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Mattedesa's
Deck
Garage
As we start today, I'd like to point out that I made a mistake in a recent article using Magus of the Candelabra and Staff of Domination. I stated that Urzatron would be more efficient than using Cloudposts/Vesuvas. Well, I had miscalculated, and Urzatron is one mana short of making the combo go off. I apologize for my mistake. It just goes to show that it pays to carefully think everything through. Even the best players (one of which I'm not claiming to be) make mistakes.
Moving on, I had a little confusion after browsing this reader's e-mail. Was he going for a Standard deck or an Extended deck? I sent him another e-mail and we clarified that he is indeed building an Extended deck. I guess the confusion came when he talked about bringing the deck up to "tournament standard". I say this, readers, to ask you to make sure it's clear what format you are building the deck for, because if I don't know or misunderstand, we've both wasted our time!
Now, on to the e-mail: Hey! I recently found an old deck I lost some time ago. I created it back when Kamigawa was T2, as you can easily tell. Well anyway I've been trying to bring it back up to tournament standard again with some newer cards, but the ones I put in aren't cutting it. Hopefully you have some suggestions. Here's the deck.
CREATURES 2xBudoka Gardner/Dokai, Weaver of Life 2xAzusa, Lost but Seeking 1xMeloku the Clouded Mirror 1xJugan, the Rising Star 1xKeiga, the Tide Star 1xKamahl, Fist of Krosa 2xAllosaurus Rider (new) 1xScalpelexis 4xSakura-Tribe Elder 2xEternal Witness 3xSoratami Mindsweeper
OTHER 2xTooth and Nail 4xKodama's Reach 2xTime of Need 2xSearch for Tomorrow (new) 3xKodama's Might 3xReach Through the Mist 2xBoomerang 2xCounterspell (newly added for extended)
LANDS 2xYavimaya Coast 9xForest 9xIslands
So basically, my main ways of winning are. 1) I search and play lands starting turn 2 with the elder, then by turn 4 or 5 i play a fatty and start the beatdown. 2) I start to pop out tokens with Meloku/Azusa or Dokai and use them with Kamahl to overrun them. 3) For backup against Worship, or decks of that kind, i use mill. The only problems I have with my deck are lack of control, mainly creature-based, and early game defense. If you could help my deck in anyway possible then that would be great.
Alright, let's see what we can do. Thanks for enumerating your deck's winning conditions - that helps me know where you want to go with this. I like your first strategy the best - accelerate into big creatures and start the beatdown! Strategies 2 and 3, however, I am not crazy about. Not that they are bad strategies, but I don't think they work well along with strategy 1 - especially since you mentioned having early game control problems. Let's make our main point of business today to take out those alternate win conditions, strengthen the main one, and put in some early game control.
This means Meloku, Kamahl, Scalpelexis and Soratami Mindsweeper get to leave town. Some other big fatty options to replace them are:
Molimo, Maro-Sorcerer: With all the lands you will be generating this big trampler could be HUGE! And he's legendary for use with Time of Need.
Silvos, Rogue Elemental: A big, legendary trampler for 6 mana that can regenerate? Sounds good to me!
Simic Sky Swallower: Flying, Trample, AND Shroud! Don't underestimate shroud. This guy can cause quite the headache for most opponents. The only drawback here is that he isn't legendary, so you can't search for him with Time of Need, but then again, now you could run more than one! Just make sure you get the SIMIC variety and not the regular Sky Swallower!
These are just my favorite options for big fatties in your deck. There are obviously other good options if you can't get these, but for the sake of this article, we'll go with 1 each of Molimo and Silvos, and 2 Simic Sky Swallowers to fill out your fatty quota.
-1 Meloku the Clouded Mirror -1 Kamahl, Fist of Krosa -1 Scalpelexis -3 Soratami Mindsweeper +1 Molimo, Maro-Sorcerer +1 Silvos, Rogue Elemental +2 Simic Sky Swallower
Now that I look at it, I have my doubts about Allosaurus Rider. Sure, he can get huge with a lot of lands, but he doesn't have trample or any evasion, meaning most of the time he gets chump blocked by a 1/1 or something. For seven mana (or two green cards), you want something that can't be stopped by a Saproling token. Plus, you don't want to be drawing big, expensive fatties all day. You only need one or two in play at once to get the job done. A hand full of 6 and 7 casting cost guys will usually leave most of them sitting helplessly in your hand while your opponent beats away at you with his lower casting cost threats. Besides, we can use those card slots for something else.
-2 Allosaurus Rider
Now, for your non-creature spells. Kodama's Might and Reach Through Mists aren't really the best choices anymore. They are best in decks that have a lot of Arcane spells, which yours isn't really going to have. Let's use a couple of those slots to fill out to 4 each of Counterspell and Boomerang. These will not only help you better control the game early, but can be your answer if someone plays that annoying Worship deck. There's nothing like the look on someone's (formerly) smug face when they declare no blockers thinking their Worship will save them, only to have you Boomerang their enchantment!
-3 Kodama's Might -3 Reach Through Mists +2 Boomerang +2 Counterspell
Another card it seems like I have been suggesting a lot recently is Aether Spellbomb. I love it's utility of returning a creature to help you in the early game or essentially cycling for 2 mana if they don't have a creature you need to deal with. Sometimes only the threat of bouncing one of their creatures by seeing the Spellbomb on the table is enough to hold opponents at bay for a few turns.
+4 Aether Spellbomb
And as far as your land goes, I would TRY to get some more double lands, whether they are more Yavimaya Coasts or some Breeding Pools. You need double blue mana pretty quickly (for Counterspell and Boomerang), but you also want to be able to cast your green mana accelerators. Regardless of whether or not you can get any more duals, I would suggest 2 more lands to make it more likely you will get the mana you need to cast your fatties. If you get stuck at 4 land, your deck is doomed!
+1 Forest +1 Island
If you were to integrate these changes, your deck might look something like this:
CREATURES 1 Molimo, Maro-Sorcerer 1 Silvos, Rogue Elemental 2 Simic Sky Swallower 2xBudoka Gardner/Dokai, Weaver of Life 2xAzusa, Lost but Seeking 1xJugan, the Rising Star 1xKeiga, the Tide Star 4xSakura-Tribe Elder 2xEternal Witness
OTHER 2xTooth and Nail 4xKodama's Reach 2xTime of Need 2xSearch for Tomorrow (new) 4xBoomerang 4xCounterspell (newly added for extended) 4xAether Spellbomb
LANDS 2xYavimaya Coast 10xForest 10xIslands
There are a bunch of other options to consider, including:
Ohran Viper: This has helped many a green deck survive the early game. Whether you kill their creature, draw cards, or even just make them waste a kill spell, it works out positive for you.
Vinelasher Kudzu: With all the lands you will be searching out, this could get big fast. Since he could easily come out on turn 2, he can help you earlier than your other fatties!
Wall of Roots: Great early defender can accelerate you into your big creatures as well.
Carven Caryatid: Another great defender that draws you a card when it comes into play.
I hope these ideas help you! Good luck updating your deck! |
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