Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum

MDV RSS Feed  
 

   Super Games Inc - Free Shipping on orders over $30.    



Winner for Sept'08:


by Your Worst Nightmare!


[CotM FAQ]
[Submit Your Entry for October!]



HOME 
MDV BLOG

ABOUT MDV 

SEARCH MDV 

LINKS   
ADVERTISE
CONTACT  


  NEW DECKS! 
 
  ABOUT THE DATABASE
  DECKS BY TYPE

  DECKS BY COLOR


  NEW ARTICLES 
Updated!
  ARCHIVES MAIN 
  >2008 ARCHIVES Updated!
  >WRITE FOR MDV. 


   Shadowmoor #1  
   Evil Combos 2008  
   Recent Combos  
   
Combo Archives  
   Infinity Combos  


  BANNED/RESTRICTED 
  CREATURE LISTS  
 
 
EXPANSION SETS
      Eventide   
      Shards of Alara COMPLETE!
      Conflux   Updated!
      Masters Edition II 
  LAND SPOILER 
 
 
RESERVED LIST  
  VANGUARD  


  DECK OF THE DAY  
  COMBO OF THE DAY  
  MDV CONTESTS
 
  CELIXIA   

     Celixia Visual Spoiler
  POLLS  


  ART CATACOMBS 

  ARTIST LINKS   

  NEW ART! 


  Main MDV Forums 
 Join the Forums!! 

(U/C) = Under Construction

Magic Deck Vortex MySpace!
If you're on MySpace and want to know the latest on MDV via MySpace, Befriend yourself here!

Home ] New Decks ] By Type ] By Color ] About the DDB ] DDB News ]

Deck Definition Primer: Gro
quoted from http://boards1.wizards.com 
by glenchuy

[Home]

Gro Mini Primer

The GAT Era:
January 2003 to June 2003

The culprit

Quirion Dryad
Creature – Dryad
Casting Cost: 1G
Power/Toughness: 1/1
Whenever you play a white, blue, black or red spell, put a +1/+1 counter on Quirion Dryad.

The accomplices:

Gush
Instant.
Casting Cost: 4U
You may return two islands you control to their owner’s hands rather than pay Gush’s mana cost. Draw 2 cards.

Fastbond
Enchantment
Casting Cost: G
You may play as many lands as you choose on your turn. Whenever you put a land into play other than the first land of the turn, Fastbond deals one damage to you.

Gush Pre-Restriction

Pre-restriction GAT was just sick. With a fastbond in play, it’s not uncommon to have a 10/10 on turn 2- the deck cycles through the library faster than a kingkong trampling over lego-buildings.

If the Quirion Dryad doesn’t finish the opponent, the follow up Psychatog will. With so many cards in your graveyard, the game usually ends the moment the player draws Berserk.

For Reference:

//NAME: GAT, June, 2003
// Mana (18)
4 Tropical Island
4 Underground Sea
3 Polluted Delta
2 Flooded Strand
R Library of Alexandria
R Mox Emerald
R Mox Jet
R Mox Sapphire
R Black Lotus

// Beatdown (8)
4 Pshychatog
4 Quirion Dryad

// Control (11)
4 Force of Will
4 Misdirection
3 Duress

// Cantrips (19)
4 Brainstorm
4 Gush
3 Sleight of Hand
2 Merchant Scroll
1 Cunning Wish
R Ancestral Recall
R Demonic Tutor
R Time Walk
R Regrowth
R Yawgmoth’s Will

// Sick Stuff (4)
1 Berserk
R Fastbond
R Mystical Tutor
R Vampiric Tutor

The deck was straightforward. You drop Quirion Dryad as fast as you can, and protect it with your 8 pitch countermagic spells. With so many cantrips, you’ll have (sooner than later) a mammoth sized dryad with which to whack your opponent.

Gush was so good in GAT that it caught the eye of DCI and was soon restricted. With Fastbond in play, Gush was two mana and two cards for the price of two life. Casting Yawgmoth’s Will with Gush in your graveyard virtually sealed the game right there.

The Restriction of Gush and Modern Gro

The restriction of Gush started a new era for Gro- gone were the combo-fests where one could literally draw half the deck on turn two- the deck was a lot slower- and needed to compensate by adding more control elements and backup win conditions.

There are two distinct styles of playing Gro- aggro control and control. There are obvious benefits to both ways of playing Gro- and one would have to find out what style fits one’s style best-

There is really no “definitive” way of building Gro. I’d be lying if I didn’t tell you that Gro is a very metagame dependent deck. Depending on what you play against, there will usually be the best version of Gro to play in a given metagame- how you build and determine your meta- will determine how successful you’re going to be in playing Gro.

I’ll try keep the primer simple by putting up the more popular variants and their benefits over the other versions.

GAT

Rewind to the past. The monstrosity, that is Psychatog.

With the total domination of Gro in Extended that time, it wouldn’t be long before t1 caught on with the deck, and with so many cards going to the library every turn, it wasn’t long before Psychatog- or what others call [I}Cookie Monster[/I] or Mr. Teeth was soon added to the mix to make things even more interesting.

Psychatog
Creature – Atog
Casting Cost: 1UB
Discard a card from your hand: Psychatog gets +1/+1 until end of turn
Remove two cards from your graveyard from the game: Psychatog gets +1/+1 until end of turn.

Grow-A-Tog was born, or what others fondly call, GAT.

Fast forward to the present. With the restriction of Gush, the deck got a little slower. If I were using martial arts as an analogy, whereas, if you played the old version, you went for your opponent’s throat with a poisoned dagger just when the announcer reveals the name of the opponent, this time, you go through your opponent’s throat on round 5- with an AK47. There is no doubt that Gush will be missed, but it’s just as deadly as before.

//NAME: GAT (three color version)
// Mana (21)
4 Tropical Island
4 Underground Sea
3 Flooded Strand
3 Polluted Delta
2 Island
R Library of Alexandria
R Mox Emerald
R Mox Jet
R Mox Sapphire
R Black Lotus

// Beatdown (6)
4 Quirion Dryad
2 Psychatog

// Control (12)
4 Force of Will
4 Mana Drain
2 Daze
2 Duress

// Cantrips (18)
4 Brainstorm
4 Opt
2 Deep Analysis
2 Cunning Wish
1 Merchant Scroll
R Ancestral Recall
R Demonic Tutor
R Gush
R Time Walk
R Yawgmoth’s Will

Utility (3)
1 Pernicious Deed
R Mystical Tutor
R Vampiric Tutor

//NAME: GATr (four color version)
// Mana (20)
3 Tropical Island
3 Underground Sea
3 Volcanic Island
3 Polluted Delta
2 Flooded Strand
R Library of Alexandria
R Mox Emerald
R Mox Jet
R Mox Ruby
R Mox Sapphire
R Black Lotus

// Beatdown (6)
4 Quirion Dryad
2 Psychatog

// Control (11)
4 Force of Will
4 Mana Drain
3 Duress

// Cantrips (20)
4 Brainstorm
4 Opt
4 Accumulated Knowledge
2 Cunning Wish
1 Merchant Scroll
R Ancestral Recall
R Demonic Tutor
R Gush
R Time Walk
R Yawgmoth’s Will

Utility (3)
1 Fire/Ice
R Mystical Tutor
R Vampiric Tutor

There are minor contrasts one of which is the mana base. The first version runs a higher mana curve with the use of Deep Analysis (DA), and as such, runs one more mana source than the latter. The presence of Island from the first version will also help against one of type 1’s best known hoser- Blood Moon. The second deck could fit in Island easily by replacing one of the Volcanic Island with the basic land- however, there will be times when Blood Moon is just not present in your meta- you will have to find that out yourself.

While the eternal debate of Sleight of Hand vs Opt rages on, I’ll leave it to you to figure out what works best for you. A part of me wants Sleight because of it’s bigger digging effect, one can argue, that the instant speed of Opt is more than enough reason to use it instead of the former- especially if you’re packing non-pitch countermagic like Mana Drain.

The next thing one would notice are the card drawing engines of Deep Analysis vs Accumulated Knowledge. Deep Analysis is better on its own, as it gives a +3 card advantage on it’s own, against an opening with accumulated knowledge. Deep Analysis is also exceptional against control and suicide- where a Duress or Hymn to Tourach aimed at Deep Analysis is card advantage for you. However, much like the Sleight of Hand vs Opt debate, one can always argue about the usefulness of Deep Analysis against decks not directly affected against it- like combo- or aggro. One can certainly use both and cut the other one drops. Although I have a personal bias against Deep Analysis, you can be sure that it’s a house against the right deck.

An obvious advantage of using the four color version is the versatility of red in the sideboard- red opens up a wide array of sideboard options previously not available in the three color versions, especially, more pinpoint artifact destruction, and the anti-blue mage tool, Red Elemental Blast.

Aggro Control vs Control
Again, when building, any Gro version, this question will linger long after you’ve built the deck. Would I be better off with more cantrips (i.e. 4 Sleight of Hand, 4 Opt) in the deck? Or will I be better off with more control spells (i.e. 4 Mana Drain)- and again, the correct response will be- and should be- it depends entirely on what you play a lot against. One of the arguments of running too much cantrips is that it’s dead on an opening hand without Quirion Dryad. But running more control elements could theoretically stop your opponents early threats while buying for time- but, take note, using a lot of cyclers will allow you to filter into your deck- while using more control elements will not get you any closer to your elusive win condition.

Card Options:

Quirion Dryad, Psychatog
If you don’t know why they’re here, you shouldn’t be reading this.

Cyclers (Accumulated Knowledge, Sleight of Hand, Opt, Brainstorm)
The reason why Qurion Dryad and Psychatog “grows”.

Force of Will, Misdirection, Daze
Counters for free and adds a +1/+1 counter on Quirion Dryad. Misdirection has the added advantage of gaining you valuable tempo.

Cunning Wish
The sideboard works like a toolbox- or grab that game winning Berserk if you have the opportunity.

The restricted Stuff
General all purpose utility spells. Occasionally being able to seal the game right there when it hits is another bonus.

Sideboard Options:

Artifact Mutation, Rack and Ruin, Energy Flux, Naturalize, Oxidize, Null Rod

Red Elemental Blast, Pyroblast
From Illusions of Grandeur to general control decks. Red Elemental Blast is arguably one of the best one casting cost counterspells available.

Blue Elemental Blast
Sligh never goes away. Also hits Worldgorger Dragon.

Misdirection
A decent sideboard choice if you’re not packing them maindeck. Especially useful against blue, red, and black mages.

Pernicious Deed
General all-purpose board sweeper. Takes care of everything.

Coffin Purge, Tormod’s Crypt, Ground Seal,
Graveyard hate. Slows down Survival based decks and takes care of Dragon.dec (Ground Seal).

Diabolic Edict, Smother, Terminate, Fire/Ice
Bullets against aggro.

Fact or Fiction,
Occasionally used when you need more card drawing options.

Berserk
Taken from Hulk Smash, this gem ends game when it hits.

Daze, Disrupt
Additional countermagic if you feel the need for it.

The Next Best Thing:

We now come across the inevitable- “How do I build GAT on a budget?” question.

Well, GAT is already pretty budget on it’s own- with only 7 cards over $100 and with the option to not run Mana Drains- it’s a pretty good deck of choice for people who wish to play on a budget.

While playing with power and the big blue will definitely make the deck better, I honestly feel that GAT is one of the few decks- like U/R Fish and Landstill, which budget players can use and still have a decent chance of winning.

//NAME: GAT (four color version), Budget
// Mana (20)
4 Underground Sea
3 Tropical Island
3 Volcanic Island
3 Flooded Strand
3 Polluted Delta
2 Wasteland
1 Island
R Strip Mine

// Beatdown (6)
4 Quirion Dryad
2 Psychatog

// Control (16)
4 Force of Will
3 Counterspell
3 Fire/Ice
2 Duress
2 Daze
2 Misdirection

// Cantrips (16)
4 Accumulated Knowledge
4 Brainstorm
3 Opt
2 Cunning Wish
R Demonic Tutor
R Gush
R Yawgmoth’s Will

Utility (2)
R Mystical Tutor
R Vampiric Tutor

Without the moxen and Mana Drains, Deep Analysis automatically gets axed. Since you’re playing a slower game, a few wastelands/strip mines will slow down the opponent while you build up your dryad, Fire/Ice is there to take out opposing one tougness critters and taps Maze of Ith if you ever need to deal the final blow. The rest of the deck is really self-explanatory, and by now, you should be able to understand why these cards are there.


Super Gro

The name Super-Gro is differentiated from the traditional Gro decks because of the presence of white.

The deck was originally conceptualized to go battle traditional Gro decks which were the rage that time. It proved successful in this matchup because of the presence of one card- Swords to Plowshares.

//NAME: Super-Gro (three color version)
// Mana (18)
4 Tropical Island
4 Tundra
3 Flooded Strand
2 Polluted Delta
R Library of Alexandria
R Mox Emerald
R Mox Pearl
R Mox Sapphire
R Black Lotus

// Beatdown (7)
4 Quirion Dryad
3 Mystic Enforcer

// Control (17)
4 Force of Will
4 Misdirection
4 Daze
4 Swords to Plowshares
1 Seal of Cleansing

// Cantrips (18)
4 Brainstorm
4 Sleight of Hand
4 Opt
1 Cunning Wish
1 Merchant Scroll
R Ancestral Recall
R Gush
R Regrowth
R Time Walk

//NAME: Super-Gro (four color version)
// Mana (19)
3 Tropical Island
3 Underground Sea
3 Flooded Strand
2 Tundra
2 Polluted Delta
R Library of Alexandria
R Mox Emerald
R Mox Jet
R Mox Pearl
R Mox Sapphire
R Black Lotus

// Beatdown (8)
4 Quirion Dryad
3 Meddling Mage
1 Mystic Enforcer

// Control (14)
4 Force of Will
3 Duress
3 Mana Drain
2 Misdirection
2 Swords to Plowshares

// Cantrips (19)
4 Accumulated Knowledge
4 Brainstorm
3 Opt
2 Cunning Wish
1 Merchant Scroll
R Ancestral Recall
R Demonic Tutor
R Gush
R Time Walk
R Yawgmoth’s Will

Super Gro lacks the big explosiveness of the traditional Gro because ran fewer cantrips. The deck was slower, but it ran a better topdeck creature- Mystic Enforcer.

With two different decks presented above, one can see how, this version of Gro is metagamed. The first version, running 4 Swords to Plowshares and 4 Misdirection- is geared towards heavier aggro (sligh, suicide) environment- while the second version- with the presence of Meddling Mage and Duress- is geared towards a more control/combo environment. While it would be futile to argue which version is better, there are some obvious similarities between the two decks.

The second deck also differs not only because of the addition of a fourth color, but also because of it’s mana curve- while the first version runs primarily 1cc and “free” spells in the form of Sleight of Hand, Daze and Misdirection, the second deck runs Mana Drain (as opposed to more Misdirections), Duress (as opposed to Daze) and Accumulated Knowledge (as opposed to Sleight of Hand)- thus running one more mana source.

Card Options

Swords to Plowshares
The best pinpoint creature removal ever printed is a no brainer in a deck, which can support it. While the amount of Swords to Plowshares will vary on what you play against, it would be foolish to not include at least two copies of the card because it’s so good at what it does.

Mystic Enforcer
A 6/6 flyer with protection from Nantuko Shade is nothing to scoff at. With the speed at which you’re going through you’re library. It will almost always be a 6/6 flyer by the time this creature hits play. While the number of Enforcers one runs maindeck will depend entirely on what you play against- there is no doubt that it’s a bargain for four mana.

Meddling Mage
This small beatstick is a curious choice for such a deck. It doesn’t ”grow’, and it’s not a big beatstick- however, it’s so good on it’s own that it soon found it’s way into most decks that can support it’s casting cost. Very good against combo- as it stops their win condition, one of Gro’s hardest matchups.

Other Card Options Options:
Werebear
A solid choice if you're looking for another beatstick, or if you can't find one or two of the beatdown components-

Lotus Petal, Chrome Mox
Accelerators. While i personally do not suggest using them as gro needs all the card advantage it can get, it can be used in a more laxed metagame.

Sideboard Options:
note: see previous sideboard options for other card choices.

Disenchant, Seal of Cleansing
Self-explanatory.

Sacred Ground
Against land destruction and Smokestack.

Balance, Swords to Plowshares, Meddling Mage
Additional control elements if you haven’t exhausted your maindeck slots.

The Next Best Thing:

As previously mentioned, Gro is a very good deck if you’re starting into T1- but don’t want to ruin you plans for retirement just yet… Super-Gro is no exception.

//NAME: Super-Gro (three color version), Budget
// Mana (19)
4 Tropical Island
4 Tundra
3 Flooded Strand
3 Polluted Delta
2 Windswept Heath
2 Island
1 Forest

// Beatdown (10)
4 Quirion Dryad
3 Meddling Mage
3 Mystic Enforcer

// Control (16)
4 Force of Will
4 Swords to Plowshares
2 Counterspell
2 Misdirection
2 Seal of Cleansing
2 Daze

// Cantrips (15)
4 Brainstorm
4 Accumulated Knowledge
4 Sleight of Hand
2 Cunning Wish
R Gush

Again, because you’re building a budget version, it’s always good to pack more control elements- you obviously can’t explode earlier because of the lack of jewelry and Time Walk, you’re better off trying to stabilize the early game and winning on the early-mid game.

You could always play aggressive and drop the dryad early- since you still have 8- 0cc countermagic available- and if all else fails, the 6/6 pro-black flyer will finish up the job in a jiffy. Three swings with it and a small nick from an unblocked Meddling Mage is usually enough to seal the game any day.

DISCLAIMER.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. All art is property of their respective artists and/or Wizards of the Coast. This site is not produced or endorsed by Wizards of the Coast, Inc. 

Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  Forum