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Author Topic: Zoo - the old school deck  (Read 1316 times)
Harry Lime
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danthemitchell
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« on: February 05, 2004, 11:38:55 pm »

Zoo is one of the oldest deck archetypes I know of, and it's one that's almost always existed in one form or another in my play group (which tends to focus on casual play over competative). Here's a list I've been playing with for a bit.

Beats (15)
4 Kird Ape
2 Serendib Efreet
2 Gorilla Shaman
4 Werebear
1 Dwarven Miner
2 Gaea's Skyfolk

Burn (9)
4 Lightning bolt
2 Incinerate
2 Fire/Ice
1 Pyroclasm

Other removal (6)
1 Binding Grasp
1 Political Trickery
2 Naturalize
1 Rack and Ruin
1 Artifact Mutation

Tutor/Draw (4)
1 Regrowth
1 Guided Passage
1 Wheel of Fortune
1 Fact or Fiction

Enchantments/Artifacts (3)
2 Sylvan Library
1 Zuran Orb

Lands (23)
4 Tropical Island
2 Undiscovered Paradise
4 Volcanic Island
4 Taiga
1 Strip Mine
3 Mountain
2 Forest
2 Faerie Conclave
1 Island

No sideboard per se, but sometimes I take out the Serendibs for Phatom Monsters in large multiplayer games to avoid death by upkeep cost.

I also try to pack in as many answers to various threats or problems that I can, since it's usually more than two players and new decks or cards each time we play. Some examples:

- Dwarven Miner, Strip Mine and Political Trickery for lands, typically Maze of Ith, Tabernacle or manlands (most of which I am able to activate with the three colors I run, or the Paradises if need be if Trickery manages to steal one).

- Rack and Ruin, Gorilla Shaman, Artifact Mutation and Naturalize on artifact duty, with Naturalize doubling as defense against Enchantments.

- Binding Grasp is for creatures that I can't get rid of with burn or combat damage, though unfortunately there isn't an way to search for it. The instant/sorcery steal cards all have double blue in their casting costs (that I know of anyway), which can be a problem.

Any thoughts/suggestions?
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