Lands:
8 Island
1 Swamp
6 Forest
3 Riptide Laboratory
4 Salt Marsh
2 Darigaaz's CalderaCreatures:
4 Maggot Carrier
4 Hapless Researcher
4 Merchant of Secrets
4 Wood Elves
Other Spells:
2 Equilibrium
2 Fabricate
4 Howling Mine
4 Tangleroot
4 Unifying Theory
4 Words of Wind |
  Root
Drive.
Description of deck by it's author
(quoted):
What else works with both Tangleroot and Words of Wind? Unifying
Theory! The chalkboard turns your Hapless Researcher into a better
Merchant of Secrets. With the Words and the Theory on the board (hey—maybe
that’s the unifying theory that’s getting blown around in the Words
of Wind art), any creature leads to recursive fun. The creature has to
be cheap enough, of course; my favorites for this deck are Wood Elves
and Maggot Carrier. The comes-into-play abilities mean the Elves are a
untargeted-Capsize-with-buyback-plus-fetch-a-forest and the Carrier is a
untargeted-Capsize-with-buyback-plus-everyone loses life. And what of
Tangleroot? It defrays any of these extracurricular enchantment costs.
It’s a weird, narrow, but efficient way of generating a healthy amount
of excess mana. The more recursion tricks you play, the more mana
Tangleroot generates; the more mana Tangleroot generates, the more
recursion tricks you can play. Plus, without the mana sinks you’ve
got, your opponent will often end up taking Tangleroot burn.
The Howling Mines are there to help you find your combo pieces and,
once you have, to provide extra Words of Wind muscle. You do want to
return Wood Elves to your hand, don’t you? Be warned that this deck is
very tricky to play. In the mid-game, it turns into a puzzle: Any given
turn has a number of sequential action options backed up by tricky mana
math. Do you pay for the Theory now, or hold your mana? Do you bounce
the Elves or a Wizard? Did you take into account the untapped Forest the
Elves bring with them? The headache you’ll get is almost as big as the
one you’ll give your opponents. But as long as theirs is bigger, it’s
all worth it! |
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