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Author Topic: Mono White Aggro  (Read 229 times)
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TheJord
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« on: August 08, 2011, 10:15:00 AM »
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Griffin Sentinel x4
Peregrine Griffin x4
Assault Griffin x4
Griffin Rider x4
Grand Abolisher x2
Honor of the Pure
Mesa Enchantress x2
Angelic Destiny
Oblivion Ring x4
Spirit Mantle x4
Divine Favor x4
Thran Golem x3
Aegis Angel x2
Swiftfoot Boots x3

Buried Ruin x4
Plains x19

Evasive creatures, and eventually an enchanted Thran Golem for the win.
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FM
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How can you say "no"?

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« Reply #1 on: August 08, 2011, 11:17:01 AM »
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You seem to have a lot of cute interactions going on, but I don't think they can close a game when needed. Mesa Enchantress can definitely go, she's cute, but not aggro and it's not like she helps your strategy a ton, she's just going to make you want to play more enchantments, which in turn will direct you to auras, which are inherent 2-for-1's and specially bad in your deck, since because of mana constraints, you're tapping out frequently and your curve tends to be lower (so, fewer lands, which is a bonus), and since you're beating down, their removal does not need to be saved for anything in particular, just whatever is annoying them the most at the moment, so any time you tap out (or low) for an aura, you just give them a better target for a removal, meaning you essentially Time Walk yourself (you lost the mana for the turn; probably played the aura pre-combat to get more damage in, so lost the creature before swinging; and can't really play anything else).
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TheJord
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« Reply #2 on: August 08, 2011, 11:40:07 AM »
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I have thought about pulling Mesa Enchantress and the Griffin package to add in and get some more mana out.
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FM
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How can you say "no"?

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« Reply #3 on: August 08, 2011, 02:50:49 PM »
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Green lets you in on more beats, not sure more mana is needed. However, green does add the problem of mana constraints, since you have to stretch the mana base a little. I'd start out white until figuring out what is good for Green.
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