R
Rooser
Guest
Here it is, my latest blue-green masterpiece. Oh yeah, also this is my first post in long time .
EDIT: Geez, I practically wrote an article here, didn't I? Should I submit it as such, Spidey?
Eternal Snake
Land (24)
Yavimaya Coast x4
Treetop Village x4
Forest x4
Island x12
Creatures and Threats (12)
Eternal Witness x4 <----- Fifth Dawn Alert!
Mystic Snake x4
Call of the Herd x4
Hilarity (24)
Curfew x4 <----- Look it up.
Aether Burst x4
Counterspell x4
Fact or Fiction x4
Condescend x4 <----- Fifth Dawn Alert!
Temporal Spring x4
Strategy:
This deck is extended legal. I built it for fun, but it performs so well that I'm thinking of taking it to a tournament. No ideas yet for what should go in the sideboard - (I'm open to suggestions on this one).
For those who do not immerse themselves in each new set, the new cards in this deck are Eternal Witness and Condescend.
Eternal Witness - 1GG
Creature - Human Shaman 2/1
When ~this~ comes into play, return target card in your graveyard to your hand.
Condescend - XU
Instant
Counter target spell unless its caster pays X.
Scry 2 - (Look at the top two cards of your library, put any of them on the bottom of your library, and put the rest back on top in any order).
Also I am using a lesser known card from Urza's Saga, (But one that I think is highly underrated), called Curfew.
Curfew - U
Instant
Each player chooses a creature they control and returns it to owner's hand.
Anyway, the basic strategy is to treat this deck like Aggro-Control. Try to keep their half of the board as empty as possible, but remember to play threats when appropriate and that ultimately this deck wins with superior tempo so don't be afraid to tap out and try to win.
Eternal Witness was put in here as an afterthought, but it turns out that it's what makes the deck go. Straight up it adds a lot of depth to your control structure, giving you a second use out of a counterspell, or maybe speeding you out of a hole by giving you a second go with Fact or Fiction. Where these guys really shine, however, is with the bounce spells.
An Eternal Witness and a Curfew is enough to create a recursive loop, (They bounce a creature, you get your Witness back in hand, then you recast the Witness and put the curfew back in your hand). You get the same loop, but with more control, once you come to your second Aether Burst, (Target one of their creatures and your Witness. It's the same trick, but now you can choose which of their creatures to bounce). The recursive tempo swing becomes even greater when you come to your third or fourth Burst.
Alternatively, if you have two Witnesses and your second Burst, you can return both of your Witnesses, recast them, get your Burst back, and get another card out of your graveyard too. The last of these loops does require a lot of mana, but it's an end game strategy anyway.
Here's a strategic rundown:
Early Game: Play control. Try to limit their board development as much as possible.
Mid Game: Play more aggressive. Put some threats on the board and try to look for big tempo swings. Call of the Herd and an Aether Burst followed by Mystic Snake on the next turn can spell game over.
Late Game: Play smart. If you can't finish 'em off after 10 turns, then you might want to change your strategy. It depends on the situation. You might just want to throw as many creatures at them as you can if you feel that your control elements won't be able to stop them in the long run. Conversely, if you have a steady recursion engine going then patience might be the best bet - you'll proably wear them down eventually.
Multiplayer:
A deck that plans on playing Curfew over and over again is going to be fairly solid in multiplayer most of the time, but sometimes your irritating presence can make you a target. This is a good deck for multiplayer, but not the best. If playing multiplayer, be less agressive, and remember that other control players will probably end up inadvertantly helping you out by countering the big threats and casting mass removal spells. Don't appear too threatening as this deck can easily be overwhelmed by multiple players in hurry.
Strengths and Weaknesses:
This deck is great against other agressive decks, and has the goods to deal with both combo and control. However, in the end this deck is only geared to deal with small groups of threats. If they can manage to get out a lot of creatures at once, you will probably lose. If they are running Decree of Justice or are able to resolve something like a Squirrel Nest, you are in big trouble. Also, any deck that can out counterspell you might prove to be a heavy threat, and any deck that can attack your graveyard will likely prove more dangerous than usual.
Ideas:
I'm thinking Engineered Explosives might make a good sideboard - (Being able to hit it for 0, 1, or 2 will likely be anough to deal with most weenie hordes.) Also, Gaea's Skyfolk would fit nicely in this deck, but right now I can't make room for them.
EDIT: Geez, I practically wrote an article here, didn't I? Should I submit it as such, Spidey?
Eternal Snake
Land (24)
Yavimaya Coast x4
Treetop Village x4
Forest x4
Island x12
Creatures and Threats (12)
Eternal Witness x4 <----- Fifth Dawn Alert!
Mystic Snake x4
Call of the Herd x4
Hilarity (24)
Curfew x4 <----- Look it up.
Aether Burst x4
Counterspell x4
Fact or Fiction x4
Condescend x4 <----- Fifth Dawn Alert!
Temporal Spring x4
Strategy:
This deck is extended legal. I built it for fun, but it performs so well that I'm thinking of taking it to a tournament. No ideas yet for what should go in the sideboard - (I'm open to suggestions on this one).
For those who do not immerse themselves in each new set, the new cards in this deck are Eternal Witness and Condescend.
Eternal Witness - 1GG
Creature - Human Shaman 2/1
When ~this~ comes into play, return target card in your graveyard to your hand.
Condescend - XU
Instant
Counter target spell unless its caster pays X.
Scry 2 - (Look at the top two cards of your library, put any of them on the bottom of your library, and put the rest back on top in any order).
Also I am using a lesser known card from Urza's Saga, (But one that I think is highly underrated), called Curfew.
Curfew - U
Instant
Each player chooses a creature they control and returns it to owner's hand.
Anyway, the basic strategy is to treat this deck like Aggro-Control. Try to keep their half of the board as empty as possible, but remember to play threats when appropriate and that ultimately this deck wins with superior tempo so don't be afraid to tap out and try to win.
Eternal Witness was put in here as an afterthought, but it turns out that it's what makes the deck go. Straight up it adds a lot of depth to your control structure, giving you a second use out of a counterspell, or maybe speeding you out of a hole by giving you a second go with Fact or Fiction. Where these guys really shine, however, is with the bounce spells.
An Eternal Witness and a Curfew is enough to create a recursive loop, (They bounce a creature, you get your Witness back in hand, then you recast the Witness and put the curfew back in your hand). You get the same loop, but with more control, once you come to your second Aether Burst, (Target one of their creatures and your Witness. It's the same trick, but now you can choose which of their creatures to bounce). The recursive tempo swing becomes even greater when you come to your third or fourth Burst.
Alternatively, if you have two Witnesses and your second Burst, you can return both of your Witnesses, recast them, get your Burst back, and get another card out of your graveyard too. The last of these loops does require a lot of mana, but it's an end game strategy anyway.
Here's a strategic rundown:
Early Game: Play control. Try to limit their board development as much as possible.
Mid Game: Play more aggressive. Put some threats on the board and try to look for big tempo swings. Call of the Herd and an Aether Burst followed by Mystic Snake on the next turn can spell game over.
Late Game: Play smart. If you can't finish 'em off after 10 turns, then you might want to change your strategy. It depends on the situation. You might just want to throw as many creatures at them as you can if you feel that your control elements won't be able to stop them in the long run. Conversely, if you have a steady recursion engine going then patience might be the best bet - you'll proably wear them down eventually.
Multiplayer:
A deck that plans on playing Curfew over and over again is going to be fairly solid in multiplayer most of the time, but sometimes your irritating presence can make you a target. This is a good deck for multiplayer, but not the best. If playing multiplayer, be less agressive, and remember that other control players will probably end up inadvertantly helping you out by countering the big threats and casting mass removal spells. Don't appear too threatening as this deck can easily be overwhelmed by multiple players in hurry.
Strengths and Weaknesses:
This deck is great against other agressive decks, and has the goods to deal with both combo and control. However, in the end this deck is only geared to deal with small groups of threats. If they can manage to get out a lot of creatures at once, you will probably lose. If they are running Decree of Justice or are able to resolve something like a Squirrel Nest, you are in big trouble. Also, any deck that can out counterspell you might prove to be a heavy threat, and any deck that can attack your graveyard will likely prove more dangerous than usual.
Ideas:
I'm thinking Engineered Explosives might make a good sideboard - (Being able to hit it for 0, 1, or 2 will likely be anough to deal with most weenie hordes.) Also, Gaea's Skyfolk would fit nicely in this deck, but right now I can't make room for them.