Roman Candle
05-18-2008, 12:58 AM
This was just a totally untested idea that came to me during my neverending quest to break Root Maze.
Lands:
14 Forest
4 Ancient Tomb
4 Rishadan Port
3 Windswept Heath
Creatures:
4 Wall of Blossoms
4 Wall of Roots
4 Tarmogoyf
Other Spells:
3 Garruk Wildspeaker
4 Root Maze
4 Thorn of Amethyst
4 Sphere of Resistance
4 Winter Orb
4 Chalice of the Void
Sideboard:
4 Krosan Grip
4 Tormod's Crypt
7 free slots :/
Essentially, the deck revolves around the hard-lock of Garruk Wildspeaker+Winter Orb+Rishadan Port+Root Maze+Sphere of Resistance. While I know 5-card combos aren't exactly viable in Legacy, the deck doesn't really need to get the lock in place in its entirety. Garruk with Winter Orb is pretty threatening in and of itself, and with Port, the opponent will (hopefully) have a difficult time finding mana.
Individual Card Choices:
Ancient Tomb: Turn 1 Thorn/Sphere/CotV on 1 can be gamebreaking.
Rishadan Port: An integral part of the lock.
Wall of Roots: Stalls the ground while pumping mana; essentially neutralizes one creature once a partial lock is in place.
Wall of Blossoms: See Wall of Roots, except replace "pumping mana" with cantrips.
Tarmogoyf: The primary win condition, and another "wall" to neutralize the opponent's creatures.
Garruk Wildspeaker: Not only an integral part of the lock, but also a fantastic way around Sphere/Thorn/Winter Orb in general, as well as a win condition.
Root Maze: A card I really think deserves more respect, as it stalls fetches a full two turns, and makes Daze a lot less fun. It is also necessary to make the lock a "hard" lock.
Thorn/Sphere: Another part of the lock that also help slow the opponent to your (very) slow tempo.
Chalice: It seemed wrong to play a deck with Ancient Tomb without Chalice; it can also replace Thorn or Sphere in the lock.
Winter Orb: The cornerstone of the deck; slows the game down to a crawl, allowing you to slowly assemble the lock and/or smash face with 'goyf.
As for the sideboard... I dunno. I haven't tested this yet, so I can only guess what might give it trouble. Grips definitely belong there, and Tombs should probably be there too...
The deck probably (almost definitely) isn't Teir 1, but it definitely seems like a blast to play with.
Any help would be appreciated; I'd love to see this reach a competitive level, although I don't see that happening any time soon.
Lands:
14 Forest
4 Ancient Tomb
4 Rishadan Port
3 Windswept Heath
Creatures:
4 Wall of Blossoms
4 Wall of Roots
4 Tarmogoyf
Other Spells:
3 Garruk Wildspeaker
4 Root Maze
4 Thorn of Amethyst
4 Sphere of Resistance
4 Winter Orb
4 Chalice of the Void
Sideboard:
4 Krosan Grip
4 Tormod's Crypt
7 free slots :/
Essentially, the deck revolves around the hard-lock of Garruk Wildspeaker+Winter Orb+Rishadan Port+Root Maze+Sphere of Resistance. While I know 5-card combos aren't exactly viable in Legacy, the deck doesn't really need to get the lock in place in its entirety. Garruk with Winter Orb is pretty threatening in and of itself, and with Port, the opponent will (hopefully) have a difficult time finding mana.
Individual Card Choices:
Ancient Tomb: Turn 1 Thorn/Sphere/CotV on 1 can be gamebreaking.
Rishadan Port: An integral part of the lock.
Wall of Roots: Stalls the ground while pumping mana; essentially neutralizes one creature once a partial lock is in place.
Wall of Blossoms: See Wall of Roots, except replace "pumping mana" with cantrips.
Tarmogoyf: The primary win condition, and another "wall" to neutralize the opponent's creatures.
Garruk Wildspeaker: Not only an integral part of the lock, but also a fantastic way around Sphere/Thorn/Winter Orb in general, as well as a win condition.
Root Maze: A card I really think deserves more respect, as it stalls fetches a full two turns, and makes Daze a lot less fun. It is also necessary to make the lock a "hard" lock.
Thorn/Sphere: Another part of the lock that also help slow the opponent to your (very) slow tempo.
Chalice: It seemed wrong to play a deck with Ancient Tomb without Chalice; it can also replace Thorn or Sphere in the lock.
Winter Orb: The cornerstone of the deck; slows the game down to a crawl, allowing you to slowly assemble the lock and/or smash face with 'goyf.
As for the sideboard... I dunno. I haven't tested this yet, so I can only guess what might give it trouble. Grips definitely belong there, and Tombs should probably be there too...
The deck probably (almost definitely) isn't Teir 1, but it definitely seems like a blast to play with.
Any help would be appreciated; I'd love to see this reach a competitive level, although I don't see that happening any time soon.