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Tyler's Type Two
8.5.03
Dear Tyler,
Hey. I
know this deck looks a lot like Elves! but it really
isn't. It uses my 2 favorite cards. . . Might of
Oaks and Ensnaring Bridge. Here's the deck list.
Lands:
4 Wirewood Lodge
16 Forest
Creatures:
4 Xantid Swarm
4 Birds of Paradise
4 Taunting Elf
4 timberwatch elf
2 caller of the claw
4 wirewood herald
4 Birchlore Rangers
4 Wellwisher
The Power:
4 Wirewood Pride
4 Might of Oaks
4 Ensnaring Bridge
So there ya go. It is 2 over 60. . . but I dont know
what to take out :-\. All i need is a taunting elf
out and 1 card in hand. . . with a bridge out to get
through and to not let them get through. See the
nice part is I can attack with a 0/1 even with no
cards in hand and the bridge out. You dont have to
post this on the site or anything I just would like
some feedback on it. I know you are busy but any
help by Friday if possible would be greatly noted.
Thank you
----------------
Lol, I actually built a deck very similar to this
recently. I noticed Ensnaring Bridge coming back, and
wanted to exploit it. This is actually a surprisingly
good deck concept.
You are almost there. Just a few tweaks and you’ll be
ready to annoy all that come against you.
First of all, there is no stall in your deck to buy time
enough to reach your Ensnarings. Remember your gonna be
running 60 cards with 4 of them needed for you to
survive. If we were in a perfect world, you would draw
the ensnaring on turn one every time, but what I’ve
found, is they are almost ALWAYS near the bottom
So… I say get yourself 2-3 Moment’s Peaces. These are
absolutely wonderful cards from the Odyssey block. They
will allow you stall just long enough to get to the
cards you are looking for (namely the Bridge). Sometimes
all it takes is one Fog to prevent from losing.
Next, you MUST put in wild mongrels. I know, I know,
everyone uses them, but they do for a reason. This deck
has a different reason, though. Unlike U-G madness and
other quick beat-down decks, you’ll be using the ability
STRICTLY as a hand removal. Once you’ve gotten down an
ensnaring, I bet you you’ll have at least 2-3 cards in
hand and if you are facing a Goblin deck (which there
are plenty of out there) you’ll still be seeing a large
beating coming your way. With Wild out, you quickly sack
all cards in hand and lock the game up into a
battle-free freeze until YOU say its time to attack.
Even if your glorious might of oaks is in your hand,
sack it. What you are looking to do is top deck the
pumping cards so that your opponent can never attack on
their turn.
Last but not least, I would bring your favorite card,
Might of Oaks, down to about 2. At 4 Mana, you might
find yourself with a few In hand and no where to play
them. I love the Wirewoods since they are probably going
to act like a oak for you at only one mana, but the Oaks
are a bit pricey to run 4 in a deck designed around
small hand sizes. But then again, if you find yourself
adding the Wild’s like I suggested, this will probably
not be such a problem. Test the deck either way and see
if you run into any problems. If not, keep them in.
To make room for the cards I added, and to make it
strictly a 60 card deck, is to remove one Xantid, and
one of a couple of the elves. Most of the elves you are
running at 4 and its not necessarily needed. Even though
the Wirewood Pride and Timberwatch are looking for more
food for pumping, you’ve got enough that you can erode a
little with out any negative effect.
Lands:
4 Wirewood Lodge
16 Forest
Creatures:
3 Xantid Swarm
2 Wild Mongrel’s
4 Birds of Paradise
3 Taunting Elf
4 Timberwatch Elf
2 Caller of the Claw
3 Wirewood Herald
3 Birchlore Rangers
3 Wellwisher
The Power:
4 Wirewood Pride
3 Moment’s Peace
2 Might of Oaks
4 Ensnaring Bridge
What is good about the deck, though, is that even if you
don’t get to your Ensnarings or they get removed, the
Timberwatch and other pumping abilities could still win
you the game. This adds for diversity in the deck. Heck,
a Xantid with a Timberwatch and a couple of Lodges out
could be one heck of a killer attack…
But there is a dark side to every deck. All you need is
ONE Sharpshooter roaming on the opponent’s side to take
your deck down in one foul swoop. Being a mono-green
deck, there is little to nothing you can do about it
unless you start adding in Coat of Arms or such to bring
up the defenses, but that will just bog the deck down.
The best hope you’ve got against decks utilizing
Sharpshooter would be to have both those Caller of the
Claws in hand to switch the Ten 1/1 and 0/1 creature
loss to a whopping Twenty Two 2/2 creature gain.
Good luck and hope this helps,
Tyler G.
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