Beasties
and Game-Enders - Black/Green in the Monstrosity
called Type II
By John Hornberg
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Black/Green in Type II -
By John Hornberg
Today, people look at
black with sort of a disappointment. The cards
it got from Odyssey when looked at from a drafters
point of view were pathetic to say the least.
Still, when you expand your horizons to the format of
constructed, you notice, that when you utilize both
the awesome creatures from Invasion Block, and the
utility cards you get from Odyssey, you actually can
build a decent deck.
Normally, losing the cards in your hand will not be a problem for what you can do with the Zombie Token you get from it. Another card that should pop up in many decks of these colors is Overrun. Overrun is a literal game -ender if it is allowed to be played because it does the equivalent of a giant growth, throwing in Trample. Imaging what you could do: Spiritmonger is becomes a 9/9, if not more, with trample, and regeneration; Ebony Treefolk becomes a 6/6 trample, that pumps. On a much smaller magnitude is Sylvan Might, which can be a game saver when it comes to defeating an opponent. The fact that it gives creatures trample should make opponents weary of it, because then they can’t throw 1/1’s in front of creatures like Spiritmonger, because it simple tramples over. So where does this deck rank among the top decks of the current format?
Well, where it falls
depends on it’s construction, but in reality, this
deck ranks fairly high among the the top decks.
It has the potential to beat Traumatize-Haunting
Echoes before it even has a chance to kick in (that
deck requires at least 5 to 7 turns before it can pull
off Traumatize). Plus, if you run any token
cards, Traumatize literally hands you the game on a
silver platter. Never mind waiting to draw the
cards, just flash them back from your graveyard, and
the game is over. The problem that I see with
this deck is that is unfortunately falls to an
extremely stupid card if it ever hits the board -
Amboshan, Cephalid Emperor. His ability to tap
all non flying creatures is wicked, but at a
cumbersome six mana to play, you don’t have to play
your deck too much faster than normal. That is
because by the time they draw that sixth mana, then
that should be the turn that they go to zero in the
life column.
The deck is basically yours for the building. It benefits from it’s sheer size, and it’s ability to stomp an opponent into the ground before they have a chance to really do anything. It accomplishes this through cards like Pernicious Deed, Consume Strength, Zombie Infestation, and Overrun, as well as with large creatures that can kill a creature in one fell swoop. Creatures like Spiritmonger, Ebony Treefolk, and token cards like Roar of the Wurm make this possible. Unfortunately, it has yet to see the play, as well as the recognition that it deserves, even though it ranks as one of the most potent decks in the current Type II format. In due time, though, it will see that recognition.
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