Selesnya Skies — Birds of the Wilds
StandardDeck Strategy
A white-green skies deck that leads with Birds and evasive fliers, uses Kastral, the Windcrested to reward attacking in the air, and closes games with Gruff Triplets and Moonshaker Cavalry.
Kastral, the Windcrested is the engine: every time you attack with a board of fliers, it generates card advantage and grows your Birds, turning Plumecreed Escort, Three Tree Mascot and your other evasive creatures into a real clock. The Huntsman's Redemption fixes your mana and digs for the pieces you need (Kastral, Gruff Triplets or Moonshaker Cavalry) while leaving blockers behind, and Moonshaker Cavalry then gives your entire team flying plus a huge power boost for a lethal alpha strike. Evolving Wilds, Restless Prairie and Echoing Deeps smooth out your white-green mana so you can reliably cast double-pip spells on curve. Get Lost and Werefox Bodyguard clear the few ground creatures that threaten your fliers.
Keep any hand with 2 to 4 lands, at least one white source and one green source, and a turn-two or turn-three play (Plumecreed Escort, Three Tree Mascot or Novice Inspector). Mulligan hands with fewer than two lands, hands with only colorless sources, hands with no creatures, and hands that need a double-white or double-green spell on curve with only one matching source. A hand with The Huntsman's Redemption plus three lands is keepable.
Early: deploy Novice Inspector and Plumecreed Escort to start chipping in the air, and use Three Tree Mascot for a cheap evasive body. Hold Get Lost for the opponent's first real threat or key blocker. Mid: resolve Kastral, the Windcrested to pump your growing flock and start generating card advantage; use The Huntsman's Redemption to find another threat or a land, and lean on Werefox Bodyguard, Regal Bunnicorn and Sentinel of the Nameless City for value and defense. Clear blockers with Get Lost and Kutzil's Flanker. Late: with a wide board of fliers, cast Gruff Triplets to go over the top, then Moonshaker Cavalry to give your whole team flying and swing for lethal. Keep Get Lost in reserve for a surprise blocker or planeswalker.
Sweepers punish your go-wide board of small fliers, and spot removal aimed at Kastral, the Windcrested shuts off your anthem and value engine. The mana base leans on Evolving Wilds and basics rather than strong dual lands, so color screw is a real risk, and the deck's top end is slow enough that very fast aggro decks can race it if you stumble early.
| Type | Rarity | Card Name | Mana |
|---|---|---|---|
| Creatures (28) | Rare | Gruff Triplets | |
| Rare | Kastral, the Windcrested | ||
| Rare | Kutzil's Flanker | ||
| Mythic Rare | Moonshaker Cavalry | ||
| Common | Novice Inspector | ||
| Uncommon | Plumecreed Escort | ||
| Rare | Regal Bunnicorn | ||
| Rare | Sentinel of the Nameless City | ||
| Common | Three Tree Mascot | ||
| Rare | Werefox Bodyguard | ||
| Instants (3) | Rare | Get Lost | |
| Enchantments (4) | Rare | The Huntsman's Redemption | |
| Lands (25) | Rare | Echoing Deeps | |
| Common | Evolving Wilds | ||
| Basic Land | Forest | ||
| Basic Land | Plains | ||
| Rare | Restless Prairie |