4 Putrefy
4 Rend Flesh
4 Recollect
2 Tranquility
4 Kavu Titan
4 Vulturous Zombie
4 Bane of the Living
4 Sakura-Tribe Elder
2 Silklash Spider
2 Twisted Abomination
4 Llanowar Wastes
10 Swamp
12 Forest |
 Pine
Needles.
Description of deck by it's author
(quoted):
This deck uses creatures in order to help
establish control. Bane of the Living and Silklash Spider help stave off
and wipe out opposing forces. They work very well together. Each can
dominate a table, and neither usually kills the other. (Unless you have
to have a very large board wipe with the Bane).
I wanted to try out Vulturous Zombie, so I reduced the Spider count to
just two. These guys look amazing, but they'll die to a Spider that
decides to Hurricane if they haven't grown enough. I don't believe that
the cards are too disharmonious, because the Zombie can grow quickly to
a size that can't be easily killed by a Spider.
I tossed in both Elders and Abominations in order to help smooth out
mana. The Twisted Abomination can also be a nice beater later in the
game. Because this deck can really gain in mana after a bit, I wanted a
way to help out in the early game, and yet be useful in the late game.
Another card that fits that theme is Kavu Titan. This spot was
originally dedicated to a cheaper Ebony Treefolk, but I felt that since
I cut corners financially earlier in the deck building process, I could
go with the better card here. Note that the Treefolk is also useful
early as a nicely sized 3/3 for three mana while also being pumpable
later in the game with extra mana to a nice size. You could split the
difference and run two of each.
Nevertheless, I prefer the Titan. If your mana situation is safe for the
moment, the Titan is the better early drop compared to an Elder. It also
has trample when you pay the kicker, which can help get in some damage
later in the game when a pumped Treefolk that might be bigger would
otherwise be stopped for no damage.
I had to run Putrefy. Like Vindicate and Terminate, Putrefy essentially
begs to be played in every deck that includes those colors unless
something very weird is going on.
I like having emergency creature removal. If the Putrefy has to take out
a Mind's Eye or something, then I want something else to fall back upon.
Years of playing with Vindicate have taught me that it cannot be used as
your solitary form of creature removal - you have to have something else
as well.
I really like sweeping enchantment removal in multiplayer. There are
usually more artifacts as targets, but the enchantments are usually more
threatening. Sure, a Naturalize can also pop a Sol Ring or something,
but since we aren't running any enchantments of our own, I figured that
we could use that to the deck's advantage and run Tranquility. Putrefy
can be a backup artifact removal if necessary.
Recursion is great in this deck. Initially there were a pair of Restocks
here, but I replaced them with a quartet of Recollect. I didn't want to
waste an entire turn Regrowing something. Instead, I wanted to get it
back then immediately play it. Control doesn't often want to lose the
sort of tempo that Restock sometimes provides opponents. Recollecting a
key Putrefy or Zombie can really turn the tide all on its own.
I wanted to include Pernicious Deed and/or Spiritmonger, but they are
both massively expensive online. Feel free to include them if you have
them. Also not included for money was Overgrown Tomb, and that's another
card you can use if you have it.
|
. |