therefore gets the nod over
Reclamation Sage. Not sure whether 1 or 2 of.
Tamiyo's Journalx1 - Great for the grindier games as will give card advantage and search capability.
Daring Demolition x1 - Nothing nicer than casting this on a Skysovereign. Will remove other big creatures.
Necromantic Summons x1 - This seems to be a great card for breaking symmetry.
Lands (26):
Swamp x10
Forest x8
Hissing Quagmire x2
Woodland Cemetary x2
Evolving Wilds x4
Whether this can be a tier one deck in the meta remains to be seen, but can be competitive against a lot of decks. A lot of opponents don't seem to guess what's coming, so the surprise element is good.