Aethan
05-31-2010, 05:17 PM
Here is a deck I've been having a lot of fun, and success, with on MWS. I originally wanted to build a casual deck that incorporated Garruk, simply because I have a lot of fun playing him. After that I added mana critters for acceleration and to abuse his -4 ability. Since the deck was green Tarmogoyf was a no-brainer. With all the little green men it wasn't much of a leap to add the Progenitus package. I added blue for library manipulation / control and ended up with what you see here.
// Creatures
4 [A] Birds of Paradise
4 [CFX] Noble Hierarch
4 [OD] Werebear
4 [OD] Nimble Mongoose
1 [CFX] Progenitus
4 [FUT] Tarmogoyf
// Spells
3 [LRW] Garruk Wildspeaker
4 [A] Counterspell
4 [AL] Force of Will
4 [LRW] Ponder
4 [IA] Brainstorm
4 [VI] Natural Order
// Lands
4 [ZEN] Misty Rainforest
2 [UNH] Forest
2 [UNH] Island
1 [ZEN] Scalding Tarn
1 [ON] Flooded Strand
1 [ON] Polluted Delta
4 [A] Tropical Island
1 [FUT] Dryad Arbor
// Sideboard
SB: 4 [REL] Vexing Shusher
SB: 4 [SHM] Gleeful Sabotage
SB: 4 [GP] Leyline of the Void
SB: 3 [SOK] Pithing Needle
The mana critters serve to accelerate into Natural Order / Garruk while being fodder for NO and pumpables for Garruk. Noble Hierarch also solves Goyf stalls, and helps with beats throughout the game while allowing extra blue mana for Counterspell and draw. Werebear is an accelerant early and a powerful beater midgame. Goose is very useful when the opponent is packing heavy removal and you are having trouble keeping a creture around long enough to NO it. Permission is generally reserved for protecting NO or major threats, there isn't enough of it to counter everything.
Garruk is very versatile while also being fun to play with. He stalls most aggro decks and the 3/3 tokens will either eat or trade with most of what the opposing Zoo player can field. If you have 4 mana sources of which at least 2 are land, then he can also give you enough mana to NO while reserving 2 more for a Counterspell. I've often won games just by using his +1 ability to power out Goyfs, Bears and Geese then -4ing them to victory. I've stalled games into NO with the -1 ability several times as well.
Natural Order is generally an autowin if it resolves, but the deck doesn't rely on it to win. It's just nice when it happens.
The SB should be obvious: Shusher handles CounterTop variants, Needle takes care of man-lands and other randomness, Leyline kills Dredge / Loam / Reanimator decks. Gleeful sabotage is an answer for artifact mana or Stax decks, the conspire ability gets it around counter based control (but not Counterbalance) along with being fully capable of hitting 3 targets w/ an average turn 4 hand.
// Creatures
4 [A] Birds of Paradise
4 [CFX] Noble Hierarch
4 [OD] Werebear
4 [OD] Nimble Mongoose
1 [CFX] Progenitus
4 [FUT] Tarmogoyf
// Spells
3 [LRW] Garruk Wildspeaker
4 [A] Counterspell
4 [AL] Force of Will
4 [LRW] Ponder
4 [IA] Brainstorm
4 [VI] Natural Order
// Lands
4 [ZEN] Misty Rainforest
2 [UNH] Forest
2 [UNH] Island
1 [ZEN] Scalding Tarn
1 [ON] Flooded Strand
1 [ON] Polluted Delta
4 [A] Tropical Island
1 [FUT] Dryad Arbor
// Sideboard
SB: 4 [REL] Vexing Shusher
SB: 4 [SHM] Gleeful Sabotage
SB: 4 [GP] Leyline of the Void
SB: 3 [SOK] Pithing Needle
The mana critters serve to accelerate into Natural Order / Garruk while being fodder for NO and pumpables for Garruk. Noble Hierarch also solves Goyf stalls, and helps with beats throughout the game while allowing extra blue mana for Counterspell and draw. Werebear is an accelerant early and a powerful beater midgame. Goose is very useful when the opponent is packing heavy removal and you are having trouble keeping a creture around long enough to NO it. Permission is generally reserved for protecting NO or major threats, there isn't enough of it to counter everything.
Garruk is very versatile while also being fun to play with. He stalls most aggro decks and the 3/3 tokens will either eat or trade with most of what the opposing Zoo player can field. If you have 4 mana sources of which at least 2 are land, then he can also give you enough mana to NO while reserving 2 more for a Counterspell. I've often won games just by using his +1 ability to power out Goyfs, Bears and Geese then -4ing them to victory. I've stalled games into NO with the -1 ability several times as well.
Natural Order is generally an autowin if it resolves, but the deck doesn't rely on it to win. It's just nice when it happens.
The SB should be obvious: Shusher handles CounterTop variants, Needle takes care of man-lands and other randomness, Leyline kills Dredge / Loam / Reanimator decks. Gleeful sabotage is an answer for artifact mana or Stax decks, the conspire ability gets it around counter based control (but not Counterbalance) along with being fully capable of hitting 3 targets w/ an average turn 4 hand.