
The deck was built because I saw the card Dhol Chant and from there was trying to figure out how to strike a balance between early game ramping into Dhol, getting junk on board to tap for it, and big threats to cheat in with it.
The Threats:
Conqueror Wurm - Beefy boi who steals sites. I am hopeful that he will let me convert just making one threat into snowballing late game by stealing sites from my opponent and being a beeg problem
Wraetannis Titan - Titan comes out does big swings and hopefully clears out annoying bastards before becoming The Problem
Midland Army - One problem I noticed is how the previous two threats were vulnerable to removal. While Midland Army can be chained, if it gets killed it at least replaces itself with dudes who can continue the fight
Lord of the Void - The heeheehoohoohaha of Snowballing Late Game this guy wants to hang out in the void and annoy your opp by removing their sites. He isn't good I just like him
Craterize - Have you ever wanted to cast Craterize? How about casting it for 5 instead of 8... thats a whole 3 mana savings. If your opponent tries to object just Craterize them again
Infernal Legion - I wont lie, he was the last threat added to the list and like...... first he looks funny, second he is better than Mountain Giant. But seriously a 3 damage wipe each turn is good, just make sure he stays away from you.
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Ramp and Card Draw
I think this qualifies as a "Ramp Deck" as it has 4 Field Laborers, 4 Dryads, 2 Black Obelisks and a Frontier Settler plus Land Surveyor who should help us make Land Drops each turn which is really important to us as the game goes on. We also have BEEG MANA in Homecoming and Occult Ritual because you may notice some Spellcasters. Their job isn't really to spread out instead staying together until we got that Ritual to let us Hard Cast our BEEFY THREATS.
Dhol Chant wants lots on Bodies on the board which is why you see lots of bodies that draw cards and make more bodies. Apprentice Wizard, Grand Wizard, Cauldron Cones all draw cards and Fey Changeling and Miracles Works both let us buy back out Card Drawing Guys and if you can make the game go on long enough maybe Frontier Settlers.
We have "Cycling Cards" in the deck, low cost bad cards that say "Draw a Card" on them in Mad Dash and Blink both help us evade threats on Death's Door while Wiccan Tools can kinda cycle and add mana for Occult Ritual Purposes if given to a useless non-spellcaster.
Landmass and Overflow I like but aren't essential pieces you may notice, but if you want more better cycling cards I do recommend getting more Landmasses as they will help you ramp even faster.
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Junk
So I am calling Tokens Junk because that is half their function is to act as Junk and get in the way. Their actual purpose is to serve Dhol Chant with more bodies as the more cards we see the closer we get to a big Craterize or Conqueror Wurm and the less likely we have to end up cycling a card off of Dhol Chant. Border Militia and Raise Militia are effectively the same card, tho Novice Necromancer and Master Necromancer are far better in my opinion as they are more stable in output. Feed them to Crones, bring them home, no one really specifically cares as long as you are making the best out of them
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Conclusion
Ultimately this deck is made without any idea of metas and simply for the love of anything that lets me cheat big mana costs. Dhol Chant feels like a card that has a lot of opportunities for high ceiling play which is what I am aiming for in this deck. I am torn between Elementalist to smooth over my want to not make choices and Ironclad to increase the amount of time I have to play.