H
Hetemti
Guest
I've never liked the U/G madness decks, but I did enjoy the fact that Wild Mongrel gave green a good creature for the first time since what, Saga?
So, here's what I came up with.
• Real Estate.
7 Forest.
4 Island.
4 Yavamaya Coast.
2 Tropical Island. (Yeah, I need a couple more for the meld.)
• Altrenate Mana.
R Chrome Mox.
4 Birds of Paradise.
• Land Search.
4 Land Grant.
R Crop Rotation.
• Solutions.
3 Wash Out.
2 Boomerang.
2 Naturalize.
• Warriors.
3 Serendib Efreet
3 Gaea's Skyfolk.
4 Wild Mongrel.
4 Rancor.
• Fun.
2 Hurricane.
1 Fireshrieker.
• Draw.
4 Accumulated Knowledge.
2 Impulse.
R Fact or Fiction.
R Ancestral Recall.
R Gush.
Now, this is a fully agressive deck, with a minimal amount of control. I must be ready to handle anything that directly gets in my way, but I can't distract from the agressive side, or I'll wind up too slow to kill before I run out of what control I have.
So, after fifty goldfish rounds I got this:
4 **
5 ***** ***** ***** ***** ***** *
6 ***** ***** ***** *
7 ***** *
56% of the time I can get to 20 points in on turn five (and usually much more), but I'd really like more turn 4 kills. However, without the glorious Chrome, Hound, Rancors, Recall/Gush coming out of my deck like eletrocuted earthworms, I just can't seem to get at Turn 4.
So, any ideas out there that can push that distrobution upward a bit? As far as I care, a 7 turn hand is a loss, and those sixes are pretty sad.
Ideas in my head...
• Lotus Petal: It'd serve the same purpose as Chrome Mox, but only cost one card, which may get my 4-turn ratio up from 4% to 7%, but what to cut for it...
• Serendib Efreet: He doesn't really factor into the fast kill equation, but if I don't see hound, 3/4 in the air is respectible, and if I have to drop a non-lethal Hurricane, my other creatures (Gaea's and Birds) are sure to fall. Four on the backside means I can shoot down flying kittens that white got in Mirrodin without losing the elite efreet.
• Crop Rotation: Turning a first turn Forest into first turn TropIs, and still popping out a Bird is strong. Plus it thins. But, is that good enough to earn the slot?
• Elvish Sprit Guide: I don't have them, but should I try to get 'em? I suppose they'd go in place of the Accumulated, though the latter proves VERY handy when the game does run long.
• Instill Energy: Haste can be handy. I have three, I could put them in place of Accumulated, with the fourth slot going to Arcanus the Delicious. I had him in for a while. If 3 cards per turn isn't enough, Inergy would make him cough up six. That makes hounds happy.
• Strip Mine: I don't use a lot of colorless (hence no Sol Ring), but would the slight chance at colorscrew be worth the slight chance of disrupting an opponent who kept a land-light hand?
• Temporal Spring: It's expensive and sorcery, but it does bounce and it stalls the opponent by keeping him out of his deck a bit. Worthwhile, or would the endless hordes of Sensei's Divining Dreidels make that just kinda silly?
The good thing about the deck is it inherently knows no dead cards. That which isn't attacking is drawing, except for the bounce, which almost never goes to waste, and anything that isn't particulalry useful gets fed to the hound for the win.
So, here's what I came up with.
• Real Estate.
7 Forest.
4 Island.
4 Yavamaya Coast.
2 Tropical Island. (Yeah, I need a couple more for the meld.)
• Altrenate Mana.
R Chrome Mox.
4 Birds of Paradise.
• Land Search.
4 Land Grant.
R Crop Rotation.
• Solutions.
3 Wash Out.
2 Boomerang.
2 Naturalize.
• Warriors.
3 Serendib Efreet
3 Gaea's Skyfolk.
4 Wild Mongrel.
4 Rancor.
• Fun.
2 Hurricane.
1 Fireshrieker.
• Draw.
4 Accumulated Knowledge.
2 Impulse.
R Fact or Fiction.
R Ancestral Recall.
R Gush.
Now, this is a fully agressive deck, with a minimal amount of control. I must be ready to handle anything that directly gets in my way, but I can't distract from the agressive side, or I'll wind up too slow to kill before I run out of what control I have.
So, after fifty goldfish rounds I got this:
4 **
5 ***** ***** ***** ***** ***** *
6 ***** ***** ***** *
7 ***** *
56% of the time I can get to 20 points in on turn five (and usually much more), but I'd really like more turn 4 kills. However, without the glorious Chrome, Hound, Rancors, Recall/Gush coming out of my deck like eletrocuted earthworms, I just can't seem to get at Turn 4.
So, any ideas out there that can push that distrobution upward a bit? As far as I care, a 7 turn hand is a loss, and those sixes are pretty sad.
Ideas in my head...
• Lotus Petal: It'd serve the same purpose as Chrome Mox, but only cost one card, which may get my 4-turn ratio up from 4% to 7%, but what to cut for it...
• Serendib Efreet: He doesn't really factor into the fast kill equation, but if I don't see hound, 3/4 in the air is respectible, and if I have to drop a non-lethal Hurricane, my other creatures (Gaea's and Birds) are sure to fall. Four on the backside means I can shoot down flying kittens that white got in Mirrodin without losing the elite efreet.
• Crop Rotation: Turning a first turn Forest into first turn TropIs, and still popping out a Bird is strong. Plus it thins. But, is that good enough to earn the slot?
• Elvish Sprit Guide: I don't have them, but should I try to get 'em? I suppose they'd go in place of the Accumulated, though the latter proves VERY handy when the game does run long.
• Instill Energy: Haste can be handy. I have three, I could put them in place of Accumulated, with the fourth slot going to Arcanus the Delicious. I had him in for a while. If 3 cards per turn isn't enough, Inergy would make him cough up six. That makes hounds happy.
• Strip Mine: I don't use a lot of colorless (hence no Sol Ring), but would the slight chance at colorscrew be worth the slight chance of disrupting an opponent who kept a land-light hand?
• Temporal Spring: It's expensive and sorcery, but it does bounce and it stalls the opponent by keeping him out of his deck a bit. Worthwhile, or would the endless hordes of Sensei's Divining Dreidels make that just kinda silly?
The good thing about the deck is it inherently knows no dead cards. That which isn't attacking is drawing, except for the bounce, which almost never goes to waste, and anything that isn't particulalry useful gets fed to the hound for the win.