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The Magic Chest 23: Cauldron Dance
Cauldron Dance doesn't really jump out as a powerful card. For six mana, you'd expect more than a one use Sneak Attack and a one use Corpse Dance. Still, it can be a useful card, especially in a deck with the right creatures. Cast it with a Bone Shredder in your hand and an Avalanche Rider in your graveyard to destroy a creature and a land, not to mention getting the Avalanche Rider in your hand at end of turn to destroy a second land with it. Another option is a deck with Teferi's Veil. Cast Cauldron Dance and attack with both creatures. At end of combat, they'll phase out, so they won't be around for their end-of-turn effects. My first idea was to use Cockatrices and Basilisks to create a defensive deck with Cauldron Dance to do some serious damage to an attacking force. I toyed with that idea for a while, but it only worked against aggressive decks with big creatures. That's a bit too limited for my tastes, so I decided to use a mostly green, aggressive creature deck, with Cauldron Dance as both utility and a finisher. It's based on the old Wildebeest decks. Stampeding Wildebeests: With a lot of green utility creatures, it'd be a mistake not to use these. Plus, it's a 5/4 for 4 mana, which certainly isn't bad. Blastoderm: One of the best creatures green has. It also works well with Stampeding Wildebeests. When the Blastoderm runs out of fade counters, return it to your hand with the Wildebeests and recast it. Although it usually won't be necessary, because having a Wildebeest and a Blastoderm in play at the same time is often enough to win. With eight 5-power creatures in the deck, a Cauldron Dance could do an easy 10 damage. Wall of Blossoms: Works well with both Cauldron Dance and Stampeding Wildebeests. It's a bit defensive for this deck, but if you get stuck with a bad draw, it could really help you out. Because it's a cantrip, you'll rarely regret drawing it. Yavimaya Elder: They'll get you the lands you need for the Cauldron Dance. Later on, they can get you some nice card advantage. Yavimaya Granger: More land fetching. This one works better with Stampeding Wildebeests than Yavimaya Elder. Uktabi Orangutan: Another good utility creature, but not that good if your opponent isn't playing any artifacts, so I put them in the sideboard. Creeping Mold: There are a few artifacts and enchantments you just have to be able to deal with. If your opponent doesn't play anything like that, you can always use it to slow his mana development. That could give you that one extra turn you need before your opponent can cast his big "I win!" spell. Spike Feeder: The potential life gain is useful, especially against quick burn decks. What really makes these guys good in casual play, though, is those Stupid Spike Tricks(tm) you can play with them. If you have enough mana available, your opponent will suddenly think twice before blocking. Spike Weaver: The fogging is quite useful and with the Wildebeests, you can Fog every turn. The Stupid Spike Tricks(tm) are just a bonus in this case. If you don't have any, Constant Mists works as well, although I'd be tempted to use Spike Colonies instead. The fogging won't always be useful, but you can never have too many Stupid Spike Tricks(tm) up your sleeves. Kavu Chameleon: A good sideboard card against counter-heavy decks, against black decks with a lot of removal and even against white decks that use cards like Story Circle or Circles of Protection: Green. The ability to change color is surprisingly useful in a lot of situations. Tranquility: Mass enchantment removal is a must for every green sideboard. Hurricane: In case flying creatures are a problem or as a finisher if you're ahead in life. The deck:
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