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Author Topic: Miracle Grow  (Read 1756 times)
Byron
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LordByron808
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« on: May 06, 2007, 10:16:08 pm »

I'm trying to build a competitive, yet fun deck for casual play. I chose to build Miracle Grow because it's pretty interactive (Winter Orb + creatures) as opposed to a combo deck that just basically ignores it's opponent. Here's what I have so far:

Pro Tour Nice Masters: Miracle Grow
Alexander Witt (modified)
 
Main Deck: 60 cards

4  Flooded Strand (replaces Flood Plain)
1  Savannah
4  Tropical Island
4  Tundra
4  Windswept Heath (replaces Land Grant)
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17 land

4  Meddling Mage
2  Mystic Enforcer
4  Quirion Dryad
4  Werebear

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14 creatures

4  Brainstorm
3  Daze
2  Foil
4  Force of Will
4  Gush
4  Peek (replaces Sleight of Hand)
4  Swords to Plowshares
4  Winter Orb

--------------------------------------------------------------------------------
29 other spells

4  Chill
2  Legacy's Allure
3  Seal of Cleansing
2  Submerge
2  Waterfront Bouncer
2  Wax/Wane

--------------------------------------------------------------------------------
15 sideboard cards

--------------------------------------------------------------------------------
Any suggestions?
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Ephraim
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LordZakath
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« Reply #1 on: May 06, 2007, 10:34:34 pm »

I am only passingly familiar with this deck.  In any case, it's kind of hard to offer suggestions regarding a casual version of a competitive deck.  What are you goals?  Are you looking to make the list that you posted more casual or more competitive?  What kind of decks do you expect to face in both situations?
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Byron
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LordByron808
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« Reply #2 on: May 06, 2007, 10:50:36 pm »

Goals? To improve and win more I guess? I'm trying to make the deck more competitve for one on one play. Even though I know the deck was designed to beat Trix, Rock and the like, I guess I want to tune the maindeck to be able to handle more beatdown oriented decks without taking away any of the focus....
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Hi-Val
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wereachedparity
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« Reply #3 on: May 07, 2007, 01:10:34 am »

I played Miracle Gro (the UG one) and it was pretty much my first non-awful deck. I believe I ran something like:


4  Tropical Island
6  Island
4  Land Grant

17 land

4  Gaea's Skyfolk
4  Quirion Dryad
4  Werebear
4 Waterfront Bouncer

4 Rancor


4 Curiosity
4  Brainstorm
4  Daze
4  Force of Will
4  Gush
4  Sleight of Hand
3  Winter Orb


I hope that adds up to 60. It was very cheap to build at the time and probably still is if you'd like to play casually. The Curiosities on Skyfolk was nuts, and Bouncers will give you a bit better game against beatdown. I put in Rancors because they were awesome and really broke up creature stalemates on the board. They really help Dryads get in.

All that said, running White for STP and Mage is probably better in all cases. The advantage of Miracle Gro over Super Gro was that you could run 10 lands and get away with it, thanks to stuff like Curiosity. Best of luck!
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Byron
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LordByron808
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« Reply #4 on: May 08, 2007, 07:50:29 pm »

Thanks for the input Hi-Val! Here's my new Super Gro list. The only real changes are the replacement of Daze with Looters.

4  Polluted Delta
2  Flooded Strand
2  Windswept Heath
4  Tropical Island
4  Tundra

--------------------------------------------------------------------------------
16 land

4  Meddling Mage
2  Mystic Enforcer
4  Quirion Dryad
4  Werebear
4  Merfolk Looter

--------------------------------------------------------------------------------
18 creatures

4  Brainstorm
2  Foil
4  Force of Will
4  Gush
4  Peek
4  Swords to Plowshares
4  Winter Orb

--------------------------------------------------------------------------------
26 other spells

I had some concerns with being mana screwed but overall the 2 Enforcers are the only reason you NEED more than 2 mana in play IMO.
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Byron
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LordByron808
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« Reply #5 on: May 09, 2007, 12:00:16 am »

Here's my third variant:

4  Flooded Strand
4  Windswept Heath
4  Tropical Island
4  Tundra
1  Savannah
1  Island

--------------------------------------------------------------------------------
18 land

4  Meddling Mage
2  Mystic Enforcer
4  Quirion Dryad
4  Werebear
4  Merfolk Looter

--------------------------------------------------------------------------------
18 creatures

4  Brainstorm
2  Foil
4  Force of Will
4  Gush
4  Peek
3  Swords to Plowshares
3  Winter Orb

--------------------------------------------------------------------------------
24 other spells

4  Chill
2  Legacy's Allure
3  Seal of Cleansing
2  Submerge
2  Waterfront Bouncer
1  Swords to Plowshares
1  Winter Orb

--------------------------------------------------------------------------------
15 sideboard cards
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Hi-Val
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« Reply #6 on: May 11, 2007, 04:10:41 pm »

I feel like there has to be something better than Enforcer. I remember that a lot of players didn't like it. I'm having a hard time thinking of something better though. Also, think about Looter Il-Kor instead of Merfolk Looter. A little bit of damage is a nice thing. Maybe even Loxodon Warhammer instead of Mystic Enforcer...
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