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Author Topic: [Deck Discussion] Does Miracle Grow Need White?  (Read 2213 times)
serracollector
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« on: April 02, 2005, 07:16:43 pm »

For the last 2 weeks I have been working on trying to make an optimal grow list, to contend with, in my opinion, the mass amounts of combo and control that I think will emerge due to the restriction of 3sphere.

Now after playing for these last 2 weeks everyday for hours on end there are 2 things I majorly noticed about grow, that may seem obvious to some, but perhaps a surprise to others:

1.)  You will more than likely never have more than 3-4 cards in hand at any given time.  You are, beleive it or not a very aggro agrrow-control deck.  This means play spells and play them now.  

2.)  You will almost never have mana open, which means your surprises, if you have them have to be cheap but still dramatic to your game.

3.)  This deck is not an advantage deck, it's a tempo deck.  You win not by numbers, but by actual pwer of the cards in play/hand.  

Now considering these three things in mind it made me reconsider the usefulness of white in grow.  Could it be replaced, with possibly a better color?  I thought about this, and of course my first conclusion was to test out red.  Red=good instants.  Not as good as blue obviously, but could be better than white?

Now lets look at what white offers Grow:

Swords to Plowshares-Instant, 1 cc, not only kills almost every creature in magic but stops all hopes of getting it back, aka Welder/Animate.  Even stops Dragon Combo and puts a counter on you Dryad.  A++

Meddling Mage-stops combo.  Until the bounce or burn it.  With as little creatures are used in t1 atm, 2/2 body for beats is not bad.  2 colors, but ahem, dual lands.  Only problem is its doesn't get any bigger, and is still easily killable.  Also, wasteland could cause instil casting problems.  Also, no an instant, even thouhg it does add a counter to Dryad.  B+

Balance-With the low hand and mana count you will usually have, not a bad armegeddon/Mind Twist, but with Welders/Crucibles running every where, will it win you the game?  Rnadomly yes, but sometimes it will just end up sitting in your hand, doing nothing, since it just randomly kills your own creatures, and against combo is useless.  Even if used  its normally a SB card than a Maindeck.  Great card, but in Gro:  C-

Disenchant/Seal/Dust to Dust-Great for the meta.  The argument between seal/disenchant, one is an instant, the other can be dropped early with a mox to try and stop Oath.  Both get counters on Dryad obviously.  Disenchant can also be wished for if you go that route.  Dust to Dust, great sideboard card for Stax.  2 for 1's are nice, especailly with permanet removal.  B++

Abeyance/Orim's Chant-Great in the combo matchup, one is a cantrip, which are nice in grow, one just stops the game for a single mana, both nice.  Porblem is once again, not great for all matchups, and the choice between each one depends also on the deck you play.    Definielty a SB card, unllessyou have a heavy agrro or combo meta.  C+


Now, let us look at red cards:

Lightning Bolt/Fire-Ice:  Good for creature kill, damage to the face, and instants.  Ice is alos another cantrip, in light of being able to tap off big creatures in the 5/3, 7/10 and even Tog decks.  Takes out welders, mages, early Dryads, and even Juggernauts.  Can it remove stuff like swords, no, but it has dual utility, and can take out some of the more pressing creatures in t1.

Red Elemental Blast-1 cc, Instant, stops 75%+ of the cards used in t1 no matter what deck your playing, practically.  Also, you can cast it targeting a non-blue spell just to grow Dryad.  Kills Mages, Back to Basics, Phids, and the occasional blue spells thats uber restircted or does something dumb like win the game.  I honeslty beleive, meta dependant of course, that it should be played maindeck.  Like I said, at worst it grows the Dryad.
A+

Rack and Ruin/Artifact Mutation:  In this format, these 2 cards here cover almost everthing that Swords to Plowshares/Disenchant/Seal/Dust to Dust do, only faster, cheaper and usually with better results.  B++


Grim Lavamancer/Gorilla Shaman:  Both great 1 drop utility creatures, one to stop all decks that use moxes, and one that takes out all the pertinent creatures currently used in t1 that you don;t want to artifact mutation or rack and ruin.  B+

Now as you can see, all the cards that take care of things in t1 that are white, there a better version, in less amounts, in Red, sans of course, meddling mage.  Due to this, I reconstructed my decklist adding red.


Mind you, I have only been testing this for 3 days, but thus far, it has been doing much better at Goldfishing than UGW Grow, and has also done better vs. Tog/Slaver/Oath and BBS.  Those are what I have tested it against.  Here is my current decklist:

Draw (9)
1 x Ancestral Recal
4 x Brainstorm
2 x Slieght of Hand
2 x Serums Vision (still testing both)

Critter Control (11)
4 x Lightning Bolt
4 x Fire/Ice
3 x Grim Lavamancer

Kill (4)
4 x Quirion Dryad

Counters (12)
4 x Force of Will
3 x Daze
2 x Annul
2 x Red Elemental Blast
1 x Misdirection

Other (3)
1 x Timewalk
2 x Cunning Wish

Mana (21)
1 x Black Lotus
1 x Mox Ruby
1 x Mox Emerald
1 x Mox Sapphire
4 x Volcanic Island
4 x Tropical Island
1 x Island
1 x Forest
1 x Mountain
6 x Fetchlands

Side Board (15)
2 x Artifact Mutation
3 x Energy Flux
1 x Blue Elemental Blast
2 x Red Elemental Blast
2 x Annul
3 x Ground Seal
2 x Options????

I really want to run more anti combo peices, but Arcane Laboratory and Pyrostatic Pillar don't exactly run well in the deck.  Maybe Root Maze?  And if so should it be maindecked?  Ideas?  Comments.  Thanx all for reading and I hope it make sense to you.  IMHO it has been running nicely.  Thanx.

SC
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JuJu
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« Reply #1 on: April 02, 2005, 07:32:40 pm »

You should probably run more hard counters. You have so many conditional ones that it seems you'd be owned when you needed a hard counter. Counterspell is prob better then Mana Drain. Leak is nice too. Lavamancer is nice but I'm not sure if it's optimal. Lightning bolt is pretty bad too I'd think. Replace them with hard counters and some more critters. Personally I like Sleight of Hand more because it digs deeper. Cwish seems like a wasted spot because the removal you're looking for probably won't help you all that much. You could try some Artifact Mutations but that's metagame dependant.
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serracollector
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« Reply #2 on: April 02, 2005, 11:30:45 pm »

So with the ideas you stated, your decklist would look more like (changes in bold)

Draw (9)
1 x Ancestral Recal
4 x Brainstorm
4 x Sleight of Hand

Critter Control (8)
2 x Lightning Bolt
4 x Fire/Ice
2 x Grim Lavamancer

Kill (4)
4 x Quirion Dryad

Counters (17)
4 x Force of Will
3 x Daze
3 x Mana leak
2 x Counterspell

2 x Annul
2 x Red Elemental Blast
1 x Misdirection

Other (1)
1 x Timewalk  

Mana (21)
1 x Black Lotus
1 x Mox Ruby
1 x Mox Emerald
1 x Mox Sapphire
4 x Volcanic Island
4 x Tropical Island
1 x Island
1 x Forest
1 x Mountain
6 x Fetchlands

Side Board (15)
2 x Artifact Mutation
3 x Energy Flux
1 x Blue Elemental Blast
2 x Red Elemental Blast
2 x Annul
3 x Ground Seal
2 x Options????


I'll try it out, and post more results in a day or two.  More suggestions are always welcome.

SC
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Moxlotus
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« Reply #3 on: April 02, 2005, 11:53:53 pm »

Just to be clear, you CAN'T target nonblue spells with [card]Red Elemental Blast[/card].

You can with [card]Pyroblast[/card].

You say you don't have mana open during your opponent's turn, yet you have counterspell and Mana Leak.

How do you find your kill fast enough?  You only have 4 kill cards (lavamancer barely counts)-you can't expect to have 1 in your hand every game.  And when you do find it, you will be down to only a few cards in your hand which means less growing.
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JuJu
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« Reply #4 on: April 03, 2005, 01:03:45 am »

Quote from: Moxlotus
Just to be clear, you CAN'T target nonblue spells with [card]Red Elemental Blast[/card].

You can with [card]Pyroblast[/card].

You say you don't have mana open during your opponent's turn, yet you have counterspell and Mana Leak.

How do you find your kill fast enough?  You only have 4 kill cards (lavamancer barely counts)-you can't expect to have 1 in your hand every game.  And when you do find it, you will be down to only a few cards in your hand which means less growing.


First part is wrong, I think. The Oracle text is practically the same(Matt, correct me if I'm wrong). I don't understand your point about Leak and Cspell so clarify please.

I've been thinking about the Search in the deck and I'm just going to whip up something here.

Draw (13)
1 x Ancestral Recal
4 x Brainstorm
4 x Sleight of Hand
4 x Impulse

Critter Control (8)
4 x Fire/Ice
4 x Grim Lavamancer

Kill (4)
4 x Quirion Dryad

Counters (14)
4 x Force of Will
2 x Daze
4 x Mana leak
4 x Counterspell

Other (1)
1 x Timewalk

Mana (21)
1 x Black Lotus
1 x Mox Ruby
1 x Mox Emerald
1 x Mox Sapphire
1 x Mox Pearl
1 x Mox Jet
5 x Fetchlands
2 x Tropical Island
3 x Volcanic Island
5 x Island

The Moxen are for first turn Mana Leaks, Dryads, Fire/Ice and Impulses.
Lack of Red/Green basics are pretty simple. It doesn't matter. If they can lay a clunky spell like Blood moon on you that easily, then you've made a mistake or they're lucky. If you've really got a problem with them, run a couple of hydroblasts with Fire/Ice and Lavamancer.
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Moxlotus
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« Reply #5 on: April 03, 2005, 01:13:38 am »

REB and Pyroblast are not worded the same.

I don't know how I can state my other point any clearer.  You said you don't have mana open, yet you use counterspells that require mana.  How can you cast those counterspells if you don't have the mana.
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JuJu
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« Reply #6 on: April 03, 2005, 02:35:16 am »

Where did I say you won't have mana open?
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« Reply #7 on: April 03, 2005, 03:46:50 am »

Quote from: serracollector
2.)  You will almost never have mana open, which means your surprises, if you have them have to be cheap but still dramatic to your game.


It was Serracollector that stated that after he tested for weeks he found himself always without mana. Moxlotus was referring to that statement I believe.

@ Serracollector:

Do you think only four Dryad is good enough to kill with, simply because Lavamancer is pretty slow at being lethal? How does the deck fare against versions of aggro-control that do pack Swords to Plowshares? I like having Nimble Mongoose alongside of my Dryads because with the amount of cantriping you do you will have threshold early and often. This does, however, mean that you have to cut the Lavamancers though. I'm not sure if that is a good idea, but I think that maybe having the Lavamancers in the side aginst Welders and Fish might work. Just a thought, what do you think?
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« Reply #8 on: April 03, 2005, 05:30:27 am »

Red Elemental Blast targets blue spells / permanents only. Pyroblast targets whatever you want and counters / destroys only if the spell is blue.

In a Gro-like build, Pyroblast is overall better than Red Elemental Blast because you can use them as Battlegrowth for your Quirion Dryad.
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« Reply #9 on: April 03, 2005, 11:25:02 am »

Quote from: E Face

Do you think only four Dryad is good enough to kill with, simply because Lavamancer is pretty slow at being lethal? How does the deck fare against versions of aggro-control that do pack Swords to Plowshares? I like having Nimble Mongoose alongside of my Dryads because with the amount of cantriping you do you will have threshold early and often. This does, however, mean that you have to cut the Lavamancers though. I'm not sure if that is a good idea, but I think that maybe having the Lavamancers in the side aginst Welders and Fish might work. Just a thought, what do you think?


I agree with E Face about the extra beaters, but what do you all think of Werebear? Is the 'can't be the target' really that good? I personally like the 4/4 bearbody, but never really tested the Mongoose. Enlighten me please. Lavamancers in the side against Fish, Landstill or other little aggro decks seems like a great plan to me. In my testing with various Gro lists Manlands and pesky little fliers were huge a problem. Fire/Ice does a great job to solve that problem, but can't always keep up against Faeries and Manlands.

Btw, what happened to the good old Land Grant. A great way to fetch out some lands and reducing the chance on drawing them.


GuruGro / Ape Gro GRU, by Ape 2005

Draw/Search (11)
1 x Ancestral Recal
4 x Brainstorm
4 x Sleight of Hand
2 x Serum Visions
1 x Gush
1 x Mystical Tutor

Critter Control (4)
4 x Fire/Ice

Kill (8)
4 x Quirion Dryad
4 x Werebear / Nimble Mongoose

Counters (11)
4 x Force of Will
3 x Pyroblast
3 x Daze

Other (1)
1 x [Timewalk]
2 x More metagame slots

Mana (21)
1 x [Black Lotus]
1 x [Mox Ruby]
1 x [Mox Pearl]
1 x [Mox Jet]
1 x Mox Emerald
1 x Mox Sapphire
4 x Fetchlands
4 x Tropical Island *
3 x Volcanic Island *
4 x Island

* When playing Land Grant, I would play at least 1 Taiga.
I have been toying with various Gro lists in the last few months, and this one looks really promising to me.

Ape.
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« Reply #10 on: April 03, 2005, 03:57:19 pm »

Quote
Btw, what happened to the good old Land Grant. A great way to fetch out some lands and reducing the chance on drawing them


Land Grant loses most of its attractiveness in aggro control because it telegraphs your game plan to your opponent. Letting them know you have FoW or Daze in your hand will let them play around your counters, and that is horrible for the aggro control player. On a lesser note, having a Land Grant countered can break your face sometimes, leaving you short on mana and making it an uphill battle. I've won games by Dazing a turn one Land Grant, its just as effective as Stifling a fetch. Add pressure from Wastes and Strip and it's GG.
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« Reply #11 on: April 04, 2005, 07:19:57 pm »

I played a fun W/U/G Dryad deck for a couple of days.  I like the Dryad and I wanted to find a way to make a good deck around it.  Here's a modified version.

4x Quirion Dryad
4x Meddling Mage
4x Brainstorm
4x Force of Will
1x Gush
1x Fact or Fiction
1x Ancestral
1x Time Walk
3x Cunning Wish
3x Serum Visions
3x Swords to Plowshare
3x Null Rod
3x Daze

3x On-color Moxen
1x Black Lotus
5x Fetchlands
4x Tundra
4x Tropical Island
1x Strip Mine
4x Wasteland
3x Island

SB
4x Chalice of the Void
3x Ground Seal
1x Stifle
1x Misdirection
1x Oxidize
1x Demystify
1x Daze
1x Hydroblast
1x Swords to Plowshare
1x Echoing Truth
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