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Author Topic: A Different Take on the Little Green Men  (Read 2744 times)
msg67183
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« on: July 25, 2013, 03:02:10 am »

I was glancing through cards and I noticed this:

Soul of the Harvest
4GG
6/6
Trample
Whenever another non token creature enters the battlefield under your control, you may draw a card.

I think this card fits into Elves as another possible draw engine.
The advantage it has over Glimpse of Nature is that it is continuous, it doesn't require you to chain creatures together in a single turn.
The disadvantage is that it costs 6 mana, and is vulnerable to removal, although being a 6/6 there isn't much removal for it.
To accommodate for the high mana cost I propose playing a full set of Priest of Titania and Elvish Archdruid.
With Archdruid in the main, Skullclamp is a no go, so I propose a 2nd Regal Force.

A potential list looks something like this:

Little Green Men

3 Llanowar Elves
3 Fyndhorn Elves
3 Elvish Mystic
3 Deathrite Shaman
4 Heritage Druid
4 Birchlore Rangers
4 Nettle Sentinel
4 Priest of Titania
4 Elvish Archdruid
2 Wirewood Symbiote
1 Quirion Ranger
1 Elvish Visionary
1 Viridian Shaman
2 Regal Force
1 Soul of the Harvest
1 Emrakul, the Aeons Torn
1 Ezuri, Renegade Leader
4 Green Sun's Zenith
4 Verdant Catacombs
2 Misty Rainforest
4 Forest
2 Bayou
2 Gaea's Cradle

Sideboard:
4 Abrupt Decay
3 Viridian Shaman
1 Harmonic Sliver
2 Scavenging Ooze
2 Thrun, the Last Troll
3 empty slots

The empty slots could be anything really.
I'm not sure how strong this list would be but it's an idea that I wanted to throw out there for everyone to look at, thanks for your time.
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Bloomsburg Tournaments:

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Outside Bloomsburg:

Winter Grudge Match lV Top 4

Creator of The Mana Drain Vintage League.

Website for The League:

http://tmdvl.github.io

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MaximumCDawg
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« Reply #1 on: July 26, 2013, 11:03:39 pm »

I was glancing through cards and I noticed this:

Soul of the Harvest
4GG
6/6
Trample
Whenever another non token creature enters the battlefield under your control, you may draw a card.

Yea, this is kind of old news.  There has been a functional equivalent (for your purposes) in Primordial Sage for some time.  No one uses this because, in Elves, you want your six-and-up drops to do something awesome when they connect.  You want your draw engine to be cheap because you need your draw engine to come online FAST; that's the whole point of Elves and the thing that lets them go bonkers with mana. 

Imagine having this in your opening hand and durdling for four turns instead of being able to Glimpse (or even Beck) on turn 2.
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msg67183
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« Reply #2 on: August 18, 2013, 07:36:32 am »

After consulting with a friend for awhile about Elves, he has come up with a list that has been testing to be just as fast as a "normal" Elves deck. This list has proven to be more resilient to removal as well as have a smaller chance to fizzle.
First I will post the list and then give some explanations:


Little Green Men!

2 Gaea's Cradle
3 Verdant Catacombs
2 Misty Rainforest
4 Forest
4 Cavern of Souls
1 Dryad Arbor
4 Green Sun's Zenith
4 Skullclamp
4 Wirewood Symbiote
4 Wirewood Hivemaster
4 Nettle Sentinel
1 Elvish Archdruid
1 Priest of Titania
4 Heritage Druid
4 Elvish Mystic
4 Fyndhorn Elves
3 Llanowar Elves
4 Elvish Visionary
1 Viridian Shaman
1 Ezuri, Renegade Leader
1 Regal Force

Sideboard:

4 Grafdigger's Cage
4 Mental Misstep
2 Mindbreak Trap
1 Viridian Shaman
1 Viridian Zealot
1 Caustic Wasps
1 Scavenging Ooze
1 Glissa Sunseeker

A few things you may have noticed:

No Glimpse of Nature: Glimpse requires quite a bit to set up. You need a substantial amount of creatures in hand to reliably go off. You also need mana, you can run out of mana, although this doesn't happen too often. The draw engine that we went with doesn't require a single turn, but instead can be played throughout the entire game. We feel that playing 4 Elvish Visionary alongside the 4 Skullclamp allow for a lot of draws, especially with the next card.
Wirewood Hivemaster: With all this hype about Young Pyromancer, why not give Hivemaster a try? He gives you a legit draw engine with Skullclamp and also increases your clock if need be. With all the insect tokens being made for Skullclamp, we won't have to clamp our elves, allowing us to play our next card.
Elvish Archdruid: Elvish Archdruid increases our clock pumping all of our elves, and also helps create an enormous amount of mana, helping the Workshop matchup.
Cavern of Souls: Cavern allows us to play through opponents' counter spells and Chalice of the Voids.
Dryad Arbor: Dryad Arbor allows us to have a target for Green Sun's Zenith just in case one if our mana dorks gets countered or removed.
No Emrakul: We figured that Emrakul was simply overkill, and that it isn't always easy to get to 15 mana to cast him. We just beat down with Elves pumped by Archdruid, or Ezuri.

I'm pretty sure that covers the main deck, now let me cover the Sideboard:
4 Grafdigger's Cage: Dredge/ Oath
4 Mental Misstep: Burning Long
2 Mindbreak Trap: Burning Long
1 Viridian Shaman: Workshops
1 Viridian Zealot: Workshops/ Oath
1 Caustic Wasps: Workshops
1 Scavenging Ooze: Dredge
1 Glissa Sunseeker: Workshops

We wanted to maximize utility on Green Sun's Zenith with our Workshops matchup. The Cages, Missteps and Traps are probably the best cards for the matchups they are used for.

If I missed anything, the creator of this list, Lance Ballester, can finish this "primer" for Little Green Men!
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Bloomsburg Tournaments:

1 Win
3 Finals
2 Top 4
2 Top 8

Outside Bloomsburg:

Winter Grudge Match lV Top 4

Creator of The Mana Drain Vintage League.

Website for The League:

http://tmdvl.github.io

Zombies ate your brains!
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