Recently I have begun to build for Lady Zhurong due to the fact she is my favourite Dynasty warriors character and there is precious little reason needed other than that.
I have taken this deck to a Voltron-y route and the reason I post it is I look for input from others! I don't claim for this to be the best and I am positive it can use some improvements or input that I have just not thought of myself and thats why I have come here, so for those with some insight, I would appreciate your help!
I will explain my thought process for some of this.
The General itself
1. Lady Zhurong, Warrior Queen - Besides my personal love of the character, she is very unique among the Mono-G generals in that she is effectively unblockable(unless someone runs Sun Quan as their general, which one of my friends actually does so there ya go). With this in mind outside of the fact that her p/t is not exactly in line with her mana cost, it does make her a fairly viable candidate for the voltron package.
The Enchantress package
2. Argothian Enchantress, Verduran enchantress, Yavimaya enchantress, enchantress's presence - I have played other voltron styled decks in the past and what mono-G simply cannot do is have a look for the equipment when needed, so I have decided to make use on what green can pull for enchantments. With that done, I figure might as go whole hog on what green will allow on the Enchantress angle(I am aware that g/w would be much better at it) to lean in on the weight of the enchantments.
The enchantments themselves are some buffs, some utility, some stall. I hoped for a nice well rounded package and I think I hit it.
The Artifacts
3. I Think what is on there is fairly standard, small bit of ramp, the two better swords(without going into the whole package because as stated earlier, I cannot rely on getting them other than hoping for the draw). Strata scythe to lean into the heavy basics used in the deck, and Caged Sun instead of Mana Reflection because I have lost so many other games by missing that 1 general damage and it has made me paranoid over time.
The Rest
4. Lands mostly stay on basics to make full use of some of the other cards in the deck such as blanchwood armor, dungrove elder(who is a backup voltron creature), vernal bloom, and so forth. Spells are fairly utilitarian, some removal, some ramp, constant mists to buy some turns if needed.
That is my basic thoughts and I would appreciate anyones inputs, ideas, or possible changes they themselves would make. Cards I would like to add but I would not know where to put in/cut would be elephant grass, keen sense, and snake umbra(And yes I know Berserk is the first auto-include, whenever I can get one it would go in).
Lastly you'll probably want something along the lines of Oblivion Stone, All is Dust, and/or Nevinrryl's Disk for a little more board control. Right now if someone floods the field early on, you don't really have a way around it (outside of killing them with your general, of course).
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Commander!
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God
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Recently I have begun to build for Lady Zhurong due to the fact she is my favourite Dynasty warriors character and there is precious little reason needed other than that.
I have taken this deck to a Voltron-y route and the reason I post it is I look for input from others! I don't claim for this to be the best and I am positive it can use some improvements or input that I have just not thought of myself and thats why I have come here, so for those with some insight, I would appreciate your help!
1x Lady Zhurong, Warrior Queen
1x Acidic Slime
1x Argothian Enchantress
1x Avenger of Zendikar
1x Dungrove Elder
1x Eternal Witness
1x Kamahl, Fist of Krosa
1x Nylea, God of the Hunt
1x Oracle of Mul Daya
1x Sakura-Tribe Elder
1x Sylvan Primordial
1x Verduran Enchantress
1x Wickerbough Elder
1x Wood Elves
1x Woodfall Primus
1x Yavimaya Dryad
1x Yavimaya Enchantress
1x Abundance
1x Ancestral Mask
1x Asceticism
1x Bear Umbra
1x Blanchwood Armor
1x City of Solitude
1x Eldrazi Conscription
1x Enchantress's Presence
1x Gaea's Touch
1x Greater Good
1x Hall of Gemstone
1x Instill Energy
1x Lignify
1x Mirri's Guile
1x Planeswalker's Favor
1x Rancor
1x Ritual of Subdual
1x Seal of Primordium
1x Sylvan Library
1x Vernal Bloom
1x Wild Growth
1x Champion's Helm
1x Fireshrieker
1x Lightning Greaves
1x Mind Stone
1x Mind's Eye
1x Sol Ring
1x Strata Scythe
1x Swiftfoot Boots
1x Sword of Fire and Ice
1x Sword of Light and Shadow
1x Beast Within
1x Constant Mists
1x Krosan Grip
1x Bramblecrush
1x Cultivate
1x Desert Twister
1x Genesis Wave
1x Green Sun's Zenith
1x Mwonvuli Acid-Moss
1x Nature's Lore
1x Plow Under
1x Primal Command
1x Restock
1x Skyshroud Claim
1x Sylvan Scrying
1x Encroaching Wastes
29x Forest
1x Hall of the Bandit Lord
1x Okina, Temple to the Grandfathers
1x Strip Mine
1x Tectonic Edge
1x Yavimaya Hollow
I will explain my thought process for some of this.
The General itself
1. Lady Zhurong, Warrior Queen - Besides my personal love of the character, she is very unique among the Mono-G generals in that she is effectively unblockable(unless someone runs Sun Quan as their general, which one of my friends actually does so there ya go). With this in mind outside of the fact that her p/t is not exactly in line with her mana cost, it does make her a fairly viable candidate for the voltron package.
The Enchantress package
2. Argothian Enchantress, Verduran enchantress, Yavimaya enchantress, enchantress's presence - I have played other voltron styled decks in the past and what mono-G simply cannot do is have a look for the equipment when needed, so I have decided to make use on what green can pull for enchantments. With that done, I figure might as go whole hog on what green will allow on the Enchantress angle(I am aware that g/w would be much better at it) to lean in on the weight of the enchantments.
The enchantments themselves are some buffs, some utility, some stall. I hoped for a nice well rounded package and I think I hit it.
The Artifacts
3. I Think what is on there is fairly standard, small bit of ramp, the two better swords(without going into the whole package because as stated earlier, I cannot rely on getting them other than hoping for the draw). Strata scythe to lean into the heavy basics used in the deck, and Caged Sun instead of Mana Reflection because I have lost so many other games by missing that 1 general damage and it has made me paranoid over time.
The Rest
4. Lands mostly stay on basics to make full use of some of the other cards in the deck such as blanchwood armor, dungrove elder(who is a backup voltron creature), vernal bloom, and so forth. Spells are fairly utilitarian, some removal, some ramp, constant mists to buy some turns if needed.
That is my basic thoughts and I would appreciate anyones inputs, ideas, or possible changes they themselves would make. Cards I would like to add but I would not know where to put in/cut would be elephant grass, keen sense, and snake umbra(And yes I know Berserk is the first auto-include, whenever I can get one it would go in).
Lastly you'll probably want something along the lines of Oblivion Stone, All is Dust, and/or Nevinrryl's Disk for a little more board control. Right now if someone floods the field early on, you don't really have a way around it (outside of killing them with your general, of course).
Intet, the Dreamer
Azusa, Lost but Seeking
Heartless Hidetsugu
Sun Quan, Lord of Wu
Celestial Kirin
Maga, Traitor to Mortals
Sir Shandlar of Eberyn
Karona, False God