A Scuting Mob 2.0

by TheDireCalamity on 15 September 2010

Main Deck (60 cards)

Sideboard (2 cards)

Planeswalkers (2)

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Deck Description

I am still deciding on Garruck Wildspeaker.
ANY IDEAS OR SUGGESTIONS WILL HELP GREATLY THIS STILL NEEDS WORK.
This is my rework of a deck I made a few days ago.
The deck is mainly built around Scute Mobs but I will however go over all of the aspects of it.
Scute Mob aspect:
The best point to play Scute is on turn 5 when you have a Llanowar Elves on the field and a Whispersilk Cloak in your hand.
Play Scute for one mana and then use the 4 left over plus tap Llanowar for one more to equip Whispersilk to your Scute.
You now have a 1/1 unblockable, shroud.
And at the beginning of each of your upkeeps from now on you will gain 4 +1/1 counters on him.
Making it a 5/5 unblock, shroud; 9/9 unblock, shroud; etc.
The enchantment Doubling Season can be played on turn 6 making it so you gain 8 +1/1 counters onto your Scute Mob each turn.
The Savage Silhouette is to make sure you can regenerate the Scute in case of this:
Naturalize and then a Doom Blade or other destroy creature card.
or
Say they have a Gigantomancer on the field and are attacking with a 1/1 token and you think
"No big deal I can just block" and they pay 2 mana to turn your X/X Scute into a 7/7 Scute and their
1/1 Spawn into a 7/7 killing both.

Cultivate and Rampant Growth are there to
One: Gain mana fast which will get the Scute Combo out faster.
Two: Shuffle in the case of a creature/mana cluster.

Overwhelming Stampede is there mainly to have a definite win (with the exception of a
attacking creatures damage is prevented card) in the case where you have:
Lets go simple and say 20/20 Scute Mob and have 5 creatures.
You will be doing at least a total of 100 combat damage and trample.
Which in most cases in a 20 life game is game (of course there are exceptions)

Spider Umbra is just mainly for reach and more buffing.

Daggerback is for deathtouch
Leatherback is cheap 4/5.
Now comes one of my other favorite parts of the deck.
Say first turn comes and you play a forest and lay a Llanowar Elves.
Next turn you can lay one land and play either a 2/2 deathtouch which can
be buffed with reach/unblockable/shroud/regen.
or a
4/5 which can be buffed with the same.

Having either of those out second turn is a great play.
And having a Scute Mob is even better.

Please comment/rate and tell me any recommendations or changes you would like to see!
Again this is not flawless as a pointed out but it is fairly good and still have not seen a flawless deck.

Deck Tags

  • Experimental

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 1,329 times.

Mana Curve

Mana Symbol Occurrence

000041

Card Legality

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

Deck discussion for A Scuting Mob 2.0

nice deck somewhat original idea check out my totem onslaught deck ide give ur deck a 6.5/10

0
Posted 15 September 2010 at 22:51

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I had a fairly similar Totem deck idea and it seems to work well.
Nice deck and thanks for commenting.

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Posted 15 September 2010 at 22:56

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I would think about taking the daggerbacks out and sticking in some deadly recluse for protection from flyers. Would also take some of the forests out for fetch lands like misty rainforest and verdant catacombs to help thin the deck out. And think about replacing the rampant growth with explore. I like the idea though. This is just a thought but i would splash in white to play ranger of eos to grab multiple scute mobs. Just a thought though.

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Posted 16 September 2010 at 01:43

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Maybe sideboard in Autumn's Veil (if you use sideboards), they can be helpful in breaking tough control decks. Khalni Heart Expedition should also come in handy.

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Posted 16 September 2010 at 01:50

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