
To make things even better, whenever one of your creatures is marked for death due to a spell or combat damage, sacrifice it to Skull Catapult, Orcish Bloodpainter, or Gutless Ghoul instead. It’s especially good for you when certain creatures, like Insidious Bookworms, die.

Later in the game, the tide will turn in your favor.Īs the game progresses, don’t stop letting your creatures fall in combat-in fact, that’s the key to your success. Don’t worry, cadavers come in handy later! This deck needs a lot of mana, so just keep your opponent’s strategy in check while playing lands turn after turn. Block and trade your creatures for your opponent’s creatures. The more corpses you produce, the more zombie fodder you’ll have, and the more spells you’ll return from your graveyard to your hand.Įarly in the game, play defensively. Don’t hesitate to send your minions to their doom, because each death increases your dark powers.

To a necromancer, death is the most delicious part of life-and when playing the “Beyond the Grave” deck, you’re the necromancer.

The red-green cards of the Gruul guild include cards with bloodthirst, like Scab-Clan Mauler, that will appreciate the Aurochs’ trample damage, and cards that just flat-out like to attack, like Burning-Tree Shaman. You might find even more compelling cards in the Guildpact set. You can’t go wrong by adding more Aurochs or Incinerates. Save your Incinerates for such targets.Īfter you have a few games under your belt, you might want to make some adjustments to the deck. The deck’s primary enemies are flying creatures, which Frostweb Spider and Whalebone Glider should help deal with, and creatures with first strike, since they can block and kill an Aurochs in combat before it can deal its trample damage. For those times when “a lot” isn’t enough, Balduvian Rage, Resize, and Bounty of the Hunt can really put the “stamp” in “stampede.” To make sure even more damage gets through, send an Aurochs to the skies with Whalebone Glider while it’s still small, then start your attack. Attacking with five Aurochs at once means each one gets +4/+0, and since they all have trample, that adds up to a lot of unstoppable damage. Once you’ve got enough Aurochs, the deck goes on the offensive in a hurry. If you use the Herd’s ability to fetch another Herd, or you start bringing them into the fold with Hibernation’s End, you can keep playing Aurochs until the cows come home! In fact, Aurochs Herd is the card that can help you out the most, since it will find more Aurochs in your deck. Keep the first few Aurochs you assemble as safe as possible while building up your herd.

Then, starting with the two-mana Bull Aurochs, you’ll start calling your cantankerous cattle. They do so for a price, however, so be sure it’s worth sacrificing a permanent to get a temporary mana boost. Besides helping you out in combat, they can accelerate your mana. Over the first few turns of the game, play cheap creatures like Tinder Wall and Orcish Lumberjack. At the time, there was only one question: What other Aurochs? The “Aurochs Stampede” deck finally answers that question, as three new Aurochs show up to really get the herd rumbling. The Ice Age card Aurochs is a creature with trample that, when it attacks, gets a bonus for each other attacking Aurochs.
