DESCRIPTION
test it out before you judge. it has been doing really well on mws.
this deck is jund frame and naya muscle.
the two-forers on elf and sunlight are stronger then ranger of eos.
you get the most powerful removal which is white (imo), which nerfs rdw, vamps, jund.
you also have 4 pulses and 3 o-rings to handle fog or jace after board, with 8 or 10 cascade spells most of the time you hit the right removal.
-draw backs- i havent played vs speadem much but with white removal for sphinx-otsw and tons of fetchs you can pulse enchantments and set up to have mana free at key moments.
- other control- vs sphinx of jar-jar flesh bags were to inconsistent and many times they would have two creatures down (like a wall of denial or deft duelist) i found just racing this type of deck was better with jund charm for the extra counters on a creature or the last point of damage on jar-jar.(jund charm is really important as it stops elfs, boros and any graveyard stuff)
-land destruction- this could be a huge problem if the mana doesnt come. or if you get rune-blasted like 3 times. i was running trace of abundance instead of growth but the 1 in 6 games where i would be mana f*&%ed, on turn two with out a g(r w) to play it, moved me back to growth.
tell me what you think, p.s. i have only been playing for a year =\