RebelCow
02-10-2013, 11:19 PM
EDIT: Green Trees
Changed the name, and updated the list. More below.
Main
Creature (20)
4x Dungrove Elder
2x Sakura-Tribe Elder
1x Scavenging Ooze
1x Scryb Ranger
4x Scute Mob
1x Skinshifter
4x Veteran Explorer
1x Viridian Zealot
Instant (5)
3x Beast Within
2x Primal Bellow
Land (25)
2x Dryad Arbor
13x Forest
4x Phyrexian Tower
4x Taiga
2x Wooded Foothills
Sorcery (10)
1x Banefire
1x Beacon of Creation
4x Collective Voyage
4x Green Sun's Zenith
Artifact (2)
2x Umezawa's Jitte
Sideboard (15)
3x Angel of Despair
2x Choke
2x Faerie Macabre
2x Golgari Charm
4x Mindbreak Trap
2x Ravenous Trap
I've always wanted to build around Dungrove Elder in Legacy. It seems rather unappreciated, and quite good in the right build.
Card Choices [EDIT]
I moved over to a Green Sun's Zenith package, with Scryb Ranger. I cut the Scavenging Ooze and Skinshifter to 1 each because of this. The Exploration came out, as did the Skyshroud Claim. In their places, Sakura-Tribe Elder and Umezawa's Jitte. The elder really helps accelerate your forest count, in a better way than Exploration did, as more than one Exploration was always bad, and its hard to frown at a body. Beast Within was added as the catch-all removal so that this deck can deal with annoying permanents.
Sideboard
The deck is very weak to combo, so I've added 4 Mindbreak Trap, and the 2 Ravenous Trap are good against graveyard based combo like Dredge. Fairy Macabre serves the same purpose. Angel of Despair is for Show and Tell. Choke is for...blue decks. I haven't figured out the sideboard yet, so I'm not sure what the Choke should be. For now, I think anti-blue tends to be safe for Legacy. The Golgari Charm are for Elves and Goblins, which pose a nasty threat to a deck not focused on having a lot of creatures to block.
Why is it good?
The Dungrove Elder and Scute Mob get silly once they get going, which is relatively quick thanks to the ramp spells. There are a few back up plans for all of that mana in the form of Banefire and Beacon of Creation, as well as Primal Bellow.
Isn't it terrible?
Maybe. But I haven't been able to completely work it out. I think it has a lot of potential, but I can see that its a long way from being done.
It seems like a fun deck, and a legitimate strategy to me. I'd love to get some thoughts on the deck, as well as any suggestions/comments/criticism that you all have.
Maybe its crazy, but if anyone sees potential, let me know!
Changed the name, and updated the list. More below.
Main
Creature (20)
4x Dungrove Elder
2x Sakura-Tribe Elder
1x Scavenging Ooze
1x Scryb Ranger
4x Scute Mob
1x Skinshifter
4x Veteran Explorer
1x Viridian Zealot
Instant (5)
3x Beast Within
2x Primal Bellow
Land (25)
2x Dryad Arbor
13x Forest
4x Phyrexian Tower
4x Taiga
2x Wooded Foothills
Sorcery (10)
1x Banefire
1x Beacon of Creation
4x Collective Voyage
4x Green Sun's Zenith
Artifact (2)
2x Umezawa's Jitte
Sideboard (15)
3x Angel of Despair
2x Choke
2x Faerie Macabre
2x Golgari Charm
4x Mindbreak Trap
2x Ravenous Trap
I've always wanted to build around Dungrove Elder in Legacy. It seems rather unappreciated, and quite good in the right build.
Card Choices [EDIT]
I moved over to a Green Sun's Zenith package, with Scryb Ranger. I cut the Scavenging Ooze and Skinshifter to 1 each because of this. The Exploration came out, as did the Skyshroud Claim. In their places, Sakura-Tribe Elder and Umezawa's Jitte. The elder really helps accelerate your forest count, in a better way than Exploration did, as more than one Exploration was always bad, and its hard to frown at a body. Beast Within was added as the catch-all removal so that this deck can deal with annoying permanents.
Sideboard
The deck is very weak to combo, so I've added 4 Mindbreak Trap, and the 2 Ravenous Trap are good against graveyard based combo like Dredge. Fairy Macabre serves the same purpose. Angel of Despair is for Show and Tell. Choke is for...blue decks. I haven't figured out the sideboard yet, so I'm not sure what the Choke should be. For now, I think anti-blue tends to be safe for Legacy. The Golgari Charm are for Elves and Goblins, which pose a nasty threat to a deck not focused on having a lot of creatures to block.
Why is it good?
The Dungrove Elder and Scute Mob get silly once they get going, which is relatively quick thanks to the ramp spells. There are a few back up plans for all of that mana in the form of Banefire and Beacon of Creation, as well as Primal Bellow.
Isn't it terrible?
Maybe. But I haven't been able to completely work it out. I think it has a lot of potential, but I can see that its a long way from being done.
It seems like a fun deck, and a legitimate strategy to me. I'd love to get some thoughts on the deck, as well as any suggestions/comments/criticism that you all have.
Maybe its crazy, but if anyone sees potential, let me know!