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Jon Miller
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I would go white/green only unless you had some really strong red cards
the simpler the manna is the better usually
for the most part you need 12-32 good fighting creatures
do you have:
basking rootwala
disenchant
patrol hound
standard flagbearer
wild mongrel
nimble mongoose
mystic pentitent
longbow archer (good for pure white)
fleetfoot panther (for smaller creature decks)
confessor
lanowar elves
arrogant worm
coalition honor guard
you have some good green big creatures
what do you have that flys?
I agree walls suck
Jon Miller
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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My main reason for sugessting the splash of red would be pure burn. Especially by mid-game, when you've got your mana developed, it's always nice to be sitting on a couple of x spells to be able to sweep the board of pesky enemy weenies or follow up on one of your own attacks with a medium-sized fireball or something. And, if you make use of four of those disposable multi-colored mana producing artifacts and 4 of something else that produces off-color mana, you could safely add in 3-4 random burn spells just for grins without mucking things up toooo badly for yourself. Green and White are terriffic colors, and work well together, but if your opponent is watching it develop (playing him for the first time), you'll be able to stun him quite nicely when you whip out a juicy fireball to fry his buns....
As to the other comments, I totally agree re: Disenchant. If you're playing white, plan on using four in every white-based deck you make!
So...offhand, in this deck we're putting together, my recommendations would be:
4 Disenchant
4 Armadillo-Spirit-Link Thingys
4 Disposable Arty/Card Drawing/Mana Producing thingys
4 Other potentially red-mana producing cards (possibly those elves that provide one mana, your choice of color on casting, but mayhaps no)
4 Burn spells
Now all we need are some beefed up critters of a mix of colors, some fast effects to keep your opponents off balance, and a sprinkling of sorcery cards for grins, add land, stir, and bake for thirty minutes....
(note, you could prolly get by with only 3 disenchants, but....think probability...when you need one, you NEED one)
-=Vel=-
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Jon Miller
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I don't know what small creatures you have
you could definitely get some discard/threshold symmetry going with some of the cards out there
and
serra
ancient silverback
thorn elemental
penumbra worm
are all nice big creatures
with the armadillo cloaks you might not bother with them though
it all depends on what your small creatures are (20 good ones might be enough)
also card drawing is important, especially if you try to use the good threshold and discarding cards out there
hmm
I would definitely stick in devoted caretaker and pariah just because they are so good
Jon Miller
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Jon Miller
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there are some good elves that produce red
Jon Miller
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Jaakko
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in Yellow
Jan 2000 time: 07:19
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I think it's probably best to stick with two colours, red doesn't splash too well here IMO (R/G/w would be a better three-colour balance).
Here's a quick G/W decklist:
4 Llanowar Elves
4 Basking Rootwalla
rock solid one-drops
4 Wild Mongrel
4 Patrol Hound
excellent bears, plus you now can abuse the madness mechanic
4 Fleetfoot Panther
4 Arrogant Wurm
some trickery and size
2 Voice of All
annoyer par excellence, plus it can break stalemates
4 Wax/Wane
almost a Disenchant, plus it's never a dead card
4 Armadillo Cloak
4 Strength of Isolation
the best enchantments available, pretty much
22 lands
Edit: I didn't take any of the rares into account here, so they should naturally be included whenever they do a job better.
Last edited by Jaakko on 26-04-2002 at 04:26
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Jon Miller
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I agree that it is harder to splash red
and would still suggest a green/white deck
Jon Miller
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Jon Miller
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hmm (modify Jaako's idea)
maybe 2 wax/wanes and 2 disenchants??
having no artifact destruction can be bad
not sure about voice of alls, seem expensive for less
also maybe down to 2 fleetfoot panthers (they have powerful defensive abilities, if your creature has terror played on it you can bounce it back to your hand with the fleetfoot panther)
then I would put in the pariah and the devoted caretaker
I would drop down to 20 land
I would stick in serra
Vengeful Dreams (goes real well with the madness things)
and then some good drawing
like stick in
2 vendurean enchantresses
and change your disenchants and wax/wanes to seal of cleansings (they might be too old though)
with seal of cleasings you would have 13 enchantments, without 9 so probably without would not be a good card drawing possibility
for card drawing there is of course the tomes and the mine (but I am unsure if that works well with the rest of the deck
does anybody have good card drawing suggestions
Jon Miller
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Jon Miller
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quote: Originally posted by Chowlett
I'll scare up a lit of my cheap (say, 2 or less?) G/W cards, and my single R cards sometime. I also have (which I forgot) more than 4 Quirion Elves - 1G - 1/1 Elf - choose a colour when it's brought into play. Tap: add G or one of that colour. Could be useful. |
for multicolor quirion elves are good
I would still suggest 2 color white green though
do you have any of the mentioned cards?
Jon Miller
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Jon Miller
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quote: Originally posted by Chowlett
I'll scare up a lit of my cheap (say, 2 or less?) G/W cards, and my single R cards sometime. I also have (which I forgot) more than 4 Quirion Elves - 1G - 1/1 Elf - choose a colour when it's brought into play. Tap: add G or one of that colour. Could be useful. |
for multicolor quirion elves are good
I would still suggest 2 color white green though
do you have any of the mentioned cards?
Jon Miller
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Jon Miller
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I can let you in on the secret if yoou are ready
Jon Miller
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Jon Miller
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the secret is of the back button (and waking up confused)
Jon Miller
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Chowlett
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of Candle'Bre
May 1999 time: 05:19
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Ok, a rundown of what those cards above do for the oldies. Madness cost is an ability whereby you can cast a card for the madness cost as you discard it. Threshold comes into play when you have 7 or more cards in your graveyard.
Basking Rootwalla - G - 1/1 Lizard - 1G: +2/+2 until eot. Once per turn only. Madness 0
Patrol Hound - 1W - 2/2 Hound - Discard a card, First Strike until eot
Wild Mongrel - green equivalent. Discard rule is "Discard, +1/+1 & colour of your choice until eot"
Standard Bearers - 1W - 1/1 Flagbearer - If an opponent plays a spell or ability that could target a Flagbearer in play, he must target at least one flagbearer.
Coalition Flag - W - Ench own creature - becomes a flagbearer
Coalition Honor Guard - 3W - 2/4 Flagbearer
Mystic Penitent - W - 1/1 Nomad Mystic - Attacking doesn't tap. Threshold - +1/+1, flying.
Longbow Archer - WW - 2/2 Soldier - First Strike, may block as though had flying
Fleetfoot Panther - 1GW - 3/4 Cat - May be played as an instant. When brought into play, return a G or W creature under your control to owner's hand.
Confessor - W - 1/1 Cleric - When any player discards, you may gain 1 life.
Arrogant Wurm - 3GG - 4/4 Wurm - Trample. Madness 2G.
My personal favourite atm is Life Burst - 1W - Instant - Target player +4 life, then +4 for each Life Burst in all Graveyards. A cool 4, then 8, then 12, then 16 life isn't to be sneezed at.
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