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Hi all im new to magic. I got the deck builders toolkit (2013) and i made this deck:
Arbor Elf Bond Beetle Abundant Growth Fog Prey Upon Hydrosurge Unsummon Elvish visionary Ambush Viper Farseek Titanic Growth Timberland Guide Wandering Wolf Hamlet Captain Essence Scatter Negate Mind Sculpt Natural End Borderland Ranger Yeva's Forcemage Divination Briarpack Alpha Ranger's Path Mwonvuli Beast Tracker Acidic Slime Sentinel Spider LAND Shimmering Grotto Evolving Wilds Forest=15 Island=5 i didn't feel like i got enough decent cards to make a good deck but please post what to add, change or do to this deck.
The most obvious issue with this deck is that it lacks focus. It's all over the place. You have too many different cards that don't add up to much.
First and foremost, I would get rid of the blue in this deck. Make it mono-green and add some higher power creatures. Since you're new and probably a bit limited in choices, I'll stay away from rares, but some cards you can use are Slime Molding Second, in a green deck, mana gain is crucial. Keep the Arbor Elf Third, run more removal cards. Removal cards are cards designed to get rid of your opponent's threats. In green, they're a bit hard to come by, but you can use more Prey Upon There are other things that can improve your deck, but start with what I told you.
Thanks for the help ill do this, i just need to know what singles to buy and add to my deck to make it playable, this is a big help thanks!
Mono green aggro could be a great place to start for a beginner, and a personal fav deck build of mine. It's super cheap, under 25 bucks total, and plays well enough to win at a casual FNM. If you are interested, I'll post a list for ideas.
I agree, mono-green aggro is fun and powerful enough now to be good.
Since you're new, you may not be able to get some of the older cards (my shop doesn't even carry stuff as recent as Lorwyn anymore), but there are great green creatures coming out all the time. that being said, some cards for mono-green are pretty easy to come by, here are some of my favorites: Overrun Primalcrux I Lke to run any big creature with Flash as kind of pseudo removal. If they attack with some kind of fatty (which, outside of green, is usually a 5/5 or a 6/6) it's very satisfying to flash in a Cloudthresher Green really needs card draw. Garruk's Packleader Llanowar Elves That's about it. Last piece of advice is to include creatures with a variety of green's abilities. Trample and Reach in particular. Green is notoriously weak to anything that flies, so Reach can be a lifesaver. Also look for things with Flash and either Shroud or Hexproof to keep people from just playing Doom Blade
Thanks for the advice everyone i have come up with a new deck based off a few cards i have allready and some that have been recomended, do you think this is decent for casual play with friends?
Borderland Ranger Prey Upon Titanic Growth Ranger's Path Arbor Elf Plummet Baloth Woodcrasher Aerial Predation Llanowar Elves Terra Stomper Thorn Elemental Forest (This is just an idea for my deck please give me ffedback and changes to make as im sure it isnt perfect!)
Also i have a budget of around £20-£30 and id be ordering off magicmadhouse so if you can please keep that in mind with card or deck suggestions, i wouldnt be willing to buy £300 cards!
borderland ranger isnt very good
plummet, aerial predation and prey upon are conditional removal - you're better off splashing black or white for actual removal unless you have insane amounts of cheap ramp you dont wanna go below 20-24 lands titanic growth doesnt go well with fatties ranger's path replace with skyshroud claim 20 cards out other than the path replacements should be 4-6 land 2-8 ramp cards 1-2 lightning greaves depending how much ramp you add you can put in more fatties or some 3-5 cmc creatures like vorapede regal force garruk wildspeaker green has great creaturebased disenchants like acidic slime since you've gone at least halfway with creature based ramp id run overwhelming stampede
Leatherback Baloth
Lightning Greaves Garruk Wildspeaker Murder Putrefy Ranger's Path Arbor Elf Baloth Woodcrasher Llanowar Elves Terra Stomper Thorn Elemental Forest Swamp Is this any better?
If someone could post a deck list using some of the cards in the first post i made that would also be a massive help!
4x Ambush Viper
4x Briarpack Alpha 4x Terra Stomper 4x Llanowar Elves 4x Elvish Visionary 4x Leatherback Baloth 4x Harmonize 3x Hurricane 3x Lightning Greaves 3x Overrun 2x Garruk Wildspeaker 21 Forest
Thanks for the list i might consider making that, but i feel the latest deck i posted would work better how would you rate it?
Leatherback Baloth Lightning Greaves Garruk Wildspeaker Murder Putrefy Ranger's Path Arbor Elf Baloth Woodcrasher Llanowar Elves Terra Stomper Thorn Elemental Forest Swamp
having monsters is great, this deck is fine. here are some issues, Murder
This deck is also vunerable to stalling as you run out of cards to play as your opponents remove your only "threat" creatures in the tramplers. So a way to make all your creatures a threat is an answer
personally I wouldn't complicate things by adding another color. You likely don't have the lands (like Overgrown tomb
That being said, It is true that borderland ranger isn't very good. Personally I like Farhaven Elf If you must add another color, I'd recomend white over black. White and Green play better together since they're "allied" colors. things like Armada Wurm also, Thorn Elemental
Whoa...y'all got wayyy off the mark on the mono green AGGRO part...
Don't splash black. It's not bringing you any real help at this stage of the game. MGA seeks to do a few things. First off, like all aggro, it wants to dump it's hand quickly and swing for the win. How do we do this? We keep the curve VERY low, no big green fatties. No useless 1/1 ramp goons. Just raw quick power with pump. But how do you stop control? You need hexproof and indestructible guys so you can skip past destruction spells. Counter magic can be fought off with cavern of souls This is my current non-standard list, and it's super budget and brutal! 4x young wolf 4x gladecover scout 4x strangleroot Geist 4x predator ooze 3x champion of lambholt 4x wild beastmaster 4x giant growth 4x rancor 3x ranger's guile 1x withstand death 2x blessings of nature 3x revenge of the hunted 21x forest Lots of punch, very in your face, tons of pressure. This is how you should be playing MGA. The other lists are ok but that's Big Green, and IMO, too too heavy and reliant on ramp to win
agro green is a fairly effective decktype - the deck jnp posted isnt all that vulnerable to volcanic fallout so your response is kinda weird. Midrange is too slow to beat many decks.
when the design team of a game decides to name a strategy a derogative term like timmy it should be a clue that they arent going to give said strategy the support it needs, and, indeed, they havent. urzatron+emrakul works but thats more of a johnny strategy. big green is under pressure from 2(-3) sides: very fast agro will overrun it unless it gets a fast hand and the first fatty it casts helps vs agro like pelakka wurm control is the archenemy. in a game where size offers 0 protection from removal, fatties are like the fat boy in a boxing fight, he may pack a punch but he will never connect (hence the term fatty?^^) some cards can deal with spotremoval through protection, tokens or draw, a few are uncounterable and even fewer have decent ability vs sweep. None of them deal with all of them in a decent way while at the same time packing a decent punch - not if you factor in the "effective card disadvantage" caused by playing ramp in the first place the only fatty i can think of that truly gives control a run for it money would be angel of serenity the third possible problem for big green would be tribal or other forms of synergy which often churns out a bigger combatpresence than fatties provide at smaller cost. Tribal is easily disrupted though, but big green doesnt have many options and cant really spare the cards to do so. add to this "internal" issues like consistency, caused by the need for enablers like ramp cards that do nothing on their own - and conversely cards nike fatties that are hideouly inefficient without said enablers, and you have a fairly bad decktype. So while big green can answer most challenges it generally requires branching out to nongreen fatties, green fatties tend to be things like primalcrux
@jimlich: quite decent. a few final tweaks:
baloth woodcrasher isnt very good outside a deck built to support it the advice that murder should be replaced by doom blade or the like is solid - you could also just skip removal and stay monogreen id prefer tornado elemental and aain i want to push regal force
I said it seems weak to instant speed removal and sweeper effects, not that it loses to it. But mostly I was saying that with a green deck like that, why not just play RDW?
And who says Timmy is a derogatory term? WTC designs its cards, especially rares, for one or more of the 3 archetypes and doesn't attribute a "good" or "bad" value to any of them. Also, Emrakul is practically Timmy's wet dream, even when ramped into with Urzatron or 12 post. He's huge, and has a bunch incredibly splashy abilities that would make any Timmy drool. Johnny cards are cards Timmy would look at and wonder what the hell it's good for like Sway of the Stars But I guess we'll agree to disagree, because I play Mono Green accepting that I will lose to certain decks and that no deck can have all the answers to everything. Although somehow my own Big Green deck doesn't lose to fast decks and stands a chance against control decks due mostly to smart playing, troll ascetic At least I learned there's a difference between MGA and Big Green (apparently), and I've been calling my deck the wrong thing for 5 years
emrakul is indeed quite timmy-y. but he's so expensive that to be playable you need to johnny-up the deck and use a strange ramptype like urzatrom/12post or find some method to cheat him out.
timmy is a wideeyed, naive fool bareely capable of grasping strategic concepts. It can be applied neutrally or even affectionally by a doting grandmother. When applied by the kind of person asked to join a design team its bloody well derogative. Perhaps not without some fondness but definitely mixed with a large spoonful of scorn. as for MGA vs RDW...you're probably right that RDW is the stronger deck in most matchups - RDW tends to focus on getting 20 damage though, and has trouble dealing with lifegain as well as playershroud....its a similar style but different. Green has better 2 and 3 drops as well as mass boost vs red burn spells. If RDW is stronger its not by much. the deck you describe seems more like green midagro than biggreen - to be big you need 8+ cards costing 6+ mana and the ramp to go with those. (i just made up that rule, but you get the point - biggreen is ramp and expensive spells usually creatures) the cards you'vee mentioned so far would definitely lose to a fast deck (on average ofc) but seems quite decently prepared for a control matchup.
Again we can agree to disagree on this, but I've always heard Timmy described as the player that likes big things. Big creatures, big effects, anything big and flashy. Then I think about some of the decks I remember being popular a while back, specifically Cruel Ultimatum
I have no idea why I'm defending this so vehemently. Probably because I call a lot of my friends Timmy because they like big effects and creatures, but they're by no means bad or inexperienced players. @OP sorry to threadjack. We're kind of getting off topic here
if there has ever been a competitive deck built around powering out spells in the 6-8 cmc range ill concede my point but i doubt it. I would expect the cruel ultimatum deck to be part of a control deck variant?
discussions on the web have that effect, at least on me. they draw you in^^
IMO, MGA is better placed to win vs a wider gamut of deck types than RDW because of increased resiliency.
RDW is faster by a smidge, but none of its creatures have hexproof, undying, persist, or indestructible. This makes them roll over to spot removal and sweepers. Yes, you can sweep me with fallout on turn 3, but my young wolf comes back as a 2/2, my Geist a 3/2, and my predator ooze just yawns. Next turn I rancor or hopefully flip a revenge of the hunted and it's GG. In a format where removal is so so strong, the resiliency factor is better than speed. I personally classify all aggro decks as creature based attack topping out at 4 mana. Big Green/Red/insert color here decks for me start at 5 and up. Timmy isn't always a bad term either. My best deck, grixis control, has several spells and critters over 6+ mana. My major boom card is bolas planeswalker at 8 mana. That is super Timmy IMO. But it's in a control shell. Idk, maybe "real" Timmy's just wanna play with 30 stompy dudes all costing 7+ mana? Who knows. well its not like we can look up the final definition of timmy but i wouldnt call a control deck timmy even if there were a few expensive spells in such a deck. indeed wincons are often expensive....Timmy to my mind is the offensive strategy that wants to win with big stuff.
Hmm, yes you do make a positive point. I'll say I can get behind that
8 pieces of air-killing can be replaced by a few Silklash Spider
I saw Pelakka Wurm Soul of the Harvest Cheers!
This keeps sucking me back in, but I feel like you're missing an important point about RDW, and that's that RDW also has its own spot removal which doubles as direct damage. Whether I roll over to sweepers or not, all that matters is I did damage. I don't care if you sweep away my flamekin Bladewhirl I'll give you that green's stength is resilience, that's why it's the pump and regenerate color. However, in my experience that resilience is better suited to backup from your own removal in another color, such as in Zoo. also, both of the pump spells you mentioned are neutered by the exact thing I said your deck would be weak to: Instant speed removal. Unless you're using them on Predator Ooze I hope none of that was offensive, I'm just kind of enjoying having a lively debate about this haha ![]() As for the actual deck at hand, Predator Ooze Or you can go the speed route. Though we already know my opinion on that (for those that missed it it was "why not just play Red Deck Wins?"). It can be fun to play a surprise deck like that, though, since not many people are expecting green to be fast
I'm just not a fan of RDW I guess. I can protect my guys with ranger's guile
ondu cleric Now there are clearly answers and outs in all types of decks, and both RDW and MGA are sorta one trick ponies. It's just my opinion that MGA's trick is better in more scenarios more often than reds.
lifegain doesn't bother me now that I run Stigma Lasher
but now that we've just boiled it down to personal preference we should probably agree to disagree and stop cluttering up this thread with a debate abot the merit of RDW over MGA out of respect for the OP
but staying power means that lifegain isnt nearly the same problem. heroes' reunion
lifegain and playershroud are relatively rare in mainboard but much less so in sideboard, factor those in and MGA will have a better chance at winning g2 than RDW - although RDW likely has a slight advantage G1.
^^assumes it will resolve and connect.
Not a safe assumption in the slightest. Having to rely on a creature for that effect is...not very reliable. I don't see why you think rawsugar's logic is flawed tho. His analysis is pretty much spot on. RDW does have a very strong G1. But 2/3 it does not get as strong of sb choices as other decks, because it can't deviate from it's strategy of kill kill kill! Without sacrificing too much speed. Vortex is a good sb card, except that it's murderous in the 3 slot where you wanna be casting those hasty dudes and spells. It goes back to g2/3 choices. RDW just aren't that strong vs other decks. RDW does get hellrider It does all come down to preference I suppose.
Lol we have. Sorry u feel Ganged up on. Just expressing different styles of play. Always good for learning
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