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Thread: [Deck] Forest Army

  1. #1
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    [Deck] Forest Army

    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

  2. #2
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    Re: [Deck] Forest Army

    I'm surprised you are not running exploration or any other way to put extra lands into play a turn besides rampant growth effects. Also crop rotation into fetch land into land with lotus cobra = win.
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  3. #3

    Re: [Deck] Forest Army

    Try scapeshift + valakut as the win condition. You win NOW at 8 lands.

  4. #4
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    Re: [Deck] Forest Army

    @Rex:
    scapeshift is okay, but I don't think its the best choice for this deck. Winning "now" isn't that relevant when your game plan is to delay the game for a while anyways. Not to mention, in order for it to actually work consistently (almost always do 20+ damage), your mana base would have to go to hell and back, loading you with nonbasics and making your initial plan of land ramping vulnerable to enemy wastelands (whereas it's uneffected in MG).

    @rockout:
    well, I definitely considered it... but I don't think it will be optimal here (although it might). As powerful as cards like exploration and crop rotation are, they both give that power in exchange for card disadvantage. If your deck can profit on the acceleration then great, but this deck doesn't really do well in this respect.

    I don't think I would play with exploration unless I have some source of card advantage to synergize with it, but I might try crop rotation, since the idea of doing something like this is ridiculous:
    1. forest
    2. forest, chalice
    3. cobra, fetch -> forest, crop -> fetch -> forest, crucible

    On the other hand, the rampant growth effects are slow, but do not lose you any cards (and the ones I'm using are actually pretty strong, and have good synergy with cobra. You probably noticed already, but just in case: the forest from three visits and nature's lore comes into play untapped.)

  5. #5
    Magic Player Decapitator
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    Re: [Deck] Forest Army

    You need some way to get a first turn Chalice. Have you considered Elvish Spirit Guide?
    Quote Originally Posted by Vacrix
    Buying duals for 30 a piece is certainly smart. Buying 4 Eureka (a terrible card) is not. :/

    Knowing what to buy is just as impo as knowing when to buy.

  6. #6
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    Re: [Deck] Forest Army

    Quote Originally Posted by Kangaxx View Post
    You need some way to get a first turn Chalice. Have you considered Elvish Spirit Guide?
    yeah, it bothered me a bit that I couldn't turn 1 chalice, but since I have close to no stompy-esque play experience, I just ignored it lol.

    Afterall, maybe the best bet is to do something build like exploration + lftl + mox diamond, this way the land discarded can be reused, instead of the spirit guide which acts like a lotus petal (and wouldn't help this deck much other than for the quick chalice).

    maybe an exploration list would look something like this?:

    *FOREST STOMPY (exploration)*

    ***UTILITY*** 7
    1 eternal witness
    4 chalice of the void
    2 crucible of worlds

    ***WIN*** 5
    4 howl of the night pack
    1 avenger of zendikar

    ***FOG*** 10
    4 moment's peace
    2 tangle
    4 constant mist

    ***LAND ACCEL*** 6
    2 burgeoning
    4 exploration

    ***DRAW*** 4
    3 life from the loam
    1 sylvan library

    ***MANA BASE*** 28
    4 mox diamond
    11 forest
    8 fetchlands
    1 gargoyle castle
    4 wasteland

    Unfortunately I've never played with many of these cards, so I wouldn't know how to tweak the numbers right.

  7. #7
    Nan-dayo omae-wa?
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    Re: [Deck] Forest Army

    Exploration doesn't look very hot when your plan is to play chalice @ 1.
    HC4Life

  8. #8

    Re: [Deck] Forest Army

    Just wondering: why would you play this deck? It loses 100% sure against combo and control. It depends on casting a 7cc spell that doesn´t win automatically...

  9. #9
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    Re: [Deck] Forest Army

    Quote Originally Posted by Mikeleroi View Post
    Just wondering: why would you play this deck? It loses 100% sure against combo and control. It depends on casting a 7cc spell that doesn´t win automatically...
    Good question. Well, if it can reach the point where it is close to 100% against aggro, then it would be worth something in metas with low combo and high aggro prescence. Ofc, generic combo is also good against aggro, but generic combo gets sideboarded against pretty harshly. For now I'm not really worrying about its "role" though, just experimenting with an archetype to see what can come out of it, and posting it to see if anyone can think of cards I have overlooked. The "pass or fail" part of making a new deck will come when I'm convinced I've tried everything ;p

    @djenin:
    yeah... Once every full moon you could go turn 1: forest, exploration, forest, mox diamond, chalice @ 1... but overall, the exploration plan is looking pretty meh.

  10. #10
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    Re: [Deck] Forest Army

    I don't even think the deck needs Chalice. I mean, why? To shut down swords, bolt, duress? You're putting like 7 bears into play, it seems totally pointless, you can't even effectively chalice 2 then, probably the more powerful play many times.

    I'd say there's no excuse not to at least...

    +4 Goyf
    +4 Heirarch
    +3 Garruk (maybe)

    Unless you're running some sorta tribal wolves, I think you're just a couple turns too slow, you have no removal, how do you deal with Terravores, Goyfs, Knights and simply bigger tribal creatures. They board in Teeg or gy removal, your even more screwed, you gotta have a little more balance and more ways to win which is why I suggest the above as a "start". Fog is ok but totaly card disadvge, try firespout? Spikeweaver?
    NO-->Proj isn't a bad idea either, just to have.
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  11. #11

    Re: [Deck] Forest Army

    Quote Originally Posted by SpeedOfDark View Post
    @Rex:
    scapeshift is okay, but I don't think its the best choice for this deck. Winning "now" isn't that relevant when your game plan is to delay the game for a while anyways. Not to mention, in order for it to actually work consistently (almost always do 20+ damage), your mana base would have to go to hell and back, loading you with nonbasics and making your initial plan of land ramping vulnerable to enemy wastelands (whereas it's uneffected in MG).
    you are running 20 lands. play 6 mountains (basic) and 2 valakut and 12 forest. Horay for basics.

  12. #12

    Re: [Deck] Forest Army

    Im a sucker for big beef decks, so hooray for Avenger of Zendicar!

  13. #13
    Vanilla Bear, 2/2

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    Re: [Deck] Forest Army

    Wow, this is very similar to an old deck of mine, glad someone has a similar idea.

    I noticed that the weakness of this deck is the lack of removals (mono green, right?) and finisher. By the time the wolves (or the animated forests) hit the board, the opponent would already have plenty of blockers and / or answers to your threat.

    I was thinking of Pandemonium (doesn't work with Rude Awakening though) or Repercussion (double red, I know, and hurts you as well, but you have the Fogs on your side). Garruk's last ability might work too.
    Last edited by neoryujin; 06-15-2010 at 05:12 PM.

  14. #14
    Vulvaapje!
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    Re: [Deck] Forest Army

    How about Pelakka Wurm?
    Quit playing Legacy but could still play Goblins (Rgw, Rg, Rw, Rb)

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