Main Deck - 60 cards, 15 distinct
Name | Edition | $ | Type | Cost | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Rarity | Color | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Creature (21) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Dungrove Elder | $0.72 | Creature - Treefolk | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Joraga Treespeaker | $1.49 | Creature - Elf Druid | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Maro | $0.22 | Creature - Elemental | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Psychosis Crawler | $0.40 | Artifact Creature - Phyrexian Horror | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Veteran Explorer | $0.31 | Creature - Human Soldier Scout | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Viridian Emissary | $0.15 | Creature - Phyrexian Elf Scout | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Yavimaya Elder | $0.11 | Creature - Human Druid | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Artifact (11) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Empyrial Plate | $0.92 | Artifact - Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Lightning Greaves | $5.14 | Artifact - Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4 | Skullclamp | $6.35 | Artifact - Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Swiftfoot Boots | $2.88 | Artifact - Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Enchantment (6) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Greater Good | $3.55 | Enchantment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3 | Rancor | $1.03 | Enchantment - Aura | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Land (22) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20 | Forest | $0.08 | Basic Land - Forest | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Reliquary Tower | $2.11 | Land |
Sideboard - 0 cards, 0 distinct
No cards here. :(
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Notes
This is an attempt at updating a casual deck I played years ago that was focused around Greater Good & Skullclamp.
This project was revitalized by the notion that this card would be printed in M12, as a strict upgrade to Coiling Woodworm that this deck really appreciates:
Dungrove Elder 2G
Creature - Treefolk
Hexproof (This can't be the target of spells or abilities opponents control.)
~'s power and toughness are each equal to the number of forests you control.
*/*
That, coupled with Viridian Emissary as a perfect replacement for Sakura-Tribe Elder, Joraga Treespeaker as a Llanowar Elf replacement, and Psychosis Crawler to provide an instant-kill with Greater Good that doesn't involve combat whatsoever, made me feel that this deck has enough new tools to bring it back.
For those who don't get it, the general idea is this:
Play early death-rampers like Veteran Explorer, Viridan Emissary and Yavimaya Elder. Use Rancor / Empyrial Plate to force the opponent to deal with them to get mana (or just bash and win if they don't?), or if you have Skullclamp, clamp everything and go crazy. This will occasionally happen:
T1 Skullclamp / Veteran Explorer
T2 Explorer / Skullclamp + Equip
Search for two lands, put them into play untapped. Then draw two cards.
If you are a lucky bastard, you play another Explorer, and repeat until you're out of Explorers.
So between Skullclamp & Yavimaya Elder, generally you're going to have a pretty beefy hand size. This enables Empyrial Plate and Maro to get huge, which is good. Otherwise, all of the forest-ramp makes Dungrove Elder huge, which is also good. Huge guys make Greater Good very powerful, as it allows you to draw lots of cards by sac'ing these guys. What's that? My guys get huge based on how many cards I have in hand? Oh, what synergy? Oh, what else? I have 10 creatures with abilities that provide more CA when they're put into a graveyard? Oh, would you look at that! So basically Greater Good enables everything and is extremely broken. Consider this:
I have five forests out, with Greater Good in play, and 5 cards in hand. I have a Maro (5/5) and a Skullclamp out. Pay 1, equip Skullclamp - Maro is now 7/6. Swing for 7. Regardless of combat results, sac maro, draw 2 cards off Skullclamp immediately. Then draw 7 more cards off Greater Good, and discard 3. I now have 10 cards in hand, and 4 mana available. Play Reliquary Tower. Cast another Maro, or Cast Dungrove Elder + Equip Skullclamp, or cast a weenie + Skullclamp, or cast Empyrial Plate + Lightning Greaves to set up for a kill next turn, etc.
Rancor provides all the evasion you'll ever need, and never provides card disadvantage. Reliquary Tower lets you keep HUGE hands, meaning huge creatures. Empyrial Plate turns all the dorks into Maro, meaning Plate + Greater Good is really hot, too. Greaves are to explode w/haste and help prevent the opponent from dealing with your guys, as generally the deck wins by going in with one huge guy (a Maro w/Plate, or a little guy with two Plates, at 10+ cards in hand), with Rancor for evasion. Also, with all the ramp, Dungrove Elder just gets huge really fast, and because it's so cheap, it's an awesome draw-engine with Greater Good. Not to mention huge, removal-resistant guys are great with Rancor - sometimes you'll draw like Rancor, Clamp, and two Elders, and you'll just bash.
The deck is super fast, has lots of ways to mess around with itself, and really, really fun to play - ending the game at 40 cards in hand and guys on the board with double or triple that in P/T is not uncommon. I'm actually considering removing a Lightning Greaves (not nearly as necessary now with Dungrove Elder) for a Kozilek, Butcher of Truth, as the deck does often eventually hit that much mana in the late game, but more so that I won't mill myself with Greater Good (and yes, that is seriously an issue when games grind out.). Also, casting a 12/12 and drawing 4 cards is pretty awesome for the strategy!
This project was revitalized by the notion that this card would be printed in M12, as a strict upgrade to Coiling Woodworm that this deck really appreciates:
Dungrove Elder 2G
Creature - Treefolk
Hexproof (This can't be the target of spells or abilities opponents control.)
~'s power and toughness are each equal to the number of forests you control.
*/*
That, coupled with Viridian Emissary as a perfect replacement for Sakura-Tribe Elder, Joraga Treespeaker as a Llanowar Elf replacement, and Psychosis Crawler to provide an instant-kill with Greater Good that doesn't involve combat whatsoever, made me feel that this deck has enough new tools to bring it back.
For those who don't get it, the general idea is this:
Play early death-rampers like Veteran Explorer, Viridan Emissary and Yavimaya Elder. Use Rancor / Empyrial Plate to force the opponent to deal with them to get mana (or just bash and win if they don't?), or if you have Skullclamp, clamp everything and go crazy. This will occasionally happen:
T1 Skullclamp / Veteran Explorer
T2 Explorer / Skullclamp + Equip
Search for two lands, put them into play untapped. Then draw two cards.
If you are a lucky bastard, you play another Explorer, and repeat until you're out of Explorers.
So between Skullclamp & Yavimaya Elder, generally you're going to have a pretty beefy hand size. This enables Empyrial Plate and Maro to get huge, which is good. Otherwise, all of the forest-ramp makes Dungrove Elder huge, which is also good. Huge guys make Greater Good very powerful, as it allows you to draw lots of cards by sac'ing these guys. What's that? My guys get huge based on how many cards I have in hand? Oh, what synergy? Oh, what else? I have 10 creatures with abilities that provide more CA when they're put into a graveyard? Oh, would you look at that! So basically Greater Good enables everything and is extremely broken. Consider this:
I have five forests out, with Greater Good in play, and 5 cards in hand. I have a Maro (5/5) and a Skullclamp out. Pay 1, equip Skullclamp - Maro is now 7/6. Swing for 7. Regardless of combat results, sac maro, draw 2 cards off Skullclamp immediately. Then draw 7 more cards off Greater Good, and discard 3. I now have 10 cards in hand, and 4 mana available. Play Reliquary Tower. Cast another Maro, or Cast Dungrove Elder + Equip Skullclamp, or cast a weenie + Skullclamp, or cast Empyrial Plate + Lightning Greaves to set up for a kill next turn, etc.
Rancor provides all the evasion you'll ever need, and never provides card disadvantage. Reliquary Tower lets you keep HUGE hands, meaning huge creatures. Empyrial Plate turns all the dorks into Maro, meaning Plate + Greater Good is really hot, too. Greaves are to explode w/haste and help prevent the opponent from dealing with your guys, as generally the deck wins by going in with one huge guy (a Maro w/Plate, or a little guy with two Plates, at 10+ cards in hand), with Rancor for evasion. Also, with all the ramp, Dungrove Elder just gets huge really fast, and because it's so cheap, it's an awesome draw-engine with Greater Good. Not to mention huge, removal-resistant guys are great with Rancor - sometimes you'll draw like Rancor, Clamp, and two Elders, and you'll just bash.
The deck is super fast, has lots of ways to mess around with itself, and really, really fun to play - ending the game at 40 cards in hand and guys on the board with double or triple that in P/T is not uncommon. I'm actually considering removing a Lightning Greaves (not nearly as necessary now with Dungrove Elder) for a Kozilek, Butcher of Truth, as the deck does often eventually hit that much mana in the late game, but more so that I won't mill myself with Greater Good (and yes, that is seriously an issue when games grind out.). Also, casting a 12/12 and drawing 4 cards is pretty awesome for the strategy!
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