Okay, it’s time to have some fun. This article was long overdue. You may not win a lot of matches with this deck but it is a hoot and a holler to play. My friend Eric runs it at our FNM and I just love watching this thing in action when it works.
So how DOES Guild Feud work?
Well, it’s a 6 cmc single red enchantment. It’s card text reads as such:
At the beginning of your upkeep, target opponent reveals the top three cards of his or her library, may put a creature card from among them onto the battlefield, then puts the rest into his or her graveyard. You do the same with the top three cards of your library. If two creatures are put onto the battlefield this way, those creatures fight each other.
Got it? He gets a creature (maybe) and you get a creature (maybe) and if that happens for both of you, the creatures fight. The fight mechanic is simple. They do damage equal to their power to each other. The bigger creature wins, usually, unless power and toughness aren’t the same for the creature in question.
For example, a 4/7 fighting a 2/6 would result in neither creature dying because neither one does enough damage to the other to kill it. But in most cases, the bigger creature will win.
Okay, so how do we abuse Guild Feud?
Well, for one thing, we want to get it out as quickly as possible. That means you probably want to play some ramp in your deck. Well, green goes very well with red so how about some Farseeks and maybe even Avacyn’s Pilgrims. Getting out a turn 4 Guild Feud is not impossible, especially if you toss in some Abundant Growth which also draws you a card. So we’ll start our deck with:
- 4 Farseek
- 4 Avacyn Pilgrim
- 4 Abundant Growth
- 4 Guild Feud
That’s 16 cards. Only 44 more to go.
Well, you’ll need land. Quite a bit of it if you don’t want to end up getting mana screwed. I recommend playing at least 22. You’ll need red and green so we’ll go with:
- 4 Stomping Ground
- 4 Rootbound Crag
- 11 forest
- 3 mountain
That should do.
Only 22 cards left for the deck. Most of these are going to be your “big” guns.
What big guns?
Well, you probably want to start with the ones that are in red and green first in case you have to hard cast them. That doesn’t mean you can’t toss in a few off color critters.
Let’s see what we have. Okay?
Duskdale Wurm (7)
Creature — Wurm (7/7)
Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
At 7 cmc, with all the ramp we have, you can hard cast him if you have to. Not too shabby to reveal off a Feud.
Next?
Elderscale Wurm (7)
Creature — Wurm (7/7)
Trample
When Elderscale Wurm enters the battlefield, if your life total is less than 7, your life total becomes 7.
As long as you have 7 or more life, damage that would reduce your life total to less than 7 reduces it to 7 instead.
This guy practically guarantees you don’t die to anything but mill or Door as long as you can keep him alive. We have a critter that can do just that in white.
Next?
Ghoultree (8)
Creature — Zombie Treefolk (10/10)
Ghoultree costs less to cast for each creature card in your graveyard.
What cast? Just reveal off of Feud and get a 10/10 for nothing.
Sweet!
Next?
Moldgraf Monstrosity (7)
Creature — Insect (8/8)
Trample
When Moldgraf Monstrosity dies, exile it, then return two creature cards at random from your graveyard to the battlefield.
This guy brings back some of the crap that they managed to kill. And he has trample too.
Next?
Tyrant of Discord (7)
Creature — Elemental (7/7)
When Tyrant of Discord enters the battlefield, target opponent chooses a permanent he or she controls at random and sacrifices it. If a nonland permanent is sacrificed this way, repeat this process.
This dude can wreck havoc with your opponent’s battlefield BIG TIME.
Next?
Worldspine Wurm (11)
Creature — Wurm (15/15)
Trample
When Worldspine Wurm dies, put three 5/5 green Wurm creature tokens with trample onto the battlefield.
When Worldspine Wurm is put into a graveyard from anywhere, shuffle it into its owner’s library.
This guy actually keeps you from getting milled. What’s not to love about a 15/15 trample that you could conceivably dump onto the battlefield turn 5?
Next?
Avacyn, Angel of Hope (8)
Legendary Creature — Angel (8/8)
Flying, vigilance
Avacyn, Angel of Hope and other permanents you control are indestructible.
Now we’re going off color. Dump this lady and all your permanents are safe from just about anything but Terminus, Oblivion Ring or Detention Sphere.
This still leaves us with 15 slots to fill. You can use these for other lesser creatures such as Thragtusk, etc and some burn spells to keep from dying in case you don’t hit a feud. Or, you can go to the advanced plan, splash black and white and really go to town.
How?
With this guy
Griselbrand (8)
Legendary Creature — Demon (7/7)
Flying, lifelink
Pay 7 life: Draw seven cards.
Okay, card advantage is great, but do you really want to be drawing all these big dudes that you can’t cast? No, not really…BUT.
We have this.
Unburial Rites (5)
Sorcery
Return target creature card from your graveyard to the battlefield.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
So not only can we get dudes back that we had to dump with Griselbrand but we can also get dudes back that ended up dying for whatever reason. This way, we don’t lose our critters permanently.
Another card we could use is this one.
Deadbridge Chant (6)
Enchantment
When Deadbridge Chant enters the battlefield, put the top ten cards of your library into your graveyard.
At the beginning of your upkeep, choose a card at random in your graveyard. If it’s a creature card, put it onto the battlefield. Otherwise, put it into your hand.
Not bad, eh?
This should give you a great launching off point for this deck. It’s pretty wide open as far as what you can do with it, so have fun. Experiment. It probably won’t be taking down any GPs but it’s a hoot to play.
Just ask Eric. He’ll tell you.
To YOUR Magic the Gathering Enjoyment,
Steven “Land Boy” Wagenheim