Hyper Damage

4 years ago by jeffry44, for scrolls version: 0.121.0, with a Score of 0
This deck is outdated
Deck as image (WIP)
3 12 9 15 9 0 0 3 0
1 2 3 4 5 6 7 8 9
1 Ragged Wolf x3
2 Champion Ring x3
2 Kinfolk Brave x3
2 Stag Heart x3
2 Vengeful Vaettr x3
3 Crimson Bull x3
3 Mangy Wolf x3
3 Skythorn x3
4 Ancestral Totem x3
4 Brother of the Wolf x3
4 Rat King x3
4 Striped Fangbear x3
4 Wetland Ranger x3
5 Great Wolf x3
5 Kinfolk Veteran x3
5 Rallying x3
8 God Hand x3

This deck is all about doing as much damage as quickly as possible. It is a complete rush deck. I also wanted to prove to myself that growth could be played without the stupid earthborn mystic. The early tests I have of this deck do prove that. There is no rumble, so far it seems that the excess of damage can punch through order decks fairly quickly, and i've only played a few order players that consistantly use waking stones (even though I love waking stones). Skythorn is really only in this deck because the deck can slow quite rapidly without some external draw factor, it also helps to protect the vulnerable 2 cost units that come before it. There is no sister of the fox, rat king makes up for the lack of sister of the fox, and if the tempo is kept up there is no need for extra card draw. 

This deck is potentially easily beaten by heavy removal, but i've had little experince losing this way yet. 

52.9% Creatures (27) 11.8% Structures (6) 23.5% Spells (12) 11.8% Enchantments (6)
100% Growth (51)