GO control + fleetness combo

8 years ago by blacob, for scrolls version: 1.2.1, with a Score of 0
This deck is outdated
Deck as image (WIP)
50
8 12 6 12 9 0 0 3 0
1 2 3 4 5 6 7 8 9
1 Clandestine Orchard x3
1 Eye of Eagle x2
2 Frost Gale x3
2 Sister of the Fox x3
3 Stone Pact Memorial x3
4 Brother of the Wolf x3
4 Fertile Soil x3
4 Rat King x3
5 Kinfolk Veteran x3
5 Quake x3
8 God Hand x3
1 Summons x3
2 Fleetness x3
2 Woodland Memorial x3
3 Heritage x3
4 Gallant Defender x3
5 Royal Vanguard x3

So I noticed some people playing the Fleetness/brother of the wolf combo recently and they seemed to have decks designed to work with it but i felt like the most important thing a combo deck needs is card draw and resource acceleration. on the flip side, i've been playing the GO arbalestier deck and I have felt like i wanted more ways to win the game once I've gotten all the mana and cards i need, and so it seemed like the two had answers to each other's problems so here is my marriage of the two archetypes that i have seen.

 

The idea is pretty straight forward. you accelerate your way into quakes and frost gales until you stabilize and then you close out the game with either royal vanguard and god hand per classic GO arbalestier or you make a board full of wolves (which, to be fair, works better with god hand too).

 

(PS: comments are welcome. this deck still feels like it may need tweaking and i'd love to hear opinions)

alvarpq

    why not run mangy wolf? This way, after spawning an army of wolves, you can go mangy+fertile soil to count down all the wolves you've got out.

    Also, doesn't rekindled spirit make sense to run, since you might be digging for creatures?

    Overall, looks like an interesting deck, and I've seen the combo far too many times.

    30% Creatures (15) 12% Structures (6) 46% Spells (23) 12% Enchantments (6)
    64% Growth (32) 36% Order (18)