Most of you probably know by now that Wizards of the Coast has confirmed Beacon of Immortality to be in Tenth Edition. Many people are speculating whether the other four Beacons (Tomorrows, Unrest, Destruction, Creation) will also be in Tenth. If the green Beacon of Creation is as well, then today's client will surely be happy!
Hello again, BMoor. I
appreciate your help with my reactor deck, and it's doing
pretty well (Though I left Silent Arbiter in. I just figured
it couldn'treally hurt.).
At the moment I'm trying to improve a deck based around
Beacon of Creation. It's been doing all right, but I think
it's too big. The main strategy is get out as many forests
as possible, then use Beacon, which is why it is half land.
The only cards I absolutely want
to keep are the Beacon, Verdant Embrace, and Traproot Kami.
The Kami really is there just to act as a wall until I get
what I need, and Verdant Embrace on the Kami seems to be
somewhat effective. Thanks for your time.
Total: 70
Creatures (4):
4 Traproot Kami
Sorceries (18):
4 Beacon of Creation
2 Biorhythm
4 Rampant Growth
4 Journey of Discovery
4 Kodama's Reach
Enchantments (16):
4 Verdant Embrace
4 Blanchwood Armor
2 Epic Struggle
2 Doubling Season
2 Seed the Land
2 Perilous Forays
Artifacts (2):
2 Gauntlet of Power
Lands (30):
30 Forests
The only real reason I have Epic Struggle is because
I'm in a Teferi's Moat happy environment.
First this gentleman sent in a Darksteel Reactor deck, and
now a Beacon of Creation deck. Good to know some people out
there liked Mirrodin for reasons
other than Affinity.
So, you're dedicated to putting out
plenty of Forests and Creating swarms of Insects out. An
admirable goal, but there's a small flaw in your "half the
deck is land" philosophy. You see, it doesn't really
matter how much extra land you draw. You can only put one
land into play per turn, no matter how much you have. And
you likely don't want to keep drawing more land; you want to
draw spells or else you'll have nothing to play. So you
want to drop some extra Forests, as well as some cards that
don't support that theme as well as they could.
Perilous Forays is a clever touch. Seed the Land is
decidedly less so, especially since it gives your opponents
tokens as well and you have only four actual creatures in
your deck. Gauntlet of Power is nice for the +1/+1 ability,
but it doesn't give you more lands, just more mana. You
like having out lots of Forests, but have no real use for
lots of extra mana, so the Gauntlet can come out (and likely
be sold to buy you every other card I'll suggest plus a
couple sodas). Biorhythm seems nice, but it's useless until
a Beacon shows up and it will likely never win you a game
since you have no way of killing creatures.
So that's six cards removed, plus six Forests to go down to
24 lands in a 58-card deck. I'd say we've got some wiggle
room now, which means we can start thinking about cards to
add. Now, it’d be nice if you had a few more creatures, and
Yavimaya Dryad fits your theme well. It also lets you
donate a Forest to your opponent, then throw Blanchwood
Armor on the Dryad and forestwalk through. And then there’s
Hunting Wilds, which will get you some lands in play, and
then if you’ve got the mana (which you likely will) it can
turn them into 3/3’s. A good use of a land search card for
when you’ve already got a considerable
amount of land in play. You could accomplish something
similar with Spike Tiller—if you’re gonna put out Forests
like there’s no tomorrow, why not use them?
Finally, speaking of Forests that get up and
attack for you, consider replacing a few of your Forests
with Dryad Arbors. They count as Forests for Beacon of
Creation and Blanchwood Armor, but they can also wear
Blanchwood Armor.
That covers this deck. All there is left now
is to follow the light of the Beacon, and start Creating!
~BMoor