4 Exploration
4 Burgeoning
4 Manabond
4 Argothian Enchantress
4 Trade Routes
4 Arcane Denial
3 Counterspell
3 Forbid
3 Wasteland
3 Stalking Stones
4 Treetop Village
3 Faerie Conclave
1 Rishadan Port
4 Tropical Island
6 Forest
6 Island |
 Lan(s)dell
Beats.
Description of deck by it's author
(quoted):
Not by any means my best deck ever, but it's
fun to play and actually wins every now and then. Draw mad cards with
Enchantress and Trade Routes. Forbid all the threats. Maybe throw in a
Thwart or two, 'cos you won't need all those islands! The kill comes
from the man lands and only the man lands. Oh yes: Sunder is not a
problem. Wrath and the like don't scare you. Armageddon is not too hard
to recover from, especially with a Trade Routes in play. Green speed is
bad, so drop War Tax in the sideboard.
Version 2 Thoughts
First change: Goodbye Manabond, hello 3 Horn of Greed. It is awesome in
this deck! The other slot? Feldon's Cane. Yes, really. If you should have
some trouble killing with damage, this deck will easily outlast to deck
the opponent. Maze of Ith, Strip Mine, Dust Bowl, 3 Gaea's Blessing, 3
Thwart in. Denial, Counterspell out. Yeah, so it's 62 cards. And? This
deck draws so many cards at insane speeds that it doesn't matter. Oh
yes...3 Trade Routes is enough, as you only ever need one at a time.
Mishra's Factory > Stalking Stones. The deck is amazing, and I mean that.
Man, more tricks than I thought with Trade Routes. Get some land back for
a Forbid buyback. Thwart is lovely when you recurse it, and Sink is built
for the deck. Maze holds of Covetous meanies, Masticores, Morphlings...Use
Trade Routes to save man lands after damage is assigned. Beats Replenish
with counters, Necro with counters, Ponza with the Maze, and contorl with
Port/Strip Mine. Rhystic cave may find its way into this deck.
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