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Peasant Magic Decks - 2014
(HOOF)MARK OF THE BEAST
(HOOF)MARK OF THE BEAST
Consider the matter, if you will, of the
Marauding Maulhorn:
Marauding Maulhorn:
2RR
(common)
Creature - Beast (5/3)
Marauding Maulhorn attacks each combat if
able unless you control a creature named
Advocate of the Beast.
Having considered it, you’ve probably come
up with “it’s an impatient slab of beef with
anger management issues.” Fair enough. But
what about the Advocate?
Advocate of the Beast: 2G (common)
Creature - Elf Shaman (2/3)
At the beginning of your end step, put a
+1/+1 counter on target Beast creature you
control.
Three things immediately spring to mind:
1) Big Killer Angry Cow settles down quickly
when the Advocate is in town.
2) Wizards need to hire an ombudsman to
double check card names. “Advocate of the
Beast” sounds like something that should be
sacrificing small kittens and virgins at a
death metal concert, not a Magic card.
(Interesting in its’ own right, if more
disturbing.) And…
3) +1/+1 for my Beasts, you say? Very, very
interesting! So then, let’s see what we can
do with that.
Tasmanian Devil’s Advocate
(Peasant Magic deck, Standard format.
Uncommons marked with an asterisk.)
20 GREEN CREATURES
4 Advocate of the Beast
4 Elvish Mystic
4 Kalonian Tusker*
4 Rumbling Baloth
4 Slaughterhorn
3 RED CREATURES
2 Marauding Maulhorn
1 Tenement Crasher
8 RED SPELLS
4 Fall of the Hammer
4 Shock
5 GOLD CREATURES
1 Ghor-Clan Rampager*
4 Zhur-Taa Druid
24 LANDS
11 Forest
4 Gruul Guildgate
9 Mountain
SIDEBOARD
4 Aspect of Hydra
3 Batterhorn
4 Naturalize
4 Towering Indrik
This red/green deck’s game plan is very
simple; when in doubt, go for the beatdown!
Out of 28 creatures in the deck, 16 of them
are beasts, making them perfect playmates
for the Advocate of the Beast. You can pair
pretty much any of the deck’s beasts with an
Advocate or two and have yourself an
unanswerable threat in a hurry. The Kalonian
Tuskers and Rumbling Baloths are your best
bet for this, but I prefer using Marauding
Maulhorn (Mooooo!)
Slaughterhorn (and to a lesser extent, Ghor-Clan
Rampager) are included solely to take
advantage of their “either/or” factor. In a
pinch you can play ‘em as another beast to
combo up with an Advocate, but the best use
is to activate the bloodrush power-up on the
attack.
Eight of our creatures –the Elvish Mystics
and Zhur-Taa Druids- are included to help
ramp up the mana in order to cast as many
Advocates and beasts as quickly as possible.
The Druids’ “ping your opponent for a point
every time it taps for mana” ability makes a
great secondary win condition.
The deck’s red burn spells are there for
defense, of course, and should be
self-explanatory. However, for the benefit
of those still in the slow class, some
simple math: Fall of the Hammer + any beast
you control = BAM!
On the matter of the sideboard, Naturalize
seems like a must in the heavily enchantment
slanted environment of today’s Standard.
Aspect of Hydra is included in case we need
more punch in dealing with enemy creatures.
And finally, in addition to being beasts,
Batterhorn and Towering Indrik give us the
answers for dealing with artifacts and
flyers.
Until next time, I remain…
B. Siems
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