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Lands:
7 Plains
4 Island
4 Azorius Chancery
4 Hallowed Fountain
4 Adarkar Wastes
1 Mikokoro, Center of the Sea Creatures:
4 Squall Drifter
4 Pride of the Clouds
4 Jotun Owl Keeper
4 Air Elemental
4 Celestial Ancient
4 Windreaver Other Spells:
4 Cage of Hands
3 Wrath of God
3 Faith's Fetters
2 Azorius Signet |
 K.G.
Bird.
Description of deck by it's author
(quoted):
As I said, Coldsnap not only makes some tribes
legal (as in, gives them their fifth member) and not only does it help
ease the mana woes of some of the smaller tribes, but it also opens up
new possibilities for older, more established tribes. When you think of,
say, Elementals, you probably think of Green or Red, since that's where
the most powerful Elementals usually reside. I'm talking about Rumbling
Slum, Verdant Force, Force of Nature, and, of course, Molten Sentry. I
actually built such a deck, which featured Elemental Resonance to score
major flavour points (it's not bad with Bramble Elemental, either). I
believe I scored twenty-two flavour points before losing every game I
played with the deck. Instead of building an R/G deck, I've decided to
do something a little different.
After Dissension added three Blue and/or White
Elementals to the tribe (Windreaver, Celestial Ancient, and Pride of the
Clouds), you could actually build a U/W Elemental deck. The problem was
that you'd have to use Tidewater Minion, along with the three from
Dissension and 9th Edition's Air Elemental. I have nothing against the
Minion, and I can certainly envision a deck with him in it, probably
featuring the old Freed from the Real + Tidewater Minion + Azorius
Chancery combo to generate infinite mana. If you had a Celestial Ancient
and a Cage of Hands kicking around, you could use the mana to play and the
replay the Cage as many times as you liked which would make all of your
Elementals very large. Windreaver also provides a nice mana-sink. But I'd
rather not go down that road again, if only because infinite-anything
combos aren't terribly fun to playtest on Magic Online and this one seems
particularly easy to disrupt.
Coldsnap provides a suitable replacement, the Littlest
Elemental, Squall Drifter. Unable to find work as a 4/4 flyer, the Drifter
took a minimum wage position as a Master Decoy. While a Decoy's work is
done mostly during the Beginning of Combat Step before attackers are
declared, the survey says that the second busiest time for a Decoy is
during the End of Turn step! What a coincidence, this being End of Turn
Week and all.
Pride of the Clouds loves other flyers, so it's nice
that all of the Elementals I'm going to use have flying built right in.
The other creature that I chose to use is Jotun Owl Keeper. As a 3/3 for
three, it's not a bad creature on his own, and when he hits the bin, he
releases all of his pent-up frustration in the form of 1/1 Birds. That's
his death wail, his ‘owl of anguish, as it were. All these Birds help to
pump up Pride of the Clouds, and make Celestial Ancient's
counter-generating ability even more powerful (more creatures equals
higher net pump).
The rest of the deck is made up of creature removal
spells and a little extra mana. Cage of Hands and Faith's Fetters
neutralize threats and have excellent synergy with Celestial Ancient.
Wrath of God used to be Ghostly Prison, but I lost to a number of decks
that didn't really care about attacking (like Shaman-Ball with Sachi,
Daughter of Seshiro powering up huge Demonfires), so I made the switch.
Besides tapping a creature, what else can you do at End
of Turn? Draw cards with Mikokoro, Center of the Sea! The End of Turn fun
just never, uh, ends. |
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