Hey guys,
I'm trying to build a common/uncommons only deck that revolves around Enlisted Wurm. The main problem right now is whether I go Ramp or just have pure disruption/creature removal until I resolve Enlisted Wurm.
The problem I have with ramp is that it leaves a chance for Enlisted Wurm to blank on cascade late in the game. The thing I have with pure disruption is that I'm not sure if its good enough to keep the deck alive before the Wurm gets to resolve.
Here is the current list I am working on and any advice useful advice is appreciated:
4 selesnya guildgate
3 tranquil thicket
3 secluded steppe
10 forest
5 plains
3 llanowar elves
3 avacyn's pilgrim
4 farhaven elf
4 llanowar sentinel
2 fierce empath
3 restock
4 saltblast
4 acidic slime
4 knight watch
4 enlisted wurm
More of a 1 vs 1 deck. It's going to be a teacher deck/casual deck that goes along with 9 other decks from different Ravnica guild colors that have different deck flavors.
Well, I could definitely see Retreat to Emeria being really useful in this deck if you go the ramp route. It seems to serve a double purpose of making your land drops meaningful late game and pumping your mana dorks to make them useful late as well.
I could also see Krosan Tusker being good here as he cannot be cast off of cascade as well as being useful both early and late.
Maybe even look into a copy of Overrun? Cascading into it seems really strong.
If you're looking to survive longer to get the deck online, creatures with life gain would probably be the best bet. Abzan Battle Priest and Grazing Gladehart could both be good here.
Or look into other cards that help you survive like Retreat to Kazandu. This along with Abzan Battle Priest would be a strong combo in a slower format. Unflinching Courage and/or Armadillo Cloak could be both fun and good as well.
You probably could create a beast of a deck if you want to get away from the ramp side of things. Casting the Wurm on turn 6 and cascading for something useful seems just as good if not better than casting it on turn 5 and cascading for something possibly useful.
I really like your suggestions but I think you're right, casting it on turn 6 and cascading into something good is the way to go.
I am also thinking of Krosan Verge + Temple of the False God as a means to Ramp.
Any suggestions for a disruption package that would curve upto six that doesn't seem so bad to cascade into?
I think that and cards that produce multiple tokens are the way to go as well.
Shit, you've made me log in.
Nice deck. I'm a sucker for all things GW, and this one is funny. I think you should play some targeted creature removal (unless the other nine decks don't deserve that), some of the choices are quite silly to cascade into, and the lands-ramp idea is interesting enough to be further developed.
Good luck. I'd love to have a casual group wherein I could tinker with fun decks.
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