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Author Topic: Secret Force II  (Read 5602 times)
jackpot
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« on: August 04, 2005, 02:31:12 pm »

I'm at it again. I really feel that a T1 mono greed deck can be possible. With cards like root maze, seeds of innocece, seedtime, and countless creatures that blow up artifacts, I feel a mono green deck is possible right off the start. With natural order, you could go grab fatties like DSC, Verdant force(of course), woodripper(more artifact hate), platinum angel, and other great creatures I'm forgetting. Splashing colors like blue for Walk, Ancestral, may be a good idea. There should be A LOT of mana generatoring guys. Probably the full suite of Fyndhord/LLanowar elves. That Veridan shaman would be nice. Possibly Elves of deep shadow for Duress mana/ Demonic tutor/Vampiric. Skullclamp could possibly be a great addition. OK here it goes:

4 Natural order
4 Root maze-this may be excessive. more elves possibly
4 Elves of deep shadow
4 llanowar elves
4 duress
4 veridan shaman
4 Eternal witness
1 Verdant force
1 platinum angel
1 Darksteel colosus
1 woodripper
1 masticore
1 myojin of Life's web
1 demonic tutor
1 vampiric tutor
4 Skull clamp
1 Gaea's cradle
4 Bayou
4 black producing land I'm not thinking of that would fit
4 wasteland
1 stripmine
7 Forest

This may work. It has the disruption to slow down the other decks and the speed to put a huge threat into play quickly. Other ideas for the deck are naturalize for more artifact/enchantment hate and Gaea's touch or Priest of Titania for more mana production. I'm not sure how Gaea's touch interacts w/ Bayous, however. They do count as forests. Priest of Titania would probably be better for the deck. You could clamp it, or sac it to the natural oder. Tapping it for a lot of mana is most likely. the black is there mostly for duress. The tutors are just nice. Not totally needed. Ideas?
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Revvik
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« Reply #1 on: August 04, 2005, 02:42:23 pm »

Wirewood Herald / Skullclamp?

EDIT: Would Xantid Swarm be better disruption than Duress?  I honestly would think so.  If you've ever wanted to bait out a counterspell, try playing one of these against a control deck.  Then you're free to sacrifice to Natural Order, or play your Skullclamp (which you should probably be running, in addition to the Herald, which can fetch singleton elves / silver bullet creatures).

And if you can get the mana for the upkeep, try using Krosan Cloudscraper instead of DSC with Natural Order - after all, no one plays Coast Watcher (yet).
« Last Edit: August 04, 2005, 02:55:47 pm by Revvik » Logged

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« Reply #2 on: August 04, 2005, 02:49:10 pm »

As an additional cost to play Natural Order, sacrifice a green creature.
Search your library for a green creature card and put that card into play. Then shuffle your library.

Natural Order cannot get DSC.  You must get a green creature.
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« Reply #3 on: August 04, 2005, 07:54:54 pm »

If DSC/Plats doesn't work, maybe you could try living wish.  This could give you the option of getting cards like dustbowl, fattie for the kill, or even a Uktabi Orangutang if you need to destroy an artifact.  I really like the wirewood herald revvik was talking about.
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jackpot
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« Reply #4 on: August 04, 2005, 08:03:42 pm »

I should probably start reading the cards some more! ha ha. I think that duress has been tried and tested to prove that it is better. Its very pro-active. The Xantid swarms may be excellent sidboard additions, however. Not all decks have a bunch of instants in their hands waiting to be used on your turn. OK most of them do, but not all of them. You can almost always pull an artifact out of an opponents hand. Other creatures to consider Ordering up:

Gargantuan gorilla. This would be nice board control. Heck, this guy can kill off Akroma and Spirt of the night. You can't beat that. Add in Snow-covered forests and it has trample to boot.

Rith could be very gamebreaking with all those green permanents

Tornado elemental can kill off Akroma and SpirtOTN too. It also can deal its power to opponents as if it weren't blocked. That's very helpful

Thorn elemental of course. But Verdant is better. I guess that's why its back in 9th edition.

I looked up all green creatures with power 5 or greater and they basically were bad besides the ones I already mentioned. Jugan is weak, lets face it.

Wirewood herald is nice, but doesn't generate any mana. Without skullclamp its really bad. Yavimaya elder is much better. Alone you can get three cards or FOUR cards with a skullclamp. That's just crazy in T1, regardless of what deck you play. OK new list:

4 Natural order
4 Root maze-this may be excessive. more elves possibly
4 Elves of deep shadow
4 llanowar elves
4 duress
4 veridan shaman
4 Yavimaya elder
1 Verdant force
1 Tornado elemental
1 Rith, the awakener
1 woodripper
1 gargantuan gorilla
1 myojin of Life's web
1 demonic tutor
1 vampiric tutor
4 Skull clamp
1 Gaea's cradle
4 Bayou
3 llanowar wastes-this is probably a bad idea...
4 wasteland
1 stripmine
6 Forest
2 swamp
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silvernail
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« Reply #5 on: August 04, 2005, 08:39:03 pm »

Quote
4 Natural order
4 Root maze-this may be excessive. more elves possibly
-4 Elves of deep shadow
4 Birds of Paradise (much better than elves)
4 llanowar elves
4 duress
-4 veridan shaman(dont really need them)
4 cabal therapy
4 Yavimaya elder (eternal witness maybe?)
1 Verdant force
-1 Tornado elemental only really need one kill creature card
1 derranged hermit
1 Rith, the awakener (might be better as second recurring nightmare)
1 woodripper
1 gargantuan gorilla
-1 myojin of Life's web you have to cast him from hand for his ability
1 recurring nightmare
1 demonic tutor
1 vampiric tutor
1 regrowth
3 Skull clamp
1 Gaea's cradle
4 Bayou
3 llanowar wastes-this is probably a bad idea...( maybe consider land grant or more basics)
4 wasteland
1 stripmine
6 Forest
2 swamp

this changes get rid of excessive cards ( like tornado Elem and viridian shaman, one shot artifact isnt what the deck wants to do) and add in more speed/utility such as birds and recurring nightmare, or derranged hermit and cabal therapy.

your first goal should be casting root maze and or duress to lsow down your opponent, then casting your mana accell, followed by natural order hopefully for a win soon there after. some thing to consider might be Elvish Siprit Guides for mroe speed, Eternal Witness to get natural order back or a tutor or whatever, plus she works with clamp and nightmare.
also fastbond and or quirion rangers can help speed you up .
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Revvik
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« Reply #6 on: August 04, 2005, 09:16:06 pm »

Well, which is this, a Natural Order based deck or a deck revolving around getting massive amounts of mana via elves and putting some fat into play after a little disruption?

Honestly, I think the massive amounts of mana thing might be the way to go, using loads of elves and Priest of Titania and Gaea's Cradle.  Once you generate that much mana it doesn't matter if your kill condition is Day of the Dragons with 10 elves on the field.  As long as you tech your deck out and keep creatures around for Skullclamp, maybe you'll be able to overrun your opponent.
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« Reply #7 on: August 05, 2005, 12:59:36 am »

A single card comment...the Gargantuan Gorilla could be someone else...maybe one of these as a substitute:

Avatar of Might
Silvos, Rogue Elemental
Living Hive
Penumbra Worm

They all have trample, standard, and the last three add a little special sauce in addition.

Cheers
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jackpot
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« Reply #8 on: August 05, 2005, 11:23:27 am »

I agree with all of silvernsil's suggestions except regrowth. That could be an Eternal witness. The Gargantuan gorilla is totally necessary. It can snipe(more like smash) Akroma and Spirit of the night. It can also have trample when you sac a snow-covered forest. The creatures you Order up should have a specific reason for being in there. Not just that they're fatties with trample. Hmmm. How much would this deck cost to bulid anyways, 50 bucks? ha ha

also if you look at the original Secret Force deck, it had tons of mana generating guys, cradles, fatties, and natural order too. The big difference is this one has outstanding card drawing through skullclamp. The synergy the deck has is excellent. Besides, in T1 speed is essential. This deck has the speed and disruption elements as well. The latest:

4 Natural order
4 Root maze
4 Birds of Paradise (much better than elves)
4 llanowar elves
4 duress
4 cabal therapy
4 Yavimaya elder (eternal witness maybe?)
1 Verdant force
1 derranged hermit
1 Rith, the awakener (might be better as second recurring nightmare)kamahl, fist of krosa would be a great addition if you don't like gold cards
1 woodripper
1 gargantuan gorilla
1 recurring nightmare
1 demonic tutor
1 vampiric tutor
1 Eternal witness
3 Skull clamp
1 Gaea's cradle
4 Bayou
3 llanowar wastes-this is probably a bad idea...( maybe consider land grant or more basics)
4 wasteland
1 stripmine
6 snow-covered Forest
2 swamp

Now we're getting somewhere.
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silvernail
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« Reply #9 on: August 05, 2005, 03:57:23 pm »

the only card currently that seems excessive in playtesting this on MWS is rith, because if i want tokens i use the hermit or verdant force. im running a second recurring nightmare over him and it works pretty well.  One card to consider si Multani maro sorcerer, he can be pretty big with tokens that get clamped plus rootmaze slowing down opponents.

Oh and im sorry but revvik and hazard have no idea what they are talking about, the gorilla deals damage to creatures that are big and this is not an elf deck it is a natural order deck, which is a combo deck that plays as follows: win, or if you cant win disrupt your opponent and or setup your win condition then win.

 playing a horde of elves doesnt fit into that picture too well, because they dont do much on their own besides make mana. in this deck they make mana, can draw cards or can sac to natural order for a win condition. in an elf deck they sit there to help make mana and you really dont want to lsoe your elves i nthat kind of a deck.
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« Reply #10 on: August 05, 2005, 05:17:36 pm »

Well here's a decklist, I would like to tell you that I used to play many different builds of this in Ext. using Patturn of Rebirth(it wasn't rector, it was mono green beats with the ability to throw down a Scion of Darkness or Symboitic Wurm turn 4 pretty easily). And have you ever heard of Fyndhorn Elves(they are Llanowar elves by another name), cause i think Elves of Deep Shadow suck.  Anyway, here you go:
21
4x Duress
4x Cabal Therapy
4x Llanowar Elves
2x Fyndhorn Elves
3x Rofellos, Llanowar Emissary
4x River Boa
10
4x Natural Order
1x Vamperic Tutor
1x Demonic Tutor
4x Rancor
8
1x Symbiotic Wurm
1x Multani, Maro-Sorcerer
3x Force of Nature
1x Gigapede
1x Derranged Hermit
1x Endless Wurm

3x Land Grant
4x Bayou
1x Strip Mine
4x Wastland
3x Wooded Foothills
4x Forest
2x Gaea's Cradle(I'm not sure if it is restricted or not, so if it is, just add in a Forest)

If you have any questions about my picks, just post them and I would be happy to answer them.  I mostly designed the deck to handle Gifts(since it is one of the popular deck out there) and it can probably take care of most other aggro decks fairly easily. If I were to change it to a more disruptive version I would probably take out some of the aggro elements for Null Rod/Chalice of the Void/Root Maze/Winter Orb/Naturalize.  You will notice that I don't have Skullclamp, that is because I would rather beat my opponent with weenies then sit there waiting for fat or Natural Order.  Anyway this deck is just more representative of the style of deck that I would play.  Good luck with the deck...
« Last Edit: August 05, 2005, 05:25:40 pm by NWI Team_Zilla » Logged

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« Reply #11 on: August 05, 2005, 08:33:45 pm »

I'd replace force of nature with verdent force, cause thats what it was originally. plus, it's so much better.
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« Reply #12 on: August 05, 2005, 09:25:12 pm »

zilla your list misses the point of this deck utterly and completely, as i have stated previously in this thread - the deck is a combo deck. this means its nto an elf horde deck, its not a weenie beatdown deck, and its not an extended deck.

you said it was geared towards gifts but i dont think you could handle a gifts deck at all without at least having root maze and thats assuming it hits the table turn 1 or 2 at the latest. river boa does nothing to stop them from going broken in your face. and also the fyndhorn elves dont make black mana but birds do so birds are better.

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« Reply #13 on: August 06, 2005, 09:06:47 am »

This is NOT a combo deck this is basically reanimator without using a graveyard, all the list's I've seen posted so far have been built basically into a Rock, and have no more ways to get Natural Order(Skullclamp I suppose, but then you have no acceleration left to play the Natural Order) out any quicker than the aggro version I posted, and 8 Discard effects are plenty to handle Gifts long enough to bash face.  And I was using Fyndhorn Elves firstly, because they are about 100 times better than Elves of Deep Shadow, and secondly, because I went for an aggro strategy, Birds are crap in any aggro deck(thus they are not going to be in my build).Not to mention, the best time to play Duress/Cabal Therapy is turn 1(thats why I have 10 ways to get to Bayou's), whereas, it seems, your strategy consists more of:
Turn 1: Bayou, Birds,
Turn 2: Forest, Cabal Therapy/Duress
Turn 3: Swamp, Skullclamp, try to start Equipping, to try and find a Natural Order
Or--
Turn 1: Forest, Rootmaze
Turn 2: Llanowar Wastes, Elf/Birds
Turn 3: Forest, Yavimaya Elder

So I'm guessing the point to the deck, for you, is to get lucky and hit a Natural Order early, along with discard, acceleration, and not have any of the 5(almost dead) creatures that can basically only come into play off a Natural Order,in your hand, and hope that your opponent does kill you first.....Wow, nice strategy.

Hmm, and Root Maze doesn't do barely anything to Gifts (unless it is combined with say 1st turn moxen and Duress/Cabal Therapy), because Gifts will just drop all of their moxen and proceed to FoW and early discard or Natural Order, and then they untap, wait for a big juicy Natural Order to come a long so that they can drain into a win....If I wanted to handle Gifts, I would just put 4x Chalice of the Void/Null Rod into the MD.

And after playtesting my Build a little more, here's what I came up with:
12
4x Duress
4x Cabal Therapy
4x Chalice of the Void
10
4x Llanowar Elves
3x Fyndhorn Elves
3x Rofellos, Llanowar Emissary
6
4x Natural Order
1x Vamperic Tutor
1x Demonic Tutor
4
4x Rancor
7
1x Gigapede
2x Force of Nature
1x Symbiotic Wurm
2x Derranged Hermit
1x Wood Ripper

Land:
4x Bayou
2x Wooded Foothills
2x Windswept Heath
2 Gaea's Cradle
2x Pendlehaven
1x Strip Mine
4x Wasteland
4x Forest

It packs enough disruption to most of my opponent's early game, while still having the ability to randomly bash for a win.  Anyway, it's just a personal suggestion, It works well for me, but I am curious as to what Jackpot wants to beat, then maybe we will have a better idea as to was tech we can put in the MD.
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« Reply #14 on: August 06, 2005, 09:48:27 am »

First of all NWI, I don't appreciate your attitiude. Comments like "wow, nice strategy". Grow up. Secondly your suggestions on the deck are decent. Chalice of the void would help more than root maze. I completly forgot about Rofellos. That will help tremendously. I disagree with force of nature. Verdant force is so superior. The Force of nature ties up your mana. Gigapede will drive control nuts. I'd go up to 3 Deranged hermits, because 5 mana isn't hard for a deck like this. I think rancor may be better served as more creatures of even more disruption. I'd leave them as the Preist of Titania. I'm not sure why the symbiotic wurm is in there, but its a nice addition. The land is fine, except I'd add 1 swamp. You won't have nasty run- ins with blood moon etc. Easy of the nasty comments, OK bro?
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« Reply #15 on: August 06, 2005, 05:26:20 pm »

I didn't want to come off sounding like a jerk(no really, I'm serious), I just thought it was a little ridiculous  when you say my list misses the point of the deck, and yet at the bottom of my original post I said that I build this deck more to MY play style, and not so much to meet the criteria of a Secret Force deck.  The symbiotic is in there for 2 reasons:
-Firstly, it works well with the Cabal Therapy's(I know Hermits do too)
-Secondly, against deck that don't run StP's and are forced to Edict it, I get lots of token(not to mention, I play Rancor, which makes it a 9/7 trampler).
-I don't run Verdant Force, because if I wanted tokens, I would search for Derranged Hermit or Symbiotic Wurm.
-And the reason why I play the Force of Natures is 1)they can end games very quickly, and 2) they are easily hardcasted.
If you notice all of my creature can be hardcasted Fairly easily, except the Symbiotic Wurm.
-About Rancor, I have really been thinking about changing these, but they have been doing so well for me, they help end the control matchup early, because I can usually bait something out to get like a 5-turn clock going(2 elves and a Rancor).
-The problem I have with too many Derranged Hermit's is without Gaea's Cradle out, there is no easy way to pay for the echo(especially if they kill and elf or two).
-I would love to put in more disruption, but I am reluctant to because I allready have lots of it, and there isn't too many other "tech" cards we can put in the MD. I thought some Winter Orbs in the board would probably do well.
-Also have you tested ESG?  I haven't had a chance yet, and I believe that though it could accelerate early and sacrifice to Natural Order later, it just doesn't seem like it would be worth a slot.
-And I've been trying to figure out if Diabolic Intent would be worth a slot, but in my opinion it may just slow the deck down too much.
-Ohh and what do you think about Mind Twist?
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« Reply #16 on: August 06, 2005, 09:22:13 pm »

but you missed two things:
1: if you pay the mana during your upkeep, that is a huge waste of mana that will not be accessible on your turn to cast more threats. and if an untimely wasteland or titan come along, you will be hit for an ridiculous amount of damage.

2: verdent force does things that covers the niches of deranged hermit, force of nature, and symbiotic wurm. wurm is only better when the oponent runs a card that is normally not run in good decks. deranged hermit is only better when you are playing coat of arms or against barter in blood. force of nature is only better when you are developed very well with your mana and they have blockers, which cuts off the power of an early natural order. plus, verdent force makes chump blockers, and will eventually get past all blockers.

force of nature just seem really bad.
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« Reply #17 on: August 07, 2005, 04:12:47 am »

If you want to fetch DSC and Platinum Angel you could play Pattern of Rebirth - great synergi with Cabal Therapy aswell as Natural Order (fetch 2 fatties! although playing both might be overkill and might result in too many dead draws).

Also, green Myojin isn't working as good as you think.

The guy you must play is Kamahl, Fist of Krosa!
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« Reply #18 on: August 07, 2005, 09:39:39 am »

but you missed two things:
1: if you pay the mana during your upkeep, that is a huge waste of mana that will not be accessible on your turn to cast more threats. and if an untimely wasteland or titan come along, you will be hit for an ridiculous amount of damage.

Actually, it's usually never a waste, because frankly, if you have ever playtested the deck, you have nothing better to play unless you happen to draw one of the 6 remaining fatties.  Sundering Titan doesn't even hit Gaea's Cradle or the mass number of elves that I use mana, and wasteland would only hit Gaea's Cradle.

2: verdent force does things that covers the niches of deranged hermit, force of nature, and symbiotic wurm. wurm is only better when the oponent runs a card that is normally not run in good decks. deranged hermit is only better when you are playing coat of arms or against barter in blood. force of nature is only better when you are developed very well with your mana and they have blockers, which cuts off the power of an early natural order. plus, verdent force makes chump blockers, and will eventually get past all blockers.

force of nature just seem really bad.
Umm if you are talking about the good removal spell run in most decks, StP, than Verdant Force would be worse to go for than both Derranged Hermit and Symbiotic Wurm.  And now you may say, "but why would you go for Symbiotic Wurm," I'll tell you why, iff(not a typo) you have Cabal Therapy in your graveyard when you resolve the Natural Order, Symbiotic Wurm will come into play and you can immediately play Cabal Therapy's Flashback without StP being ably to touch it (you pass priority to them after you pay all costs for a spell).  Umm, Coat of Arms? What are you on, Derranged Hermit and freinds send 9 damage a turn at you opponent.  Force of Nature is usually ALLWAYs better, because I have a developed mana base, I can HARDCAST him and/or pay the upkeep.  I think, that since the original Secret Force ran Verdant Force, so you are provoked into running it, with NO(prove me wrong) playtesting to say which is the better choice.

I have been playtesting the deck as much as I can to discover ways to make it better and as far as I know you are just quick to shoot down any innovation, proven or unproven.  As allways Jackpot good luck with the deck, and are you the one that started the B/R dragon thread, if so, I should get you IM id so we can talk a Little on about it as well as this.
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« Reply #19 on: August 07, 2005, 10:48:12 am »

No I didn't start that B/R dragon thread. The only concern I can think of with Symbiotic wurm is that without cabal therapy, Verdant force is just better. Also, you can flash back therapy and sac a verdant token and keep the 7/7 verdant force body intact. If you are testing this deck, you should give Verdant a try. Kamahl, fist of Krosa should be in here for overrun action if anything. I still think Gargantuan Gorilla shold be in for creature kill. A tinkered out DSC is a problem, but a bunch of overrunned elves is game over for them anyways.
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« Reply #20 on: August 07, 2005, 07:44:22 pm »

I'm not saying that Verdant force doesn't belong in the deck, but I simply don't care for it in my build of the deck, and Jackpot, I have to wait a turn before I have any tokens to throw into a Cabal Therapy, and if I didn't have a Therapy ready to go, I simply wouldn't Tutor for the Symbiotic unless I knew my opponent only had access to Diabolic Edict as a creature kill.  And simply if I know that they are playing StP, there is no reason why I would go to get Verdant Force over Gigapede or even Derranged Hermit.  Kamahl is more mana intensive than Force of Nature, and after testing, if I want to overrun someone, I will go and get the Force of Nature or a Derranged Hermit, however, I will test it some more.  Ohh, and I have tested Verdant Force, and like I said, I just don't care for it in my build.  The Gorilla is definitely being tested, hardcore even, because on one hand you have the usuall Oath builds, then you have decks like Salvagers Oath, and Oath that runs DSC, or decks that rely on DSC, in which case the Gorilla is just another waste of space.
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« Reply #21 on: August 08, 2005, 01:22:05 pm »

Isn't Kodama of the north tree better than Gigapede? if you order Kodama into play the opponent can't chump block with his weenie creature to kill it off. It strikes me as a more aggressive card as well. Built in trample is a sure way to deal damage in this format. Gigapede may be best suited for the sideboard. 3-4 masticores may be needed for some much needed creature removal. They can't be ordered out, but cards like welder, meddling mage, salvager, etc are basically game over for this deck. Speaking of the sideboard, which, How does Primal order do these days in T1? I thought Seeds of innocence could be good. Primal order is more true to the decks aggressive side while Seeds of innocence is strictly disruptive. They also gain life from seeds of innoccence, but it will most likely be zero from their moxes! Ground seal would be nice against graveyard recursion decks, but doesn't do anything against Yagmoth's will or oath. It does shut off welder decks, which is huge. AND you draw a card. nice.
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« Reply #22 on: August 09, 2005, 06:46:38 pm »

The only reason why I picked the Gigapede really was because is had the recursion affect, if I wanted to trample through, I would just hardcast a Force of Nature and end the game a lot sooner, if I wanted to take the conservative rout, I would pick the Gigapede.  I think it's just a preference type thing, I would rather have Gigapede/Force of Nature (for instance), and you may rather have K. of the North Tree.  I haven't really been able to test the deck a whole lot, so I don't really have much else to add other than the fact that Gargantuan Gorilla probably does deserve a slot in the MD.
As for the SB, I am very tempted to just put like 4x Xantid Swarm in the SB (no, seriously), because worst case scenario:
turn 3: drop Xantid Swarm as bait, if they take it, then play Natural Order(remember you have lots of elves), if not, wait a turn, bash, then sac the Swarm to the Natural Order.  I think that might be our best bet for taking down something like MonoU(if there are any MonoU decks anymore).  Tormod's Crypt/Phyrexian Furnace may be our best bet for something like Gifts/Dragon/Salvagers.  As for Stax and 5/3 I think we should probably go with some combination of Seeds of Innocence/Null Rod/Naturalize.  And toss some Masticores in the SB for the random aggro deck.  I have also thought about Bind, for the Goblin Matchup, but I'm not sure if Bind can counter a Food Chain activation, since it is producing mana. Well, thats all I have for now, bye.
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« Reply #23 on: August 09, 2005, 09:02:47 pm »

I agree w/ Xantid swarm in the board. They can be sacrificed to Nattty order and therapys. Also, this gives you yet another reason to play Kamahl in the main. Pumping up those flyers and making them little bolts is good. Masticore in the board would be good against Fish and especially against any goblin deck. The main concern in fish would be their waterfront bouncer, because they can bounce your fat. The jitte is also a huge threat. If they get that on cloud of faries, its game over. They'll start killing off everything. Spellbane centaur is an excellent answer to any bounce spells opposing decks may have or side in. The usual bounce spells are either echoing truth or chain of vapor and are both blue, so you do the math. This one should beat combo gifts type decks really bad. Ichneumon Druid: GG1 Whenever an opponent plays an instant spell other than the first instant spell that player plays each turn, Ichneumon Druid deals 4 damage to him or her. Rubinia oulsinger can steal creatures and is green. You may choose not to untap Rubinia Soulsinger during your untap step. 2UWG casting cost, which is irrevelant. Tap: Gain control of target creature as long as you control Rubinia and Rubinia remains tapped. Seedtime also may give the deck that one turn it needs to win. I'm not so sure about bind.  It's too bad that pernicious deed would kill all of the elves. Bad synergy. Oh well. I'd have the board like this:

4 Seeds of innocence-destroy all artifacts!
4 Xantid swarm-can't counter our stuff
3 spellbane centaur-you can't bounce the fat
1 rubinia soulsinger-steal their guys
2 ichneumon Druid-combo's demise
1 gigapede-control's least favorite guy
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« Reply #24 on: August 16, 2005, 06:10:34 am »

Really, Pattern of Rebirth does belong in the deck; there was a list posted here a while ago. It works beautifully with Skullclamp and Cabal Therapy, and it can fetch your Darksteel Colossus/Platinum Angel/etc, and it adds redundancy to a deck with no draw (which, by the way, have you tried Night's Whisper?).

Verdant Force is a house against too many decks not to play him: e.g. Stax, FCG, any aggro.

I don't like Tornado Elemental as an answer to Oath. Gaea's Blessing will bring back their fatties, and if you're killing both, it means that you've been attacked for 18. That isn't a very good racer.
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« Reply #25 on: August 16, 2005, 02:45:14 pm »

Verdant Force is a house against too many decks not to play him: e.g. Stax, FCG, any aggro.

I love it when people think/say something like this...
FCG-yea, your Verdant Force turn 3 is going to hurt a deck that could swing for over 30 and/or sharpshoot for lethal damage...
aggro-what type of aggro are we talking about here Tier 5 aggro?(like say R/G beats) or Tier 1/2 aggro/aggro control (like WU fish or WTF), because yea if your opponent is playing type 2 WW in a 10-proxie Power 9 Tourny, Verdant force should probably take down the game, but then again so would any other creature in your deck...
This deck shouldn't have barely any problems with Stax, we have "teched out" that matchup so hard, for instance 4 CotV, 4 Cabal Therapy, 4 Duress, lots of mana elves, 5 strip/waste lands, and my build even has 4 Rancors.  So basically is Verdant Force really going to make difference between winning and losing, no.
I suppose I do see the point of having one in the deck, for those few situation where you might come across a deck best dealt with by using the Verdant Force, but most of the time StP just eats it for lunch.

Ohh, and I found that SB'ed Masticores do have great potential, so that should be in the board..
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« Reply #26 on: August 16, 2005, 04:29:51 pm »

Might I ask which one of those Goblins will have trample? Verdant Force's tokens will take down man-lands, Piledrivers, Wild Mongrels (or at least U/G's hand), Basking Rootwallas, Meddling Mages, most of the key creatures in tier 1/2 decks you named. The tokens accumulate very rapidly. I'm not just "saying/thinking" it. I know it from experience.

How exactly does Swords to Plowshares not eat Force of Nature or Symbiotic Wurm for lunch?
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« Reply #27 on: August 17, 2005, 03:31:07 pm »

If I wanted to get around Stp I would go and get Gigapede, that's why he is in my build..

When they go for their final swing, you will probably have a 7/7, a 1/1 sap token, and a 1/1 elf, not to mention you will be at lets say 12 life, all they have to do is drop Food Chain and it is an auto win, or they bash through with a good many Goblins, taking down your entire army and leaving you at 8, and winning a turn later.
 Did I miss anything?
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« Reply #28 on: August 17, 2005, 04:21:09 pm »

If I wanted to get around Stp I would go and get Gigapede, that's why he is in my build..

When they go for their final swing, you will probably have a 7/7, a 1/1 sap token, and a 1/1 elf, not to mention you will be at lets say 12 life, all they have to do is drop Food Chain and it is an auto win, or they bash through with a good many Goblins, taking down your entire army and leaving you at 8, and winning a turn later.
 Did I miss anything?
The fact that your deck cannot possibly handle that situation either... Nor did you explain what Goblins they're attacking with, at what consistency on what turn this happens, nor the fact that Food Chain requires Gempalm Incinerator and/or another turn to combo-off, nor how the hell I'm at 12 life when I have elf-tribe blockers and a potential turn 2 Verdant Force/Phantom Nishoba (I don't play a budget version of the deck).

How did I end up at 8? How did they end up with a ton of creatures left? Wouldn't I block the Piledriver?
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« Reply #29 on: August 17, 2005, 06:25:45 pm »

If your still monogreen, going the living wish route seems great.  Living wish is a tutor that fetches uncounterable cards.  Maze of ith, more geas cradles, wasteland, boseju, etc.  The ability is also to grab colour hosers (or other specialty creatures like mana producers or xantid swarm)
Living wish seems underrated, but this is green we're talking about.  I also found penumbra wurm to be a good fatties for the deck, better than symbiotic.
In my meta, xantid swarm maindeck works excellently.
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