G
Gerode
Guest
I like cards that completely change the fundamentals of Magic. Nature's Revolt, which turns all lands into 2/2 creatures, is a great example. I built this G/W deck a few months ago, and it has been extremely spontaneous and fun. Once Revolt is out, there are some very fun tricks you can do! This deck is somewhat inconsistent, but different almost every game.
When Nature Revolts! 1.0
1x Armadillo Cloak
1x Aura Shards
Don't fit the theme of the deck, but new cards that I desparately want to try out.
1x Glorious Anthem
3/3 lands are better.
4x Nature's Revolt
Read the deck description.
4x Parapet
Again, makes your lands that much more powerful.
1x Rememberance
Your lands die rather often. Replace them!
1x Sacred Ground
Unfortunately, doesn't protect lands from combat damage (does it?). Very good against burn and mass removal, however.
3x Serra's Blessing
Attack AND produce mana with each land. Essential for this deck to live long. Thought I had 4 in here
2x Sterling Grove
Your enchantments are valuable, some party-poopers don't like Revolt, and mostly, you don't have to be victim of cardscrew.
1x Avatar of Hope
ACC sucks, but it block four animated lands without sweating.
1x Killer Bees
Good card when you have 10 land and no Revolt. Also forces interesting decisions with Revolt and Serra's Blessing in play.
4x Spore Frog
All your defense tapped out? Everyone out to get you? Not a problem!
1x Taunting Elf
"I'll attack you for 20. Wait, you have untapped lands to block with? Elf boy, piss those lands off!!! " NEED 3 more.
4x Wall of Glare
Blocks multiple lands.
3x Congregate
I'm up 90 life! Mwa ha ha ha ha! MWA HA HA HA HA HA HA HA HA HA HA!!!!!!!!!
1x Crystal Chimes
I don't like people who kill my enchantments.
1x Disenchant
2x Enlightened Tutor
Going out when I get 2 more Sterling Groves. Too many of my W/x evil combo decks need these BADLY.
3x Overrun
7 5/5 tramplers on a rampage are not digested easily.
1x Titania's Boon
Inferior Glorious Anthem.
5x Vitalize (Shhh, don't tell my opponents I have 5 )
LIke the title, this card is Vital for a large attack. Most valuable and versatile spell in the deck. I need to rummage my Portal cards for Mobilize so I can have 8 mass-untappers.
1x Vitalizing Wind
(Based on an true story) "Pay 9 mana for Wind. Tap last forest for Vitalize. Cast an Overrun, another Vitalize. EAT TEN 12/12 TRAMPLERS, PUNK!!!"
And of course...
15x Forest
17x Plains
The more players, the merrier! Stay inconspicuous as long as possible. If you are lucky enough, you could wait up to 15 turns putting out some harmless enchantments, Walls and Frogs, and lands before shaking up the table with a Revolt and the Vitalizes, Overruns, and Congregates that have accumulated in your hand. You can go insane with a few turns of massive attacks, sweeping up the table. If you are attacked early on, lay down the Revolt and stay defensive with your pumped-up land.
Because of its slow nature and low real creature count, this deck has a hard time dealing with aggresion until it is ready. Sometimes good beef can give this deck problems, although you are rarely have a dearth of chump blockers. Long grinds can also occur, where your land count is whittled down considerably by constant battle (need more Rememberances).
Once a Revolt is out, I do not see how uncounterable critters will be harmed by those countermages. This deck is a master at overwhelming everyone else in the late-game, which is how I like to play it. A late-game Congregate is pure evil, and people at 10 life can't handle Overran lands. Then again, neither can they handle Overrun in the early game
Now that I have seen how this deck plays, I am going to make this deck more consistent and a little more serious. What synergetic cards have I left out that I could try? Any comments, suggestions, ideas, similar decks?
When Nature Revolts! 1.0
1x Armadillo Cloak
1x Aura Shards
Don't fit the theme of the deck, but new cards that I desparately want to try out.
1x Glorious Anthem
3/3 lands are better.
4x Nature's Revolt
Read the deck description.
4x Parapet
Again, makes your lands that much more powerful.
1x Rememberance
Your lands die rather often. Replace them!
1x Sacred Ground
Unfortunately, doesn't protect lands from combat damage (does it?). Very good against burn and mass removal, however.
3x Serra's Blessing
Attack AND produce mana with each land. Essential for this deck to live long. Thought I had 4 in here
2x Sterling Grove
Your enchantments are valuable, some party-poopers don't like Revolt, and mostly, you don't have to be victim of cardscrew.
1x Avatar of Hope
ACC sucks, but it block four animated lands without sweating.
1x Killer Bees
Good card when you have 10 land and no Revolt. Also forces interesting decisions with Revolt and Serra's Blessing in play.
4x Spore Frog
All your defense tapped out? Everyone out to get you? Not a problem!
1x Taunting Elf
"I'll attack you for 20. Wait, you have untapped lands to block with? Elf boy, piss those lands off!!! " NEED 3 more.
4x Wall of Glare
Blocks multiple lands.
3x Congregate
I'm up 90 life! Mwa ha ha ha ha! MWA HA HA HA HA HA HA HA HA HA HA!!!!!!!!!
1x Crystal Chimes
I don't like people who kill my enchantments.
1x Disenchant
2x Enlightened Tutor
Going out when I get 2 more Sterling Groves. Too many of my W/x evil combo decks need these BADLY.
3x Overrun
7 5/5 tramplers on a rampage are not digested easily.
1x Titania's Boon
Inferior Glorious Anthem.
5x Vitalize (Shhh, don't tell my opponents I have 5 )
LIke the title, this card is Vital for a large attack. Most valuable and versatile spell in the deck. I need to rummage my Portal cards for Mobilize so I can have 8 mass-untappers.
1x Vitalizing Wind
(Based on an true story) "Pay 9 mana for Wind. Tap last forest for Vitalize. Cast an Overrun, another Vitalize. EAT TEN 12/12 TRAMPLERS, PUNK!!!"
And of course...
15x Forest
17x Plains
The more players, the merrier! Stay inconspicuous as long as possible. If you are lucky enough, you could wait up to 15 turns putting out some harmless enchantments, Walls and Frogs, and lands before shaking up the table with a Revolt and the Vitalizes, Overruns, and Congregates that have accumulated in your hand. You can go insane with a few turns of massive attacks, sweeping up the table. If you are attacked early on, lay down the Revolt and stay defensive with your pumped-up land.
Because of its slow nature and low real creature count, this deck has a hard time dealing with aggresion until it is ready. Sometimes good beef can give this deck problems, although you are rarely have a dearth of chump blockers. Long grinds can also occur, where your land count is whittled down considerably by constant battle (need more Rememberances).
Once a Revolt is out, I do not see how uncounterable critters will be harmed by those countermages. This deck is a master at overwhelming everyone else in the late-game, which is how I like to play it. A late-game Congregate is pure evil, and people at 10 life can't handle Overran lands. Then again, neither can they handle Overrun in the early game
Now that I have seen how this deck plays, I am going to make this deck more consistent and a little more serious. What synergetic cards have I left out that I could try? Any comments, suggestions, ideas, similar decks?