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BMoor's Magic
The
Gathering Deck Garage
Liege of the Tangle
September 9, 2010
Did you play Magic during Mirrodin block? I did.
I was there for the Affinity hijinks, the Tooth
and Nail decks dropping Darksteel Colossus, the
drafts where choosing a color became academic,
and the introduction of Indestructible and of
Equipment. And one of the things I noticed about
Mirrodin block is that Green seemed... like an
outsider in that block.
Green was an outsider when last we saw Mirrodin.
All the other colors embraced artifacts
wholeheartedly. Even if Red only saw them as
fuel for the Krark-Clan Ironworks, all the other
colors were glad for you to build your deck
around artifacts. Green was the only color that
never offered incentives for you to play them,
and indeed Green saw cards like Tel-Jilad
Chosen, Infested Roothold, and Hum of the Radix
to punish any player who played artifacts-- even
you.
Flavor-wise, this was because the Tangle, the
artificial forest of Mirrodin, was the last
refuge for Mirrodin protagonist Glissa Sunseeker,
who had been hunted down by Memnarch and his
Levelers from day one. You may see mention of
"four suns" on flavor text from Mirrodin and
Darksteel? Well, there's a red one, a
white one,
a blue one, and a black one-- each one made of
pure mana. The titular "Fifth Dawn" that occured
at the end of the block was the creation of the
green sun, which erupted from Mirrodin's Core
and restored balance to Mirrodin's color pie.
Thus it makes sense that, up until that point,
Green would feel like it had no place in the
setting. I am very curious to see how Green will
be handled in Scars of Mirrodin this October.
Today's preview card only heightens my
anticipation.
There's a lot to absorb here. First and
foremost, Liege of the Tangle is an 8/8 with
trample for 6GG. Once you've hit eight mana, two
green isn't hard to have at all, so the Liege
could fairly easily be put into a deck of any
combination of colors as long as green is more
than a minor splash. And an 8/8 with trample is
guaranteed to tear up the combat phase, forcing
opponents to throw chump blockers at it and
likely still take damage regardless.
But of course, the intriguing part here is what
happens when the other guy takes damage. Any
amount of combat damage will allow you to put
awakening counters on ANY NUMBER of lands you
control, which turns them into 8/8 creatures.
(Without trample). Since you likely have eight
or more lands in play if you were able to cast
this, that means on your very next swing, you
can have your choice of one to eight or more
8/8's, who will be available to swing on the
next turn.
Now, obviously, this suggests certain strategic
considerations. The last card in recent memory
that made all your lands creatures was Ambush
Commander, which was widely hated because
playing it allowed your opponent to leave you
landless with a Wrath of God or Pyroclasm. Liege
of the Tangle protects you from that sad fate by
giving your lands 8 toughness, and by letting
you choose how many of them, and which ones,
become creatures. Since three 8/8's deal 24
damage, most opponents' life totals seldom get
above 20, and you already have a trampling 8/8
by the time you start animating lands, you
probably should only awaken two or three of your
lands. You'd also want to choose lands you
haven't already tapped this turn, so you can use
them as blockers. This also means that when you
declare your attacks, if you're confident about
the Liege getting through for at least 1 point
and have ample untapped lands, you don't need to
worry about leaving anybody open to block. You
do, however, need to keep track of which land(s)
came into play this turn-- if they awaken,
they'll be affected by summoning sickness and
you won't be able to tap them for mana.
In addition, you have to consider how this will
fit in with the block it appears in: Scars of
Mirrodin. We don't know exactly what's coming in
that block, but we do know what keywords will be
featured: Metalcraft, Imprint, Infect, and
Proliferate. Metalcraft and Imprint probably
won't make much of an impact on this, but Infect
and Proliferate have me raising my eyebrow.
Remember earlier, when I said that your opponent
will be forced to chump block the Liege? Well,
the lands it awakens don't have trample, so
they're even more likely to get chumped. If
those chump blockers have Infect, they'll leave
-1/-1 counters on the Liege and its followers.
And if your opponent then has a means to
Proliferate, you may find your army shrinking,
quite literally. Fortunately, that pair of 8's
in the corner mean it'll take a lot of
proliferation to actually kill your lands or
your Liege.
But enough speculation, we've got decks to
build! Let's see, Liege of the Tangle costs
eight mana, encourages you to have plenty of
excess lands on the board, and is green. Gee, I
wonder what kind of cards to use with it?
Cultivate Allegiance
Creatures:
4 Sylvan Ranger
4 Wall of Omens
4 Liege of the Tangle
3 Knight of the Reliquary
3 Primeval Titan
Spells:
4 Harrow
4 Cultivate
4 Condemn
4 Oust
2 Ajani Goldmane
Lands:
4 Sunpetal Grove
4 Terramorphic Expanse
8 Forest
8 Plains
Primeval Titan has an especially entertaining
interaction with the Liege. Imagine the two of
them attacking. The Titan, immediately upon
being declared as an attacker, puts two lands
into play. Then when combat damage is dealt, the
Liege will get to make one or both of those
lands into 8/8's.
Ajani Goldmane works especially well with Liege
of the Tangle. Once your lands are awoken, Ajani
can put +1/+1 counters on them (cancelling out
any -1/-1 counters an Infected creature may have
had on it) and give them vigilance, which allows
them to swing without denying you their mana for
the turn.
But why Condemn and Oust? Well, having played
with Emrakul, the Aeons Torn, I know sometimes
when your opponent fails to draw an answer, they
just look at the giant creature you've just
cast, realize what's going to happen next turn,
and forfeit the game right there, giving you the
win yet denying you the fun of getting it. By
using Condemn and Oust, two spells that let my
opponent gain life, I hope to avoid that. A
squad of 8/8's is a scary thing, no question,
but when only one has trample and you're at 30
life, it just feels a little more possible to
come from behind and win. The theory is to give
your opponent just enough hope to keep fighting,
without actually giving him a way to win. Like I
always say, life gain doesn't actually win
games. And Condemn and Oust let your opponent
gain life, but they also remove your opponent's
creatures.
Entangled Elementals
Creatures:
4 Incandescent Soulstoke
4 Flamekin Harbinger
4 Fertilid
3 Liege of the Tangle
3 Shriekmaw
2 Doomgape
2 Spitebellows
Spells:
3 Torrent of Souls
3 Exploding Borders
3 Vines of Vastwood
3 Prophetic Prism
3 Grim Discovery
Lands:
4 Savage Lands
4 Primal Beyond
5 Mountain
5 Swamp
5 Forest
This Extended-legal brew is designed to exploit
the fact that Liege of the Tangle is an
Elemental, obviously. Incandescent Soulstoke and
Flamekin Harbinger are there to set up a turn
four or five where you use the Soulstoke to drop
the Liege down for a turn as a hasty 9/9. Swing
in, and awaken any number of your lands. The
Liege will then be sacked at end of turn, but
your 8/8 lands you get to keep-- the Liege makes
them creatures as long as they have their
awakening counter, whether or not the Liege
itself is still around. And they're Elementals
too, so the Soulstoke will pump them as well.
You can easily pull this off around turn four,
at which point it's basically a Death or Glory
attack. If your opponent as Wrath of God, you
just gave him a one-sided Armageddon to go with
it. If he doesn't, he'll lose pretty darn quick.
Vines of Vastwood is there to protect your
creatures from kill spells at critical moments.
Dont' be afraid to cast it unkicked just for the
greenshroud, to counter a targeted spell. I
wanted to include Emerge Unscathed in the first
deck for the same reason, but couldn't find
room. Pity too, since the rebound on Emerge
Unscathed often allows one of your creatures to
attack unblocked, which is tremendous in a deck
that expects to have 8/8's in play.
If Liege of the Tangle is indicative of Green's
place in Scars of Mirrodin, I have a good
feeling about this block-- better than I got
from Green's outsider status in Mirrodin the
first time around. Since the storyline for Scars
of Mirrodin involves the plane's native Mirrans
defending their homeworld against an invasion of
Phyrexians, and by now the green sun should be
securely in the sky over Mirrodin along with the
other four, I'm optimistic that Green will feel
more like a native part of its world here. I
guess we'll all find out together when Scars of
Mirrodin hit the shelves of game stores
everywhere this October, won't we?
Good luck!
~BMoor
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