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Sean From New York's Deck Garage
PreCon Deck Fix
October 19, 2007

Hey Sean,

I am a new player, I just started playing Magic like a couple weeks ago, so I have a very limited card selection, but I can always buy more of the cards I need if necessary. I originally bought it as the future sight theme deck "future shock" but I’ve messed around with it a lot since I bought it, trying to make it better but it's not running to well for some reason. It's supposed to be an agro deck.

LANDS
15 forest
11 mountain
1 dryad arbor (land/creature)

CREATURES

2 thornweald archer
3 nessian courser
3 imperiosaur
2 centaur omenreader
1 baru fist of krosa
2 nacatl war-pride
1 molimo, maro-scorcerer
1 grinning ignus
1 fomori nomad
1 skizzik surger
1 borborygmos

SPELLS
4 rampant growth
2 overrun
1 wurmweaver coil
1 loxodon warhammer
1 emblem of the warmind
4 ghostfire
3 blaze
4 shock

Thanks
 
            Ah, a new player who bought a pre-constructed deck to start out, that’s what I like to hear!  Pre-con’s are great ways to familiarize oneself with the game, not to mention amass a pool of cards quickly.  So what we have here is a red/green deck that is using some of the remnants of Ravnica, some Time Spiral cards, and some Tenth addition cards.  You say it’s not doing well?  Well, that’s because you’ve got a several single copy cards (a big no-no unless that card can win you the game and you have some way to get to it) and a number of subpar cards that don’t work well with each other.  Have no fears, however, because I’ll set you on the path to casual goodness.  Some deck mechanics might keep this deck red/green, but since you’re a beginner, and I’m something of a purist, I think we should keep this deck as simple as possible, and take advantage of the fact that many of your key spells have double green casting cost requirements.
            This means that all those cards in the deck with red mana in their casting cost are going bye-bye.  It’s really not a major loss though; Grinning Ignus sucks out loud, and is completely irrelevant in this deck anyway.  Fomori Nomad isn’t worth it for one copy and Skizzik Surger is too slow for an aggressive deck.  Borborygmos is a nasty dude to be sure, but you won’t need him and his 7 mana, double green and red casting cost.  Emblem of the Warmind does allow your creatures to attack when they come into play, but you only have one, and green agro decks have creatures that are threatening enough that they don’t have to attack the turn they come into play.  Ghostfire and shock can leave as well; Ghostfire is a far worse version of Lightning Bolt that happens to be colorless so it can get around “Protection from red”, but is otherwise subpar.  Shock is a fine removal spell, but green has its own methods of dealing with removal.
            Now that we’ve trimmed that fat, let’s address the rest of your deck and see what we can do.  Thornweald Archer I like, with deathtouch it kills anything that blocks it, and it jump in front of a flyer if need be, so increase it’s count in the deck to 4.  Nessian Courser is a vanilla 3/3 for three, one of green’s specialties, up its count by 1.  Imperiosaur is a fun 5/5 for 4 mana with the restriction that you can only play it with mana from basic lands, but that really shouldn’t be much of a problem for you, so I’d say its number can remain at 3.
            Baru, Fist of Krosa is not nearly big enough of a bomb to have just one of him in the deck, so he can make an exit.  Nacatl War-Pride, despite its trickiness, is not really that good, particularly for 6 mana, so out they go.  And then there was Molimo, Maro-Sorcerer.  I like him, but a single copy for a trampler whose power/toughness is equal to the land you control doesn’t really make him as attractive at one copy.  If you can get a few more copies of him, that’d be fine however, I would recommend replacing him with Spectral Force.  He’s cheaper to play (and probably cheaper to acquire in general), an 8/8 trampler, and if you’re opponent has a black permanent then he gets to untap next turn.  If not, then you have to wait a turn to untap him, but an 8/8 for 5 mana with trample is nothing to sneeze at.  Lastly, you definitely should add 4 Llanowar Elves; these guys have been around practically forever and are a good source of mana acceleration.
            Now onto your spells!  Rampant Growth is fine, and a good way to find land to play out your Imperiosaurs.  I’d strongly advise you to get a hold of 4 Harmonize.  Drawing cards is something Green typically has no access to, and this spell can quickly help you replenish your hand and find what you need.  Definitely add in 4 Giant Growth; this old school spell is the green counterpart to Lightning Bolt and can help you either surprise-kill your opponent, or provide a combat trick to remove a pesky creature your opponent has in play while keeping yours alive.  Overrun is a brutal finishing spell that Green has loved for years, and since it works nicely with your deck, increase its count to 4.  Wurmweaver Coil can function as a kill spell in and of itself, but the odds of you drawing it when you need it are very slim.  The same holds true for Loxodon Warhammer is an ok piece of equipment, but while the card pumps a creature, gives it trample, and gains you life when it smacks something around, it’s really a big mana sink and will draw your opponents removal spells to every creature you attach it to, so you can drop both of them.
            As for your land, I’d take out Dryad Arbor, seeing as how you only have a single copy of it and it’s so very vulnerable to removal.  Instead, add in 4 copies of Treetop Village, recently reprinted in Tenth Edition.  It’s a little less speedy than the Arbor, but since you can’t use mana from either of them to play Imperiosaur, it’s not the big of an issue.  Treetop Village also has the added benefit of becoming a 3/3 trampling ape for a turn, which is quite nice in a deck like this.  I’ve included 3 Quicksand to provide you with another way to deal with your opponent’s creatures, and I can only hope that 24 land won’t be problematic, though you originally had 27, which is a bit much, so this shouldn’t be a problem. Obviously the Mountains can come out and your forest count should go up to 17.
            With all that said, I now give you a simplified deck that should not only be easier to play, but have a better shot at winning.  Granted, against a well-polished combo/control deck or high-end agro deck, you’ll lose a lot, but hopefully you’re friends aren’t too terribly cutthroat in their play style.  I present to you, “Back to Basics”!
 
 
Back to Basics
Land
4   Treetop Village
3   Quicksand
17 Forest
 
Creatures
4   Llanowar Elves
4   Thornweald Archers
4   Nessian Courser
4   Imperiosaur
4   Spectral Force
 
Non-creature Spells
4   Giant Growth
4   Rampant Growth
4   Harmonize
4   Overrun
 
 
            Hopefully I’ve provided you with some useful advice today.  Remember in the future when building decks to try to stick to 4 copies of a card, though there are exceptions to this rule.  Also, make sure that the cards you are using work together with their abilities, or share a common theme, in this case the theme would be “smash your opponents face”.  Until next time, may your battles end with your opponent trampled to dust!

 


 

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