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Author Topic: [deck] mono-green survival/crucible  (Read 17554 times)
Anders Noer
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« Reply #60 on: September 04, 2004, 08:44:26 am »

Seriously - a deck with 4 Skullclamp AND 4 Survival Of The Fittest simply begs for 4x Myr Servitor. That seems like a fairly broken draw engine (EDIT: and nice Defense vs. Beats).

Have you considered those?
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Fungal Bloom
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« Reply #61 on: September 04, 2004, 09:43:39 am »

Idea As a thought, you could try using Wall of Roots or Wall of Blossoms instead of Wood Elves, both are cheaper and work with Bouncer.
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LoA
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« Reply #62 on: September 04, 2004, 10:51:53 am »

This deck needs threats and, although Bouncer/Wall of Blossoms is nice and all, it's far too casual a draw engine for Type 1.  Bouncer and Gilded Drake are in there for Angels, be they Exalted or Platinum.

A lot of what makes this deck good is Eternal Witness.  Being able to cast Time Walk over and over with an aggro deck is a Good Thing.  I've played the control player a few dozen times in this match up, I can attest to the hassle of having to counter Survivals # 1 and 2 and then counter a string of Witnesses.  I'm not sure I'd splash a different color since the chances for abuse don't outweigh the damage you do to your manabase.
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Swordsman
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« Reply #63 on: September 05, 2004, 02:36:39 pm »

Quote from: Gandalf_The_White_1
Quote from: Swordsman
I tried the deck and its fun to play, I'd say Time Walk is the most important power piece in the deck. I'm having trouble understanding a few things however:
Why Root Mazes?
Why no fetchlands?
Wood Elves seems a bit expensive, but I suppose its just to bring out a land and clamp him


Mazes:  They pwn control and combo.  They serve as disruption that slows your opponent down without affecting you as much.

Fetches: The synergy with mazes is terrible.

Elves: I'm not fond of them either but they serve multiple purposes: mana, draw, threat, all in one, albeit being a bit slow.

I see, after testing, Wood Elves is needed since often enough you get those hands with 2 land and ESG or 1 land and Sol Ring, etc.
Without Crucible I think Root Mazes aren't that great anymore, at least they've seem to slow me down quite a bit.
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jpmeyer
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« Reply #64 on: September 05, 2004, 03:03:42 pm »

Root Maze is one of the most important cards for beating control
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« Reply #65 on: September 14, 2004, 05:34:39 pm »

Has anyone tested how this deck does against other aggro decks like fish or FCG (might be more combo over it Smile)?
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« Reply #66 on: September 14, 2004, 06:25:41 pm »

Wow, thanks for reviving a two week old thread with a worthless post. Closed.
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