Based on
this deck by
Brettorius. I took out some of the more synergy based cards and replaced them with more generically good ones. This is pretty much a tempo deck that can survive to combo off in longer games. It's not as consistent as I'd like, but I think that's mostly because it needs more support.
The overall gameplan is very similar to my
Small Fellas deck in that you're recurring a lot of permanent buffs to generate value. The difference here is that you're not as focused on grinding up value and controlling the board as you are on just killing the opponent.
The main way you win games is by making high attack units and using
Haunting Scream on them. Early game you focus on survival or pressure depending on what you draw and the matchup. You would like to be the aggressor, but sometimes you can just survive until they run out of cards and it's an easy win. You also want to draw lots of cards with Nightfall. The main tools for this are you removal spells,
Rindra, the Duskblade,
Lunar Magus and
Ripknife Assassin.
Once you're at 5-6 power, you use the dinosaurs and Rindra to close out the game. This typically involves using
Haunting Scream,
Dark Return, and
Mirror Image on something with lots of attack (or something that gains attack through recursion). A lot of the time you can just win by using Scream and Image on a Rindra or
Darkclaw Ravager to swing 10+ in the air out of nowhere.
The deck is pretty hard to play because there are a lot of complicated lines and options. Often times you need to identify the combo that gives you the best chance of winning and work towards it several turns in advance. Be very careful about how you use the recursion cards (Scream, Return and Image). If you use one on a Ravager instead of Rindra and you can't follow up and combo off, it can lose you the game. Generally Rindra is the safest target for recursion, but always keep an eye out for better ones.
Nightfall is really important for the deck. You need to see lots of cards to combo off and win, there are a couple of cards that are much better at night, and the consistent face damage helps a lot in getting them into burst range. Them drawing cards is obviously a drawback, but as a combo deck it's better for us if both players are flush with cards than if they're both topdecking.
Don't worry too much about card advantage, card velocity is more important. As long as you keep drawing and playing cards you'll eventually build up enough board and void value to combo off and win, but you need to keep drawing and playing cards. It doesn't matter how much card advantage they have when they're dead.
I think that's a pretty good overview but if anyone has questions about cards or strategies, let me know.
Not enough dinosaurs to support skybrood or the other dinosaurs. The white cards feel out of place, they just make the manabase awful.