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1 year ago ::
Feb 01, 2012 - 10:26PM
#11
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Date Joined:
Mar 15, 2011
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1 year ago ::
Feb 01, 2012 - 10:34PM
#12
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1 year ago ::
Feb 01, 2012 - 10:38PM
#13
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1 year ago ::
Feb 01, 2012 - 10:40PM
#14
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1 year ago ::
Feb 01, 2012 - 10:44PM
#15
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1 year ago ::
Feb 01, 2012 - 10:44PM
#16
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1 year ago ::
Feb 01, 2012 - 10:47PM
#17
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Date Joined:
Jul 22, 2011
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1 year ago ::
Feb 01, 2012 - 10:54PM
#18
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Date Joined:
Oct 20, 2008
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This Deck was built in 0:01:58Total Deck Size: 4016 Lands --------------- 7 Forest 8 Mountain 1 Swamp 18 Creatures --------------- 1 Avacyn's Pilgrim 2 Briarpack Alpha 1 Daybreak Ranger 1 Erdwal Ripper 1 Forge Devil 1 Galvanic Juggernaut 1 Hinterland Hermit 1 Huntmaster of the Fells 1 Instigator Gang 2 Nearheath Stalker 1 Orchard Spirit 1 Rage Thrower 1 Rakish Heir 1 Somberwald Dryad 1 Torch Fiend 1 Ulvenwald Mystics 6 Other Spells --------------- 2 Fires of Undeath 2 Ranger's Guile 1 Spidery Grasp 1 Traveler's Amulet I would build it this way, not sure if its good or not. 6 mana for the flashback on fires is quite late, so i think 1 amulet and 1 swamp is sufficient. Other than that, i feel like not splashing too much makes the deck more consistent. And ranger's guile protects your various bombs like huntmaster, gang, daybreak ranger, and even rage thower well.
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1 year ago ::
Feb 01, 2012 - 11:00PM
#19
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1 year ago ::
Feb 01, 2012 - 11:04PM
#20
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I thought this pool was kinda garbage with the notable exception of the Huntmaster and some of the red creatures/removal. This Deck was built in 0:19:57Total Deck Size: 4318 Lands --------------- 8 Forest 9 Mountain 1 Shimmering Grotto 14 Creatures --------------- 1 Avacyn's Pilgrim 2 Briarpack Alpha 1 Daybreak Ranger 1 Erdwal Ripper 1 Forge Devil 1 Hinterland Hermit 1 Huntmaster of the Fells 1 Instigator Gang 1 Orchard Spirit 1 Rage Thrower 1 Somberwald Dryad 1 Somberwald Spider 1 Torch Fiend 10 Other Spells --------------- 1 Crushing Vines 2 Fires of Undeath 1 Fling 1 Furor of the Bitten 1 Mask of Avacyn 2 Ranger's Guile 1 Traveler's Amulet 1 Trepanation Blade That's my deck, and it follows the same game plan I always seem to use in sealed: hit a decent curve and top out at 5 cmc stuff while prioritizing in order of: removal -> creatures -> synergy. Rage Thrower is just too good to not take though. My sealed deck last weekend was ridiculously awesome. GW tokens with a single Intangible Virtue 3 Lingering Souls 2 Gather the Townsfolk and a Geist-Honored Monk to round things out. I also had two pieces of removal/permission and a couple of Travel Preparation with the Avacyn's Collar which made the humans(the rest of the cards in the deck) awesome when I got it out. I splashed for the flashback on the Lingering Souls and the Vault of the Archangel I pulled with a Shimmering Grotto , a Caravan Vigil and a Traveler's Amulet Last, but surely not least, I had the awesome power of the Trepanation Blade at my disposal. Unfortunately, though I swung with it countless times, it only once hit more than a single land, and that swing was only adding 6 power and got flash blocked. That deck only went 3-1-1 in my tournament, but I was up against a red deck with two Rolling Temblor s and three spot removal spells he showed me afterward. I got hosed by his Bloodcrazed Neonate s without drawing any token makers in the last two games. Incidentally, He scooped to overwhelming fliers in game one. The tie was a result of a guy building a nasty cruel control type deck that was either countering stuff or bouncing/board wiping. He won the first game with a bit of milling/control god-draw against my hand(that took forever unfortunately) so the second game went to turns, and I won on the second with a single spirit wielding(you guessed it) Trepanation Blade .
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