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Author Topic: U/G Madness  (Read 1328 times)
nick15
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« on: February 02, 2005, 10:48:47 am »

Here's my Decklist:

4x Wild Mongrel
4x Aquamoeba
4x Arrogant Wurm
4x Basking Rootwalla

3x RotW
3x Wonder
2x Deep Analysis
4x Circular Logic
4x Brainstorm
4x Careful Study
2x Quiet Speculation (Is gonna be Gifts Ungiven)

9x Forest
11x Island

What would you change?

I am definantly going to upgrade the manabase with duals ESGs and Fetches, do you think 3 blue and 3 green fetches will be enough? Does the Deck really need the FoWs? My meta is unpowered, no duals, fetches, FoWs, Workshops and that stuff. The only thing that I need to worry about is an oath deck (budget). We've also got Fish and mostly control.
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the boogie man
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« Reply #1 on: February 02, 2005, 08:59:19 pm »

Well, I wouldn't run 4, even three, roar of the wurms. They are super when they are in the yard, but they are clumsy as lousy when they are stranded in your hand.
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lilmidget
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« Reply #2 on: February 02, 2005, 11:22:49 pm »

FoW helps no matter what deck you play or what deck you play against.

I'd also recommend taking out the Brainstorms for 3 Dazes and a Gush. Brainstorm is good, but syngery is much more important in a deck like this.

Fetches are really not that great in here unless you are playing Tropical Islands.

Swap Quiet Speculations for Intuitions. They may be a turn slower, but the instant speed and the ability to grab Wonder when you need it makes it much better.
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nick15
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« Reply #3 on: February 03, 2005, 03:24:27 am »

I will run Tropical Islands and FoWs but the are not going to be cut, because they are amazing. I like me 3 RotWs because my meta is slow and spells from the yard cant be countered. I agree with the Intuitions they are good but expensive, they are a must though. Are there any other things?
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SgW
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« Reply #4 on: February 03, 2005, 03:48:18 am »

-1 Wonder +1 Anger for having haste, so add 1 Taïga and 1 Volcanic Island

run 3 Fetch R/G and 2 Fetch U/x and 4 Tropical Islands
don't forget the draw engine :
- if you have Bazaar of Baghdad, nice
- else run 4 survival of the fittest and 1 or 2 Squee

Accumulated Knowledge can be good too and Thirst for Knowledge in other parts also Deep Analysis is good

Windfall can help you and Riftstone Portal can be fun for Ray of Revelation in side Wink
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Nastaboi
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« Reply #5 on: February 03, 2005, 06:57:03 am »

Quote from: nick15
spells from the yard cant be countered.

I don't know if you meant to say something else, but this is just plain wrong. Spells played on graveyard CAN be countered as well as everything else. If you flash back Roar and they Drain, they will have seven mana in their next main.
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Toad
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« Reply #6 on: February 03, 2005, 08:34:53 am »

You should def. have a look at Extended U/G Madness because these decklists are pretty good and will be strong for the metagame you are describing (unpowered T1 without duals, Force of Wills and Mishra's Workshops is quite Extended, no?).

A standard T1X U/G Madness list :

4 Arrogant Wurm
4 Wild Mongrel
4 Basking Rootwalla
2 Wonder
3 Aquamoeba
2 Merfolk Looter

2 Roar of the Wurm
4 Careful Study
4 Circular Logic
3 Deep Analysis
3 Daze
2 Intuition

1 City of Brass
4 Yavimaya Coast
7 Forest
11 Island

You can easily port It to T1, cutting 3 Daze and 1 Circular Logic for Force of Will and the Yavimaya Coasts for Tropical Islands.

Sideboard will depend on your metagame. Submerge, Energy Flux, Waterfront Bouncer, Naturalize, Oxidize, Ray of Revelation, Chill ...

If you want a better game against Aggro, get some Taigas / Volcanic Islands, put some maindeck Fire/Ice over the Merfolk Looters and add Flametongue Kavus in the sideboard. Red Elemental Blast would be useful against Control too, albeit slow.
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