



This one might be the one we're looking for. It lets you find the lands you need and protects you later when it transforms into Spires of Orazca.





Creatures (23)

Artifacts (7)

Instant (7)

Land (23)

We're unstoppable. This deck is happening. If you missed Part 1, which introduces our horses, you can find it HERE . But in order for this deck to have all 5 different horses in it, we have to get our mana base straight. So starting with the lands from Part 1, I choose to have the following. I'm also making green a central color in the deck with at least two of each basic land. Any dual lands we use will have green in them. This will allow us to play protection spells like Blossoming Defense and Heroic Intervention. Since we're a creature strategy, I think we need to do what we can to keep our horses safe. This is just an initial thought. This may change as we build.In order for Spire of Industry to work, and to allow us some early game play options, I think we need to look at colorless spells first. Since we have 1 colorless horse, I think it's safe to say that at least 3 Diamond Mare is a good idea (unless we figure out later that it's a bad idea).Diamond Mare can also be the artifact that allows Spire of Industry to activate. But I think we need additional artifacts that can help us stay alive in the early game. Here are some choices.Damping Sphere, I have found, slows down opponents really well in the early game. Since we're only casting a single spell every turn (usually) this might work. But it would prevent Hour of Promise from working properly.Fountain of Renewal is a great match for this deck. It guarantees life gain on your upkeep to trigger Crested Sunmare. I think this one is a no brainer.Manalith, while a little slow, can provide a crucial mana leveling service that this deck really needs.While Metallic Mimic is THE TRIBAL creature, I'm not 100% sold on its presence in this deck.I think Navigator's Compass is a must have. It can make a land into any land and can gain you life.Renegade Map...just a good way to reach out and grab that land you need on turn 2.Since we're going to be trailing a bit with casting spells due to our complicated mana base, Having Immortal Sun out can help us catch up.Traveler's Amulet is another great way to find that land you need.Treasure Map is great as a scry machine, but can help garner strength when it flips into Treasure Cove.I think the most obvious inclusion is Prophetic Prism. It doubles as a card draw spell and a mana fixing spell.Given these choices, I will start off with an assortment of Fountain of Renewal, Prophetic Prism, Navigator's Compass and Metallic Mimic. Here's what we have so far in our deck.Crested Sunmare x3Surge Mare x2Lightning Mare x2Diamond Mare x3Plague Mare x3Shield Mare x4Vine Mare x3Metallic Mimic x3Fountain of Renewal 2Prophetic Prism 2Navigator's Compass 3Blossoming Defense x4Heroic Intervention x3Rupture Spire x3Spire of Industry x3Unclaimed Territory x2Blooming Marsh x1Hinterland Harbor x1Rootbound Crag x1Sunpetal Grove x1Woodland Cemetery x1Forest x2Island x2Mountain x2Plains x2Swamp x2There is a conspicuous absence of removal and card draw (minus Prophetic Prism). I'll try this out once the set drops and see if this is the way to go. But I think we, at least, have a deck that we can start play testing.