Green Sun's Zenith is the latest bomb spoiled in Mirrodin besieged and everybody's buzzing about it. I'm starting this thread to discuss the obvious synergy between: Green Sun's Zenith, Dryad Arbor, Natural Order.
The two mid-range decks that are known to utilize Natural order properly are Bant aggro and The Rock. Here are my two decklists incorporating the Zenith to start off:
Zenith Order Bant
2 Noble Heirarch
4 Green Sun's Zenith
4 Tarmogoyf
2 Vendillon Clique (Or Rhox Warmonk)
1 Eternal Witness
1 Qasali Pridemage
1 Trygon Predator (Or the 3rd Warmonk)
4 Force of Will
4 Brainstorm
2 Ponder
4 Swords To Plowshares
3 Spell pierce
3 Daze
3 Natural Order
1 Progenitus
1 Dryad Arbor
4 Wasteland
4 Misty Rainforest
4 Windswept Heath
1 Island
1 Forest
1 Plains
3 Tropical
1 Tundra
1 Savanna
Zenith Order Rock
4 Birds of Paradise
4 Green Sun's Zenith
4 Tarmogoyf
4 Knight of the Reliquary
2 Qasali Pridemage
1 Eternal Witness
1 Vexing Shusher (Or Gaddock Teeq)
4 Natural Order
1 Progenitus
4 Thoughtseize
4 Swords To Plowshares
3 Vindicate
1 Inquisition of Kozilek
4 Wasteland
1 Dryad arbor
2 Horizon Canopy
4 Verdant Catacombs
4 Windswept Heath
3 Bayou
2 Savanna
1 Forest
1 Swamp
1 Plains
So how does Zenith Change the game? First of all, these decks are mid-range, hence they are not incredibly fast, nor pack too much gas for the late game. Mid-range decks pack just enough of everything. Zenith is the ultimate mid-range card because it:
A) Accelerates: For 1 Mana you can search out a Dryad Arbor. This literally functions as a Llawonar Elf. You now can run up to 8 mana dudes without the risk of drawing too many late game as the Zenith is also an awesome topdeck.
B) Tarmogoyf 5-8: Ever wished you can play 8 Tarmogoyfs? Well now you can, for 1 colourless mana more.
C) Disenchant effect tutor: Hate playing too many disenchant effects that are sometimes too narrow? Or hate playing too little and getting blown out by equipment and counterbalance? This allows you to play a high number of disenchant effects without the risk of being flooded by them.
D) Tutorable Regrowth on a stick: Late game slugfest? Tutoring for an Eternal Witness to regrowth a Force Of Will, Swords To Plowshares to maintain control or a Natural Order to just "win the game".
F) Tutorable "hosers": Limited sideboard space? Just run 1 of each: Gaddock Teeq, Xantid Swarm, Vexing shusher. You can hate on Combo and play around Counterbalance + Counterspells by boarding in the relevant hate cards.
E) Ever increasing threat count: Green Sun's Zenith shuffles back into the library, so your chances or redrawing the Zenith increases as you drag the game out. Fetchlands decreases your chances of drawing land late in the game while the Zenith increases your chance of drawing threats/gas late in the game.
In summary, Green Sun'z Zenith strikes me as a 1 mana Eladamri's Call which dodges Counterbalance AND can also function as a Llawonar elf. Does that sound broken? It sure does! Throw these amazing effects into existing Tier 1 decks and you can really have something extremely dominant. Brainstorming and thoughts appreciated, especially regarding possible tutor targets.
Last edited by ivanpei; 01-20-2011 at 11:07 PM.
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