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Posted: Sun May 13, 2007 9:30 am
I made this deck it works realy well in all my play testing and i was wondering if i could get a few opinions about it.
Heres the list
4 Fist of Ironwood 4 Life and Limb 1 Verdant Embrace
4 Bird of Paradise 4 Utopia Mycon 1 Baru, Fist of Krosa 1 Quagnoth
4 Sprout 4 Sprout Swarm 4 Scatter the Seeds
4 Demonfire 2 Disintegrate 2 Biorhythm
1 Paradise plume
20 forest
The deck is meant to get a lot of fast saporlings and a Utoppia Mycon and an early Life and Limb, then quickly empty whats left of my hand and Demon fire big for game
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Posted: Sun May 13, 2007 12:45 pm
reminds me of the deck I built called 'Woodstock'. Lots of was to make lots of mana, followed by a nice toasty fireball.
looks like a decent build, but how do you recover from a Wrath of God? If that goes off, you're nearly helpless in this kind of deck. Found that out the hardway.
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Posted: Sun May 13, 2007 2:07 pm
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Posted: Sun May 13, 2007 3:19 pm
Well, I guess if they WoG, you just play a Bird of Paradise and Biorhythm for a win?
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Posted: Sun May 13, 2007 6:25 pm
A few things: 20 land probably isn't enough.
Paradise plume isn't worth playing. Neither is verdant embrace. Too much mana for too little effect.
Sprout isn't really powerful enough to waste a card slot on.
Baru and Qaugnoth are pretty much completely superfluous.
6 kill spells is unecessary. 4 demonfire will do the job. If you want a larger number of kill spells run squall line. You can do it in response to a board wipe (a non molten disaster board wipe, at least) and it can board wipe for you in some matchups.
Harmonize is definitely a plan. As is some kind of artifact/enchantment removal. Worship currently beats you and fortune thief makes your life difficult.
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Posted: Tue May 15, 2007 3:11 pm
Pretty much while your ramping up mana your not refilling your hand. So once your empty your hand you slow down alot. A wrath after a life and limb hits screws you since your forests were creatures. A wrath or damnation or even a small sweeper like pyroclasm kills you. If you had some way to just search for a "land card" you could put tomb of yawgmoth in there with null profusion, maybe I'm just in a mood to build a deck with profusion.
Anyways your use sprout swarm to put saprolings into play (draw a card) and repeat. You'll keep drawing and such and every turn your mana is growing at a huge rate. The problem is dodging those sweepers. Otherwise you'll explode with creatures and mana.
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Posted: Tue May 15, 2007 3:16 pm
epiclevelwarrior A few things: 20 land probably isn't enough. Paradise plume isn't worth playing. Neither is verdant embrace. Too much mana for too little effect. Sprout isn't really powerful enough to waste a card slot on. Baru and Qaugnoth are pretty much completely superfluous. 6 kill spells is unecessary. 4 demonfire will do the job. If you want a larger number of kill spells run squall line. You can do it in response to a board wipe (a non molten disaster board wipe, at least) and it can board wipe for you in some matchups. Harmonize is definitely a plan. As is some kind of artifact/enchantment removal. Worship currently beats you and fortune thief makes your life difficult. The point of the deck is to put out lots of saporlings and generate mana, if i could find a more effienct sap maker id use it, and i often have enough mana to play teh embrace early on and i use teh plume to gain life of of sprout swarm
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Posted: Wed May 16, 2007 5:15 pm
I know what the cards do. I'm telling you that they do it ineffciently. In single play (which this deck certainly seems to be intended for, single target X spells as wincons don't fly in multi) embrace is just not powerful enough for the mana (whether you have the accel to get it early doesn't matter. You're still paying mana and using a card slot for it that would work better as somthing else) and the risk of getting 2 for 1ed by the opponent.
Plume isn't worth it either. If you have the mana to play it and you're recurring SS enough to make it matter you're already winning. If you want the life gain run essence warden. 3 mana cheaper and an early blocker.
Another issue is that the embrace, plume, Quagnoth, and Baru are single copies. Running single copies of cards that you can't tutor for is almost always a bad idea in a competative deck. If you don't need them badly enough to run multiples you don't need them at all.
Sprout is just too weak to matter. Think about what you're getting out of it. 1 mana. You wouldn't play a mana booster for a single mana in any other situation (save perhaps a spirit guide which has the suprise factor). As is card drawing in that slot would be straight up better in the vast majority of situations. Artifact/enchantment removal is somthing else you could sub here that you might also be in serious need of.
It occurs to me that you're dependant on utopia mycon. You want a tutor. Chord of calling is probably the best available in standard and you're well set up for it with the number of creatures you'll have sitting around.
To synergy with call it might work well to run some specific use creatures. I'm not sure which ones but it might be worth looking up standard legal green creatures on a search engine just in case.
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Posted: Wed May 16, 2007 8:34 pm
Verdeloth can make a lot of saprolings if that's what you're aiming for if you have the mana to blow. should be able to get a decent amount out of him.
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Posted: Wed May 16, 2007 8:42 pm
ok so ill drop the plume baru embrace and sprouts.(quagy stays because im in a heavy counter area) (id run more of each if i you know had teh m yet) and put in harmonize, essence warden and chords if i can get tehm, any oppinion on pschotope thallid
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Posted: Fri May 18, 2007 8:29 am
So you'd run more Baru, Plume, and Embrace? What would you take out for them?
The problem with Quag is less that he's not an effective card than that he does nothing for your strategy. He doesn't do anything except hit the field and right now you have no support for him hitting the field. Essentially all you can do is drop him and hope he wins the game all by himself. That's just not going to happen vs a good deck even with more copies.
Also, your gameplan vs control isn't that horrible. Board sweepers make you cry but quag can't help you there. Counter based decks have a hard time against you. What do they counter? Token makers? Unless they can completely lock down the board (and if they can you're just plain too slow) that won't help a great deal. Demonfire? That doesn't work for obvious reasons. Utopia Mycon is the thing to deny you but many players won't realize that the first time around and even afterwards it won't be easy to keep it off the board. Esp not if you run chord and fire it off after they tap out at the end of your turn.
In any case, I'd be inclined to drop Quag from the main and put him in the sideboard
Psycho Thalid seems like you're cutting off your nose to pay for a nose job. He kills your mana production resource in order to draw you more cards. If you're that desperate for cards you're probably in enough trouble that he won't save you.
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Posted: Thu May 24, 2007 8:59 pm
i just run against alot of people that play 6 creatures total and counter literaly every thing else. something that doesnt die that way realy does help alot in my group
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Posted: Fri May 25, 2007 7:35 pm
Put 4 in the sideboard. Put 4 in the mainboard if it's really an auto win vs decks in your meta.
The issue, though, is that once you start playing random quagnoths because they hose control the whole demonfire off saproling mana thing gets diluted.
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Posted: Sat May 26, 2007 9:30 pm
thats part of the reason im only running 1 maybe 2 because admitably there huge against my meta (and a realy fun card ive come tofind out) but its a divertion from my combo also i only have 1
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Posted: Sun May 27, 2007 9:59 am
The problem is, if you run 1 or 2 it just kinda sits there and sometimes shows up and sometimes doesn't. Running 4 makes it a part of your strat even if it does disrupt the combo somewhat.
It'd be best if you could stick it in your sideboard bt if you don't have one... either way I suppose.
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