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MDV Featured Article:
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MDV Featured Article - Duck, Duck, Druid! - by John Streetz - posted 3/7/06 - discuss here

This isn't so much an article as it is an interesting approach to Druids and decks you never thought you'd see.  There are quite a few druids, any some of them are bad and/or difficult to master.  I am obviously not talking about cards like Llanowar Elves (which is one of the newest members to the Druid family) or Hermit Druid. I'm talking about cards like Stone-Seeder Hierophant or Wood Sage or [name that druid]. 

Thankfully, Death_By_Beebles already covered Wood Sage this week.  So, with that in mind, let's move on.  I plan on posting a picture of the card and then follow it with a deck that uses at least 4 copies of the card.  Obviously, I will only being using Druids to do this experiment and I may or may not be providing a deck description.

Here we go!

Zoologist is one of those cards that's over costed and difficult to use well.  With a casting cost of 3G and a small power/thoughness of 1/2, this Druid dies way too easy.  Plus, with an activation of 3G, you're better off playing Elvish Piper (who isn't a druid).  Let's see what decks I can find on the net for this guy:

 
 

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Whispering Winds.
A deck with Zooligist

Land: 22
11 Islands
11 Forests

Creatures: 34
4 Keeper of the Nine Gales
2 Crookclaw Elder
2 Dreamborn Muse
3 Dream Thrush
2 Sage Aven
3 Aven Windreader
4 Zoologist
4 Quirion Explorer
4 Battlefield Scrounger
4 Krosan Tusker
2 Wild Mongrel
Spells: 4
2 Ice Cave
2 Words of Wind
by Time Waster's Guide?

...My other justification for shedding my hand of cards willingly arrived with Dreamborn Muse, out of the Legions set of game-altering Muses. The obvious solution to Dreamborn Muse's ability is to either want cards in your graveyard (Incarnations, Flashback, Reanimation) or to get rid of your hand so you aren't affected. Obviously, I chose the latter option, and set about finding ways to bypass the need for a hand of cards. The card I chose to help me bypass this situation is the Zoologist. Once in play, his formidable ability circumvents both the need for a hand of cards in a creature-based deck and the spell-based countering abilities of Ice Cave. "Draw a card/cast a spell" becomes peek at deck/use Zoologist" under this model. I won’t mention the Zoologist much more for the rest of the article, but keep him in mind. He’s not spectacular, but he’s the only thing that helps to ensure that the deck keeps going after Ice Cave hits the table. Let's work it out.

You may have noticed that the framework I established above with Ice Cave, Dreamborn Muse, and Zoologist is quite rickety. Add the fact that I only included 2 Muses and Caves, and the situation gets downright worrisome. My answer for that problem lay largely in birds. Whether it's deck management via Sage Avens, land type modification with Dream Thrush, pure card drawing through Crookclaw Elder (Yes, I did say I'm designing a No-Hand Magic deck. I'll get to that in a minute) or an Aven Windreader peeking at the deck to help the Zoologist find creatures, the birds are the real workhorses of the deck's semi-consistency.

Blue's better half does its fair share of the work, however. Quirion Explorers help to guarantee that you'll have the colored mana you need to survive Ice Cave (Birds of Paradise would have worked here even better, but I'd hit my limit for rares). Krosan Tuskers cycle to expand your supply of land (once again, we're drawing cards. I'll take care of it. Be patient), and Wild Mongrels do their best to keep you alive against early game threats while you set up. The real stars of green, however, are the Battlefield Scroungers. If Dreamborn Muse or the Zoologists begin to get rowdy, the Scroungers are eager and ready to pick up the pieces, possibly even during an assault against enemy forces. When I mentioned above my intent to refine the library recycling techniques I'd begun in Wrath of the Snidd, these guys were what I meant. In comparison to the slow, often clunking every-round-or-else style of the Anurid Scavenger and Gurzigost, the Battlefield Scrounger can moderate the size of your graveyard with elegance, doubling their power and toughness at the drop of a hat and at your option. They do have to threshold first, but remember that our intent isn't to maintain a tidy graveyard...we simply don't want to deck ourselves or lose precious rares to the rapid pace library recycling decks are intended to set.

Words of Wind is the final component we need to complete the set. For claiming to attempt a No-Hand Magic deck, I've included a large number of card drawing effects, and this is why. (Aside from wanting a way to help set up my combos quickly.) The ability to replace all those card draws with a control effect reeks of raw power, particularly when it combos so efficiently with Dreamborn Muse and Ice Cave. Yes, once again, you end up with cards in your hand. If you hadn't guessed it already, that's the reason I have Wild Mongrels included. Ditch your cards if you like. Or keep them and recast the pernaments you've bounced back to your hand if you think you can get past your own Ice Cave. Focusing too much on how to manage the cards in your hand and achieve No-Hand Magic misses the point of Words of Wind entirely, however. With Ice Cave and Dreamborn Muse in play, very few decks are capable of meeting the control threat that Words of Wind presents. I also like the theme Words of Wind provides us with. I can almost imagine a wind mage feeding a raging tempest with the assistance of his Aven wizard allies, while the supporting green troops huddle in the covering depths of their forest.

 

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Frontier Hierophantry.
Casual Land deck using Stone-Seeder Hierophant

Lands:
18 Forest
6 Mountain

Creatures:
4 Sakura-Tribe Elder
4 Carven Caryatid
4 Stone-Seeder Hierophant
Other Spells:
4 Howling Mine
4 Fertile Ground
3 Overgrowth
3 Explosive Vegetation
3 New Frontiers
4 Burning Wish
3 Fireball
by Chris Millar

Hierophant + New Frontiers... It's land-tastic!

Those familiar with the Beacon of Creation + Blasting Station combo will know how this works. Imagine this scenario, if you will. You have an active Hierophant and five lands in play. You tap all of your lands, then untap one with the Hierophant, then tap it again. You decide to play New Frontiers with X = 5. Your opponent tries to bluff counter magic, but he's playing White, so you don't fall for it. When the New Frontiers resolves, you put five lands in play. The Hierophant's untap ability will trigger five times. Let the first trigger resolve. Untap your Hierophant. Use it to untap another land. Let the next trigger resolve. Lather, rinse, repeat. At the end of this sequence, you should have five lands and a Stone-Seeder Hierophant untapped. You've essentially played New Frontiers for free!

Now imagine the same scenario as above, except that one of those lands is a Mountain enchanted with an Overgrowth. Instead of untapping a different land with the Stone-Seeder Hierophant, you could untap the same land (tapping it for the three-mana in between untappings, naturally). You would be able to play New Frontiers with X = 9 (Five lands plus Overgrowth is seven mana, and with the Hierophant to untap the Overgrowth'd land, you can get ten mana). The Hierophant will trigger nine times, allowing you to tap and untap the Overgrowth'd land nine times, resulting in twenty-seven mana in your mana pool. Now you can send a nice big Fireball straight for your opponent's head, nugget, and/or dome. You will even have enough mana to Burning Wish for one and then cast it. Burn, baby, burn!

 

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You-Can-Du-It!
Casual deck using Viridian Joiner

Lands:
3 Forest
5 Island
4 Seat of the Synod
4 Tree of Tales
4 Lonely Sandbar
2 Tranquil Thicket

Creatures:
1 Pentavus
4 Silver Myr
2 Triskelion
2 Elvish Aberration
4 Vine Trellis
4 Viridian Joiner
Other Spells:
3 Aether Spellbomb
4 Power Conduit
2 Riptide Replicator
4 Serum Tank
4 Decree of Silence
4 Fabricate
by Nate Heiss

The main reason I added green to the deck is because of a discussion I had with Mike Turian about the deck, wondering if I missed any good mana acceleration for Decree of Silence. Out of some corner of his mind he came up with Viridian Joiner. I'm not sure why it popped into his head at that point, but it made a lot of sense. And, not only does green get you Viridian Joiner, but it also allows you two other quality mana accelerators--Vine Trellis and Elvish Aberration.

The Joiner is a very good recipient for +1/+1 counters, since it'll help you accelerate out the Decree much faster. You may be asking yourself where these counters are coming from so early in the game, and the answer is: Serum Tank. Serum Tank generates many more counters than you might expect--especially with eight artifact lands in the deck.

For example, imagine the following scenario: Turn 2 you play a Power Conduit. Turn 3 you play a Joiner. Turn 4 you play a Serum Tank, move the counter over to the Joiner, and play a Myr or a Vine Trellis. On turn 5 you have 8 mana and are ready to play Decree of Silence. This means you effectively win the game on turn 5, unless your opponent is able to win with what she already has on the board. That's where cards like Aether Spellbomb, Triskelion, Pentavus, and Riptide Replicator come in handy.

The Fabricate portion of the deck remained somewhat intact (it's a way to reduce the cost of the deck). It gives you lots of options without needing four copies of the more expensive artifacts in your deck. Riptide Replicator is usually the best one to get, as you can usually generate lots of mana and can move charge counters onto it with the Conduit, making ever-bigger tokens.

 

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Psycho Squirrel Shotgun.
Casual Deck using Nut Collector

Land:
12 Forest
10 Swamp

Creatures:
4 Squirrel Mob
4 Nut Collector
4 Seedborn Muse
 
Other Spells:
4 Reclaim
4 Chatter of the Squirrel
4 Kodama’s Reach
4 Whispersilk Cloak
4 Overrun
4 Squirrel Nest
4 Death Match
by Vatiidall

 

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Promised Kannushi.
Casual Combo Deck using Promised Kannushi

Land:
9 Swamp
14 Forest

Creatures:
4 Promised Kannushi
4 Elder Pine of Jukai
4 Thief of Hope
3 Deathknell Kami
4 Sakura Tribe-Elder
3 Sensei’s Divining Top
Other Spells:
4 Aluren
4 Tangleroot
4 Ashes of the Fallen
3 Spawning Pit
by Alex Lee

This deck is similar to the Aluren decks of extended, but operates on a completely different engine. Instead of Cavern Harpy, Wirewood Savage, etc., you use Ashes of the Fallen to make Promised Kannushi a Spirit. Then by using Aluren, you can start an endless soulshift chain of a larger creature getting the Kannushi, and the Kannushi starting the cycle again. But it still needs a way to sacrifice creatures, and Spawning Pit fills that role as well as a win condition. Another way to win is to have Thief of Hope in play to deal infinite damage.

Tangleroot is there for you to have mana to pay for Spawning Pit. If you have Promised Kannushi and Elder Pine of Jukai, two Tangleroots can replace Aluren, because by playing both spirits, you make four green mana, the amount you need to play them both.

The Sakura-Tribe Elder and Sensei’s Divining Top smooth your mana, and each also serves another purpose. By having Ashes of the Fallen in play, you can revive the Elder with Soulshift from the Elder Pine or Thief of Hope. The Top can use the extra mana from Tangleroot so you don’t take mana burn.

 
 

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Hidden Cultivator.
Casulal deck using Nantuko Cultivator

Lands (24)
Mostly Plains
Mostly forests
Few Island

Creatures:
4 Groundskeeper
4 Nantuko Cultivator
4 Birds of Paradise
3 Maro
2 Dawnstrider
3 Llanowar Knight
3 Gaea’s Skyfolk
Other Spells:
4 Land Tax
3 Hypochondria
3 Trade Routes
3 Creeping Mold
2 Zuran Orb
by Steve Dickinson

Ok, the explanation of how the deck should play. You’ll drop the bears early to provide some early offense and defense. The Taxes should keep your hand stocked with lands, allowing you to throw down a huge Maro and then your Cultivators will come in late in the game and kick butt. The Groundskeepers are there to allow you to return lands to your hand after losing them to land destruction or to your Cultivator. The Dawnstriders are mostly for emergencies, in case a creature swarm comes down that you can’t handle.

 

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Fugitive Verduran.
Casual Combo deck using Fugutive Druid

Lands:
20 Forest

Creatures:
4 Verduran Enchantress
4 Fugitive Druid
4 Ravenous Baloth
Other Spells:
4 Yavimaya Enchantress
4 Ancestral Mask
4 Wild Growth
4 Whip Silk
1 Sylvan Library
4 Rancor
3 Elephant Guide
4 Enchantress's Presence
by Jumping Mage

 

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Anti-artifact.
60 Card Anti-Artifact Casual Deck

Lands:
22 Forest

Creatures:
4 Llanowar Elves
4 Giant Spider
4 Ironroot Treefolk
4 Killer Bees
4 Argothian Pixies
4 Argothian Treefolk
4 Citanul Druid
Other Spells:
4 Wooden Sphere
2 Tranquility
4 Giant Growth
by Trynn

 

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Fruit Loops & Tracers.
Casual Infinite Deck using Nantuko Tracer

Lands:
4 Polluted Delta
3 City of Brass
3 Swamp
7 Island
5 Forest

Creatures:
4 Nantuko Husk
4 Nantuko Tracer
4 Birds of Paradise

Other Spells:
4 Compulsion
4 Aether Burst
4 Memory Lapse
4 Circular Logic
4 Counterspell
3 Cunning Wish
3 Verdant Succession
by Unknown

 

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Cantiref Enchantroyf.
Casulal deck using Femeref Enchantress

Lands:
5 Plains
7 Forest
4 Brushland
4 Elfhame Palace
4 Windswept Heath

Creatures:
4 Auratog
4 Cantivore
2 Endless Wurm
4 Femeref Enchantress
Other Spells:
3 Cessation
1 Cleansing Meditation
1 Defense of the Heart
2 Enchantress's Presence
4 Rancor
2 Rune of Protection: Black
1 Rune of Protection: Green
2 Rune of Protection: Red
2 Seal of Cleansing
4 Seal of Strength
by Mark Gottlieb

Travis Martin decided it was high time someone broke Cantivore (or at least put it to good use), and that someone was him. The main deck interaction was between Cantivore, Femeref Enchantress, and enchantments that sacrifice themselves, such as Seal of Cleansing. Travis's deck was also full of Runes of Protection, which act like cantrip Cantivore-specific Battlegrowths.

I took that idea and bent it around to the side, because the first thing I did was add Auratog to the deck. Auratog is clearly on good terms with both Cantivore and Femeref Enchantress. Next, I added Rancor and Cessation to serve as Auratog food. Those two enchantments are greatly beloved by the Enchantress—but Cantivore doesn't like them much at all. So that's a bit of dissynergy… um, asynergy? unsynergy? antisynergy?… but I can live with it as long as I'm drawing tons of cards off the Enchantress by repeatedly sacrificing and replaying Rancor with the Auratog. I also replaced the Phantom Nishoba that Travis hoped to fetch with his Defense of the Heart with Endless Wurms. Something kooky that I kept in was Cleansing Meditation. At threshold, and with an Enchantress in play, the card says “Destroy all enchantments your opponent controls and draw a card for each enchantment you control. Oh, and move your local enchantments around if you want.” Can't argue with that.


Thanks for checking out these decks.  This may be continued....

~Streetz~

You can discuss this article in the MDV forums here.

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