M
Mikeymike
Guest
Like Girls Gone Wild, but with Magic cards.
So, after CoK came out I ordered a bunch of Moonfolk cards I can abuse, but never got around to building the deck. Hell, I haven't made any decks in the past 5 months or so, and need to get moving.
Anyway, I figured this deck could have some pretty cool MP interactions without being too obnoxious or fragile. Still, I've had a difficult time getting beyond the key cards (Azusa, Moonfolk) and am open to all suggestions.
Cards - 70 (that's right! I don't think it will be a problem with the Horn of Greed/Azusa)
Creatures - 20
3 Sylvan Safekeeper (or Soratami Rainshaper?)
3 Budoka Gardener (I actually like the Gardener much Dokai here)
4 Azusa, Drunk and Incoherent
2 Soratami Mirror Mage
1 Soratami Savant
2 Meloku
2 Uyo, Silent Prophet
2 Patron of the Moon (this card shouldn't be blue, but I'm playing it anyway)
1 Tradewind Rider (I figure I can Defense it out late game, and start being annoying with my tokens...worth it?)
Others - 20
4 Horn of Greed
4 Naturalize (have to in my group)
3 Impulse
3 Sprouting Vines
3 Defense of the Heart
1 Fastbond
1 Regrowth
1 Ancestral Recall (hey I have it, I'm playing it)
Land-me-downs - 30
4 Mox/Lotus/Sol Ring
1 Strip Mine
2 Wasteland
2 Maze of Ith (just because I can protect them with my Moonfolk)
4 Tropical Island
4 Treva's Ruins
8 Island
5 Forest
Cards I'm thinking about
- Undiscovered Paradise, but I can't afford these and the Ruins, and in this particular deck I think the Ruins are better.
- Library of Alexandria, good early game card-draw before the Horns
- Nature's Lore, b/c I have an unhealthy addiction to it.
- Counterspell, b/c its counterspell
- A single card that blows up multiple ench/arts
Thanks in advance!
So, after CoK came out I ordered a bunch of Moonfolk cards I can abuse, but never got around to building the deck. Hell, I haven't made any decks in the past 5 months or so, and need to get moving.
Anyway, I figured this deck could have some pretty cool MP interactions without being too obnoxious or fragile. Still, I've had a difficult time getting beyond the key cards (Azusa, Moonfolk) and am open to all suggestions.
Cards - 70 (that's right! I don't think it will be a problem with the Horn of Greed/Azusa)
Creatures - 20
3 Sylvan Safekeeper (or Soratami Rainshaper?)
3 Budoka Gardener (I actually like the Gardener much Dokai here)
4 Azusa, Drunk and Incoherent
2 Soratami Mirror Mage
1 Soratami Savant
2 Meloku
2 Uyo, Silent Prophet
2 Patron of the Moon (this card shouldn't be blue, but I'm playing it anyway)
1 Tradewind Rider (I figure I can Defense it out late game, and start being annoying with my tokens...worth it?)
Others - 20
4 Horn of Greed
4 Naturalize (have to in my group)
3 Impulse
3 Sprouting Vines
3 Defense of the Heart
1 Fastbond
1 Regrowth
1 Ancestral Recall (hey I have it, I'm playing it)
Land-me-downs - 30
4 Mox/Lotus/Sol Ring
1 Strip Mine
2 Wasteland
2 Maze of Ith (just because I can protect them with my Moonfolk)
4 Tropical Island
4 Treva's Ruins
8 Island
5 Forest
Cards I'm thinking about
- Undiscovered Paradise, but I can't afford these and the Ruins, and in this particular deck I think the Ruins are better.
- Library of Alexandria, good early game card-draw before the Horns
- Nature's Lore, b/c I have an unhealthy addiction to it.
- Counterspell, b/c its counterspell
- A single card that blows up multiple ench/arts
Thanks in advance!