With the new set, it looks like big-beast nature might be able to make a comeback. I'll go over my early attempt at making it happen. Overall, I'm about 50/50 with the archetype. I don't have a lot of games in yet, but I've already noticed some weaknesses.
The idea for the deck is to have a midrange curve with Xansiddion as the top-end finisher.
It's incomplete as I collect cards. Critical cards missing:
Big Beast nature was basically taken out behind the woodshed and shot when things like Unbound Flames were printed. Without ward, it was trivial to clear even the biggest stat creatures the midrange list could put down. Spellwyrm counteracts this.
This is an incredibly powerful card even though it may not look like it at first. For my in-depth take on it, you can see my previous post here: @kstreet/buying-the-new-set
This deck takes full advantage of the wyrm by not relying on expensive spells. In fact, against spell-heavy control lists, I'll play spellwyrm and then flash Vasek Isle as bait. I get to see up to 3 spells in their hand. If I see 2 strong ones, I take one and then try to get them to play the wyrm back to get my vasek. Losing a Vasek isn't great, but since I get to decide when to play the first wyrm, I'm in the driver seat.
I run 2x spellwyrms, Xansiddion, and Glin to make drawing them more consistent. Drawing Glinn always feels great. If played first, it's a 5/5 draw 2 cards that are critical to my win condition. One spellwyrm guaranteed.
I'm really digging this subpackage, and I think a midrange creature-focused list makes the most out of it.
Vaseks, Xansiddion, and Lord of the Reef make up the manasurge subpackage. However, Harvest Guardian also combos nicely with Vaseks.
Most of the manasurge power Nature got was in the form of spells like Blood in the Water (great card) and Swallow Whole. Lord of the Reef is a great creature with a manasurge bonus, but the Inkcloud Giant is currently very 'meh'. The 'weaker' condition on the roar damage greatly limits its effectiveness.
Honestly, Blood in the Water is such a good spell that I might need to add it. It bails you out of so many otherwise game-losing board states.
Right now, I think I have too much mana refresh (Revenant Lynx and Managrmr) with not enough payoff.
Tech cards used to be hard to add to a list. These days, you get the tech for free or near free. Abyss Watcher's void hate is completely free. A 3/5 frontline at 4 mana is already full power compared to vanilla 4/5 4 mana creatures. Atlant Regulator's tech costs you 1 strength, but it shores up a critical weakness for wild nature decks: stall. Back when nature was meta, BWD was always there to farm it with endless sleep. Then came control light with endless order. Then control nature brought talisman burn.
Well Regulators solves all that while being a solid midrange threat in its own right.
I'm not sure if the right mix is 1 Watcher/1 Regulator or 2x regulators. Having a watcher is fantastic when Magic or Light want to go back to their voids. It's also useful against martyrs.
Currently trialing this one out. This is basically a free 2/1 that helps you jump up your mana curve. One of my wins came from using a pip + preyfish to play a Harvest Guardian on turn 3. I was able to dominate the board the rest of the game. The refresh can also help you surge your Lord of the Reef.
Not currently in the deck, but considering it. It's a game-winner against zombies, but completely destroying a relic is also great against lysander's spear and nature's new magitech relic.
This game features Spellwyrm winning the game by dismantling my opponent's win conditions. He also falls for the trap of trading them back to me. Players will wise up to this eventually (the good ones will), but for now it's great.
Not much happening. Love seeing Abyss Watcher against control light, though. Just playing stats on curve.
Lightning Strike is a perfect answer to Kadmos. Managarmr lets me get out a badger.
Vasek plus Spellwyrm surges Lord of the Reef. I'm hoping to find and steal Lips are Sealed to stop him from stalling me with order. I don't find it, but Inescapable Duty is a great find.
He plays Spellwyrm back at me. He saw the Vasek, but doesn't realize that he's a lot more spell-dependent than I am.
I opt not to play it back immediately. He may have good spells in hand, but I know what two of them are and they aren't worth taking. The line I take clears board and puts down a lot of my own creatures.
Lips of course. How nice would a regulator be here compared to the watcher? Very nice, indeed. I go back with the Spellwyrm, and in hindsight, this was probably a mistake. GP pass might have been the right move. Waiting a few turns for a bigger spell (like Mercy) was better. On the other hand, with this line I am adding pressure to the board.
He gives me yet another spellwyrm. Love it. Vasek is doing absolutely nothing for me. Also, once he plays wyrm, he HAS to pick a spell and give me a wyrm. No take-backsies.
Now I also draw a wyrm. I have two, so even though he can't play mercy turn, the 4/5 body on board is a great play. I get to steal his Divine Judgement, which means he can't obliterate one of my creatures, either.
Here it might look like I missed lethal, but no. The crab's damage went face, but wouldn't have if I sent the crab face. My opponent would have 2 HP either way. So now we have lethal on board and the main thing that can wreck our day is Lysander's Mercy. What are the odds he just top decked it last turn?
Turns out he got lucky! But we steal it. That's 4 spellwyrms on board!
GG!
Still a lot of work left to do on the deck. I'm starting to think I can run a few more spells. After all, I can decide when to play the wyrms. I don't want a deck full of spells, but Blood in the Water seems worth it. Maybe Rust Away.
Shredder is also going to be so much better than the Pangolin in this deck. Can't wait for that upgrade. The deck is already fun and chill to play. Not too many lines, so you don't think too hard. Just relax and enjoy.