05/31/2012 Sealed Deck Builder

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This thread is for discussion of this week's Sealed Deck Builder, which goes live Thursday morning on magicthegathering.com.

G/U Soulbond really seems like the way to go here. You even have enough Humans to play Mass Appeal.

This Deck was built in 0:10:32

Total Deck Size: 40
17 Lands
---------------
7 Forest
10 Island


20 Creatures
---------------
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Flowering Lumberknot
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Vorstclaw
1 Wandering Wolf
1 Wingcrafter
1 Yew Spirit


3 Other Spells
---------------
1 Geist Snatch
1 Mass Appeal
1 Snare the Skies


76125763 wrote:
Zindaras' meta is like a fossil, ancient and its secrets yet to be uncovered. Only men of yore, long dead, knew of it.
For the sake of something else, I tried a red-blue which seems relatively strong.

This Deck was built in 0:08:20

Total Deck Size: 40
18 Lands
---------------
11 Island
7 Mountain


16 Creatures
---------------
2 Alchemist's Apprentice
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Gryff Vanguard
1 Haunted Guardian
1 Hound of Griselbrand
1 Mist Raven
1 Misthollow Griffin
2 Riot Ringleader
2 Tandem Lookout
1 Tyrant of Discord
1 Wingcrafter


6 Other Spells
---------------
1 Aggravate
1 Geist Snatch
1 Ghostly Touch
1 Spectral Prison
1 Thatcher Revolt
1 Uncanny Speed

Three Tandem Lookouts.  Three! Three!!!  I'm concentrating all of my energies on getting things to pair with it to go across.  I've got four creatures with flying, plus Wingcrafter, plus one with haste.  Half of the noncreatures help get the creatures through.  Besides the lookouts, 5 cards let you draw.  The blue is nearly good enough to run by itself, but another color is needed.  Personally, while the green looks good, and the four first decks all went for it, I think the blue handles all the legwork and red has good finishers.  Tyrant of Discord looks awesome, but how about pairing it with Deadeye Navigator?  It'll wipe out an opponent.  The Raven and the Vangaurd also have EtB triggers.  The only change I might consider is adding more lands.  I'm not sure what I would take out though.


This Deck was built in 0:20:41


Total Deck Size: 40
17 Lands
---------------
11 Island
6 Mountain



17 Creatures
---------------
2 Alchemist's Apprentice
1 Deadeye Navigator
1 Fettergeist
1 Galvanic Alchemist
1 Gryff Vanguard
1 Hound of Griselbrand
1 Mad Prophet
1 Mist Raven
1 Misthollow Griffin
2 Riot Ringleader
3 Tandem Lookout
1 Tyrant of Discord
1 Wingcrafter



6 Other Spells
---------------
1 Battle Hymn
1 Ghostform
1 Ghostly Touch
1 Mass Appeal
1 Spectral Prison
1 Thatcher Revolt

While I'd play the Blue-Red deck if I opened the pool, here's my take on the blue-green (the other good option).  I'm taking the unusual path of building around Wild Defiance because there isn't very much outside green and white to support it, but Ghostform means about 10 unblockable damage in one attack.


This Deck was built in 0:10:06


Total Deck Size: 40
18 Lands
---------------
8 Forest
10 Island



15 Creatures
---------------
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Flowering Lumberknot
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Trusted Forcemage
1 Wingcrafter



7 Other Spells
---------------
1 Ghostform
3 Sheltering Word
2 Snare the Skies
1 Wild Defiance

Taskmaster is really just too good for me to pass up, and I, personally, was underwhemled by the green.  Blue is the obvious main color, but I felt that, since my deck doesn't have too many restrictive mana costs, and that I would prefer my black early, I went with 9 islands and 8 swamps.

This Deck was built in 0:05:38


Total Deck Size: 40
17 Lands
---------------
9 Island
8 Swamp



18 Creatures
---------------
2 Alchemist's Apprentice
1 Bloodflow Connoisseur
2 Crypt Creeper
1 Deadeye Navigator
2 Demonic Taskmaster
1 Evernight Shade
1 Fettergeist
1 Gryff Vanguard
1 Hunted Ghoul
1 Mist Raven
1 Misthollow Griffin
3 Tandem Lookout
1 Wingcrafter



5 Other Spells
---------------
1 Bone Splinters
1 Ghostly Touch
1 Ghoulflesh
1 Killing Wave
1 Spectral Prison

Playing blue is obvious, adding red gives your the deck the ability to go really agressive with 2 Riot Ringleader and 2 nice rares Tyrant of Discord and Hound of Griselbrand.

I think   Ghostform and  Ghostly Touch can really shine in this deck, enabling your lookouts or their soulbound fellows to get through and drawing you tons of cards.

This Deck was built in 1:45:54


Total Deck Size: 40
17 Lands
---------------
11 Island
6 Mountain



18 Creatures
---------------
2 Alchemist's Apprentice
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Gryff Vanguard
1 Hound of Griselbrand
1 Mad Prophet
1 Mist Raven
1 Misthollow Griffin
2 Riot Ringleader
1 Somberwald Vigilante
3 Tandem Lookout
1 Tyrant of Discord
1 Wingcrafter



5 Other Spells
---------------
1 Ghostform
1 Ghostly Touch
1 Mass Appeal
1 Spectral Prison
1 Thatcher Revolt

Black/blue for me. There's a fair amount of removal in black (especially given the number of humans in this format), and pretty much all of the creatures are going to get me card advantage. Just wait till I find the Navigator, or beat down with some of the flying creatures.



This Deck was built in 0:06:06

Total Deck Size: 40
17 Lands
---------------
10 Island
7 Swamp


17 Creatures
---------------
2 Alchemist's Apprentice
2 Crypt Creeper
1 Deadeye Navigator
1 Demonic Taskmaster
1 Elgaud Shieldmate
1 Fettergeist
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Renegade Demon
3 Tandem Lookout
1 Wingcrafter


6 Other Spells
---------------
1 Bone Splinters
1 Ghoulflesh
2 Human Frailty
1 Killing Wave
1 Necrobite

Since there isn't much control in this cardpool I went with what I felt was the most agressive color combination and I'm not sure this would win a draft but it has a couple of very nasty tricks up its sleeve.
 
 This Deck was built in 0:11:27


Total Deck Size: 40
17 Lands
---------------
9 Forest
8 Swamp


14 Creatures
---------------
1 Borderland Ranger
2 Crypt Creeper
1 Evernight Shade
1 Hunted Ghoul
1 Nettle Swine
1 Nightshade Peddler
1 Pathbreaker Wurm
1 Polluted Dead
1 Renegade Demon
1 Timberland Guide
1 Trusted Forcemage
1 Vorstclaw
1 Wandering Wolf


9 Other Spells
---------------
1 Bone Splinters
1 Essence Harvest
1 Ghoulflesh
1 Killing Wave
1 Natural End
1 Necrobite
2 Sheltering Word
1 Wild Defiance

I feel like the obvious G/U is the way to go here.  No tricksy combos, no silly combinations (Which feels weird with Navigator, who is pretty much combo central, although Mist RAven + him is fun), no strategies other than SOULBOND THEN SMASH.  With the utter dearth of removal here, I feel that it's that much more important to protect my fatties, so Sheltering Word makes it in as a pair, and with ALL THE LOOKOUTS I think Lumberknot and Ghostform both actually have places in this deck.

I could see U/B working here, but Demonic Taskmaster has no place in this deck whatsoever.  We have nothing to power him up, and he wrecks all our soulbonds.

R/U is silly and looks fun, especially with the Navigator + Tyrant trick to remove ALL THE PERMANENTS, but I don't think it's as solid as the G/U, especially since going R/U doesn't really give us any extra special removal or anything.

19 Creatures
---------------
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Flowering Lumberknot
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Wandering Wolf
1 Wingcrafter
1 Yew Spirit



4 Other Spells
---------------
1 Ghostform
2 Sheltering Word
1 Spectral Prison

I toyed with U/B and U/R, but there wasn't all that much going for either of those. U/G seemed like the best choice by far.


 18 Lands
---------------
5 Forest
13 Island


16 Creatures
---------------
2 Alchemist's Apprentice
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nightshade Peddler
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Wingcrafter


6 Other Spells
---------------
1 Ghostform
1 Ghostly Touch
1 Mass Appeal
2 Sheltering Word
1 Wild Defiance

"I will diminish, and go into the west, and there remain SgtPepperjack. Y'know, you really ought to come along with me."

www.nogoblinsallowed.com

I, like many others, went GU for this.  I believe it offers the blend of raw power with small bits of combo trickery and exile shenanigans.  I decided to include Vorstclaw because a lot of the game is focused on hitting the ground running, but the 7/7 is a house, more so if you pair him with something.  Ideally it would be Wingcrafter so that he could fly over, but with Wild Defiance and Ghostform just being played he becomes a 9/9 unblockable, which should end the game at that point.
 

This Deck was built in 0:10:13


Total Deck Size: 40
16 Lands
---------------
7 Forest
9 Island



18 Creatures
---------------
2 Alchemist's Apprentice
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Flowering Lumberknot
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Trusted Forcemage
1 Vorstclaw
1 Wingcrafter
1 Yew Spirit



6 Other Spells
---------------
1 Ghostform
1 Ghostly Touch
3 Sheltering Word
1 Wild Defiance

I had a really hard time deciding between U/G or U/B here.  U/G might have been the stronger choice, but in a format where I find that he who has the most tricks up his sleeve wins, I went with U/B.   Black had the removal that you would not otherwise gain with green.  The 2 Demonic Taskmaster is interesting.  While there isn't much benefit to "Loners" in this deck, a turn 3 Demonic Taskmaster can just beat face until they find an answer, then you can cast all the other creatures in your hand.  There is also synergy with Crypt Creeper and Misthollow Griffin which can come in handy in the grindy matches that is this format.

This Deck was built in 0:08:38

Total Deck Size: 40
17 Lands
---------------
11 Island
6 Swamp


20 Creatures
---------------
2 Alchemist's Apprentice
1 Bloodflow Connoisseur
2 Crypt Creeper
1 Deadeye Navigator
2 Demonic Taskmaster
1 Elgaud Shieldmate
1 Evernight Shade
1 Fettergeist
1 Galvanic Alchemist
1 Gryff Vanguard
1 Haunted Guardian
1 Mist Raven
1 Misthollow Griffin
3 Tandem Lookout
1 Wingcrafter


3 Other Spells
---------------
1 Bone Splinters
1 Ghoulflesh
1 Human Frailty

I must be the only one who didn't go with blue.  While the Lookouts seem to be a good bet to go with, I've never been much of a player for card draw decks.   I know they can do well, it's just that I've never had good skill at playing card draw decks, so I went with R/G.

This Deck was built in 0:22:04

Total Deck Size: 40
17 Lands
---------------
9 Forest
8 Mountain


15 Creatures
---------------
1 Borderland Ranger
1 Haunted Guardian
1 Hound of Griselbrand
1 Nightshade Peddler
1 Pathbreaker Wurm
1 Raging Poltergeist
2 Riot Ringleader
1 Somberwald Vigilante
1 Timberland Guide
1 Trusted Forcemage
1 Tyrant of Discord
1 Vorstclaw
1 Wandering Wolf
1 Yew Spirit


8 Other Spells
---------------
1 Aggravate
1 Battle Hymn
1 Rain of Thorns
2 Snare the Skies
1 Thatcher Revolt
1 Uncanny Speed
1 Wild Defiance

Not alot of card combo's,  I took advantage of some mana ramp to get out some big creatures and to pump up the Yew Spirit.  Also the double striking Hound of Griselbrand when pumped up with power pumpers can be a nasty card.  I also like the sideboard options I would have with R/G with cards like Demolish, cards to give creatures hexproof, and cards to destroy artifacts and enchantments should I need such cards.

Please let me hear your feedback.

Freedom's just another word for nothing-left-to-lose. - Kris Kristoferson (sung by Janis Joplin)

 

Blue is an obvious choice, and I think the black cards in this pool pair best with it.  So much great removal, and as an added bonus, the Crypt Creepers combo nicely with the Misthollow Griffin.  Also a minor singleton theme going here.  Fettergeist and Demonic Taskmasters are a major beating, and if your opponent overcommits to out race you, Killing Wave is a deadly follow up.

Total Deck Size: 40
17 Lands
---------------
10 Island
7 Swamp



16 Creatures
---------------
2 Alchemist's Apprentice
2 Crypt Creeper
1 Deadeye Navigator
2 Demonic Taskmaster
1 Evernight Shade
1 Fettergeist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
3 Tandem Lookout
1 Wingcrafter



7 Other Spells
---------------
1 Bone Splinters
1 Ghostform
1 Ghoulflesh
2 Human Frailty
1 Killing Wave
1 Spectral Prison

I went with a BUG deck as I felt the UG version lacked any real removal.

This Deck was built in 0:11:13


Total Deck Size: 40
18 Lands
---------------
7 Forest
8 Island
3 Swamp



17 Creatures
---------------
1 Alchemist's Apprentice
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Flowering Lumberknot
1 Gryff Vanguard
1 Mist Raven
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Vorstclaw
1 Wandering Wolf
1 Wingcrafter



5 Other Spells
---------------
1 Bone Splinters
1 Ghoulflesh
1 Human Frailty
1 Killing Wave
1 Mass Appeal

With three (?!) Tandem Lookouts you gotta play blue. The game plan should be about getting them through. Now I first looked at green as a 2nd colour but there isn't anything there to get the lookouts through... Snare the Skys is the only pump and that won't save your dude most of the time. But black has some removal and I noticed after a bit the Misthollow Griffon/Crypt Keeper combo and my path was set.
Only played one taskmaster since he isn't too friendly.

This Deck was built in 0:06:34

Total Deck Size: 40
17 Lands
---------------
10 Island
7 Swamp


17 Creatures
---------------
1 Alchemist's Apprentice
1 Bloodflow Connoisseur
2 Crypt Creeper
1 Deadeye Navigator
1 Demonic Taskmaster
1 Elgaud Shieldmate
1 Fettergeist
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Renegade Demon
3 Tandem Lookout
1 Wingcrafter


6 Other Spells
---------------
1 Ghostform
1 Ghoulflesh
2 Human Frailty
1 Killing Wave
1 Spectral Prison

Grow old or die trying.

B/G gives a really nice 19 creature force with a great curve. I chose green mainly because it had two-drops to support the Lookouts. The only thing this is missing is Overun.
This Deck was built in 0:09:19


Total Deck Size: 23



19 Creatures
---------------
1 Borderland Ranger
1 Deadeye Navigator
1 Flowering Lumberknot
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
2 Nettle Swine
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Wandering Wolf
1 Wingcrafter
1 Yew Spirit



4 Other Spells
---------------
1 Ghostform
1 Ghostly Touch
2 Snare the Skies

I built a R/U deck. It can rush out very fast (hopefully, not a lot of two drops) but the late game is also mine. Tyrant and Deadeye combo so well and it is possible that you could do that four times on turn eight, killing four lands and a few nonlands. If it goes really long, we have the possibility of killing all lands and then destroying all of their permanents in one blink. If a different combo besomes desirable (mist raven), deadeye even resets himself!!(or when we had a different combo earlier then need to switch to Tyrant)

Deck list:
lands 18
9 island
9 Mountain

creatures 15:
1 Wingcrafter-nice early guy
3 Tandem lookout-reason we're  in blue to start with
1 Elgaud Shieldmate-guards what needs guarding
1 Mist Raven- bounce and an awesome deadeye combo
1 Gryff Vanguard- draw and a possible pair with deadeye
1 Deadeye Navigator- other reason we are blue, such a good combo
1 Somberwald Vigilante-combos with Tandem Lookout
2 Riot Ringleader- combos with Thatcher Revolt
1 Hound of Griselbrand-combos with Tandem Lookout
1 Mad Prophet-draw and selection
1 Haunted Guardian-some nice defense if necessary
1 Tyrant of discord-see above

Other 7:
1 Ghostly Touch- push through something
1 Spectral Prison- only real removal, very good for Wolfir Silverheart or othe bombs
1 Battle Hymn- extra mana to help get tyrant out
1 Aggravate- board sweeper, good response to thatcher revolt or even when they have no good attacks
1 Ghostform- gets in our needed attackers
1 Thatcher Revolt- ready to riot, ringleader?
1 Demolish- blow up a land in some cases or even a problematic artifact

seems rather good, thoughts?
U/G

I made some edits based on comments I saw here.

This Deck was built in 0:35:33

Total Deck Size: 40
17 Lands
---------------
9 Forest
8 Island


20 Creatures
---------------
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Flowering Lumberknot
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Vorstclaw
1 Wandering Wolf
1 Wingcrafter
1 Yew Spirit


3 Other Spells
---------------
1 Ghostly Touch
1 Mass Appeal
1 Spectral Prison

***************************************************************************************

From Mark Rosewater's Tumblr: the0uroboros asked: How in the same set can we have a hexproof, unsacrificable(not a word) creature AND a land that makes it uncounterable. How does this lead to interactive play? I believe I’m able to play my creature and you have to deal with it is much more interactive than you counter my creature.

***************************************************************************************

Post #777

***************************************************************************************

MaRo: One of the classic R&D stories happened during a Scars of Mirrodin draft. Erik Lauer was sitting to my right (meaning that he passed to me in the first and third packs). At the end of the draft, Erik was upset because I was in his colors (black-green). He said, "Didn't you see the signals? I went into black-green in pack one." I replied, "Didn't you see my signals? I started drafting infect six drafts ago."

***************************************************************************************

MaRo: I redesigned him while the effect was on the stack.

I believe U/G is the best build. It has the creatures, the card advantage, the tempo, the flyers, the finish. 
The creatures are all useful, not just vanilla dudes. Everyone is well costed and on the Main Deck playable side.
What puts it even more over the top is the ample sideboard. 

Game one: Hulk Smash (mostly creatures), if you get wild defiance on the board, only bounce spells and black removal (which is at a minimal) will be that effective and lord help em if you get Deadeye Navigator online with Mist Raven (it's so broken). The alchemists apprentice's and Alchemist himself will buy you time, Ghostly Touch will get your lookouts through, Nightshade Peddler is a huge deterant for their precious threats, Fettergeist and the other flyers are good on their own, but pair em up and they're awesome. 
In a perfect world you could splash for the Hound of Griselbrand because paired with a Tandem Lookout is just unfair, but ah well... Only one Ranger makes that pretty greedy....

Game two-three: Side in your answers if they have lots of removal and bounce. 3x Sheltering Word, 2xSnare (the reach is the relevant thing), 2x Natural End (Bye Bye enchantments and artifacts) plus a Rain of Thorns!
Thats a sick sideboard, plus you have so much card draw you'll find it. 
If they don't have the removal or bounce, then bring in VorstClaw and Lumberknot for a bigger beatdown.

This Deck was built in 0:10:41


Total Deck Size: 40
17 Lands
---------------
7 Forest
10 Island



21 Creatures
---------------
2 Alchemist's Apprentice
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Galvanic Alchemist
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
2 Nettle Swine
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Wandering Wolf
1 Wingcrafter



2 Other Spells
---------------
1 Ghostly Touch
1 Wild Defiance

You guys are betting too much on the lookouts. Just because you didn't get much control in your cardpool doesn't mean an opponent didn't. Also what do you have to stop an opponents 4/3 2-drop???

I think not playing black for the control is a mistake.

Black/Green gives a force to be wreckoned with and I would gladly put my deck up against a Blue/Green of this cardpool to see which would win.

I do note I won my last AVR draft with blue/green but I had a couple of abundant growth, 3 mist ravens, dead eye navigator 2 borderland rangers and a good amount of bounce and draw cards. I would stall off my opponent til I could get the kill. Luckily there isn't A LOT of hexproof in this set. I don't see this cardpool doing what I did.

Three colours? Possibly strecthing the limits on mana? Why the hell not!? (The decks colours are Blue/Black/Red)

Basically It's some good human combos(including soulbound) in blue/red along with some light removal and control in blue/black.

Mostly low cost cards meant to work together.

Deadeye for soulbound fixing and flickering Raven and Tyrant.

And all cards work in support for the Lookouts to draw and bleed the enemy slowly with weak cards.



This Deck was built in 0:35:20


Total Deck Size: 40
16 Lands
---------------
7 Island
5 Mountain
4 Swamp



12 Creatures
---------------
2 Alchemist's Apprentice
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Mist Raven
2 Riot Ringleader
1 Somberwald Vigilante
2 Tandem Lookout
1 Tyrant of Discord
1 Wingcrafter



12 Other Spells
---------------
1 Appetite for Brains
1 Essence Harvest
1 Geist Snatch
1 Ghostform
1 Ghostly Touch
2 Human Frailty
1 Killing Wave
1 Necrobite
1 Thatcher Revolt
1 Uncanny Speed
1 Unhallowed Pact

 

Like most, the prospect of three tandem lookouts was too good to pass, and the card advantage offered by blue was just huge. Green offered the best pairing, unsurprisingly.


This Deck was built in 0:06:12


Total Deck Size: 40
16 Lands
---------------
8 Forest
8 Island



19 Creatures
---------------
2 Alchemist's Apprentice
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Flowering Lumberknot
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
2 Nettle Swine
1 Nightshade Peddler
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Wandering Wolf
1 Wingcrafter



5 Other Spells
---------------
1 Ghostform
1 Mass Appeal
2 Sheltering Word
1 Wild Defiance

For those like me who went UG I thought it worth mentioning why I didn't pick certain cards and did pick others:

In

Wild Defiance: because with 19 creatures, creature removal is your worst enemy. This card a only stops some of those spells, and not all conclusively, but it is a pretty good shield against death wind, divine deflection, fleeting distraction, pillar of flame, righteous blow, thunderbolt and thunderous wrath. But you need other reasons to play this - if your opponent isn't playing any of these cards then it has no deterrent value - and that's why I included the next two cards

sheltering word: take that creature removal! I like the fact that with wild defiance you get a giant growth plus an extra 3 life.

ghostform: this is good anyway in a big creature deck, but with wild defiance it becomes an extra 6 damage to the opponent.

Out

fettergeist: I would definitely include this card against a fast deck, but otherwise with 19 creatures I just can't see this not being a liability.

yew spirit: I like this card but with all the draw I would expect to overwhelm with numbers rather than pumping one big creature. I think that I would expect the nettle swines and lumberknot to be big enough by themselves. Of course if my opponent is playing mass removal then it is a very good sideboard.

galvanic alchemist: with 9 soulbond creatures already and just one lumberknot, I don't need a tenth. This just isn't aggressive enough.

Undecided

pathbreaker wurm: I probably should have this in here, but I took out the high end of the curve (other than the manadatory gryff rider and navigator), went with 16 lands and 2 alchemists, on the basis that I should just keep curving out threats.

ghostly touch: this would fit very well against a similar deck but is probably unnecessary against a small aggro deck or a control deck.

I really like the blue green, but I think you need the ability to interact with the opponent's bombs.  Black offfers a low cost splash (supported by the borderland ranger) in the main deck and a very strong ability to sideboard more tools.  It could also be boarded out against removal heavy decks (In favor for sheltering wind and wild defiance)

This Deck was built in 0:10:26


Total Deck Size: 40



20 Creatures
---------------
2 Alchemist's Apprentice
1 Borderland Ranger
1 Deadeye Navigator
1 Elgaud Shieldmate
1 Fettergeist
1 Flowering Lumberknot
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
1 Nettle Swine
1 Nightshade Peddler
1 Pathbreaker Wurm
3 Tandem Lookout
1 Timberland Guide
1 Trusted Forcemage
1 Wandering Wolf
1 Wingcrafter



3 Other Spells
---------------
1 Bone Splinters
1 Human Frailty
1 Spectral Prison

17 Lands
-------------
8 Island
7 Forest 
2 Swamp 

I found it hard to pick this week.  There were some key cards in each color (other than white) that made the tempting.

In the end I went for a flying heavy U/B with two Demonic Taskmaster being the key reason for black and three Tandem Lookout being the reason for blue.
Green's Wild Defiance really made it hard to pass up, as this is an awesome card.

This Deck was built in 0:11:36

Total Deck Size: 40
17 Lands
---------------
10 Island
7 Swamp


13 Creatures
---------------
1 Bloodflow Connoisseur
1 Deadeye Navigator
2 Demonic Taskmaster
1 Elgaud Shieldmate
1 Evernight Shade
1 Gryff Vanguard
1 Mist Raven
1 Misthollow Griffin
3 Tandem Lookout
1 Wingcrafter


10 Other Spells
---------------
1 Bone Splinters
1 Essence Harvest
1 Geist Snatch
1 Ghostform
2 Human Frailty
1 Killing Wave
1 Necrobite
1 Spectral Prison
1 Unhallowed Pact