Based on my review of this deck, I say it is pretty solid. Two First turn drops(Nimble Mongoose and Tireless Tribe). The tribe is so useful, as well as the Wild Mongrel for Throwing The Genesis, Glory, and the Riftstone Portal into the graveyard. This deck takes full advantage of the Graveyard effect cards. The Wrath of God and The Kirtar's Wrath is a great way to clear the board of all creatures...(use the brush hopper's ability before playing a Wrath)Result: you are left with a creature and maybe a 3/3 token if you had a Elephant guide on one of your creatures and your opponent says CBS(Cant Block Sh!T). Let alone, if the genesis is in your graveyard, make full use of its ability! Same goes with Glory. And there is the hunting grounds in there to get out F-loads of creatures, not to mention the Seraph!
~Sideboard~
4 anurid swampsnapper
4 Confessor
4 Shelter
3 Disenchant
My rating 8 out of 10
Submitted by Taylor Webb
This deck is based off of a heirarchial scheme(big creatures at the top, Lower ones at the bottom). I don't like so many one copy cards showing up in a deck, though it expands your chances of getting one of them, what are the chances of the right one showing up in a hand. Also I see a possibility of being mana-screwed in some cases with the low land count because of so many 5th plus turn drops. Even at that, There are several BOMB cards in the deck, i.e. 7/7 Trample Nishoba, not bad, Thriss, Serra angel, Mystic Crusader for Red and Black, Silver Seraph for the Hell of it. And a bunch of other Suprise drops.
My rating 5 out of 10
Submitted by Josh Rhodes
This deck works kinda weird...There are no forests in the deck, but there are 7 ways to get the green mana that you need to play an Ernham, 'Dillo Cloak, Seton's Desire. Hey, you can't beat a 4/5 with a negotiable downside. In this deck, there is no downside to forestwalk--there are no forests, thus one of your opponent's forest-walking creature doesn't walk. And its just fun to toss portals and glory(if it comes up), or Valor to give your creatures first strike(provided it is in your graveyard). Also the Nomad Mythmaker is fun to use to take enchant creatures from any graveyard and put them on your creatures. I like the removal side to this deck. For 4 mana, or even two, you can leave a dent in a army(I took out a Firecat Blitz+Overrun Combo with a Thriss out in play with a Vengeful Dreams with 7 Cards in hand and an Ernie out in Play)
This deck works very similararily to the former deck, except now I can pull cantrips out the ass with the Yavimaya Enchantress and the Verduran Enchantress. The Whip Silk Cantrip combo is fun--bounce it to your creatures again and again--Draw F-loads of cards!! This combo makes Vengeful Dreams more effective in most cases.