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Phoenix Ignition
02-20-2013, 02:38 PM
The first exposure of the deck was through the article found here (http://www.channelfireball.com/home/carrie-on-%E2%80%93-going-big-in-modern/).

It can ramp extremely quickly, and the shell seems pretty decent. This specific design can kill on turn 2 by using 1 Amulet of Vigor, some of the double lands, Summer Bloom, and a Titan. Double Amulet is actually pretty nuts even with Shocklands (don't pay the life, get more mana)

The deck has seen some minor success in MTGO daily events, I'll post a couple of the deck lists that while have different win conditions, follow similar strategies to get there:

Lands: 25
1 Boros Garrison
2 Forest
4 Gemstone Mine
1 Golgari Rot Farm
1 Gruul Turf
4 Selesnya Sanctuary
4 Simic Growth Chamber
2 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
2 Tendo Ice Bridge
2 Tolaria West
1 Vault of the Archangel

Creatures: 10
1 Azusa, Lost but Seeking
1 Eternal Witness
4 Primeval Titan
1 Qasali Pridemage
3 Sakura-Tribe Scout

Artifacts: 4
4 Amulet of Vigor

Enchantments: 2
2 Hive Mind

Instants: 5
1 Pact of Negation
4 Summoner's Pact

Sorceries: 14
4 Explore
4 Serum Visions
4 Summer Bloom
2 Wargate


Sideboard:
1 Bojuka Bog
2 Ghost Quarter
1 Hive Mind
2 Inquisition of Kozilek
1 Pact of Negation
2 Ratchet Bomb
2 Slaughter Pact
2 Spoils of the Vault
1 Teetering Peaks
1 Thrun, the Last Troll


Kangaroo in Decks of the Week 3/8/13
26 Lands:
1 Boros Garrison
1 Cavern of Souls
3 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
4 Tendo Ice Bridge
2 Tolaria West
1 Vesuva

Creatures: 8
4 Azusa, Lost but Seeking
4 Primeval Titan

Artifacts: 4
4 Amulet of Vigor

Instants: 4
4 Summoner's Pact

Sorceries: 18
3 Ancient Stirrings
4 Explore
4 Serum Visions
4 Summer Bloom
3 Wargate

Sideboard
3 Beast Within
2 Ghost Quarter
4 Glimmerpost
3 Slaughter Pact
3 Timely Reinforcements

firebadmattgood
02-20-2013, 04:29 PM
2 card combo that doesn't win the game, each piece dies to abrupt decay or nature's claim, and the deck doesn't do anything without an amulet.

Phoenix Ignition
02-20-2013, 04:56 PM
2 card combo that doesn't win the game, each piece dies to abrupt decay or nature's claim, and the deck doesn't do anything without an amulet.

The same can be said of Splinter Twin, yet that deck wins as early as turn 4-5 and still wins tournaments. There are 8 cards that immediately give you an amulet if you need them, as well as things like Ancient Stirrings to search for it. Without an amulet the deck still can play its cards, even if that is slowly.

A turn 2 win in Modern is impressive enough that "dies to X and Y" isn't a great criticism.

firebadmattgood
02-20-2013, 08:28 PM
The same can be said of Splinter Twin

No it can't. Splinter twin is a 2 card combo that wins the game, half the combo can't be hit with abrupt decay, and the deck can still just lay beats like an aggro deck if you disrupt the combo.


A turn 2 win in Modern is impressive enough that "dies to X and Y" isn't a great criticism.

Maybe if it was a consistent turn 2, rather than a "check out this absurdly degenerate line of play that's possible in magical xmasland." If you draw a wargate instead of an amulet, then you're waiting until turn three to drop your first combo piece at sorcery speed.

Phoenix Ignition
02-21-2013, 01:29 AM
No it can't. Splinter twin is a 2 card combo that wins the game, half the combo can't be hit with abrupt decay, and the deck can still just lay beats like an aggro deck if you disrupt the combo.
I was under the assumption that the blue creature half can be hit by abrupt decay. This is 1/2 of the combo. I guess I should go back and unwin some of those tournament matches...


Maybe if it was a consistent turn 2, rather than a "check out this absurdly degenerate line of play that's possible in magical xmasland." If you draw a wargate instead of an amulet, then you're waiting until turn three to drop your first combo piece at sorcery speed.
Yeah, that's one opinion. The fact that there even can be a turn 2 win with less than 7 cards in this format is a pretty big deal. It doesn't mean you need to be in christmasland, it could mean that a viable, semi-consistent turn 3 win is available.

I think the shell has some merit after some testing, even if the deck list in that article isn't tuned very well. I've made the deck on magic online, and have been changing much of it. I'll post a list once I get it tuned better, but it's been more consistent than I thought originally. I've cut all of the hideaway and added in Remand + Repeal to try to give it some stalling ability.

kombatkiwi
02-22-2013, 04:56 AM
I played against a very similar deck to this on cockatrice last night. He had remand and the hideaway lands. I'm not sure if he had seen this article or not because when I mentioned Kessig Wolf Run he said he wasn't playing any and thought it was a good suggestion.

The deck is extremely powerful from a "goldfish as fast as you can" standpoint and very good at assembling wins out of nowhere but it is super reliant on drawing amulet and having it in play. If you have an amulet on turn 1 or 2 you will likely win on turn 3 or 4 unless the rest of your hand is trash and if you have 2 amulets then you are definitely in a magical christmas land scenario where winning will be very easy.

You can't cut slayers stronghold from the build with no interaction because it makes your combo a turn later which gives them the chance to out-goldfish you or sorcery-speed remove your titans.

I can't really understand your reasoning for disliking the hideaway lands because they're basically free spells and in this deck the opportunity cost for using them is super low.

I don't like the deck because it's very draw dependent and there are a lot of ways to disrupt it but it's powerful enough that it shouldn't be dismissed offhandedly.

EDIT: Here is the deck designer's FB comment on that article, it sounds like I played against his exact version, maybe it was the same guy? Who knows.
EDIT x2: My opponent did have Spinerock Knoll in his deck though

"Carrie's list looks a bit different from mine, but then again, mine has been going through countless iterations ever since I first came up with the idea.
I'm not running Kessig Wolf Run and Spinerock Knoll, because hands without green sources are really awkward, so I'm trying to cut the non-green sources to the bare minimum necessary for all the deck's shenanigans to work. But I also just don't think those cards are necessary. I will maybe keep a Wolf Run in the board, because it might provide the necessary reach to close games when your Titans have been hit by Slaughter Games.
One big omission, in my opinion, is manlands. They are sometimes necessary to reach 10 power for Bridge. I have 1 Treetop Village and 1 Celestial Colonnade at the moment.
In the spells department, I have Coiling Oracles instead of Ancient Stirrings and 1 Prime Speaker Zegana and 1 Eternal Witness instead of 1 Emrakul and 1 Time Warp (for what it's worth, with Ancient Stirrings in the deck, I would look for ways to fit more Tolaria West; Stirrings into Tolaria into Pact into Titan can and will come up).
The Oracles/Stirrings slot is the one that has changed more than anything else in the evolution of the deck. In the event itself, I was running Noble Hierarchs, but felt like the deck needed some stability more than the extra acceleration. I've since tried Ideas Unbound and See Beyond in that slot, and it's still possible that either one of those or Ancient Stirrings could be the right card for the deck. Is Coiling Oracle the right card? It's too early to say, but I think the sometimes acceleration together with the card and the chumpblock (or the extra power to get to the crucial 10) could be just what the deck wants.
Wargate might look janky, but I believe it is the glue that holds the deck together. Keep in mind that it can actually start netting mana if you have 2+ Cobras (get a fetchland) or 2+ Amulets (get a bounceland)."

Phoenix Ignition
02-22-2013, 02:54 PM
I played against a very similar deck to this on cockatrice last night. He had remand and the hideaway lands. I'm not sure if he had seen this article or not because when I mentioned Kessig Wolf Run he said he wasn't playing any and thought it was a good suggestion.

The deck is extremely powerful from a "goldfish as fast as you can" standpoint and very good at assembling wins out of nowhere but it is super reliant on drawing amulet and having it in play. If you have an amulet on turn 1 or 2 you will likely win on turn 3 or 4 unless the rest of your hand is trash and if you have 2 amulets then you are definitely in a magical christmas land scenario where winning will be very easy.

This is basically true. You can win games without amulet, Summer Bloom can speed up your hand into being able to actually cast things relatively quickly, so it's not like you just straight up lose without it. Turn 2 Cobra into turn 3 Summer Bloom should be plenty mana to cast Titan, which will give you so much card advantage that you can usually just win the next turn.


You can't cut slayers stronghold from the build with no interaction because it makes your combo a turn later which gives them the chance to out-goldfish you or sorcery-speed remove your titans.
Is anyone trying to cut this? It's the best land by far once you get titan out with an amulet.



I can't really understand your reasoning for disliking the hideaway lands because they're basically free spells and in this deck the opportunity cost for using them is super low.
The green hideaway is just too Win-more for me. It's okay if you have the amulet, since there isn't a drawback per se, but is only usable when you have a good board situation going on already. Lotus Cobra + amulet + titan -> Slayer's Stronghold isn't uncommon, but having an additional green floating and the hideaway untapped is unlikely. Added to that, there are only 3 cards I'd really want to be able to sneak in after having a titan on (2 Time Warps and the singleton Emrakul), while the 3 other titans are nice but not necessarily that great. It's good when you're in a good situation, but things that make the deck more consistent, like fetchlands, are much better when you don't have everything in your favor. Fetches fix your colors while doubling mana on Lotus Cobra. The Spinerock Knolls are even worse since you can only play them after your attack step, where hitting another Titan doesn't even necessarily help you. It's red mana as well, whereas this deck is very green hungry. And just to reiterate, playing most of the cards in this deck "for free" with a hideaway isn't a big advantage. You really need to hit the big 3 extra turn spells, which isn't very likely in the top 4.



I don't like the deck because it's very draw dependent and there are a lot of ways to disrupt it but it's powerful enough that it shouldn't be dismissed offhandedly.
I agree completely. As is, the deck is scary due to it's explosiveness, but reminds me of belcher in Legacy. You can either win super early or just flat out die. I think that it has potential though, as the number of cards that aren't really great in the deck is pretty high right now. If we can turn those into consistent ways to win or at least get around the fact that the deck is super slow without an amulet, you may see some good results.



EDIT: Here is the deck designer's FB comment on that article, it sounds like I played against his exact version, maybe it was the same guy? Who knows.
EDIT x2: My opponent did have Spinerock Knoll in his deck though

"Carrie's list looks a bit different from mine, but then again, mine has been going through countless iterations ever since I first came up with the idea.
I'm not running Kessig Wolf Run and Spinerock Knoll, because hands without green sources are really awkward, so I'm trying to cut the non-green sources to the bare minimum necessary for all the deck's shenanigans to work. But I also just don't think those cards are necessary. I will maybe keep a Wolf Run in the board, because it might provide the necessary reach to close games when your Titans have been hit by Slaughter Games.
One big omission, in my opinion, is manlands. They are sometimes necessary to reach 10 power for Bridge. I have 1 Treetop Village and 1 Celestial Colonnade at the moment.
In the spells department, I have Coiling Oracles instead of Ancient Stirrings and 1 Prime Speaker Zegana and 1 Eternal Witness instead of 1 Emrakul and 1 Time Warp (for what it's worth, with Ancient Stirrings in the deck, I would look for ways to fit more Tolaria West; Stirrings into Tolaria into Pact into Titan can and will come up).
The Oracles/Stirrings slot is the one that has changed more than anything else in the evolution of the deck. In the event itself, I was running Noble Hierarchs, but felt like the deck needed some stability more than the extra acceleration. I've since tried Ideas Unbound and See Beyond in that slot, and it's still possible that either one of those or Ancient Stirrings could be the right card for the deck. Is Coiling Oracle the right card? It's too early to say, but I think the sometimes acceleration together with the card and the chumpblock (or the extra power to get to the crucial 10) could be just what the deck wants.
Wargate might look janky, but I believe it is the glue that holds the deck together. Keep in mind that it can actually start netting mana if you have 2+ Cobras (get a fetchland) or 2+ Amulets (get a bounceland)."

Wargate has been a sticking point for me. I don't think it's worth it as by the time you get 4 mana out if you didn't draw the Amulet, it's too late to get an amulet. At least that's how it has gone in testing for me. It is a pseudo-creature-land-amulet getting card, but I've been in situations where I've had 8 mana, no creature, an amulet, and wishing I had anything else to grab that Titan. I started with the full set of Wargates but cut it down to just a 1-of now since I like it with the sideboard Stony Silence and Rest in Peace that I can run. While playing I only grabbed an amulet maybe 10% of the time, grabbed a land 25% of the time, and grabbed a very late creature or just let it sit in my hand the rest of the time.

Fsk
02-22-2013, 07:38 PM
Nice to see people picking up this deck, i was working on it some month ago and its a lot of fun. Here is my latest list, which has been working very well for me. If you are interested in the deck you should try this list (and help me improve it :p).


4 Trinket Mage (http://deckbox.org/mtg/Trinket Mage)
4 Eternal Witness (http://deckbox.org/mtg/Eternal Witness)
3 Snapcaster Mage (http://deckbox.org/mtg/Snapcaster Mage)

4 Amulet Of Vigor (http://deckbox.org/mtg/Amulet Of Vigor)
4 Summer Bloom (http://deckbox.org/mtg/Summer Bloom)
3 Azusa, Lost But Seeking (http://deckbox.org/mtg/Azusa, Lost But Seeking)

4 Momentary Blink (http://deckbox.org/mtg/Momentary Blink)
3 Wargate (http://deckbox.org/mtg/Wargate)
3 Gifts Ungiven (http://deckbox.org/mtg/Gifts Ungiven)

3 Savor the Moment (http://deckbox.org/mtg/Savor the Moment)
1 Engineered Explosives (http://deckbox.org/mtg/Engineered Explosives)
1 Sigil Of Distinction (http://deckbox.org/mtg/Sigil Of Distinction)

4 Misty Rainforest (http://deckbox.org/mtg/Misty Rainforest)
2 Scalding Tarn (http://deckbox.org/mtg/Scalding Tarn)
3 Breeding Pool (http://deckbox.org/mtg/Breeding Pool)
1 Hallowed Fountain (http://deckbox.org/mtg/Hallowed Fountain)
1 Temple Garden (http://deckbox.org/mtg/Temple Garden)
1 Island (http://deckbox.org/mtg/Island)
1 Forest (http://deckbox.org/mtg/Forest)
4 Simic Growth Chamber (http://deckbox.org/mtg/Simic Growth Chamber)
3 Azorius Chancery (http://deckbox.org/mtg/Azorius Chancery)
1 Selesnya Sanctuary (http://deckbox.org/mtg/Selesnya Sanctuary)
2 Tolaria West (http://deckbox.org/mtg/Tolaria West)

Phoenix Ignition
02-22-2013, 08:15 PM
I'm like 90% sure you didn't write your list down accurately. What is your win condition?

Fsk
02-22-2013, 09:00 PM
Actually the list is correct. The main win condition is Sigil of Distinction (http://deckbox.org/mtg/Sigil%20of%20Distinction) which can be tutored by gifts, tolaria west and trinket mage. Basically the plan is to play your entire deck by turn 2/3/4 and attack with a sigil equipped creature taking turns with savor the moment and clearing the way with EE. I know it sounds a bit creepy but i seem to have no problem finishing games after comboing out. I looked for a good wincon and tried some like iona/Unburial, mindslaver/ruins and primeval but in the end i decided it wasnt necessary. Maybe i'm wrong, i just feel the list is more "pure" this way. If you can test it i would like to know how you feel about it btw :tongue:

kombatkiwi
02-23-2013, 01:53 AM
Is anyone trying to cut this? It's the best land by far once you get titan out with an amulet.

...which isn't very likely in the top 4...



When you said in the first post "I think this deck is... watered down by trying to get lands to pump and attack for the win." I assumed that you meant using slayers stronghold to pump titans

The thing about the hideaway lands is that with karoos and additional land drops you should actually have a much greater number of cards to look through than just the top 4, I haven't used the deck myself but they seem too important to get rid of

Phoenix Ignition
02-24-2013, 03:03 PM
When you said in the first post "I think this deck is... watered down by trying to get lands to pump and attack for the win." I assumed that you meant using slayers stronghold to pump titans
Hah, I don't even remember writing that part, but right you are. I meant Kessig, but I've had a change of heart since then. Kessig is really good after you get your Titans killed and only have something like a Lotus Cobra or similar left.




The thing about the hideaway lands is that with karoos and additional land drops you should actually have a much greater number of cards to look through than just the top 4, I haven't used the deck myself but they seem too important to get rid of

I still don't think it's worth the inconsistency. At the very least I would take out the red hideaways. Yes you can bounce them if you didn't hit something great, so green one isn't terrible, but the red one doesn't help with any mana requirements and the deck has a non-negligible amount of opening hands that you have to mulligan when you have 2+ lands, an amulet, and no way of playing anything.

Mockingbird
03-15-2013, 12:11 AM
Interesting tidbit, the deck has taken on the name Kangaroo over on MTGSalvation.


Nice to see people picking up this deck, i was working on it some month ago and its a lot of fun. Here is my latest list, which has been working very well for me. If you are interested in the deck you should try this list (and help me improve it :p).


4 Trinket Mage (http://deckbox.org/mtg/Trinket Mage)
4 Eternal Witness (http://deckbox.org/mtg/Eternal Witness)
3 Snapcaster Mage (http://deckbox.org/mtg/Snapcaster Mage)

4 Amulet Of Vigor (http://deckbox.org/mtg/Amulet Of Vigor)
4 Summer Bloom (http://deckbox.org/mtg/Summer Bloom)
3 Azusa, Lost But Seeking (http://deckbox.org/mtg/Azusa, Lost But Seeking)

4 Momentary Blink (http://deckbox.org/mtg/Momentary Blink)
3 Wargate (http://deckbox.org/mtg/Wargate)
3 Gifts Ungiven (http://deckbox.org/mtg/Gifts Ungiven)

3 Savor the Moment (http://deckbox.org/mtg/Savor the Moment)
1 Engineered Explosives (http://deckbox.org/mtg/Engineered Explosives)
1 Sigil Of Distinction (http://deckbox.org/mtg/Sigil Of Distinction)

4 Misty Rainforest (http://deckbox.org/mtg/Misty Rainforest)
2 Scalding Tarn (http://deckbox.org/mtg/Scalding Tarn)
3 Breeding Pool (http://deckbox.org/mtg/Breeding Pool)
1 Hallowed Fountain (http://deckbox.org/mtg/Hallowed Fountain)
1 Temple Garden (http://deckbox.org/mtg/Temple Garden)
1 Island (http://deckbox.org/mtg/Island)
1 Forest (http://deckbox.org/mtg/Forest)
4 Simic Growth Chamber (http://deckbox.org/mtg/Simic Growth Chamber)
3 Azorius Chancery (http://deckbox.org/mtg/Azorius Chancery)
1 Selesnya Sanctuary (http://deckbox.org/mtg/Selesnya Sanctuary)
2 Tolaria West (http://deckbox.org/mtg/Tolaria West)

This grabbed my attention because I'm curious as to why no Primeval Titan. Even if you don't use Slayers' Stronghold or Sunhome, Fortress of the Legion, Titan pools a lot of mana in this deck and you can still pull the trick with Tolaria West + Simic Growth Chamber.

TraxDaMax
03-15-2013, 02:54 PM
I've been working on a version with Magus of Tabernaclex4, 2 E.witness,1 Azura, 2 Trinket Mage, 2 Harmonize, 1 Terastodon and 2 Oracle of Mul Daya. I took out Ancient Stirrings, Cobras and 3 Summoner's Pact and Emmy.

Just testing ofcourse, but I'm pretty confidant the deck wants Magus and Terastodon. Oracle and Harmonize are iffy, as 4 mana often seems akward.

The things I want to test next are a) Reveillark package with mulldrifters.
b) A BubbleHulk package but then with 4 Summoners Pact obviously.

Primal Command also looks like it might be playable.

Phoenix Ignition
03-15-2013, 03:44 PM
If anyone can post more recent versions of the deck that have *any* results I'll update the Primer post. I've run into this deck on MTGO a couple times, and it does die to hate on the amulet and bad hands, but there are some games that it just gets around that and wins on turn 2. I actually lost to a deck that sideboarded out Titans (I think... I guess he could have left them I have no idea, and he could have had Hive Mind in there game 1 as well) and ramped out a turn 2 Hive Mind with Summoner's Pact. I don't know for sure if he sided any other pacts in, or what else may have been there to kill me, but it was definitely a new take on it.

Mockingbird
03-15-2013, 10:51 PM
If anyone can post more recent versions of the deck that have *any* results I'll update the Primer post. I've run into this deck on MTGO a couple times, and it does die to hate on the amulet and bad hands, but there are some games that it just gets around that and wins on turn 2. I actually lost to a deck that sideboarded out Titans (I think... I guess he could have left them I have no idea, and he could have had Hive Mind in there game 1 as well) and ramped out a turn 2 Hive Mind with Summoner's Pact. I don't know for sure if he sided any other pacts in, or what else may have been there to kill me, but it was definitely a new take on it.

All the information I could find on Kangaroo decks from mining Decks of the week from the past two weeks:

Kangaroo in Deck of the Week 3/15/2013
//Lands: 25
1 Boros Garrison
2 Breeding Pool
1 Celestial Colonnade
1 Forest
1 Hallowed Fountain
1 Kessig Wolf Run
4 Misty Rainforest
2 Mosswort Bridge
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Stomping Ground
1 Temple Garden
2 Vesuva

//Creatures: 7
2 Azusa, Lost but Seeking
1 Eternal Witness
4 Primeval Titan

//Artifacts: 4
4 Amulet of Vigor

//Instants: 4
4 Summoner's Pact

//Sorceries: 20
4 Ancient Stirrings
4 Explore
4 See Beyond
4 Summer Bloom
2 Time Warp
2 Wargate

//Sideboard:
1 Damping Matrix
3 Dismember
1 Gaea's Revenge
2 Grafdigger's Cage
3 Spellskite
2 Stony Silence
1 Thrun, the Last Troll
2 Timely Reinforcements


-----

Kangaroo in Decks of the Week 3/8/13
//26 Lands:
1 Boros Garrison
1 Cavern of Souls
3 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
4 Tendo Ice Bridge
2 Tolaria West
1 Vesuva

//Creatures: 8
4 Azusa, Lost but Seeking
4 Primeval Titan

//Artifacts: 4
4 Amulet of Vigor

//Instants: 4
4 Summoner's Pact

//Sorceries: 18
3 Ancient Stirrings
4 Explore
4 Serum Visions
4 Summer Bloom
3 Wargate

//Sideboard
3 Beast Within
2 Ghost Quarter
4 Glimmerpost
3 Slaughter Pact
3 Timely Reinforcements

-----

Kangaroo in Decks of the Week 3/8/13
//Lands: 25
1 Boros Garrison
2 Forest
4 Gemstone Mine
1 Golgari Rot Farm
1 Gruul Turf
4 Selesnya Sanctuary
4 Simic Growth Chamber
2 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
2 Tendo Ice Bridge
2 Tolaria West
1 Vault of the Archangel

//Creatures: 10
1 Azusa, Lost but Seeking
1 Eternal Witness
4 Primeval Titan
1 Qasali Pridemage
3 Sakura-Tribe Scout

//Artifacts: 4
4 Amulet of Vigor

//Enchantments: 2
2 Hive Mind

//Instants: 5
1 Pact of Negation
4 Summoner's Pact

//Sorceries: 14
4 Explore
4 Serum Visions
4 Summer Bloom
2 Wargate

//Sideboard:
1 Bojuka Bog
2 Ghost Quarter
1 Hive Mind
2 Inquisition of Kozilek
1 Pact of Negation
2 Ratchet Bomb
2 Slaughter Pact
2 Spoils of the Vault
1 Teetering Peaks
1 Thrun, the Last Troll

-----

Kangaroo in Decks of the Week 3/8/13
//Lands: 26
1 Boros Garrison
1 Cavern of Souls
3 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
4 Tendo Ice Bridge
2 Tolaria West
1 Vesuva

//Creatures: 15
4 Azusa, Lost but Seeking
4 Primeval Titan
4 Sakura-Tribe Scout
3 Trinket Mage

//Artifacts: 4
4 Amulet of Vigor

//Instants: 4
4 Summoner's Pact

//Sorceries: 11
3 Firespout
4 See Beyond
4 Summer Bloom

//Sideboard:
1 Avenger of Zendikar
3 Beast Within
2 Ghost Quarter
4 Glimmerpost
2 Meloku the Clouded Mirror
3 Slaughter Pact

Phoenix Ignition
03-16-2013, 01:12 AM
All the information I could find on Kangaroo decks from mining Decks of the week from the past two weeks:


Thanks, I'll update the Primer with some of these lists.