bowvamp
08-13-2009, 06:05 PM
Had to come up with a crappy pun cause I lack imaginative names at the moment. Anyways, the deck is based off the concept of simplifying the survival toolbox (there are only 5 toolbox creatures), having a high chance to get survival online (12 card drawers), and dominating the early game more than traditional survival builds.
And I've gotta admit, this deck is wacky and fun at the same time.
Surv's Up
2 Windswept Heath
4 Wasteland
1 Breeding Pool
3 Polluted Delta
4 Tropical Island
2 Island
4 Forest
1 Wall of Blossoms
1 Wood Sage
1 Ohran Viper
4 Basking Rootwalla
1 Genesis
1 Wonder
4 Tarmogoyf
4 Noble Hierarch
4 Birds of Paradise
3 Disrupt
4 Force of Will
4 Survival of the Fittest
4 Remand
4 Cerulean Wisps
Now for the Card Choices (I'll start from the top):
4 Wasteland: Helps keep remand and disrupt powerful for a long period of time.
1 Wall of Blossoms: Slows down aggro strategies, draws a card and is part of your toolbox against decks that can't get past 4 toughness.
1 Wood Sage: Pitches to FOW, gets wonder and genesis in the graveyard, and searches for utility creatures to boot. (or Tarmo if you don't have him online yet)
1 Ohran Viper: Like ophidian except he doubles as creature removal and does some damage.
4 Basking Rootwalla: Card advantage, counters Bob, and chumps tarmogoyf, plus he can do damage.
1 Genesis: Helps you mid-late game, he gets back creatures and is synergistic with wood sage.
1 Wonder: Basically, a kill mechanism/faerie killer, Wonder really shines when you can swing for twenty or want to break a tarmo-lock.
4 Tarmogoyf: Not really a card choice these days, a bare necessity.
4 Noble Hierarch/Birds: Noble breaks tarmo locks, they both jump start you and make Cerulean Wisps an ok card.
3 Disrupt: Pretty nice counter, if I must say so myself. Really under-used and if it works right, gains you card advantage.
4 Force of Will: Last resort, and although I might not have much blue in my deck, I feel I can support it.
4 Remand: Stalls them, and draws you a card. Not really a hard counter, but I don't care!
4 Cerulean Wisps: Just for a good time, it can also be used to make surprise blockers, or accelerate wood sage.
Have fun!
And I've gotta admit, this deck is wacky and fun at the same time.
Surv's Up
2 Windswept Heath
4 Wasteland
1 Breeding Pool
3 Polluted Delta
4 Tropical Island
2 Island
4 Forest
1 Wall of Blossoms
1 Wood Sage
1 Ohran Viper
4 Basking Rootwalla
1 Genesis
1 Wonder
4 Tarmogoyf
4 Noble Hierarch
4 Birds of Paradise
3 Disrupt
4 Force of Will
4 Survival of the Fittest
4 Remand
4 Cerulean Wisps
Now for the Card Choices (I'll start from the top):
4 Wasteland: Helps keep remand and disrupt powerful for a long period of time.
1 Wall of Blossoms: Slows down aggro strategies, draws a card and is part of your toolbox against decks that can't get past 4 toughness.
1 Wood Sage: Pitches to FOW, gets wonder and genesis in the graveyard, and searches for utility creatures to boot. (or Tarmo if you don't have him online yet)
1 Ohran Viper: Like ophidian except he doubles as creature removal and does some damage.
4 Basking Rootwalla: Card advantage, counters Bob, and chumps tarmogoyf, plus he can do damage.
1 Genesis: Helps you mid-late game, he gets back creatures and is synergistic with wood sage.
1 Wonder: Basically, a kill mechanism/faerie killer, Wonder really shines when you can swing for twenty or want to break a tarmo-lock.
4 Tarmogoyf: Not really a card choice these days, a bare necessity.
4 Noble Hierarch/Birds: Noble breaks tarmo locks, they both jump start you and make Cerulean Wisps an ok card.
3 Disrupt: Pretty nice counter, if I must say so myself. Really under-used and if it works right, gains you card advantage.
4 Force of Will: Last resort, and although I might not have much blue in my deck, I feel I can support it.
4 Remand: Stalls them, and draws you a card. Not really a hard counter, but I don't care!
4 Cerulean Wisps: Just for a good time, it can also be used to make surprise blockers, or accelerate wood sage.
Have fun!