4eak
08-20-2011, 03:51 PM
This is deck which isn't quite up to snuff in Legacy, but which ports over and performs acceptably in Modern. It ramps up forests and plays bombs.
Here is a preliminary decklist:
// Forests - 21
1 Dryad Arbor
20 Forest
// Ramp - 20
4 Search for Tomorrow
4 Sakura-Tribe Elder
4 Sylvan Ranger
4 Kodama's Reach
4 Primeval Titan
// Beats - 15
4 Dungrove Elder
4 Beacon of Creation
4 Garruk, Primal Hunter
3 Rude Awakening
// Card Quality - 4
4 Green Sun's Zenith
// Sideboard
SB: 1 Plains
SB: 1 Gaddock Teeg
SB: 4 Aven Mindcensor
SB: 1 Scryb Ranger
SB: 4 Krosan Grip
SB: 4 Oblivion Stone
Part of its ramp clogs the board, chumping, until you have the mana to drop bombs, which is when you usually take over the game. Its clear weakness is combo.
Dungrove Elder is one of the largest creatures in the format. It comes down early and it is very hard to remove. He's a dangerous card for almost any deck to face.
There are card advantage and board control cards which might easily go in this deck. I'm not sure which direction the deck should go. Please advise (decklists appreciated).
Lastly, I have to ask: 'why play this over 12-post?' 12-post is basically a ramp deck (often using green as well) which plays bigger threats and some sweet answers. In my experience, this deck has a better defense in the early game. Further, this deck can "win small" - it doesn't need a full blown ramp to play a big creature and just win. It also is also nearly immune to many of the mana-disruption strategies which are pointed at 12-post.
peace,
4eak
Here is a preliminary decklist:
// Forests - 21
1 Dryad Arbor
20 Forest
// Ramp - 20
4 Search for Tomorrow
4 Sakura-Tribe Elder
4 Sylvan Ranger
4 Kodama's Reach
4 Primeval Titan
// Beats - 15
4 Dungrove Elder
4 Beacon of Creation
4 Garruk, Primal Hunter
3 Rude Awakening
// Card Quality - 4
4 Green Sun's Zenith
// Sideboard
SB: 1 Plains
SB: 1 Gaddock Teeg
SB: 4 Aven Mindcensor
SB: 1 Scryb Ranger
SB: 4 Krosan Grip
SB: 4 Oblivion Stone
Part of its ramp clogs the board, chumping, until you have the mana to drop bombs, which is when you usually take over the game. Its clear weakness is combo.
Dungrove Elder is one of the largest creatures in the format. It comes down early and it is very hard to remove. He's a dangerous card for almost any deck to face.
There are card advantage and board control cards which might easily go in this deck. I'm not sure which direction the deck should go. Please advise (decklists appreciated).
Lastly, I have to ask: 'why play this over 12-post?' 12-post is basically a ramp deck (often using green as well) which plays bigger threats and some sweet answers. In my experience, this deck has a better defense in the early game. Further, this deck can "win small" - it doesn't need a full blown ramp to play a big creature and just win. It also is also nearly immune to many of the mana-disruption strategies which are pointed at 12-post.
peace,
4eak