Lands:
12 Plains
4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
Creatures:
4 Yosei, the Morning Star
Other Spells:
2 Storm Herd
4 Sensei's Diving Top
4 Journeyer's Kite
4 Faith's Fetters
4 Festival of the Guildpact
4 Withstand
3 Story Circle
3 Final Judgment
4 Wrath of God
Sideboard:
4 Tempest of Light
3 Sacred Ground
2 Ivory Mask
2 Pithing Needle
4 Defense Grid |
Flaccid
Wombat.
Description of deck by its author (quoted):
The whole point of the deck, Storm Herd, ended
up not disappointing. However, due to the less than optimal usefulness
of Weathered Wayfarer and the excess removal glutting up my hand, I was
not able to assemble Tron until very late in the game. With that in mind
I took a break from the deck to relax.
The first solution hit me immediately as I turned on
Madden. Why not run Journeyer's Kite instead of Weathered Wayfarer. Not
only would that make you less vulnerable to ´´White Screw´´, but it also
provided a much more resilient shuffling effect. It was after shuffling up
Rabid Wombat for Legacy and looking at MTGtheSource.com that I found my
true answer for the second problem. Cantrips!
Part of the Strength of Rabid Wombat, Mono White
Control, in Legacy is that the deck can just cycle until it gets the right
answer. I wanted that type of engine as well and thanks to Ravnica block I
had it in Festival of the Guildpact and Withstand. Those cyclers ended up
proving very valuable and caused much harassment to my opponent. Festival
was stopping lethal attacks and keeping my life total high for larger
Storm Herds while Withstand was doing the same and occasionally saving
Yosei from Char/Volcanic Hammer/Rumbling Slum.
The Tempests of Lights are there to stop Annex and Dream
Leash and Confiscate while the Sacred Grounds deal with Wildfire. Ivory
Mask saves your behind from Cranial Extraction, sometimes. Defense Grid is
a solution to control, making the match a lot less easy for them. Finally,
Pithing Needle is there for some Meloku protection and a little harassment
of Umezawa's Jitte.
Against anything with more than 4 Mana Leaks for
countermagic, Game One is really tough. Defense Grid helps out a lot after
boarding. Land destruction just munches this deck. Sacred Ground helps a
lot, but the RG LD deck runs 4 Creeping Mold, so watch out. The Aggro
decks, whether B/x or GR or G/x or W/x, are all pretty easy match ups.
Top/Kite just destroys them in the long game since you get a Land and a
spell each turn while they do not. It all adds up eventually and they just
fall to pieces.
With this deck, all I have left to say is try to avoid
the Blood Moons and enjoy. |
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