SpeedOfDark
06-12-2010, 10:04 PM
Hello fellow legacy enthusiasts, here's a casual looking deck trying very hard to fit into the lower tiers of competition, but perhaps failing :P
The list(s) hasn't been playtested yet, so for now everything is just on paper. I'd like to know what others think of the idea and if they have any suggestions regarding card choices or which "route" the deck should take.
The premise of the deck is to win using forest ramp. Obviously such a deck wouldn't be fast enough to be considered "combo," so you need a way to slow down the game until the land count gets high enough. Since a large portion of legacy decks can't win without combat damage, the control method chosen was fog (largely ignoring the combo matchups, or relying on postboard games).
*FOREST ARMY*
***UTILITY*** 11
1 eternal witness
4 lotus cobra
4 chalice of the void
2 crucible of worlds
***WIN*** 6
4 howl of the night pack
2 rude awakening
***FOG*** 11
3 moment's peace
4 tangle
4 constant mist
***LAND GRAB*** 11
4 new frontiers
4 nature's lore
3 three visits
***LANDS*** 21
12 forests
4 fetchlands
1 gargoyle castle
4 wastelands
*SIDEBOARD (needs major work)
*---
*4 mindbreak trap
*3 vexing shusher
*4 choke
*2 relic of progenitus
*2 tormod's crypt
---
The general idea is pretty simple, you ramp up to a high forest count, while fogging more or less every turn, then you play howl of the night pack or rude awakening ftw.
win conditions:
1. high forest count + howl of the night pack/rude awakening
2. crucible + gargoyle castle = generate 3/4 flier every turn (backup)
control locks:
1. chalice of the void for 1 (or 0 against ANT)
2. crucible + wasteland = recurring nonbasic destruction
3. crucible + constant mist = permenant creature lock (note: if hand has enough acceleration, this lock can be permanent without the crucible)
synergies:
1. crucible + fetchlands = pay 1 life for a forest
2. cobra + fetchland = acceleration
3. cobra + nature's lore/three visits = basically a 0cc rampant growth
4. cobra + new frontiers = 3-4 open mana
---
There's a lot of things that could change... for one the ramping approach could be more exploration+lftl inclined, white or blue could easily be splashed for decent control cards, the cobra might also be cuter than he is useful... but like I said, no playtesting has been done, so who knows ;p
PS: for now, the version of the deck I am building is the one below (due to budget constraints):
*FOREST ARMY II*
***CREATURES*** 6
1 scute mob
4 lotus cobra
1 eternal witness
***WIN*** 7
4 howl of the night pack
3 rude awakening
***FOG*** 11
4 moment's peace
4 tangle
4 constant mist
***LAND GRAB*** 12
4 new frontiers
4 nature's lore
4 three visits
***DRAW*** 3
1 sylvan library
2 harmonize
***LANDS*** 21
17 forests
4 fetchlands
The list(s) hasn't been playtested yet, so for now everything is just on paper. I'd like to know what others think of the idea and if they have any suggestions regarding card choices or which "route" the deck should take.
The premise of the deck is to win using forest ramp. Obviously such a deck wouldn't be fast enough to be considered "combo," so you need a way to slow down the game until the land count gets high enough. Since a large portion of legacy decks can't win without combat damage, the control method chosen was fog (largely ignoring the combo matchups, or relying on postboard games).
*FOREST ARMY*
***UTILITY*** 11
1 eternal witness
4 lotus cobra
4 chalice of the void
2 crucible of worlds
***WIN*** 6
4 howl of the night pack
2 rude awakening
***FOG*** 11
3 moment's peace
4 tangle
4 constant mist
***LAND GRAB*** 11
4 new frontiers
4 nature's lore
3 three visits
***LANDS*** 21
12 forests
4 fetchlands
1 gargoyle castle
4 wastelands
*SIDEBOARD (needs major work)
*---
*4 mindbreak trap
*3 vexing shusher
*4 choke
*2 relic of progenitus
*2 tormod's crypt
---
The general idea is pretty simple, you ramp up to a high forest count, while fogging more or less every turn, then you play howl of the night pack or rude awakening ftw.
win conditions:
1. high forest count + howl of the night pack/rude awakening
2. crucible + gargoyle castle = generate 3/4 flier every turn (backup)
control locks:
1. chalice of the void for 1 (or 0 against ANT)
2. crucible + wasteland = recurring nonbasic destruction
3. crucible + constant mist = permenant creature lock (note: if hand has enough acceleration, this lock can be permanent without the crucible)
synergies:
1. crucible + fetchlands = pay 1 life for a forest
2. cobra + fetchland = acceleration
3. cobra + nature's lore/three visits = basically a 0cc rampant growth
4. cobra + new frontiers = 3-4 open mana
---
There's a lot of things that could change... for one the ramping approach could be more exploration+lftl inclined, white or blue could easily be splashed for decent control cards, the cobra might also be cuter than he is useful... but like I said, no playtesting has been done, so who knows ;p
PS: for now, the version of the deck I am building is the one below (due to budget constraints):
*FOREST ARMY II*
***CREATURES*** 6
1 scute mob
4 lotus cobra
1 eternal witness
***WIN*** 7
4 howl of the night pack
3 rude awakening
***FOG*** 11
4 moment's peace
4 tangle
4 constant mist
***LAND GRAB*** 12
4 new frontiers
4 nature's lore
4 three visits
***DRAW*** 3
1 sylvan library
2 harmonize
***LANDS*** 21
17 forests
4 fetchlands