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Switch to Forum Live View 10/27/2009 LI: "Making Your Own Way"
4 years ago  ::  Nov 01, 2009 - 9:50AM #41
Thelonious
Date Joined: Nov 1, 2009
Posts: 1

I didn't see anyone splashing green to try to take full advantage of the landfall in a B/W/G build.  I have a feeling this deck is less consistent, but maybe also more powerful in the long game, than the straight B/W aggro.  The multilands might make it work.  Any critiques on this would be greatly appreciated.


 


Bala ged thief


Disfigure


Grim discovery (seems amazing with Harrow and the W-B land)


Guul daz vampire


Heartstabber mosquito


2 nimana sell-sword


1 marsh casualties


1 bloodghast


 


Felidar sovereign


Kor cartographer


kor sanctifiers


pitfall trap


2 steppe lynx


 


2 adventuring gear


1 trusty machete


 


1 harrow


1 khalni heart expedition


1 quest for the gemblades


1 vastwood gorger


1 river boa


 


1      1 Graypelt Refuge


1   Marsh Flats


6 Swamp


4 Plains


5 Forest

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4 years ago  ::  Nov 04, 2009 - 5:20AM #42
BloodyNoseWizard
Date Joined: Nov 4, 2009
Posts: 53

I see my first line of monsters hitting the ground running, then buffing them up. Wait till they die then re-res, destro their bombs and finish them with crypt rippers.


It doesn't double up the land fall abilities too much and therefore you won't be depent on drawing lands for landfall triggers.


For the most part where I see people going wrong with B/W or splashing a 3rd is that they are also drafting 2 Crypt Rippers and those suck without a lot of black mana.


By going thick with black and splashing red I take full advantage of the Akoum Refuge to limit my mountains down to 3, with the 2 expedition maps I still have plenty of a chance to have play a mountain by turn three and lots of black mana to feed the 2 Crypt Rippers.


Grim discovery and Soul Stair Expedition are loaded with potential in this deck by suiciding your own creatures like the Bala Ged Theif, High Land Beserker, or Heart Stabber Mosquito. Maybe you'll even get lucky with Grim Discovery and have a Marsh Flats in the GY with stacked adventuring gears.


Mana curve is great. Creature to spell ratio is a little off but if you consider 2 spells return creatures and 1 spell makes a creature as creatures then that's right on the money too.


 


Black (14)
Creatures (10)
Spells (4) -2=2


1                        Bala Ged Thief
1                        Bloodghast
2                        Crypt Ripper
1                        Disfigure
1                        Giant Scorpion
1                        Grim Discovery
1                        Guul Draz Vampire
1                        Heartstabber Mosquito
1                        Marsh Casualties
2                        Nimana Sell-Sword
1                        Soul Stair Expedition
1                        Vampire Hexmage


Red (4)
Creatures (2)
Spells (2)-1=1


1                        Highland Berserker
1                        Tuktuk Grunts
1                        Zektar Shrine Expedition
1                        Goblin War Paint


Artifact (5)
Spells (5)
2                        Adventuring Gear
2                        Expedition Map
1                        Trusty Machete


1 Marsh Flats
12 Swamps
1 Akoum Refuge
3  Mountains

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4 years ago  ::  Nov 04, 2009 - 7:17AM #43
BloodyNoseWizard
Date Joined: Nov 4, 2009
Posts: 53

Oct 27, 2009 -- 10:39AM, zaphod wrote:


Not that it would be advisable, but I find it interesting that this pool has several duplicates of the cards that enable a turn 3 kill if you play white green.


Turn 1 Linx


Turn 2 Linx or Advernturing Gear


Turn 3 Fetchland,  Harrow, Vines with kicker.




Thanks for bringing this up. There's a lot of combinations that would devistate by turn 3.


T1 Plains, Linx


T2 Adventuring Gear, forest, equip and attack. 2 dmg

T3 Fetchland, Plains,  Harrow, Vines with kicker. 20 dmg
T3 Land, Harrow, Vines 16 dmg
T3 Plains, Harrow Savage Silhoutte/Machete 14 dmg
T3 Adventuring Gear, Fetchland, 12 dmg
T3 Plains, Harrow Savage 12 dmg
T3 Fetchland, Plains, Trusty Machete 10 dmg
T3 Land, Vines 8 dmg
T3 Adventuring Gear, Land 6 dmg
T3 Land, Savage Silhoutte/Trusty Machete 6 dmg
----------------------------
T2 Linx#2, Land, attack 2 dmg, Adventuring Gear

T3 Equip AG, fetchland, plains Trusty Machete 14 dmg
T3 Equip AG, Plains, Harrow, Savage S/Trusty M 14 dmg
T3 Equip AG, Forrest, Vines 10 dmg
T3 Equip AG, Land, Trusty Machete 6 dmg
----------------------------


T2 Forest, Quest of the Gemblade, attack get blocked

T3 Adventuring Gear, Fetchland, Plain sac Gemblade 12 dmg
T3 Adventuring gear, Plains sac Gemblade 8 dmg


This would tear some people right up.


 


Deck:


OKay I did some odd things here. Caravan Hurda Lifelink+8 cards to boost power I'm thinking pawn. You can wine all day about not having enough destruction throughout this entire draft but consider you have 3-6 cards to nullify your opponents creature destruction, I think you're in pretty good shape.


Unload white weenies>draw mass landfall aggro>evade their destruction, finish up with evasion creatuers and bombs.


I think I would roll with this and catch everyone off guard.


White (10)
Creatures (7)
Spells (3)
1                        Brave the Elements
1                        Caravan Hurda
1                        Felidar Sovereign
1                        Kor Aeronaut
1                        Kor Cartographer
1                        Kor Duelist
1                        Kor Sanctifiers
1                        Pitfall Trap
2                        Steppe Lynx


Green (8)
Creatures (3)
Spells(7)

1                        Harrow
1                        Khalni Heart Expedition
1                        Quest for the Gemblade
1                        River Boa
2                        Savage Silhouette
1                        Scythe Tiger
1                        Vastwood Gorger
2                        Vines of Vastwood

Artifacts (5)
Adventuring Gear
2                        Expedition Map
1                        Trusty Machete


1 Gray Pelt Refuge
1 Marsh Flats
7 Forest
8 Plain


 

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