Just took this deck to masters after the new set dropped. For all the comments about how the only good yetis are
Snowcrust Yeti,
Champion of Fury, and
Scouting Party, the tight tribal synergy of this deck certainly proves otherwise. Yes,
Wump, Party Starter is obviously good in a deck like this. But let's go over some of my other choices:
Iceberg Warchief: Redundancy in tribal lords is always a good thing. This costs 5, yes, which is why I only run 3 in a deck with the minimal power and no
Seek Power. But the boy is beefy enough on its own, beefs up the team, and most importantly: beefs up your burn. 4 damage
Torch? I thought I couldn't love that card any more!
Snow Pelting: Surprisingly flexible. A slightly worse Torch at base. But some games you can upgrade it to geek multiple targets. Sometimes Wump can't get in there. So, why not let get him to do something useful?
Iceberg Mason: I tell you, my deck never feels more threat-dense as it does after dropping one or two of these boys. At the bare minimum with this, you're happy with the body that survives
Lightning Storm (a rarity for the tribe). And then this guy somehow plops a
Cinder Yeti on top of your deck immediately followed by a few other yetis. Make sure your power and influence is in a good spot if you plan to drop it turn 2!
Eilyn's Intervention: This slot bounced between this and
Kaleb's Choice. Choice had the upside of stopping
Harsh Rule alongside Lightning Storm and breaking
Permafrost, while Intervention only stopped Lightning Storm. Intervention, however, stops the multifaction removal trifecta of
Banish,
Slay, and
Eilyn's Choice and with a massive tempo swing to boot. (Stopping their 3-cost spell with a 1-cost spell? Nice game.) Intervention can also be a combat trick and sometimes even shoots down a
Valkyrie Enforcer (or
Archive Curator if you have a Warchief out).
Fearless Yeti: 3 attack for 2 power? OK. Overwhelm? Sure. Scout on hit? Now we're talking. This guy presents a real clock and fixes your deck. Nothing better than making sure your aggro deck is more consistant! He's fragile at 1 health, but Wump and Pummel can correct that.
Polymorph: Meta choice for dealing with Duarde and Tavrod.
Hunter's Harpoon: Definitely a flex slot. Originally had
Shogun's Scepter here, but then I realized I was in Skycrag and wanted to try the card in the last draft format that made me rage the most. It was... fine. I drew a card with it, then the creature holding it often bit the dust. Occasionally it'd live long enough to draw two cards! There was one game where I threw it on a Snowcrust Yeti and got to draw 3 against a control deck, which felt great.
Rockslide: Felt obligitory after the Warchief. See also:
Yeti Snowslinger. Both of those cards fill the "just fine" role.
Crest of Fury: "You're an aggro deck! Why are you running depleted lands?" Well, first of all, I'm light on turn 1 plays. It's Snowcrust or bust. (I dislike
Yeti Spy because it does nothing after turn 1 if you don't have Wump.) Secondly, late game power draws always suck for aggro. Might as well make those draws actually meaningful by filtering away even more power draws. And it's still a dual land. The Crests are very good. I will happily run a pair in aggro decks. (Not more, though. Aggro decks can't afford to play that much off curve. But a little bit is fine.) (Also, have you ever played a land to scout into a
Cinder Yeti (or
Heart of the Vault/
Shatterglass Mage in Praxis)? It feels like your land drew you a card. It feels so good.)