U/G Squirrel Opposition

  • #1
    Hey everyone, new poster, long time lurker here. Had been browsing these forums for so long I figured it was finally time to join and do some posting. This first deck is one I have run since the cards were legal in standard years ago. Now I run it in casual play, since it isn't fast enough to beat teir 1 legacy decks like Survival, dredge, landstill, etc... Anyway, here's the decklist:

    Genocide's DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    4x Birds of Paradise
    4x Mystic Snake
    2x Coiling Oracle
    2x Quirion Ranger
    1x Seedborn Muse

    4x Brainstorm
    4x Counterspell
    4x Snap
    3x Mana Leak
    2x Fact or Fiction

    4x Squirrel Nest
    4x Opposition
    4x Static Orb

    9x Forest
    9x Island
    2x Misty Rainforest



    For those who may not have seen this deck type before (although this is the legacy forum, so i'm assuming you may know), it essentially involves getting out squirrel nest, followed by an opposition. Use the nest to generate tokens, which are then used to tap your opponents out immediately following their untap phase. Even better is when you can follow up an opposition with a static orb. The wording on static orb means you can play it, and then the other player may only untap 2 permanents. Before the opponent's turn ends, tap the static orb via opposition and then when your untap phase rolls around, surprise! all of your permanents are allowed to untap. While doing this the play involves basically drawing into the combo and/or control that you can use to keep your opponent locked. Cards like snap are amazing in this deck because you can tap the nest land for a token, snap a creature back to the opponent's hand, then untap one of the lands used to play snap as well as the nest land. then tap for another token. If you get Seedborn Muse out this deck can get ridiculous.

    So, there it is. Any thoughts and constructive criticism are welcome, and thanks for reading.
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