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BMoor's Magic
The
Gathering
Deck Garage Hello BMoor Iam a frequent reader if your deck tweaking articles, I was
Primal Forcemage is a
very fun card to build around, simply because its
ability can be very powerful IF you can make it work.
That's not as easy as it sounds, however. Each creature
gets +3/+3 on the turn it enters play, but that doesn't
really matter in most cases since most creatures can't
get into combat on the turn they enter play. To
properly exploit the Forcemage, a creature needs either
flash (to jump out in front of attackers) or haste (to
attack while they still have the bonus).
Luckily, almost all
of the creatures in this deck
have one or the other, except Llanowar Augur. What's
the Augur doing here anyway? It's a 0/3 in an aggro
deck. Yes, it can give you a +3/+3 bonus, but it's
still not aggro enough. You have instants to give that
bonus during combat when your opponent can't plan around
it. Pull out Llanowar Augur, and add something like
Giant Sloifuge for more haste. Or Llanowar Elves for
faster mana.
Speaking of mana,
only 20 Forests? That seems like not enough, even for a
fast deck like this. I'd go up to about 22 Forests, and
likely more than 20 creatures as well. Let's see what
we can pull out of the spells section for them.
Giant Growth, Resize,
AND Might of Old Krosa? That's redundant! You don't
need that many pump spells, and I'd say Resize is the
one most likely to get pulled. With Uktabi Drake's echo
and the general smallness of all your creatures (not
counting the Forcemage pump), you'll likely be losing
creatures fast enough that if you try to keep Recover
mana open, you'll end up never being able to cast
anything. Pull that out in exchange for two Forests,
and two Scatter the Seeds. Scatter the Seeds makes too
much sense to not be in here, since with a Forcemage out
it turns into three 3/3 blockers. Next on the chopping
block is Fists of Ironwood. Unlike Scatter the
Seeds,
Fists of Ironwood can't come down during the combat
phase to make 3/3 Saprolings. And without a Forcemage
pump, there's no creature in your deck with a power
greater than 2, so trample doesn't help much either. In
their place, I would recommend any of a number of
things: Rampant Growth for general utility, Sprout for
more flash creatures, Blanchwood Armor for more power,
or Troll Ascetic for... being Troll Ascetic. Of those
cards, you can't really make a wrong choice.
Finally, between
Giant Growth and Might of Old
Krosa I am torn. The two are so similar, it seems
foolish to use both in a deck when a playset of one
seems to be enough. However, I can't figure out which
is more powerful. Might, when used as a combat trick,
gives only +2/+2, but also can give +4/+4 if you're
willing to forfeit the surprise value. I'll let you
choose the one you like the best. The other replace
with something stronger, like Might of Oaks or Stonewood
Invocation as a finisher.
That wraps up this
deck fix, but I still have an order of business on the
table.
By now all the
Magical world knows of Tenth Edition
and of the wonder of Magic Game Day. I hope you all
enjoyed it: I know I did. Well, most relevantly, the
celebrated heralding of Tenth Edition is also the
wistful farewell to Ninth Edition. Over the past two
years I really got to like good old 9th, as is evidenced
by my "Ninth Edition One Drops" article, and the budget
blue flying deck I built for a reader almost completely
out of 9th cards. The latter article got some positive
feedback, and now I wonder: do my readers want me to do
more of this? Do you want to see some more extra-budget
core set decks built from Tenth Edition? Do you want a
"Tenth Edition One Drops" article? I've considered
writing them, but I won't if nobody wants to read them.
So, drop me a line (through the usual channels) and let
me know if articles like these interest you or if the
ones I've already written were interesting enough to get
you to read another one. If so, I'll do them; otherwise
I won't waste people's time.
Until then, don't be
afraid to let me know how I'm doing!
~BMoor
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