The Mob Forms

by Thrownpigs on 08 December 2012

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Instants (8)

Fog4xFog

Enchantments (4)

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Deck Description

Ever find yourself torn between pounding faces in with your humans or gaining card advantage? Tear yourself no longer!

How to Play

This deck has several ways to win. 1: Overwhelm your opponent through sheer numbers using Descendants' Path and Mentor of the Meek. 2: Make everything unblockable using Champion of Lambholt. 3: Exile all their blockers using Selesnya Charms, Fiend Hunters, and Oblivion Rings.
I generally want to have two lands in hand, plus the ability to play Avacyn's Pilgrim or Champion of the Parish on turn one. If you have both in hand, play the pilgrim if you have a Mentor of the Meek or a Champion of Lambholt in hand in order to set up the 3rd turn play.
If you are going up against a deck with a lot of evasion, consider sideboarding in Fog. Humans function best when they can swing away with no worries.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 842 times.

Mana Curve

Mana Symbol Occurrence

2700024

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for The Mob Forms

As you can see, it is a relatively inexpensive deck. I intentionally tried to make my removal cover a wide variety of things, instead of just artifacts or enchantments or creatures. If you have a Descendant's Path in hand, try to keep a creature in your hand at all times, to make recovering from board wipes easier. Generally, I sideboard in Fog for something if I go against a tokens deck or heavily creature based deck. The ability to make their combat step for 1 turn deal no damage is very powerful, especially since it means they'll have less stuff to block you. Selesnya Charm's versatility make it quite good. It interacts well with Mentor of the Meek and Champion of Lambholt, or gets rid of something that could be difficult for you to outpower with Lambie, or lets you swing for the win. E.I. I pull in for P.C. when the protection is relevant, or when I just want to be able to have defensive options. Remember that P.C.'s soldier makes CoL bigger BEFORE normal damage is resolved, but CoL is still blocked even if it is now larger than whatever's blocking it. RIP is big against any deck that uses the graveyard, and I wanted to make sure I could get it, so it's a 3 of.

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Posted 08 December 2012 at 04:18

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Impressive. I would find a spot for some Gather the Townsfolks's synergy with CoP & CoL.

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Posted 08 December 2012 at 15:33

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I'll need to look into that. If I took anything out for that, it would either be the Elite Inquisitors or the Hamlet Captains. Precinct Captain's ability to get an extra counter on CoL the ability to activate MotM's ability even when I have 2 Mayors out. makes him extremely helpful. Just a heads up though: I would highly suggest not running Thraben Doomsayer, even with his synergy. This deck rarely has 1-5 life, and Doomsayer is overpriced if he's just making a single token a turn on a 2/2 body.

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Posted 09 December 2012 at 06:22

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