2
Disciple of Grace
4 Cartographer
2 Spike Feeder
1 Auramancer
2 Spike Weaver
1 Forgotten Ancient
1 Noble Templar
3 Krosan Tusker
1 Wirewood Guardian
2 Phantom Nishoba
1 Eternal Dragon
2 Sterling Grove
1 Invigorating Boon
1 Repopulate
1
Gilded Light
3 Astral Slide
2 Claws of Wirewood
2 Break Asunder
2 Miraculous Recovery
1 Decree of Savagery
1 Nantuko Monastery
1 Drifting Meadow
2 Slippery Karst
4 Tranquil Thicket
4 Secluded Steppe
5 Plains
8 Forest |
 Sliding
Maps.
Description of deck by it's author
(quoted):
Let me start with a deck that I mentioned once in passing a few
months ago. It's a green-white Astral Slide deck meant for chaos play.
(Ironically, though it does nothing to hurt teammates, it has performed
far better in free-for-alls than in team formats. Go figure.) Scourge
added a great deal to it...
Before going on, I'll note that I break some of my own deck-building
rules on this one. Most flagrantly, I have lots of "one-of" cards in
this deck: Invigorating Boon, Auramancer, Gilded Light, Noble Templar,
Wirewood Guardian...and those aren't even the rares!
I also pretty much ignore the concept of a mana curve. Let's just say
turn seven is full of choices for me.
But I do all this because I have a particular philosophy about
white-green decks in multiplayer: I hate them. Honestly. The color
combination does nothing for me. I can't get rid of a single creature
when I need to, I can't punch through for lethal damage, and whatever
mass removal you'd normally pack (e.g., Wrath of God) runs against what
the green half of your deck (e.g., creatures) is trying to get done.
It's at this point that tired minds turn to Swords to Plowshares (and in
fact, my green-white spider deck does exactly that). But here, I wanted
to take advantage of Astral Slide, which I initially thought was trash.
A friend turned me onto a trick some Pro Tour regulars were toying with:
Astral Slide – Cartographer – Tranquil Thicket. It works like this: you
cycle the Thicket (or Secluded Steppe), you slide your Cartographer out,
you draw a card. At the end of the turn, you get your Cartographer
back... and the Thicket you cycled returns to your hand.
I have no idea how this panned out on the tournament scene. But in a
multiplayer game, when you have a few mana open, it's nice to draw three
or four extra cards between one turn and the next. It draws you to a
nifty win condition, like Phantom Nishoba or Eternal Dragon. (Yes, a
nearly-depleted Nishoba returns from a Slide with seven counters. That's
why Spike Feeder and Spike Weaver are in the deck, too.)
Once you've got a base like that, you spend the rest of the deck
protecting it and trying to avoid a serious shellacking from your group.
Sterling Grove keeps Astral Slide somewhat safe, Auramancer brings it
back if you're stuck with three in the graveyard, and Gilded Light is
for those fabulous times when the Super-Bright Red Mage throws a
24-point Fireball at your face.
Playing the deck gives you a good idea as to how to cope with unwanted
attention. It's pretty hard to keep more than two or three creatures in
play at once, and not particularly advisable anyway. You want to have
mana open to threaten cycling, once the Slide is out – and the fewer
creatures you have, the more realistic it appears that you could come
out unaffected by a Jokulhaups. (Someday, this deck will get rebuilt as
a red-white, and use that global clearer!)
Miraculous Recovery may actually be the most important card in the deck
– it is a wonderful surprise, because players will spend a great deal of
time and effort nailing your Spike Feeder. Bringing it back with an
extra counter is a polite way to deliver a rude insult.
Before I go on for much longer, I'll discuss one last card in the deck:
Forgotten Ancient. This MagicTheGathering.com creation represents a
point where I think a lot of decks start to flounder – the "I can fit
one more idea in there!" point.
The deck is a cycling deck. Forgotten Ancient is irrelevant to this
process – in fact, if you Slide out the Ancient, you lose whatever
counters it has built up. But I threw one in there because (a) I had one
and I wanted to play one, darn it; and (2) it does do lovely things with
the Spikes and Phantoms.
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