Kich867
03-31-2011, 09:12 PM
Introduction:
So this is my first attempt at making a Legacy deck. I know when I started I wanted to do something with Blue and Green, I wanted to do something interesting and do it effectively. I had to really consider how green could be implemented into the deck without doing something common like "Control into a big creature and win!" So I aimed for a way to control the tempo with land disruption.
The big staples of the deck are Root Maze, Stasis, and Garruk Wildspeaker, and the interactions they have with each other. The cards are intended to operate well with each other and promote synergy, but be strong enough that not all parts of the deck are required to be in play.
Though there is very little green in the deck, everything that lets the deck win is located in that color.
Deck List: Updated as of 4/1/11
//Creatures: 12
4 Cloud of Faeries
4 Scryb Ranger
3 Mistbind Clique
1 Vendilion Clique
//Spells: 12
4 Chain of Vapor
4 Early Frost
4 Daze
//Enchantments: 8
4 Stasis
4 Root Maze
//Artifacts: 4
4 Amulet of Vigor
//Planeswalkers: 4
4 Garruk Wildspeaker
//Lands: 20
2 Breeding Pool
4 Tropical Island
2 Misty Rainforest
4 Rishadan Port
4 Forest
4 Island
General Deck Concept:
The aim of the deck is to mutually stall both players, but break free of Stasis over time and beat them to death while they're frozen solid. Root Maze and Amulet of Vigor are not necessary to win, but they can lead to situations like me being able to play untapped lands while the opponent is tapped out and can never produce any mana from turn 3 on.
In an ideal situation, I will have Stasis on the board with Garruk to untap my lands, and at least Scryb Ranger on the field. This let's me untap enough land to pay for stasis, then swing and untap scryb ranger until the opponent is dead.
Adding supplemental enchantments or artifacts (root maze / amulet) makes the situation unfairly one-sided. While I'm now operating as if I'm under a Winter Orb, they're still frozen.
So what if I can't get a root maze? That's fine, Early Frost, Mistbind Clique, and Rishadan Port can tap them out.
In the event that the lock isn't in place, the aim will be to disrupt their land as much as possible--hitting their upkeep with Early Frosts, Rishadan Port, Mistbind Clique. All the while I need to dig with Careful Study and discard excess amulets / stasis / mazes.
Possible Alternatives:
In this section I just wanted to speculate (and perhaps you guys could confirm/deny some of them).
Do I need more draw? I didn't want to put Brainstorm in since it doesn't really dig that hard and it doesn't dump cards that aren't needed anymore. Accumulated Knowledge or Preordain would be my first picks.
Does the deck seem to flimsy? I've mostly been just goldfishing the hands of this deck as I don't have all of the cards to operate it yet. So as it stands this is just theorycrafting.
Do I really need Rishadan Ports? Or are the Early Frosts / Mistbind's enough to lock the land down for a few turns?
So, in general, some cards I feel would have been good cards but didn't make it:
Mana Short
Drain Power
Isochron Scepter
Winter Orb
Pygmy Hippo
Force of Will
Tarmogoyf
Wintermoon Mesa
Mana Maze
Brainstorm
Mana Vapors
Mana Web
Conclusion:
Overall, I mean, maybe the deck is horrible, maybe it's not, but I think the idea is worth refining and really looking at. I'd love to hear what people think--feel free to be respectfully critical of it, I'm very serious about this deck concept, and I felt like I've made the best choices with what I'm looking at.
For instance, the reason I am not playing like.. Quirion Ranger and Tarmogoyf and Force of Will, is because if the deck works, I won't need a beater as big as Tarmogoyf who offers no utility. Quirion Ranger is not a faerie and does not have Flash nor Flying. I should not need to Force of Will anything if they can't play anything, as Force Spike should suffice to tick away at their available land or hit the only real threats.
So this is my first attempt at making a Legacy deck. I know when I started I wanted to do something with Blue and Green, I wanted to do something interesting and do it effectively. I had to really consider how green could be implemented into the deck without doing something common like "Control into a big creature and win!" So I aimed for a way to control the tempo with land disruption.
The big staples of the deck are Root Maze, Stasis, and Garruk Wildspeaker, and the interactions they have with each other. The cards are intended to operate well with each other and promote synergy, but be strong enough that not all parts of the deck are required to be in play.
Though there is very little green in the deck, everything that lets the deck win is located in that color.
Deck List: Updated as of 4/1/11
//Creatures: 12
4 Cloud of Faeries
4 Scryb Ranger
3 Mistbind Clique
1 Vendilion Clique
//Spells: 12
4 Chain of Vapor
4 Early Frost
4 Daze
//Enchantments: 8
4 Stasis
4 Root Maze
//Artifacts: 4
4 Amulet of Vigor
//Planeswalkers: 4
4 Garruk Wildspeaker
//Lands: 20
2 Breeding Pool
4 Tropical Island
2 Misty Rainforest
4 Rishadan Port
4 Forest
4 Island
General Deck Concept:
The aim of the deck is to mutually stall both players, but break free of Stasis over time and beat them to death while they're frozen solid. Root Maze and Amulet of Vigor are not necessary to win, but they can lead to situations like me being able to play untapped lands while the opponent is tapped out and can never produce any mana from turn 3 on.
In an ideal situation, I will have Stasis on the board with Garruk to untap my lands, and at least Scryb Ranger on the field. This let's me untap enough land to pay for stasis, then swing and untap scryb ranger until the opponent is dead.
Adding supplemental enchantments or artifacts (root maze / amulet) makes the situation unfairly one-sided. While I'm now operating as if I'm under a Winter Orb, they're still frozen.
So what if I can't get a root maze? That's fine, Early Frost, Mistbind Clique, and Rishadan Port can tap them out.
In the event that the lock isn't in place, the aim will be to disrupt their land as much as possible--hitting their upkeep with Early Frosts, Rishadan Port, Mistbind Clique. All the while I need to dig with Careful Study and discard excess amulets / stasis / mazes.
Possible Alternatives:
In this section I just wanted to speculate (and perhaps you guys could confirm/deny some of them).
Do I need more draw? I didn't want to put Brainstorm in since it doesn't really dig that hard and it doesn't dump cards that aren't needed anymore. Accumulated Knowledge or Preordain would be my first picks.
Does the deck seem to flimsy? I've mostly been just goldfishing the hands of this deck as I don't have all of the cards to operate it yet. So as it stands this is just theorycrafting.
Do I really need Rishadan Ports? Or are the Early Frosts / Mistbind's enough to lock the land down for a few turns?
So, in general, some cards I feel would have been good cards but didn't make it:
Mana Short
Drain Power
Isochron Scepter
Winter Orb
Pygmy Hippo
Force of Will
Tarmogoyf
Wintermoon Mesa
Mana Maze
Brainstorm
Mana Vapors
Mana Web
Conclusion:
Overall, I mean, maybe the deck is horrible, maybe it's not, but I think the idea is worth refining and really looking at. I'd love to hear what people think--feel free to be respectfully critical of it, I'm very serious about this deck concept, and I felt like I've made the best choices with what I'm looking at.
For instance, the reason I am not playing like.. Quirion Ranger and Tarmogoyf and Force of Will, is because if the deck works, I won't need a beater as big as Tarmogoyf who offers no utility. Quirion Ranger is not a faerie and does not have Flash nor Flying. I should not need to Force of Will anything if they can't play anything, as Force Spike should suffice to tick away at their available land or hit the only real threats.