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1 Krosan Restorer
1 Seedborn Muse
2 Vine Trellis
3 Centaur Glade
1 Channel
1 Chromatic Sphere
1 Crop Rotation
2 Fertile Ground
2 Journey of Discovery
4 Nature's Lore
4 Rampant Growth
3 Reap and Sow
1 Reclaim
3 Revive
2 Rolling Thunder
3 Skyshroud Claim
1 Stream of Life
2 Sylvan Scrying
3 Wild Growth

4 Cloudpost
13 Forest
3 Mountain

Land Deck of the Ages.

Description of deck by it's author (quoted):
The first thing you should notice is that this deck runs a LOT of cards that either fetch lands to your hand or straight into play. In fact, 50 cards in this deck are what I would call ""mana producers,"" that is they either are lands, put lands into your hand (Journey of Discovery), put lands into play (Rampant Growth), help lands work better (Wild Growth), untap lands to use them again (Krosan Restorer), or some other land/mana related activity (Channel). Because of this, you should never have to worry about mana with this deck, even though you only have 20 lands and some expensive ""finisher"" cards. In fact, one of the things I love about the deck is that I never have to mulligan due to mana screw. Granted, it is possible, but the odds of it actually happening are extremely low. Twenty lands in a 60 card deck means that one in every three cards you draw should be a land, and this deck really only needs two mana to get the mana machine running. Therefore, if you draw six cards, you should be fine. Also, with cards like Wild Growth, you can run on only one land.

Next, you should look through the deck for the cards you win with, the big guns, the finishers. Here, you really only have two cards that apply. The main win condition is Centaur Glade. This card really gets crazy if you can activate it for more than two at a time. In a few turns you can hopefully create such a crazy herd of centaurs that your opponent has no chance to stop you. The other card that could be considered a finisher is Rolling Thunder. While splashing for a double-red card in an otherwise mono-green deck might sound crazy, it is easy with this deck. You have so many cards to fetch you a mountain that you should rarely have a problem casting this. There are many more important strategy points with these cards, but I will save this for a later section.

Finally, there are a few ""random"" cards thrown in here. These cards consist of Revive, Stream of Life, and Reclaim. Stream of Life is here for a little defense against a quick rush. Revive and Reclaim are in here for fairly similar reasons, since they both let you reuse cards in your graveyard. Revive only applies to green cards, though Reclaim can be used for any card. Again, uses of these cards will be described below.

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centaur_glade.jpg (18346 bytes) channel.jpg (26725 bytes)  fertile_ground.jpg (23640 bytes) natures_lore.jpg (24280 bytes) rampant_growth.jpg (21402 bytes) reap_and_sow.jpg (45704 bytes) revive.jpg (20211 bytes) rolling_thunder.jpg (27017 bytes)

by Joel Phelps @ www.playordraw.com

BEATDOWN: Centaur Glade - Land Fetching (lots of it)

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