The biggest shocker, to me, is not every deck played Braid of Fire.
I considered that, but didnt want to use it and make the deck three colors. But I was going to go UGR and my kill would have been Kaervek's Torch probably making it easier to kill then getting up 60 mana to mill with Stroke.
The deck tries to swarm with trampling kavu while constantly refilling your hand by bouncing the howler/golem into play. Card selections:
- Thunderscape makes the howlers, harrow cheaper, but his main purpose is to be a 2 drop kavu with a relevant ability (first strike)
- Orim's thunder is probably my favourite Disenchant variant of all time. Nothing is better than to smash an annoying enchantment while also dealing damage to something else.
- Simoon is to control annoying opposing token armies, while at the same time not hurting your familiars
- I had considered death or glory here, but I won't likely have any more than 3 kavu in the yard at any given point, so then it becomes nothing more than a situational, expensive zombify.
So just out of curiosity, as I'm building my newest deck, can I ask why more people aren't using the original dual lands? This is casual, and there's no budget set, so I'm not sure why I keep using Sungrass Prairie instead of Savannah, for example.
Obviously this would make my mana base much smoother than anyone else's which seems cheap, but I'm just wondering why we all seem to be imposing this restriction upon ourselves . . . . is this something the judges have looked down on in the past?
no, we have not. go for the lands you like. In general, don't hinder yourself with a budget unless you like to - but use common sense and don't pack P9 or something alike (unless you just built the deck to revolutionize Vintage) Really, how usefull would P9 in a Deathmatch, Homarid or Squire deck be? or Workshop in Evolution Vat.dec?
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oh man! I finally won, right after I lost the internet for more than a week! sorry I couldn't be back in time to pick a card. I'll start thinking about this weeks card.
Alright, well I'll go ahead and feel free to use those lands then.
Here's another question for y'all, if you've got some time before the next round is due. Several judges offer bonuses for format, but I personally don't know many formats I could make my decks. I know how to build a standard deck and an extended deck (although I failed at extended when I tried because I didn't check thoroughly enough, doh!), but I'm honestly not sure what other options there are. I'm fairly sure Tribal just means I have to use 20 or more of one tribe, but other than that . . . .
I've heard the names Singleton, and Pauper banded about, but I'm not entirely sure what they are, and I don't know what other options there are. Any chance someone with significantly more experience than me could give brief synopses of the various formats we could use?
If I recall right a member (shoe) runs www.wooberg.com. there you'll find good explanations on casual formats of all sorts. atm the site does not run for me tho, so I can't provide links to those formats you asked for.
Brief synopsis would be: Singleton = Highlander, and Pauper is only commons with max. 4 unc and some other shenanigans. off the top of my head and thus not 100% accurate.
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My first Idea was to use Surprise Deployment with creatures that have a CITP and leave-play effect for maximum effect, things like Firemaw Kavu, since I was beaten to it (though that deck doesn't use it ??), I opted not to go that route.
I then thought to use the "champion" creatures so that other creature's CITP effects could be abused when multiple champions enter or leave play, then it hit me...
Aether Charge of course! Each beast champion coming into play with the deployment represents 8 points of damage if they champion another beast and/or 2 cards if Wirewood Savage is out! If a champion champions another then you're looking at a possibility of 12 points and/or 3 cards, and I'm not counting any multiple copies.
With said Savage for draw, Indrik Stomphowler for utility, I had the makings of a deck, I saw also a posibility of a quasi-infinite loop with 3 champions, so I could kill any number of opponents in one shot, great for multiplayer.
A note on the champion ability; being 2-for-1'd is one of its drawbacks and to try to get around that, I used Blastoderm. So long as one is in play, I will always have a creature to remove, plus the Derms won't fade away so easily.
White was underused in the deck, so I looked for some non-creature spells to help me balance the deck, that's when I thought of Parallax Wave; another piece of the puzzle clicking in, it would help me get the ball rolling on the combo plus it helps me deal with any pesky creature, in case I need it. But mostly the interaction with Champions, Savage and Charge make it pretty insane on it's own.
Naya Charm is there to get me back any important card, or tap all of an opponents creature if I need to alpha-strike, or for some extra pinpoint removal.
I brought in Cauldron of Souls to use with Ravenous Baloth. I thought of Minion Reflector to double up on beasties but it wouldn't work to accelerate the combo since the tokens don't come back to close the loop. Cauldron also helps for the champion ability, if opponents try to blow up a creature in response, Cauldron brings it back right away.
Hystrodon is also in as he is one of the best beasts and gives me a turn 3 play on top of the Savage.
Finaly, I thought of using Deadwood Treefolk as well, but in the end I had to prefer Eternal Witness as she can recur anything in my deck, incuding Surprise Deployment and Parallax Wave, both important components. If timing is done properly with the Witness and Champions, I can double-dip and almost get the same result as the treefolk.
The deck could be much more efficient, but I tend to play mostly casual multiplayer, and I like my decks to be able to "weather it out" for a bit, biding their time; also my decks usually seem less powerful and obvious and ironicaly, have a better chance to win because of that.
Thank you for your consideration as they say...
EDIT: I took out a Surprise Deployment in favor of a second Worldly Tutor as explained in post # 275.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
If I recall right a member (shoe) runs www.wooberg.com. there you'll find good explanations on casual formats of all sorts. atm the site does not run for me tho, so I can't provide links to those formats you asked for.
Brief synopsis would be: Singleton = Highlander, and Pauper is only commons with max. 4 unc and some other shenanigans. off the top of my head and thus not 100% accurate.
Nope, Pauper is just commons, Peasant is 5 uncommons and the rest commons, i think the only banned there is cranial plating
other formats are:
MYOS (Make your own standar):
Choose 2 blocks, a base set (Alpha to Tenth) and create a deck from there.
MYOB (Make your own block): Choose a large set, and two small and make a deck.
Block constructed: Obvious.
I recall some other formats as some that you had to choose a card from each set and things like that, but those are the ones that i can remember now.
This is an update to a deck i played when i started, it's main plan is to play small creatures (not so small in this case) and then pump them when your opponent least suspects it, your opponent finally won't want to attack or block, the deployment is excellent to keep the tension even when you have no creatures.
And remember that a coming redcap with pump is good!!!
I'm still leaving my original Superball deck up, for no particular reason. My official deck entry should be considered to be the Treefolk deck listed blow.
It's a deck based entirely around bouncing my own creatures around. In playtesting, I've used Surprise to drop the walker of the grove more than once, leaving me with a 4/4 token and the ability to do it again. On one memorable instance, I Surprised the Walker of the Grove, then next turn evoked him, then next turn Surprised the deadwood treefolk to get back the walker of the grove and a man o war.
Call to Heel also works quite well on my opponent's creatures, if I'm having trouble with one in particular. I'm considering adding counterspell so if there's something really ruining my day I can call to heel it, and then counterspell it when he casts it again.
The rest of it is somewhat self explanatory, although I'm still playing with it and before the entire thing is due I'll write out a full explanation
EDIT: This deck is gonna change. Dramatically. I never quite got it working the way I wanted to, plus I'm seeing a lot of the same concept, including the exact same cards in other decks.
So yeah . . Judges, don't test this deck. I'm leaving it up because I still think it's interesting, but I'd rather do something that works better and is more original.
My first deck attempt revolved around comes into play and leaves play abilities. I playtested it several times, with the Quicksilver Amulet and Surprise Deployment, and it was a lot of fun when it worked, but just seemed a little unreliable. If I wasn't able to cycle creatures in and out of play, I didn't really have creatures that worked well together.
I decided to go for something a little different. This is a Treefolk Tribal deck, that has several good comes into play abilities built into it, but also has several other neat ways to use dropping a creature into combat unexpectedly.
Treefolk Harbinger - This is one of my favorite cards in the deck. A 0/3 creature that can search for almost any of my land (including my nonbasics, which all share the Forest subtype) and any of my larger Treefolk. He can also be boosted in a few other ways to be a more useful attacking creature later in the game.
Bosk Banneret - The ability to have cheaper treefolk is nice, but he's mostly in here because he's the only 2CMC Treefolk that fit the deck and I needed to bring the mana curve down
Doran, the Siege Tower - Seriously one of the coolest cards I've ever laid eyes on. I shouldn't have too much trouble playing him straight up, but with surprise deployment he can be downright nasty. Someone attacks with 5 creatures against my 3 walls, figuring 3 of their creatures will get blocked but not die, and two will get through. I drop this guy with surprise deployment or quicksilver amulet, and all of my walls become big beaters and tear their guys to shreds, plus I have an extra essentially 5/5 creature to block with.
Indomitable Ancients - Good by itself, ridiculous with the Siege Tower. I can't drop this in with Surprise Deployment, but I can drop Doran in to make it a 10/10, or I can use the Amulet to drop it.
Ambassador Oak - One I think I'll definitely use with Surprise Deployment. Two extra blockers? Plus, the ability to get him back in my hand and do it again? Awesome
Unstoppable Ash - This one is a little complicated, but bear with me. If the opponent is attacking with a 6/6 or bigger, and I don't have anything big enough to block it with, I can block it with something smaller, surprise this guy into play and champion the blocker before combat damage is assigned. Unfortunately, if I'm attacking, I'm fairly sure that if I wait until after blockers are declared to drop this guy into play, the 0/5 bonus won't work, but he's still useful as a way to get another treefolk out of a tight situation during combat. I can attack with a bunch of creatures, and whichever one they're about to kill, I can temporarily remove from the game.
Timber Protector - An instant boost to all of my treefolk is nice, as is indestructibility. Unfortunately the indestructibility doesn't play quite as nice with surprise deployment as i'd like, since creatures who don't die because of him will die when he's returned to my hand and state based effects are checked. Still, quite useful.
Battlewand Oak - Mostly in the deck to bring the mana curve down, can easily become a 5/7 by dropping a forest and playing a treefolk, which is nice.
Deadwood Treefolk - The card that got me into Treefolk on this. Who wouldn't want to bring back a bunch of creatures from the dead? Plays so well with surprise deployment it isn't funny.
Evolution Charm - Since I'm running so many two-of's in the deck, I wanted a way to get them back if they died. This can also search for white or black mana if I need it, which I don't expect, or make one of my enormous treefolk fly. An all around useful card that solves 3 different problems I legitimately had.
Vindicate - Best. Card. Ever. OK, maybe not, but still ridiculously overpowered for it's mana cost. Same CMC as Oblivion Ring, no way to get the card back? Plus, you can take out land with it, if necessary. I considered replacing this with Mortify to get the instant effect, but the flexibility of Vindicate really makes the sorcery worth it.
Quicksilver Amulet - Since I designed the deck around bring creatures into play unexpectedly, I wanted another way to do it if I didn't draw Surprise Deployment. Sometimes I'll prefer using this to do it (Timber Protector), sometimes I'll prefer deployment (Ambassador Oak, Deadwood Treefolk). Still, I can use either one if I get it.
Sol Ring - Yay mana acceleration? There's so many high casting cost creatures this seemed obvious. I'm not real clear on Tribal rules, so if I also need to be Vintage legal or Legacy legal I can easily cut this out or down to 1. Please let me know. I'm going by the MTGO Tribal Wars rules listed here which seems to suggest I'm fine.
On the whole, the deck should really make anyone think twice about attacking me. I can do so many nasty tricks after attackers are declared that you're going to want to make VERY sure that you're not going to get all blowed up. I feel like with the Harbinger I can search for whatever particular Treefolk I need, so I feel better about including so many different ones.
Hope this is original enough and not quite what you expected My bounce deck was lots of fun but who wants to playtest the same deck 10 times, eh?
Although I don't understand why you included Grand Melee. You don't need to be attacking or being attacked to use Surprise Deployment.
thanks for mentioning that, I have been playing for a long time and never really paid much attention to the combat step. I was under the assumption that creatures had to attack for combat to happen. Can some second what pooispoois said? thanks in advance and also to pooispoois, I'll edit my deck then.
This is my first time competing so I hope I will do well:
To begin,
I included lots of evoke creatures to combo with their CITP abilities, which are quite awesome with Surprise Deployment. The reason I included so many “Sparky” effects is so that you can combo it so you can hit your opponent twice as opposed to once. O-Ring is for cheap removal. Howling Mine is for card draw and the Sol Ring is for mana acceleration. My record with it is 4-1 which is pretty good.
This deck is really good, basicly you drop the creatures that have the CIP effect for whatever threat you might want to deal with. Then Blink them, or just put them into play with Surprise Deployment when you are attacked, then next turn just hard cast them if you can. The Eladamri's Call works really well to find what you need. Gilded Drake is nuts off a Surprise Deployment. Also, this deck is Type 1.5
Just a question though, can you actually double-dip a Guilded Drake with a Momentary Blink? How would that work? Cause it seems to me if you blink it in response to the CITP trigger then the exchange will only work once since the first drake isn't there to be exchanged so that effect "fizzles", no? And if you wait for the trigger to resolve, then the Drake is no longer under your control so you can't blink it...
I may be mistaken here, it might be just a question of timing and that I can't wrap my head around it, if so I apologize.
EDIT: if it doesn't work, you can still just blink Man-o'-War to get the Drake back in your hand, still very much excellent... Kudos to you, wish I had thought of it...
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
The effect can't 'fizzle' ( = countered by Gottlieb) because the ability can't be countered at all (read the errata).
H_H told me that choices for such things are made upon playing them, not resolution, that would mean you are locked into 'exchange mode'. -> Assuming the target (the ability only has one!) is still legal, the exchange will happen.
So you'll end up with 2 creeps while they get a Drake.
*ducks the wrath of rules gurus, that you should ask*
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
my mistake, i was thinking i could blink it when it was under the oppenants control, and get it back that way. But i can still blink man-o'-war to get it back.
ok, atleast my reasoning 'til the actual exchange is correct. I blame Avarice Totem for confusing the hell out of me when it comes to exchanges. Minion Reflector would be nice with Drake though. ^^ "Here have my drake and its erratic suicidal twin, thanks for your creatures."
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Primary and only casual rule: "any rule that is fine for the most part of the playgroup, is a fine rule". So any further thread with: "if somebody uses/does .... in a casual game, is it ethical/ok?", read the answer above.
- Being a "Johnny/Spike" means you like self-torture. You win often in casual, so everybody hates you; you loose often in competitive, so you hate yourself.
If the only card that does not match the format's legal sets is the round's card, judges will consider the deck as format legal.
(note for arc: I do not give points for t1, 1.5, t2 and t1.X legality)
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We define the boundaries of reality; they don't define us.
the point is given under creativity, because one needs more creativity to build with special format restrictions, imo. If someone gets to 25 points plus the format point, I will find a way to get his or her total down to 25 - as my latin teacher said: If I have to find faults, I will find them.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Alright, well I'll go ahead and feel free to use those lands then.
Here's another question for y'all, if you've got some time before the next round is due. Several judges offer bonuses for format, but I personally don't know many formats I could make my decks. I know how to build a standard deck and an extended deck (although I failed at extended when I tried because I didn't check thoroughly enough, doh!), but I'm honestly not sure what other options there are. I'm fairly sure Tribal just means I have to use 20 or more of one tribe, but other than that . . . .
I've heard the names Singleton, and Pauper banded about, but I'm not entirely sure what they are, and I don't know what other options there are. Any chance someone with significantly more experience than me could give brief synopses of the various formats we could use?
J
Tribal is a little off. Tribal actually means that 33% or 1/3 of the deck must be of the selected tribe. The reason 20 is often remembered is because 1/3 of 60 is 20. If you're playing a Battle of Wits tribal deck, you'll need a lot more than 20.
Singleton and Highlander... is there actually a difference? I think in both you can only play 1 of any card, except basic lands.
Rainbow Stairwell follows Singleton rules, except you must play with cards cmc 1 through 6 and one card of each color + an artifact for each cmc. (5 colors + 1)*6 = 36. Then add 24 lands (I think basic only lands, but I've heard of allowing up to 5 nonbasics, but Singleton rules still apply).
EDH stands for Elder Dragon Highlander. This site explains it better than I can. I don't really care about the banned cards, though, as EDH is not a sanctioned format, so those feel more like "kitchen table" bannings.
PDC or Pauper Deck Challenge means you can only use commons. If something was printed at common and uncommon, it's still legal. A variant of this is Peasant, which allows 5 uncommons as well.
I'm sure there are more formats than that, as I'm no expert. As long as someone can submit a deck with proof of an alternate format (other than the webpage you just made for it), it works for me.
I should have mentioned this earlier, but welcome back to the Casual forum pooispoois and fdtori. Haven't seen either of you around, lately (at least not as much as when I started posting here).
I have a feeling this week will be interesting.
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I considered that, but didnt want to use it and make the deck three colors. But I was going to go UGR and my kill would have been Kaervek's Torch probably making it easier to kill then getting up 60 mana to mill with Stroke.
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
-> I'll PM parabola an idea.
The new card is Surprise Deployment .
You have time 'til monday the 25th.
Have fun.
4 Flametongue Kavu
4 Thunderscape Familiar
3 Brass Herald
4 Kavu Howler
4 Horned Kavu
3 Bloodfire Kavu
2 Kavu Monarch
4 Surprise Deployment
2 Orim's Thunder
4 Harrow
3 Simoon
23 lands
3 Brushland
3 Battlefield forge
4 Karplusan Forest
2 Plains
6 Forest
5 Mountain
The deck tries to swarm with trampling kavu while constantly refilling your hand by bouncing the howler/golem into play. Card selections:
- Thunderscape makes the howlers, harrow cheaper, but his main purpose is to be a 2 drop kavu with a relevant ability (first strike)
- Orim's thunder is probably my favourite Disenchant variant of all time. Nothing is better than to smash an annoying enchantment while also dealing damage to something else.
- Simoon is to control annoying opposing token armies, while at the same time not hurting your familiars
- I had considered death or glory here, but I won't likely have any more than 3 kavu in the yard at any given point, so then it becomes nothing more than a situational, expensive zombify.
Obviously this would make my mana base much smoother than anyone else's which seems cheap, but I'm just wondering why we all seem to be imposing this restriction upon ourselves . . . . is this something the judges have looked down on in the past?
J
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
casual deck construction contest season 3:
http://forums.mtgsalvation.com/showthread.php?t=189597
my trade thread:
http://forums.mtgsalvation.com/showthread.php?t=239539
Here's another question for y'all, if you've got some time before the next round is due. Several judges offer bonuses for format, but I personally don't know many formats I could make my decks. I know how to build a standard deck and an extended deck (although I failed at extended when I tried because I didn't check thoroughly enough, doh!), but I'm honestly not sure what other options there are. I'm fairly sure Tribal just means I have to use 20 or more of one tribe, but other than that . . . .
I've heard the names Singleton, and Pauper banded about, but I'm not entirely sure what they are, and I don't know what other options there are. Any chance someone with significantly more experience than me could give brief synopses of the various formats we could use?
J
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
Brief synopsis would be: Singleton = Highlander, and Pauper is only commons with max. 4 unc and some other shenanigans. off the top of my head and thus not 100% accurate.
4 Wirewood Savage
4 Blastoderm
3 Changeling Titan
2 Ravenous Baloth
2 Hystrodon
2 Indrik Stomphowler
2 Eternal Witness
3 Changeling Beserker
3 Surprise Deployment
3 Parallax Wave
2 Worldly tutor
3 Aether Charge
2 Naya Charm
2 Cauldron of souls
Lands (23)
3 Jungle Shrine
2 Gemstone Mine
2 Rith's Grove
2 Reflecting Pool
2 Selesnya Sanctuary
2 Terramorphic Expanse
2 Contested Cliffs
1 Ghost Quarter
1 Diamond Valley
4 Forest
1 Plains
1 Mountain
My first Idea was to use Surprise Deployment with creatures that have a CITP and leave-play effect for maximum effect, things like Firemaw Kavu, since I was beaten to it (though that deck doesn't use it ??), I opted not to go that route.
I then thought to use the "champion" creatures so that other creature's CITP effects could be abused when multiple champions enter or leave play, then it hit me...
Aether Charge of course! Each beast champion coming into play with the deployment represents 8 points of damage if they champion another beast and/or 2 cards if Wirewood Savage is out! If a champion champions another then you're looking at a possibility of 12 points and/or 3 cards, and I'm not counting any multiple copies.
With said Savage for draw, Indrik Stomphowler for utility, I had the makings of a deck, I saw also a posibility of a quasi-infinite loop with 3 champions, so I could kill any number of opponents in one shot, great for multiplayer.
A note on the champion ability; being 2-for-1'd is one of its drawbacks and to try to get around that, I used Blastoderm. So long as one is in play, I will always have a creature to remove, plus the Derms won't fade away so easily.
White was underused in the deck, so I looked for some non-creature spells to help me balance the deck, that's when I thought of Parallax Wave; another piece of the puzzle clicking in, it would help me get the ball rolling on the combo plus it helps me deal with any pesky creature, in case I need it. But mostly the interaction with Champions, Savage and Charge make it pretty insane on it's own.
Naya Charm is there to get me back any important card, or tap all of an opponents creature if I need to alpha-strike, or for some extra pinpoint removal.
I brought in Cauldron of Souls to use with Ravenous Baloth. I thought of Minion Reflector to double up on beasties but it wouldn't work to accelerate the combo since the tokens don't come back to close the loop. Cauldron also helps for the champion ability, if opponents try to blow up a creature in response, Cauldron brings it back right away.
Hystrodon is also in as he is one of the best beasts and gives me a turn 3 play on top of the Savage.
Finaly, I thought of using Deadwood Treefolk as well, but in the end I had to prefer Eternal Witness as she can recur anything in my deck, incuding Surprise Deployment and Parallax Wave, both important components. If timing is done properly with the Witness and Champions, I can double-dip and almost get the same result as the treefolk.
The deck could be much more efficient, but I tend to play mostly casual multiplayer, and I like my decks to be able to "weather it out" for a bit, biding their time; also my decks usually seem less powerful and obvious and ironicaly, have a better chance to win because of that.
Thank you for your consideration as they say...
EDIT: I took out a Surprise Deployment in favor of a second Worldly Tutor as explained in post # 275.
Nope, Pauper is just commons, Peasant is 5 uncommons and the rest commons, i think the only banned there is cranial plating
other formats are:
MYOS (Make your own standar):
Choose 2 blocks, a base set (Alpha to Tenth) and create a deck from there.
MYOB (Make your own block): Choose a large set, and two small and make a deck.
Block constructed: Obvious.
I recall some other formats as some that you had to choose a card from each set and things like that, but those are the ones that i can remember now.
Hm, the site if down for me too.
Edit:I completed my deck
3 Primal Forcemage
4 Murderous Redcap
4 Flametongue Kavu
4 Gerrard's Command
3 Predator's Strike
3 Briarhorn
4 Giant Growth
3 Spitebellows
2 Righteouness
2 Herd Gnarr
4 Savage Lands
4 Savannah
4 Plateau
4 Taiga
4 Temple Garden
4 Stomping Ground
This is an update to a deck i played when i started, it's main plan is to play small creatures (not so small in this case) and then pump them when your opponent least suspects it, your opponent finally won't want to attack or block, the deployment is excellent to keep the tension even when you have no creatures.
And remember that a coming redcap with pump is good!!!
04 Wooded Foothills
04 Taiga
04 Savannah
02 Plateau
02 Fungal Reaches
02 Gruuf Turf
02 Forest
01 Tropical Island
01 Plains
01 Mountain
04 Surprise Development
04 Harmonize
04 Birds of Paradise
04 Momentary Blink
04 Walker of the Grove
04 Bogardan Hellkite
03 Broodmate Dragon
03 Naya Charm
03 Eternal Witness
02 Deadwood Treefolk
02 Guardian of Cloverdell
Basic idea, abuse SD with CITP creatures.
4x Deadwood Treefolk
4x Walker of the Grove
4x Wall of Blossoms
4x Man-o'-War
4x Plaxmanta
4x Essence Warden
Other Spells (12)
4x Surprise Deployment
4x Eladamri's Call
4x Call to Heel
2x Quicksilver Amulet
Land (22)
4x Seaside Citadel
4x Savannah
4x Tropical Island
4x Tundra
3x Forest
2x Island
1x Plains
1x Stormfront Riders
1x Boomerang
1x Momentary Blink
1x Fleetfoot Panther
1x Counterspell
Call to Heel also works quite well on my opponent's creatures, if I'm having trouble with one in particular. I'm considering adding counterspell so if there's something really ruining my day I can call to heel it, and then counterspell it when he casts it again.
The rest of it is somewhat self explanatory, although I'm still playing with it and before the entire thing is due I'll write out a full explanation
EDIT: This deck is gonna change. Dramatically. I never quite got it working the way I wanted to, plus I'm seeing a lot of the same concept, including the exact same cards in other decks.
So yeah . . Judges, don't test this deck. I'm leaving it up because I still think it's interesting, but I'd rather do something that works better and is more original.
EDIT #2: Here's the new submission
4x Treefolk Harbinger
4x Bosk Banneret
3x Indomitable Ancients
2x Doran, the Siege Tower
2x Ambassador Oak
2x Battlewand Oak
2x Timber Protector
2x Unstoppable Ash
2x Deadwood Treefolk
Enchantments/Spells (12)
4x Surprise Deployment
4x Evolution Charm
4x Vindicate
2x Quicksilver Amulet
2x Sol Ring
Land (22)
4x Murmuring Bosk
4x Bayou
4x Savannah
4x Scrubland
3x Forest
1x Swamp
1x Plains
4x Mortify
4x Eladamri's Call
My first deck attempt revolved around comes into play and leaves play abilities. I playtested it several times, with the Quicksilver Amulet and Surprise Deployment, and it was a lot of fun when it worked, but just seemed a little unreliable. If I wasn't able to cycle creatures in and out of play, I didn't really have creatures that worked well together.
I decided to go for something a little different. This is a Treefolk Tribal deck, that has several good comes into play abilities built into it, but also has several other neat ways to use dropping a creature into combat unexpectedly.
Treefolk Harbinger - This is one of my favorite cards in the deck. A 0/3 creature that can search for almost any of my land (including my nonbasics, which all share the Forest subtype) and any of my larger Treefolk. He can also be boosted in a few other ways to be a more useful attacking creature later in the game.
Bosk Banneret - The ability to have cheaper treefolk is nice, but he's mostly in here because he's the only 2CMC Treefolk that fit the deck and I needed to bring the mana curve down
Doran, the Siege Tower - Seriously one of the coolest cards I've ever laid eyes on. I shouldn't have too much trouble playing him straight up, but with surprise deployment he can be downright nasty. Someone attacks with 5 creatures against my 3 walls, figuring 3 of their creatures will get blocked but not die, and two will get through. I drop this guy with surprise deployment or quicksilver amulet, and all of my walls become big beaters and tear their guys to shreds, plus I have an extra essentially 5/5 creature to block with.
Indomitable Ancients - Good by itself, ridiculous with the Siege Tower. I can't drop this in with Surprise Deployment, but I can drop Doran in to make it a 10/10, or I can use the Amulet to drop it.
Ambassador Oak - One I think I'll definitely use with Surprise Deployment. Two extra blockers? Plus, the ability to get him back in my hand and do it again? Awesome
Unstoppable Ash - This one is a little complicated, but bear with me. If the opponent is attacking with a 6/6 or bigger, and I don't have anything big enough to block it with, I can block it with something smaller, surprise this guy into play and champion the blocker before combat damage is assigned. Unfortunately, if I'm attacking, I'm fairly sure that if I wait until after blockers are declared to drop this guy into play, the 0/5 bonus won't work, but he's still useful as a way to get another treefolk out of a tight situation during combat. I can attack with a bunch of creatures, and whichever one they're about to kill, I can temporarily remove from the game.
Timber Protector - An instant boost to all of my treefolk is nice, as is indestructibility. Unfortunately the indestructibility doesn't play quite as nice with surprise deployment as i'd like, since creatures who don't die because of him will die when he's returned to my hand and state based effects are checked. Still, quite useful.
Battlewand Oak - Mostly in the deck to bring the mana curve down, can easily become a 5/7 by dropping a forest and playing a treefolk, which is nice.
Deadwood Treefolk - The card that got me into Treefolk on this. Who wouldn't want to bring back a bunch of creatures from the dead? Plays so well with surprise deployment it isn't funny.
Evolution Charm - Since I'm running so many two-of's in the deck, I wanted a way to get them back if they died. This can also search for white or black mana if I need it, which I don't expect, or make one of my enormous treefolk fly. An all around useful card that solves 3 different problems I legitimately had.
Vindicate - Best. Card. Ever. OK, maybe not, but still ridiculously overpowered for it's mana cost. Same CMC as Oblivion Ring, no way to get the card back? Plus, you can take out land with it, if necessary. I considered replacing this with Mortify to get the instant effect, but the flexibility of Vindicate really makes the sorcery worth it.
Quicksilver Amulet - Since I designed the deck around bring creatures into play unexpectedly, I wanted another way to do it if I didn't draw Surprise Deployment. Sometimes I'll prefer using this to do it (Timber Protector), sometimes I'll prefer deployment (Ambassador Oak, Deadwood Treefolk). Still, I can use either one if I get it.
Sol Ring - Yay mana acceleration? There's so many high casting cost creatures this seemed obvious. I'm not real clear on Tribal rules, so if I also need to be Vintage legal or Legacy legal I can easily cut this out or down to 1. Please let me know. I'm going by the MTGO Tribal Wars rules listed here which seems to suggest I'm fine.
On the whole, the deck should really make anyone think twice about attacking me. I can do so many nasty tricks after attackers are declared that you're going to want to make VERY sure that you're not going to get all blowed up. I feel like with the Harbinger I can search for whatever particular Treefolk I need, so I feel better about including so many different ones.
Hope this is original enough and not quite what you expected My bounce deck was lots of fun but who wants to playtest the same deck 10 times, eh?
J
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
thanks for mentioning that, I have been playing for a long time and never really paid much attention to the combat step. I was under the assumption that creatures had to attack for combat to happen. Can some second what pooispoois said? thanks in advance and also to pooispoois, I'll edit my deck then.
To begin,
I included lots of evoke creatures to combo with their CITP abilities, which are quite awesome with Surprise Deployment.
The reason I included so many “Sparky” effects is so that you can combo it so you can hit your opponent twice as opposed to once.
O-Ring is for cheap removal. Howling Mine is for card draw and the Sol Ring is for mana acceleration.
My record with it is 4-1 which is pretty good.
12x Mountain
4x Plains
4x Rugged Prairie
4x Plateau
2x Hell's Thunder
1x Bogardan Hellkite
3x Inner-Flame Acolyte
2x Glarewielder
2x Blistering Firecat
2x Ball Lightning
4x Spark Elemental
3x Avalanche Riders
3x Faultgrinder
2x Spitebellows
2x Howling Mine
4x Surprise Deployment
3x Sol Ring
4x Tropical Island
4x Tundra
4x Polluted Delta
4x Flooded Strand
3x Island
1x Plains
Creatures:
4x Gilded Drake
3x Man-o'-war
3x Eternal Witness
2x Mulldrifter
2x Scrivener
2x Mystic Snake
2x Aethersnipe
1x Empyrial Archangel
1x Reveillark
1x Trygon Predator
1x Wispmare
4x Surprise Deployment
4x Momentary Blink
4x Brainstorm
3x Eladamri's Call
3x Bant Charm
4x Propaganda
4x Negate
4x Mana Leak
3x Force of Will
This deck is really good, basicly you drop the creatures that have the CIP effect for whatever threat you might want to deal with. Then Blink them, or just put them into play with Surprise Deployment when you are attacked, then next turn just hard cast them if you can. The Eladamri's Call works really well to find what you need. Gilded Drake is nuts off a Surprise Deployment. Also, this deck is Type 1.5
Budget mana base:
4x Hallowed Fountain
4x Bad River
4x Flood Plain
3x Island
1x Plains
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Me like a lot...
Just a question though, can you actually double-dip a Guilded Drake with a Momentary Blink? How would that work? Cause it seems to me if you blink it in response to the CITP trigger then the exchange will only work once since the first drake isn't there to be exchanged so that effect "fizzles", no? And if you wait for the trigger to resolve, then the Drake is no longer under your control so you can't blink it...
I may be mistaken here, it might be just a question of timing and that I can't wrap my head around it, if so I apologize.
EDIT: if it doesn't work, you can still just blink Man-o'-War to get the Drake back in your hand, still very much excellent... Kudos to you, wish I had thought of it...
H_H told me that choices for such things are made upon playing them, not resolution, that would mean you are locked into 'exchange mode'. -> Assuming the target (the ability only has one!) is still legal, the exchange will happen.
So you'll end up with 2 creeps while they get a Drake.
*ducks the wrath of rules gurus, that you should ask*
BUWGRChilds PlayGRWUB
BUWGR Highlander GRWUB
UBSquee's Shapeshifting PetBU
BW Multiplayer Control WB
RG Changeling GR
UR Mana FlareRU
UMerfolkU
B MBMC B
Minion Reflector would be nice with Drake though. ^^ "Here have my drake and its erratic suicidal twin, thanks for your creatures."
Errr . . . . Surprise Deployment isn't extended legal
My MTGSalvation Cube Page (not always up to date, but sweet pics of my alters)
But that would be a no-no since Deployment says "non-white", sorry about that...
(note for arc: I do not give points for t1, 1.5, t2 and t1.X legality)
If someone gets to 25 points plus the format point, I will find a way to get his or her total down to 25 - as my latin teacher said: If I have to find faults, I will find them.
Tribal is a little off. Tribal actually means that 33% or 1/3 of the deck must be of the selected tribe. The reason 20 is often remembered is because 1/3 of 60 is 20. If you're playing a Battle of Wits tribal deck, you'll need a lot more than 20.
Singleton and Highlander... is there actually a difference? I think in both you can only play 1 of any card, except basic lands.
Rainbow Stairwell follows Singleton rules, except you must play with cards cmc 1 through 6 and one card of each color + an artifact for each cmc. (5 colors + 1)*6 = 36. Then add 24 lands (I think basic only lands, but I've heard of allowing up to 5 nonbasics, but Singleton rules still apply).
EDH stands for Elder Dragon Highlander. This site explains it better than I can. I don't really care about the banned cards, though, as EDH is not a sanctioned format, so those feel more like "kitchen table" bannings.
PDC or Pauper Deck Challenge means you can only use commons. If something was printed at common and uncommon, it's still legal. A variant of this is Peasant, which allows 5 uncommons as well.
I'm sure there are more formats than that, as I'm no expert. As long as someone can submit a deck with proof of an alternate format (other than the webpage you just made for it), it works for me.
I should have mentioned this earlier, but welcome back to the Casual forum pooispoois and fdtori. Haven't seen either of you around, lately (at least not as much as when I started posting here).
I have a feeling this week will be interesting.