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Elessar's Socks
Posted: Mon Nov 05, 2007 8:30 am
Joined: 29 Jul 2007 Posts: 349 Location:
Total Magic beginner here. Smile Iíve been looking up cards and playtesting them against myself for kicks, so feel free to suggest any cards you like. Advice on how many lands to run and the general mana curve would be very much appreciated.

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The first deck is a bit top-heavy, but after the shaky start it can explode with Saprolings courtesy of Saproling Symbiosis, and generate life with Patron of the Kitsune.

4 Brushland
1 Eiganjo Castle
14 Forest
1 Okina, Temple to the Grandfathers

4 Birds of Paradise
3 Patron of the Kitsune
4 Llanowar Elves
4 Utopia Mycon
2 Verdant Force

4 Aura Mutation
3 Copy Enchantment
4 Fists of Ironwood
4 Natural Order
4 Saproling Burst
4 Saproling Symbiosis

If I draw Natural Order I can usually get a Verdant Force down by turn 3; the next best thing would be a Utopia Mycon, if one isnít out already. The Mycon sacrifices Saprolings to add mana of any color, which is great for squeezing out Bursts and Symbioses in a chain reaction, as well as casting off-color spells. Copy Enchantment is primarily there to combo with Bursts. The deck lacks global creature pumps so if the Verdant Force is held up, the win will probably depend on sheer numbers.

The deck Iíve mostly been testing against runs 4x Pestilence so Iíve needed some form of enchantment removal. Aura Mutation lets me make use of my own enchantments if I donít have a more pressing target.

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The second deck fits the mana curve better (I think), and this time Iím stocking Overrun instead of Saproling Symbiosis. Less Saproling generation, but hopefully an earlier kill. Iíve kept heavier hitters like Verdant Forces and Bursts though so I wouldnít be relying on Overrun as the kill card too much.

4 Brushland
1 Eiganjo Castle
16 Forest
1 Okina, Temple to the Grandfathers

4 Birds of Paradise
2 Eternal Witness
4 Llanowar Elves
4 Utopia Mycon
4 Sakura-Tribe Elder
2 Verdant Force

4 Aura Mutation
4 Fists of Ironwood
4 Natural Order
3 Overrun
3 Saproling Burst

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In both cases Iím trying to lean toward speed so I cut cards like Squirrel Nest and Doubling Season which I thought were too slow. Still, there have been quite a few cards Iíve been switching in and out. Any thoughts especially on Selesnya Guildmage, Thelonite Hermit, and those multi-colored dragons like Rith and Treva? Which deck is currently stronger?

Thanks for any advice!
Felipe Musco
Posted: Mon Nov 05, 2007 10:50 am
Joined: 18 May 2006 Posts: 2434 Location: Florianůpolis, SC, Brasil
You have 12 accelertors, so you might get away with playing 20 lands, but I canít see myself playing with less than 21 nowadays: hitting land drops every turn is a big deal. If youíre in extended, and want to play both white and green cards, Iíd suggest adding at least 1-2 plains, 4 Temple Garden and 4 Windswept Heath, for starters. Also, for quick saproling shennanigans, Iíd go for 2-3 Sprout Swarm, and Iíd lose Overrun for Garruk Wildspeaker, more versatile. Iím also not a very big fan of auras, since itís begging to get 2-for-1íed, unless youíre playing on something like Silhana Ledgewalker or Troll Ascetic.
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Elessar's Socks
Posted: Mon Nov 05, 2007 7:15 pm
Joined: 29 Jul 2007 Posts: 349 Location:
Thanks for the suggestions, FM! Iíll try them out.

I like the Fists because it gets 2 Saprolings on the turn 2--one to chuck as a blocker, and one to sacrifice to Natural Order or Utopia Mycon if necessary. A trampling Birds of Paradise is more like a side bonus... or maybe just an unnecessary side effect. Laughing

Iíve also been looking at Scatter the Seeds, which seems like a better bargain than Sprout Swarm after turn 2, and maybe even Supply//Demand for mid- to late-game. Am I missing something about how Sprout Swarm fits in better?

I havenít taken a look at the Lorwyn set yet so Garruk Wildspeaker completely escaped me. Whoa, new card type! Fits in even better than Kamahl, I think. Thanks for the heads-up!
Felipe Musco
Posted: Mon Nov 05, 2007 7:42 pm
Joined: 18 May 2006 Posts: 2434 Location: Florianůpolis, SC, Brasil
Sprout Swarm has buyback, so you can make it a 4G instant to make a 1/1. Looks like a lot, but since it has convoke, and itís an instant, you can tap lands and creatures eot to help pay for it (INCLUDING buyback), so basically, for each 5 green creatures you have out, you gain 1 more without even having to tap a land. You can see where this is going...
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NBarden
Posted: Tue Nov 06, 2007 12:42 am
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
No Thallids? Thallids make awesome saproling decks. Especially with Deathspore Thallid, which allows you to start chucking Saprolings to kill low toughness creatures.

Oh, a fun deck I love is Conspiracy Thallids. Running it with Thallids and Orochi Hatchery in extended is awesome. Sporesower Thallid and then Sporoloth Ancient means that you start turning out a creature per Thallid per turn. And 1 every two turns for the rest. Its more of a fun deck, but maybe you should check it ouit.
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Elessar's Socks
Posted: Tue Nov 06, 2007 3:28 am
Joined: 29 Jul 2007 Posts: 349 Location:
Yíknow, Iíve been so tempted to equip a Saproling with Umezawaís Jitte, except I figured there had to be a better way of spending 2 mana every turn upon its inevitable death. XD

Thallids would require a complete overhaul but Iíve been meaning to try those, too--was missing Sporoloth Ancient, though. I knew there had to be a way of generating Saprolings every turn, instead of sitting on my butt waiting for Wrath of God to hit! Hey, they seem compatible with Utopia Mycon, too!

And thanks for the explanation on Sprout Swarm, FM. Unless I have an obscene amount of land, spending 3G to generate a Saproling for each creature in play, or 3GG to copy each creature seems more worthwhile, though, so Iím still sort of still scratching my head at that.

On the flipside... does anyone ever run Sprout? Razz
Felipe Musco
Posted: Tue Nov 06, 2007 10:31 am
Joined: 18 May 2006 Posts: 2434 Location: Florianůpolis, SC, Brasil
Not following the 3GG "copy each creature"... Also, well, Iíd recommend checking out Doubling Season for this deck. And again, the idea is not to spend 4G a turn to make a saproling, but to make 3-4 saprolings a turn by means of convoke. See, if you have 4 saprolings and 4 lands out, you can automatically make 2 more. Then, next turn, supposing you draw no land, you could make 2-3 more (by convoking Sprout Swarm without buyback, if you have another one in hand). Then, you can make 3 more a turn, etc. Of course, this works wonders with Thallids, as they ALSO up the count of saproling-making, and Essence Warden, since you gain a healthy life cushion to sit on while making saprolings.
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NBarden
Posted: Tue Nov 06, 2007 5:11 pm
Joined: 28 Dec 2006 Posts: 5468 Location: I don't know...
I hate Wrath of God. Its no fun at all.

Same with Damnation. Razz And Magus of the Disk for that matter. Whatís the point of running heavy aggro if they can wipe the board each time you mount a sizeable enough offense to do any damage? Rar. Evil or Very Mad
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Elessar's Socks
Posted: Tue Nov 06, 2007 7:54 pm
Joined: 29 Jul 2007 Posts: 349 Location:
*LOL*, for a while I was running 3-4 Fecundity, but that seemed too reactive. Maybe my deck wasnít built right to make the best use of it. Agreed, though--wiping the table isnít nice if youíre not the one enjoying it. Not talking

The aforementioned deck Iíve been testing against (not Extended legal) runs Juzam Djinn as a nice early beatstick (ahh... such a good card!!), with either Skittering Horror as backup or Skittering Skirge to lay on pressure from the skies. On turn 3-4 Pestilence comes into play and sticks around clearing the board, and soon after Avatar of Woe drops to either deal with problematic biggies or smack me for 6. If the board is stalled, Iím hit with multiple Drain Lifes. Evil or Very Mad Iím almost afraid to bring it in for review, because after you guys are through with it I donít think a single Saproling can take a peek without incurring unspeakable horrors. I want to beat at least that, though. Razz

Anyway, Iím testing Thallids at the moment, but itíll be awhile before Iím happy enough with it to toss it on the table. Goodness, Iíve always been a fan of dragons and other monstrous Creatures of Doom, and here I am tinkering with fungi.

Regarding Sprout Swarm, Iím starting to see its merits. I overlooked at least that you can buy back and use the same copy over multiple turns. What I was confused about was that with Saproling Symbiosis if I had 4 Saprolings and 4 lands out, I can make 4 more. Then next turn if I had another copy I can make 8 more, which seemed like a much better deal. I guess itís the difference between a consistent and steady rise, as opposed to a riskier explosive growth? If the table is cleared Saproling Symbiosis canít even produce a single Saproling.

Ack, and I couldíve sworn I wrote the title down... 3GG was referring to Parallel Evolution.
Felipe Musco
Posted: Tue Nov 06, 2007 9:41 pm
Joined: 18 May 2006 Posts: 2434 Location: Florianůpolis, SC, Brasil
Elessarís Socks wrote:

The aforementioned deck Iíve been testing against (not Extended legal) runs Juzam Djinn as a nice early beatstick (ahh... such a good card!!), with either Skittering Horror as backup or Skittering Skirge to lay on pressure from the skies. On turn 3-4 Pestilence comes into play and sticks around clearing the board, and soon after Avatar of Woe drops to either deal with problematic biggies or smack me for 6. If the board is stalled, Iím hit with multiple Drain Lifes. Evil or Very Mad


Juzam Djinn = Plague Sliver
Slittering Skirge = Oonaís Prowler
Skittering Horror = Hidden Horror (+Dread Return + Avatar of Woe)
Pestilence = Damnation or Pyrohemia
Drain Life = Consume Spirit (although Disintegrate will do, as well)

Why Extended? Standard is more broken than ever! Razz
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