This deck has been developed for quite a while, but most of it went unnoticed by the majority of the Type 1 community. I'll skip introductions and instead link you to
here, which is the second thread about this deck (the first was deleted by a freak thread moving accident). It has all of the introductions, but the decklists themselves are not reliable. For that, I would go to the end of the thread or just follow along with what I post here, which is probably the best solution.
This thread is an attempt at making one of my favorite decks of all time, and also a quite viable deck, into a powerful power deck. I have been testing it for quite some time, but only recently put power in it. I do not own power, but many people do, and I get the chance to use power during the monthly proxy tournament held in Minneapolis.
Here is the current decklist I am working on:
//NAME: Nitro Elf Tornado (NET)
4 Tropical Island
4 Wooded Foothills
1 Sol Ring
1 Strip Mine
1 Black Lotus
1 Mox Emerald
1 Mox Sapphire
4 Elvish Spirit Guide
1 Stroke of Genius
4 Fabricate
1 Ancestral Recall
1 Time Walk
1 Naturalize
2 Lightning Greaves
4 Intruder Alarm
4 Skullclamp
4 Wirewood Herald
1 Snake Basket
1 Quirion Ranger
2 Birchlore Rangers
3 Wirewood Hivemaster
2 Timberwatch Elf
4 Priest of Titania
4 Fyndhorn Elves
4 Llanowar Elves
SB: 4 Xantid Swarm
SB: 1 Winter Orb
SB: 4 Root Maze
SB: 4 Wellwisher
SB: 2 Naturalize
This is the "sure" list of the deck. I currently have other lists that I am working on as experimental versions. These are the decks that I am interested in developing, but if you'd like to pick up the deck and play it to get a feel for it, this top decklist is the one I would suggest.
I have been contemplating quite a few things in this newest variation of the deck. Celandro brought up that this deck can't go too much faster in terms of speed, so another element would be added. He suggested some form of disruption, and I took him up on the offer.
By far, the greatest disruption elements that will fit this dek are Root Maze and Winter Orb. Seperately, they are very good cards against their decks (Combo and Control, respectively), together they make a powerful soft lock that will slow down even the fastest deck. I have been trying to incorporate 3 or 4 of each of these into the maindeck, but the deck is so tight as it is that I am having troubles.
Some of the cool "tech" cards that I have in there as of now, and have proven themselves worthy are Stroke of Genius and Snake Basket. Stroke of Genius a good backup kill against anything that doesn't have counters, as I regularly get up beyond 100 with Intruder Alarm and Skullclamp. Its less dead than its Red Burn counterparts, as it can be used as moderate draw in the early game, and is a good topdeck when I have a lot of mana but nothing to do with it, and I need to get back in the game. I'm not too afraid of Misdirections, as they are at a low right now. If Snake Basket works how I think it does with Intruder Alarm, then it is simply an "I win right now" kind of card. It basically gives me infinite mana with Intruder Alarm by untapping my creatures 7-8 times. Not only that, but it gives me a lot of fodder tokens for Skullclamp to keep the engine. It is critical because it lets me get out a jam when I have a Fabricate in hand. Otherwise, Fabricate is often dead, because Lightning Greaves and Skullclamp are on the board.
Other cards I have considered, but rejected, are:
[card]Viridian Longbow[/card]: This card is not great for a kill condition, as it is often too slow, but it it decent versus aggro. However, aggro is this deck's best matchup usually, and it can really only ping off "normal" aggro here. I have a hard time trying to take down Juggernauts and Wurms with it. It picks off welders, which is helpful, and it might warrant a sideboard slot, but I can't fit it in yet.
[card]Skyshroud Poacher[/card]:
Skyshroud Poacher was in builds a _long_ time ago. I cut it for Survival of the Fittest, which was then cut for Wirewood Herald, all of which tutor for elves. I agree that Herald is reliant on Skullclamp, so I'll see if I can find a space for Poacher. The only thing I'm nervous about is that it would then be the most expensive spell in the deck besides a decent size Stroke. Not only that, but it takes a total of 7 mana to find your first creature, which is quite expensive. At that amount of mana, I should usually be winning. Add to that that I can't poach out any draw cards, as none of my elves draw anymore, and It doesn't help too much. The only thing I would do is to help when going off, or to get more mana when you have a Lightning Greaves out by fetchling Priest of Titania.
[card]Living Wish[/card]:
On Living Wish, I am reluctant to add it because it is not searchable. All of my utility is really searchable via either Wirewood Herald or Fabricate, so I don't have that difficult time finding it. Replacing all of my utility with Living Wishes would not only make the deck slower, but probably it wouldn't be any more consistant. I can find my utility usually just as fast as I could find Living Wish. Besides, most of my utility is not even creatures/lands anymore. Naturalize gets around Humility, and the artifacts are more powerful than any replacement elf.
These are mostly more recent suggestions, but I have tested a lot of other cards in the past. I would recommend at least glancing through the thread linked to at the top, as it has a lot of information on the deck.
I hope to bring this deck to even greater heights than it already is at. I believe it has the greatest potential of any of the Skullclamp decks so far posted. Thanks for all of the help from people in the past, and I hope to get a lot more development soon.
--Tempe