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Author Topic: Blastonaut: cheap green wrecker  (Read 1126 times)
Anonymous
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« on: March 02, 2003, 03:49:07 pm »

Ok this is the first in a series of cheap aggro decks that are meant to be able to compete in fully powered type one metagames.  All of the decks will be unpowered and be as cheap as possible using cards that are easy to find or trade for.  

For the first offering I give you Blastonaut.  Alot of the cards in the deck pull double duty by being mana sources and damage sources.  

BLASTONAUT

Search/draw
4 Survival of the Fittest
2 Squee
2 Genesis

Beef
4 Blastoderm
4 Juggernaut

Mana/More Critters
4 Werebear
4 Treetop Village
4 Mishra's Factory
4 Elvish Spirit Guide

Tools to Survival for
1 Masticore
1 Elvish Scrapper
1 Druid Lyrist
1 Ravenous Baloth

Mana
1 Sol Ring
4 City Of Traitors
4 Wasteland
1 Stripmine
14 Forest

SB
4 Naturalize
4 Crumble
1 Woodripper
1 Lyrist
1 Spore frog
4 Choke

Obviously the Juggs and the Derm are there as the beef.  Genesis is your cheese, letting you recycle all the goodness.

8 Man lands is great vs control.  you have enough wasteland targets that they will have to choose between stopping your mana XL lands and your mana lands.

The mana count looks insane at first but you have you remember that the cities are temporary mana and this deck is mana intensive.  I debated running 4 moss diamonds over 4 werebears but the ability to beat down was chosen over the arifact mana.  
 
Description of Card Choices

Survival of the Fittest-Tutor and draw engine, gets you tools you need and lets you draw beef every turn

Squee-fuel for the survival engine

Genesis-recurr engine for reusing derms and utility creatures

Blastoderm-cheap common, 5/5 untargetable that you can recur and sac to the baloth to gain life.  SMASH!

Juggernaut-cheap fat gets around abyss

Werebear-makes green mana, then becomes a 4/4 to make opponent dead

Treetop Village-makes green mana, survives abyss, wrath and others, cannot be countered

Mishra's Factory-can't counter him, doesn't even care about the abyss

Elvish Spirit Guide-fast mana when you need it, 2/2 when you don't, also fodder for the survival when you don't want to loose real critters.

Masticore-green's creature removal.  It's there to kill welders and other such nonsense

Elvish Scrapper-kills masks, nouts, and other stuff

Druid Lyrist-kills abyss and moat.

Ravenous Baloth-so sligh doesn't kill you dead.

Sol Ring-mana XL

City Of Traitors-mana XL

Wasteland-if you don't know why this is good, please go back to playing 5 color 250.

Stripmine-see above
  
Forest-green

SIDEBOARD

Naturalize-the green disenchant

Crumble-fast artifact removal for artifact decks

Woodripper-VS TNT and Mask

Lyrist-for extra moat and abyss removal

Sporefrog-great vs aggro with the genesis

Choke-Keeper/Mono U they just hate this card.  You can cast it turn one or two.

Predicted Match Analysis

Keeper-this should not be much of a problem, the 8 man lands and 5 strips are enough.  Post board the chokes are the key.

TNT-game one is in their favor, game two you can board in all the hate you want.

Mask-depends on the draws, all you need to do is survival into scrapper with genesis in the graveyard and you should be fine.  Again game two, you can just hate away

Parfait-game one is all them.  Game two, you should own.

Sligh-hard matchup and you have no board for them.  If you can survive long enough to get the baloth out and going, you are fine, if not it is tough.  They cannot block any of your fat really so you should just try to smash through as fast as you can.  Derms for the win.  Price of progress is your ass.

MonoU-man lands are again your best friend,  genesis helps you keep on casting through the counters.  You must resolve a survival to win.  post board the chokes come in and it shouldn't be too bad

Void-man lands are gain your best friend.  You have more mana than them.  Void should hurt them more than you.  Again you must get out a survival to win.   Post board lyrist and naturalize help.

Suicide Black-this should be pretty bad for them, unless they get a really broken fast draw.  Mute point since no one really plays suicide black anymore

Urphid-man lands good! Their kegs cannot kill any of your fat in time.  Blood moon is bad.  Again Survival on the board is your key to victory.  Chokes out of the board should spell their doom

Oath-bad matchup, you have to get out a survival to get the pyrist or you have no hope.  Post board you can bring in naturalizes, the extra lyrist,  and the chokes

Growatog-This is a very bad matchup.  Try to get out as many blockers as you can.  If not you are dead.  They can smash faster than you can.  Choke will stumble them a little but gush negates that a little.  I would still board in chokes and the sporefrog and chokes

R/G Beats-Yours is bigger! you should be able to block all their fat with yours.  Survival on the board is a must so you can "out draw" them.  Frog is good.
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Anonymous
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« Reply #1 on: March 02, 2003, 03:55:15 pm »

Great, but if you want a REALLY cheap aggro deck, see the stompy primer.
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Anonymous
Guest
« Reply #2 on: March 02, 2003, 04:06:53 pm »

I love stompy as much as the next guy but it really hits a piddle point and just can't keep going.  If you can stall stompy it just can't keep going.  Survival allows blastonaut to keep going and reusing its tools.
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GnomesofZurich
Guest
« Reply #3 on: March 03, 2003, 11:31:21 am »

I really don't think this is likely to be competitive in a fully powered Type I environment.

You're running 31 lands (in an aggro deck), along with Sol Ring, 4 ESG and 4 Werebear (which, admittedly, does have other uses than as a mana producer).  Your mana curve is rather high, and your disruption consists of Strip Mine/Wastelands and 1 each of Druid Lyrist and Elvish Scrapper (wouldn't Uktabi Orangutan, or even Woodripper considering the amount of mana you're running be better?).

This deck gets mana-flooded (you have 40 cards devoted to producing mana!), and barring the occasional explosive draw is just too slow!

By all means, try out new things, but if you make the claim that a deck can be competitive, at least test it out and provide evidence.

Something like Red Stompy, Classic Stompy (okay, not so much anymore), Suicide etc. can be built as cheaply as this deck and are more likely to be really competitive.

I'm not saying scrap this deck, but I'd suggest you give the deck a bit more thought before posting it as "the first in a series of cheap aggro decks".  The biggest problem I see is the mana curve in general and the fact that you are running 31 lands specifically!
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Anonymous
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« Reply #4 on: March 03, 2003, 01:21:52 pm »

Yes there is lots of mana but it can all be utilized pretty easily.  Remember with survival and squee you can draw multiple creatures per turn.  Survival and 2 squees is drawing you 2 creatures per turn for only 2 green mana.  

I'm going to post a stompy deck soon but the draw back of traditional stompy has always been a lack of card drawing.  Stompy attempts to off set this with deck thinning and threat density but the reality is still a deck that has to top deck and has no disruption.  How about his for a newer stompy build.

4 Hidden Gibbons
4 Skyshroud Elite
4 Rogue Elephant
4 Druid Lyrist
4 Elvish Scrapper
4 Quiron Ranger
4 Elvish Spirit Guide
4 Nimble Mongoose
4 Basking Rootwalla

4 Giant Growth
4 Rancor
1 Berserk
1 Black Vise

4 Wooded Foothills
10 Forest

SB
4 Naturalize
4 Emerald Charm
4 Crumble
3 Choke
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GnomesofZurich
Guest
« Reply #5 on: March 03, 2003, 02:27:00 pm »

I'm not sure if that Stompy deck is any better than the more traditional deck; you are running less pump, as well as a lot of 1/1 creatures (with abilities, but still 1/1s).

Back to your above deck, I did a number of test draws with, and found I often was unable to cast anything before turn three.  Sure, it works better under Survival, but what deck that is based around Survival doesn't?  You have 4 Survival, no other ways of finding it and don't have a strong game plan without it.  Plus, you have eliminated River Boa entirely, which is one of Stompy's strongest creatures (the only two drop worth running).
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Anonymous
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« Reply #6 on: March 03, 2003, 04:15:13 pm »

Here's about what I run as a Speed Green/Stompy deck. It does extremely well when your opponent is playing Forests or Islands using the River Boa's and/or Vine Dryads. I left it no power basically but you can change that.

You can also try to fit in a Slate of Ancestry or 2 if you want but that's probably pretty high casting cost in Type 1 with no power. It does allow some very broken turns using the Cradle though.

Some of the creatures choices vary obviously and you could drop 4 creatures for 4 naturalizes (probably the Lyrist's).

No reason not to run a Pendelhaven if you have 1/1's and it gives Wasteland/Strip Mine something to hit other then your Cradle. You can make some decent plays with the Crop Rotation and grabbing a Hollow as well (regenerate something that wasn't expected) or the Strip Mine (get rid of 1 Blue mana if control held back two or get a counter out of their hand).

Not much control in this deck obviously. It's just geared towards beating down and pumping/regenerating stuff.

Green – 38

Basking Rootwalla (G) – 4
Blurred Mongoose (G1) - 4
Elvish Lyrist (G) - 4
River Boa (G1) – 4
Vine Dryad (G3) – 4
Wild Mongrel (G1) - 4

Rancor (G) – 4

Call of the Herd (G2) - 4

Berserk (G) – 1
Crop Rotation (G) - 1
Giant Growth (G) - 4

Land – 22

Forest - 14
Gaea’s Cradle – 1
Pendelhaven – 1
Strip Mine - 1
Treetop Village - 4
Yavimaya Hollow - 1

Sideboard

Up to you
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