4 Wildfire Emissary
4 Orcish Settler
4 Whirling Dervish
4 River Boa
4 Llurgoyf
4 Wall of Roots
3 Jokulhaps
4 Gaea's Blessing
1 Stormbind
3 Manaflare
3 Call of the Wild
2 Sylvan Library
2 Mountain Valley
10 Forests
9 Mountains |
 Jungle
Book v1.0.
Description of deck by it's author
(quoted):
The deck runs a bit of counter-intuitive
pieces. The first and most often brought up example is Manaflare/Haups.
Most players seem to feel that it allows opponents to recover to quickly
from the Haups. My own use of it in this deck is to take advantage of my
own Enchantment heaviness, flood my pool with mana prior to Haups (for
use with Call/Ggoyf/Dervish) or similarly take _more_ advantage from it.
This will come up quite often below. The other counterintuitive piece
that most people comment on is Settler/Haups. In this deck, the
Settler/Manaflare often acts as an opponent only 'Geddon, but post haups,
a Settler can simply lock them out of the game. Finally, Ggoyf/Gaes
Blessing. I'm content to keep these pieces fighting each other to
maintain a continuity of deck flow.
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SIDEBOARD:
1 Jokulhaups
1 Manaflare
4 City of Solitude
3 Pyroblast
1 Taste of Paradise
2 Barbed Folliage
3 Emerald Charms |