Need help with creature base.

G

Griffith_se

Guest
12 creatures


26 spells
3 Reverse Damage (Thought in would be good against big damage spells)
3 Ancestral Mask (I suppose Explosive Growth is probably better, but ancestal Mask is more perm and I also have several enchantment of My own)
3 Shackles
2 Seal of Cleansing (I'm using this instead of disenchant to help out the ancestral Mask)
4 Sterling Grove (Good idea rkoelsch)
3 Wax/Wane
4 Armadillo Cloak
4 Dueling Grounds (I basicaly want get a one on one creature match up, With mine being the big pumped up Guy)


22 land
4 Kor Haven (I think this combos well with Dueling Ground, renders opponents one attacker harmless, unless its a Blastoderm (but thats were the pacifism come in)
18 other lands

So... any suggestions for the creature base?
I suppose Kavu Titan should go in, but what else?
Do You think I need creatures with special abilitys like, tap target creature, or maybe mana producing type creatures?

[Edited by Griffith_se on 01-08-01 at 12:16 PM]
 
R

rkoelsch

Guest
and put in 4 Sterling Groves
Charging trolls would be good
Llanowar Knights
Kavu Chameoleon
Birds of Paradise
quiron elves
 
C

Crackdown

Guest
If you are going to go Dueling Grounds, you'll need to do some things:

1. Protect it. Sterling Grove is good, but you may need more.

2. Deal with Two-Headed Dragons.

Kor Haven and shackles are good, but so many decks now pack a bunch of enchantment removal and Rish Port that KH and Shackles may not be enough.

Two-Headed Dragons are really nasty in this environment, as is Backlash (I love playing with Backlash... it's so annoying).

A thought . . . Dawnstrider with some protection for her.
 
G

Griffith_se

Guest
Maybe like this?
Crackdown how about a Story Circle?
I have alot of enchantments, maybe I can take advantage of Verduran Enchantress.

14 creatures
4 Birds of Paradise
4 Verduran Enchantress
4 Quirion Elves
2 Jeweled Spirit

22 Enchantments
4 Ancestral Mask
4 Armadillo Cloak
3 Seal of Cleansing
3 Shackles
3 Cho Manno's Blessing
1 Story Circle
4 Sterling Grove
4 Dueling Grounds

20 land
4 Kor Haven
4 Brushland
8 Forest
4 Plains



[Edited by Griffith_se on 01-09-01 at 09:20 AM]
 
C

Crackdown

Guest
Hmm... that looks better to these eyes.

If Blinding Angel is your key attack weapon (over your own 2-headed), then you might want to consider ways to make it unblockable ... and untargetable.

If they can only block with one creature, then a creature that gives pro-color would be a real treat. One of the masters perhaps? I like Armored Guardians, but they're higher casting cost, higher triggered ability cost and need some blue. But then, I like Blue.

Or you could splash some blue with coastal towers and use a Dream Thrush.

Finally, I've noticed that with the advent of Wax/Wane and demise of Masticore, there isn't much T2 artifact usage and few real disenchants/seals. Could an early Complex Automaton or something else provide some help?
 
G

Griffith_se

Guest
Chimeric Idol's make Me nervous, not as nervous as Masticore though. :)

How about Jeweled Spirit over Blinding Angel?
Or Maybe add 1 Reverent Mantra (sp?) ?

[Edited by Griffith_se on 01-08-01 at 02:14 PM]
 
P

Purple_jester

Guest
I prefer Blinding Angel as a control mechanic though. With the Mask and Cloak, you'll have a REALLY evil beatdown creature that prevents your opponent from attacking. There's Dueling Ground of course. Jeweled Spirit will do more damage. What a dilemma.

Then again, there are rumors that Miss Serra Angel is going to squirm her way back into 7th Edition! Still the best white beatdown for me. The thought of a flying, trampling, non-tapping, 6/6 with Spirit Link is frightening. ;)

Then again, Verduran Enchantress is Extended Material, and there's a LOT of nasties you can use in extended. Worship (also rumored to be returning in 7th) is an enchantment. Swords to Plowshares is still Extended legal.

I will advise 1 less Sacred Grove and 1 additional Story Circle. ;)
 
D

Duel

Guest
River boas are some good. They beat islands, and r/g has trouble taking them out.
 
G

Griffith_se

Guest
I found a deck on the Dojo similar to Mine.
He used Whip Silk's return to hand ability to draw cards from the Enchantress.
Do You think it would be worth it to put it in My deck? If so what should I drop to put it in?

14 creatures
4 Birds of Paradise
4 Verduran Enchantress
4 Quirion Elves
2 Blinding Angel

22 Enchantments
4 Ancestral Mask
4 Armadillo Cloak
3 Seal of Cleansing
3 Shackles
3 Cho Manno's Blessing
1 Story Circle
4 Sterling Grove
4 Dueling Grounds

20 land
4 Kor Haven
4 Brushland
8 Forest
4 Plains
 
F

Firestorm

Guest
Shackles is good, but why doesn't anyone use Arrest? You should have a couple in the sideboard at least. You should see how it deals with Joeral/Mageta/any other legends. Also with the enchantment thing, that white thing where you can sac lands to destroy other enchantments are good. Use Sabertooth Nishobe for the massive creature, and Charging Trolls as the smaller ones. Armadillo Cloak is very good here, and if you want to risk it, my deck has Animate Walls, Sunweb, Cho-Manno's Blessing, and Spirit Links.
I was playing a red Sligh-like T2 deck, and I managed to get out a Armadillo Cloaked, Animate Walled, Ancestrall Masked 23/24 Sunweb with protection from red. Kinda makes you think.
 
G

Griffith_se

Guest
I used Shackles because of the return to hand ability.
Every time I bounce it and re-cast I can draw a card from Enchantress, If She's in play that is.
The other cards You mentioned I'll take a look at them (not sure all of them do).
,Thanks :)
 
G

Griffith_se

Guest
Someone pointed out to Me that with so many Creature enchantment's, one bounce, or kill card cost Me several card.
Any thoughts.
 

Spiderman

Administrator
Staff member
Speaking from having played against the deck, I'd say it's not really worth worrying about, if you play the cards right. Sterling Grove pretty much protects the other enchantments, one of them gives protection against colors (the Blessing?), and if you don't pile ALL of them on a creature then you should be fine. Against Wrath/mass destruction type decks just don't put out a horde of creatures; one or two should be all and enough threat to cause your opponent to "waste" the "overpriced" mass kill.
 
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