Also depending on your meta Tajuru Preserver is a good choice for the board
How to play the deck:
It's real easy, I swear.
Turn 1: Get a creature on the board. It really doesnt matter which, just something to stick an enchantment on.
Turn 2: Enchant and attack if possible
Turn 3: Continue process. Ideally you want to be able to drop a Daybreak Coronet or Armadillo Cloak at this point, the current meta has a real issue in dealing with the life gain.
Why play it?
Its simple, its fun, and apart from a few cards, its cheap. Game 1 it can put a lot of dead cards in an opponents deck.
Card Choices~ Main Deck Slippery Bogle: He's the cheapest creature with Psuedo-Shroud. With him, you don't have to worry about accel turn 1
Silhana Ledgewalker: Pseudo-Shroud and avoidance. IMO the best creature to enchant because of how few decks have a flyer to deal with her
Daybreak Coronet: It wins games. If you can get it out early (IE: Turn 2 or 3) by the time an opponent deals with your creature, the game is so far in your favor its almost impossible to recover. I admit it does have a few draw backs, but is why its only a 2x.
Snake Umbra: Originally this slot was dedicated to Keen Sense, but with the release of Rise, this card is just better. It's a bit expensive but it protects from global removal, such as EE and *** and it helps you draw cards. I'm considering cutting it for Hyena Umbra, I haven't had enough time to test both fairly
Armadillo Cloak: It's just good, other reason. It's a must in this deck
Rancor: Cheap, gives your creatures trample, and recurs if it dies some how? You need 4x
Path to Exile: There are to many games where you have to get rid of a threat, and in an aggro deck, Path > Swords. It also makes an easy SB target depending on the match up.
Oblivion Ring: This is the reason i only run 3x Troll. There were enough games where removing a single perm was enough to win me the game but i couldnt do it, so I've been testing this as a 1x. With 6 tutor effects its easy enough to get
Enlightened Tutor: Perfect synergy with the deck.
Sterling Grove: Protects your other enchantments and more likely, provides the extra tutor effects. Also a really good target for Chrome Mox.
Treetop Village: Helps with the control match up
Side Board:
Most of the SB cards are staples and wont have to be explained. The biggest thing about most of them in this deck is they can be tutored. As for the non-staples:
Great Sable Stag: Helps significantly in the control match up, essentially does everything the other creatures do, but it cant be countered. Only real concern is Vedalken Shackles in a control match up.
Retether: To be honest, im bad at SB construction so when i was done i had 2 slots open. This is the reason i build the deck and so i put it here. It's really only SBed if the opponet is playing a massive amount of global removal.
Match Ups:
Let me start by saying i haven't had a lot of time to test against the entire meta, so I can only put what i have a lot of experience playing.
MUC / Counter Top: In general, Control game 1 is a rough match up. If you play smart though, its winnable. Usually though, you're best chance for the match lays post SB.
MBA: Pretty favorable. Discard effects always suck, but you'll live
Goblins: Favorable. If they get off fast, it could be a rough match, but it just cant deal with your life gain / constant aggro. Note: Rb Goblins is a harder match. Any sac effect gets around pseudo-shroud so you have to be sure to have at least 2 - 3 creatures out in this match up
Reanimator: Game 1 is pretty much un-winnable unless you get something huge out turn 2 - 3. Iona is a hard card to answer to. Depending on your meta you might want to put more GY hate in the SB
Landstill: A really poor match up. Humility and EE hurt. More so Humility. It makes all of your creatures targetable. Umbra's and Needles help on the EE, you just need to kill them before Humility hits the board.
Dredge: This deck has a tough time dealing with your life gain, game 1 is winnable, but hard. Game 2 and 3 are signifigantly easier with SB
Zoo: Highly Favorable. Any aggro deck has a tough time dealing with the life gain and your untargetable massive threat.
MBC / Pox / Stax : Unfavorable. Once again, sac effects suck, and these deck thrive on that. It's not an auto lose, but its not a fun match
Burn: Life gain will win it for you
Aggro-Loam: Depending on the list they run a lot of pyroclasm effects, this makes it harder but its still winnable
any deck with green, especially one with a creature focus needs to have 4x Tarmogoyf also theres some potential for a deck like this to work with the new Aura enchantress from RoE, I mean I get the idea of grabbing a creature who has shroud, but I just don't see running something like this in a Legacy tourney, casual maybe
Look, its simple, none of those cards mesh with the synergy of the deck. They might seem like it, but in this deck tarm just isnt good enough. The point of the creatures in the deck is to completely negate single removal spells, stuffing the deck with other creatures just gives dead cards targets
And i've taken this deck to legacy events. The only reason it doesn't do as well as it should is I'm a bad player. I make bad plays and keep bad hands. When I'm not stupid, the deck does well
As for Umbra Mystic, it'll take some testing but for the reasons above I'm not sure it'd work out too well
Guys, Umbra Mystic and Kor Spiritdancer make no sense in his deck. The whole point of the creatures in the build is to make spot removal totally ineffective because they all have Troll Shroud. Playing any non-Troll shroud creatures makes their removal usable again and puts him back in terms of CA.
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Asking people to remove quotes in their signatures is tyranny! If I can't say something just because someone's feelings are hurt then no one would ever be able to say anything! Political correctness is stupid.
Turn 1: Get a creature on the board. It really doesnt matter which, just something to stick an enchantment on.
Turn 2: Enchant and attack if possible
Turn 3: Continue process. Ideally you want to be able to drop a Daybreak Coronet or Armadillo Cloak at this point, the current meta has a real issue in dealing with the life gain.
Why play it?
Its simple, its fun, and apart from a few cards, its cheap. Game 1 it can put a lot of dead cards in an opponents deck.
Card Choices~ Main Deck Slippery Bogle: He's the cheapest creature with Psuedo-Shroud. With him, you don't have to worry about accel turn 1
Silhana Ledgewalker: Pseudo-Shroud and avoidance. IMO the best creature to enchant because of how few decks have a flyer to deal with her
Daybreak Coronet: It wins games. If you can get it out early (IE: Turn 2 or 3) by the time an opponent deals with your creature, the game is so far in your favor its almost impossible to recover. I admit it does have a few draw backs, but is why its only a 2x.
Snake Umbra: Originally this slot was dedicated to Keen Sense, but with the release of Rise, this card is just better. It's a bit expensive but it protects from global removal, such as EE and *** and it helps you draw cards. I'm considering cutting it for Hyena Umbra, I haven't had enough time to test both fairly
Armadillo Cloak: It's just good, other reason. It's a must in this deck
Rancor: Cheap, gives your creatures trample, and recurs if it dies some how? You need 4x
Path to Exile: There are to many games where you have to get rid of a threat, and in an aggro deck, Path > Swords. It also makes an easy SB target depending on the match up.
Oblivion Ring: This is the reason i only run 3x Troll. There were enough games where removing a single perm was enough to win me the game but i couldnt do it, so I've been testing this as a 1x. With 6 tutor effects its easy enough to get
Enlightened Tutor: Perfect synergy with the deck.
Sterling Grove: Protects your other enchantments and more likely, provides the extra tutor effects. Also a really good target for Chrome Mox.
Treetop Village: Helps with the control match up
Side Board:
Most of the SB cards are staples and wont have to be explained. The biggest thing about most of them in this deck is they can be tutored. As for the non-staples:
Great Sable Stag: Helps significantly in the control match up, essentially does everything the other creatures do, but it cant be countered. Only real concern is Vedalken Shackles in a control match up.
Retether: To be honest, im bad at SB construction so when i was done i had 2 slots open. This is the reason i build the deck and so i put it here. It's really only SBed if the opponet is playing a massive amount of global removal.
Match Ups:
Let me start by saying i haven't had a lot of time to test against the entire meta, so I can only put what i have a lot of experience playing.
MUC / Counter Top: In general, Control game 1 is a rough match up. If you play smart though, its winnable. Usually though, you're best chance for the match lays post SB.
MBA: Pretty favorable. Discard effects always suck, but you'll live
Goblins: Favorable. If they get off fast, it could be a rough match, but it just cant deal with your life gain / constant aggro. Note: Rb Goblins is a harder match. Any sac effect gets around pseudo-shroud so you have to be sure to have at least 2 - 3 creatures out in this match up
Reanimator: Game 1 is pretty much un-winnable unless you get something huge out turn 2 - 3. Iona is a hard card to answer to. Depending on your meta you might want to put more GY hate in the SB
Landstill: A really poor match up. Humility and EE hurt. More so Humility. It makes all of your creatures targetable. Umbra's and Needles help on the EE, you just need to kill them before Humility hits the board.
Dredge: This deck has a tough time dealing with your life gain, game 1 is winnable, but hard. Game 2 and 3 are signifigantly easier with SB
Zoo: Highly Favorable. Any aggro deck has a tough time dealing with the life gain and your untargetable massive threat.
MBC / Pox / Stax : Unfavorable. Once again, sac effects suck, and these deck thrive on that. It's not an auto lose, but its not a fun match
Burn: Life gain will win it for you
Aggro-Loam: Depending on the list they run a lot of pyroclasm effects, this makes it harder but its still winnable
You might get some ideas from that particular thread. I haven't tested it in years though becuase Engineered Explosives is too prevalent in the format.
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You might get some ideas from that particular thread. I haven't tested it in years though becuase Engineered Explosives is too prevalent in the format.
Guys, Umbra Mystic and Kor Spiritdancer make no sense in his deck. The whole point of the creatures in the build is to make spot removal totally ineffective because they all have Troll Shroud. Playing any non-Troll shroud creatures makes their removal usable again and puts him back in terms of CA.
I understand the point, I'm merely continuing to suggest my opinion that it's not a great idea... Cavius said it well with Engineered Explosives or even Powder Keg it's hard to imagine someone not being able to keep this in control... instead I'm offering up ideas as to how to change the concept of the deck to see if it has potential from a different angle
Do you ever find that 11 creatures is too few? Seems like it could potentially be a problem. Taoist Hermit or Drove of Elves are other possibilities, but they aren't that good really... I'd at least find a place for the 4th copy of Troll Ascetic.
This deck wants Uril, the Miststalker so badly, but I understand it'd be a feat to fit him in + rejig the manabase!
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:symr::symb: Goblins Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
Alright, everyone keeps mentioning EE and power kegs. Yes, these cards are rough, but they're not unanswerable MD. Let me walk you through how i get around them now.
The first is simple: Troll Ascetic. Neither states cannot be regenerated. Game 1 can be rough because you know nothing about their deck and walk into an EE or powder keg. Game 2 just use the other creatures as faints to slip past counter spells (god knows they're cheap enough to do it), and get a troll out. Once its out, just make sure you have the mana to regenerate and start making your dude huge. Still worried about counter spells? Just use weaker enchants to draw out counters.
Second: Hyena Umbra. I actually just cut snake in favor of hyena, 1CC is just better. This card completely protects any of your creatures from global wipe, even if its targeting 1CC. There are 6 tutors in the deck, and 2 of them protect this card if you're desperate.
SB has some answers too, Pithing Needle (Tutorable), Krosan Grip, Retether is amazing too
And if all else fails, and you're just stuck, you can just play out two creatures and balance enchantments between the two.
That brings up the only problem mentioned: 11 creatures. Seems low, i know, but every time i've played this deck, ive always seen atleast two. The 4th troll was cut in favor of O-ring. I'd rather be able to answer trouble perms game 1 than have an extra creature.
If you're in a game 1 control match up, and they've figured out to counter your creatures, you can still play like a mad man to take the game. Between paths and armadillo cloak (yes, armadillo cloak) you have the potential of locking out 7 of their creatures. All you need to do is manage to get out 1 creature or even a tree top village to start the damage. If your opponet manages to counter / kill everything you try to play, move to game 2. I'm sorry, but if no matter you're deck, he woulda done that anyway
you run forests, why not run a 1-of dryad arbor? it is uncounterable, and you can stick auras on it and swing in desperate situations. or canopy cover could be used, and that would make goyf and maybe kor spiritdancer playable. I think bogle is crappy anyway.
Honestly, I think the only way to make Daybreak Hermits viable is Natural Order > Progenitus. This will basically negate issues with E.E., Deed, etc. while also providing a powerful oops I win factor that will work very well with your untargetable green creatures.
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Honestly, I think the only way to make Daybreak Hermits viable is Natural Order > Progenitus. This will basically negate issues with E.E., Deed, etc. while also providing a powerful oops I win factor that will work very well with your untargetable green creatures.
Dude, you make my brain hurt. You're suggesting that i make the deck a weak Progenitus deck. If i wanted to run Progenitus + Natural Order, I would build the deck. I can't even type anything else at this time.
Only thing I worry about is it slowing down your deck by not being able to be a threat (it's got regular shroud). But I see it as a way of countering mass-destruction effects by providing a card every time you play an enchantment.
Aura gnarlid: Very good creature, very synergistic with all your enchantments and lot of time is unblockable. It also evades red removal (beacuse usually comes into play being 4 resistance or greater).
Kor spiritualist. Is your card advantage puppy. Opponent can get rid of it, but anyways they are going to do a 1x1 or so. I think this creature is neccesary here.
Also I would play Temporal isolation instead of PTE because is an aura, benefit from that and has a nice cost. Also you can test lignify wich is awesome with gnarlid ;).
Dude, you make my brain hurt. You're suggesting that i make the deck a weak Progenitus deck. If i wanted to run Progenitus + Natural Order, I would build the deck. I can't even type anything else at this time.
I guess you don't feel like building a winning deck then. =)
Alternate win conditions is a philosphy you don't follow, eh?
I'm not saying you need to totally revamp the deck but to add NO and Progenitus in order to amplify the deck's strategies. Alot of your creatures are untargetable so running the NO combo would be smart. Alot of matchups would improve with the deck changes made and you will be winning more games, while still utilizing the same strategy.
"I guess you don't feel like building a winning deck then"<====None of that out of you, y'hear? C_c
@ Shadowsketched: Argothian Enchantress" target="blank">Argothian Enchantress was in the initial list for this deck, but got cut because all it ever did was slow the deck down. It's really a matter of personal preference, but i sacrified it for a tighter deck list that allowed tutors so i could grab answers and SB cards when necessary.
If you're worried about the opponet playing alot of mass removal, abuse the umbras or avoid over extending
@ Zabuza: Temporal Isolation is a good thought because it can be tutored, but my issues are this: 1) It's not instant speed. 2) it can be answered (IE: Krosan Grip, EE if they choose)
Aura Gnarlid / Kir Spiritualist: Like the enchantress, these are more dependant on you're meta and personal preference. I play in a meta filled with spot removal so the second i do drop somethin that can be targeted, it will die, no questions. Also they really only help in match ups you already win. I havent had time to play test either so i'll have to get back to you on those in the deck, but I am at a loss for what to take out of MD
@ Cavius: *facepalm* did you really just quote yourself in your own post?
@ Shadowsketched: Argothian Enchantress" target="blank">Argothian Enchantress
@ Zabuza: Temporal Isolation is a good thought because it can be tutored, but my issues are this: 1) It's not instant speed. 2) it can be answered (IE: Krosan Grip, EE if they choose)
temporal isolation most certainly is instant speed, sir. your other arguments are valid, however.
temporal isolation most certainly is instant speed, sir. your other arguments are valid, however.
Fair enough, sorry its what i get for skimming the card. I stand corrected. But continuing on with that thought, Armadillo cloak in a sense doubles as a temporal Isolation. Granted it doesn't prevent damage or give the creature shadow, but it has the capability of locking out an opponent's threat because you gain life when it deals damage. If you're worried about just giving them a huge blocker, remember, you're creatures always have the potential to get bigger and/or gain first strike. Or theres Path / O-ring to as a more permanent solution.
Continuing on with other posts:
@ Boogie Man: When i initially put the deck together I'd also played with the idea of Shielding Plax + like tarm and other such dudes. The reason i ended up not playing Shielding Plax boils down to 2 reasons.
1. Shielding Slax / canopy cover would be dead cards on
the true focus of the deck (Bogle, Ledgewalker, Troll) to protect
1-2 creatures. All it would be on them is a 3CC draw 1 card.
2. Until you get a plax or cover out, your creatures are vulnerable.
Even if you do get one, Swords is an instant, and thats just a bad
day.
Dryad arbor is a thought, but i don't feel comfortable cutting the last
basic forest for him in an meta full of wastelands. So the choice would
him or treetop, and i feel like in the end Treetop is a more solid choice.
(But i am considering running Mutavault over Treetop, I'm still working on
it)
There was a Vintage deck playing a Berserk'd Slippery Boggle combo some time ago.. you could probably take a page from him, although I don't know where it is now. The list looked pretty solid, and could goldfish a turn two kill pretty often..
any deck with green, especially one with a creature focus needs to have 4x Tarmogoyf also theres some potential for a deck like this to work with the new Aura enchantress from RoE, I mean I get the idea of grabbing a creature who has shroud, but I just don't see running something like this in a Legacy tourney, casual maybe
I disagree on this, Goyfs in this deck is just asking for a 2-1 at some point. With the rest of the creature base having shroud I don't think its going to be as good.
well, given what you actually want to do with the deck, I would still toss the daybreak coronets. it doesn't really do enough given that the creature already has to be enchanted. hardly seems worth it to me, even if it does give a laundry list of capabilities. you have the issue of being nearly completely dead to wrath effects (not many, but are some) how do you recover from those when they happen? Your threat density isn't very high and you're not running a lot of card draw.
I'd have to say at least try the aura drawer out if you haven't already. A little playtesting doesn't hurt at all, in my opinion.
you have the issue of being nearly completely dead to wrath effects (not many, but are some) how do you recover from those when they happen?
Pretty simple. Rancors will bounce and Hyena Umbra will protect the creature and whatever its enchanting. If you've got reason to believe they are running *** effects, dont over extend. Play 1 - 2 creatures tops, and try drop Armadillo / Daybreak only when you know it'll hurt.
In a post-*** enviorment, if you played smart, you have a rancor or 2 in your hand, or a tutor effect. Ontop of that treetop is good, and rancor works pretty well with him.
As far as card draw, I'm considering puttin 1 - 2x Silvan Library, still need to test that before i post anything definiative on the card
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4x Slippery Bogle
4x Silhana Ledgewalker
3x Troll Ascetic
Auras:
2x Daybreak Coronet
3x Hyena Umbra
3x Armadillo Cloak
4x Rancor
Removal:
4x Path to Exile
1x Oblivion Ring
Tutor Effects:
4x Enlightened Tutor
2x Sterling Grove
4x Chrome Mox
4x Elvish Spirit Guide
1x Plains
1x Forest
2x Treetop Village
4x Horizon Canopy
4x Savannah
4x Windswept Heath
1x Verdant Catacombs
1x Flooded Strand
3x Great Sable Stag
1x Relic of Progenitus
1x Tormod's Crypt
2x Ethersworn Canonist
2x Gaddock Teeg
2x Pithing Needle
2x Ghostly Prison
2x Krosan Grip
Out
- 3x Snake Umbra
- 2x (SB) Retether
In
+3x Hyena Umbra
+2x (SB) Gaddock Teeg - Anti-Combo / *** / EE
Also depending on your meta Tajuru Preserver is a good choice for the board
How to play the deck:
It's real easy, I swear.
Turn 1: Get a creature on the board. It really doesnt matter which, just something to stick an enchantment on.
Turn 2: Enchant and attack if possible
Turn 3: Continue process. Ideally you want to be able to drop a Daybreak Coronet or Armadillo Cloak at this point, the current meta has a real issue in dealing with the life gain.
Why play it?
Its simple, its fun, and apart from a few cards, its cheap. Game 1 it can put a lot of dead cards in an opponents deck.
Card Choices~
Main Deck
Slippery Bogle: He's the cheapest creature with Psuedo-Shroud. With him, you don't have to worry about accel turn 1
Silhana Ledgewalker: Pseudo-Shroud and avoidance. IMO the best creature to enchant because of how few decks have a flyer to deal with her
Troll Ascetic: Pseudo-Shroud, a big body and regenerate. This makes him a better keep if you know your opponent is playing cards like Pyroclasm, Firespout, Engineered Explosives, or Powder Keg
Daybreak Coronet: It wins games. If you can get it out early (IE: Turn 2 or 3) by the time an opponent deals with your creature, the game is so far in your favor its almost impossible to recover. I admit it does have a few draw backs, but is why its only a 2x.
Snake Umbra: Originally this slot was dedicated to Keen Sense, but with the release of Rise, this card is just better. It's a bit expensive but it protects from global removal, such as EE and *** and it helps you draw cards. I'm considering cutting it for Hyena Umbra, I haven't had enough time to test both fairly
Armadillo Cloak: It's just good, other reason. It's a must in this deck
Rancor: Cheap, gives your creatures trample, and recurs if it dies some how? You need 4x
Path to Exile: There are to many games where you have to get rid of a threat, and in an aggro deck, Path > Swords. It also makes an easy SB target depending on the match up.
Oblivion Ring: This is the reason i only run 3x Troll. There were enough games where removing a single perm was enough to win me the game but i couldnt do it, so I've been testing this as a 1x. With 6 tutor effects its easy enough to get
Enlightened Tutor: Perfect synergy with the deck.
Sterling Grove: Protects your other enchantments and more likely, provides the extra tutor effects. Also a really good target for Chrome Mox.
Treetop Village: Helps with the control match up
Side Board:
Most of the SB cards are staples and wont have to be explained. The biggest thing about most of them in this deck is they can be tutored. As for the non-staples:
Great Sable Stag: Helps significantly in the control match up, essentially does everything the other creatures do, but it cant be countered. Only real concern is Vedalken Shackles in a control match up.
Retether: To be honest, im bad at SB construction so when i was done i had 2 slots open. This is the reason i build the deck and so i put it here. It's really only SBed if the opponet is playing a massive amount of global removal.
Match Ups:
Let me start by saying i haven't had a lot of time to test against the entire meta, so I can only put what i have a lot of experience playing.
MUC / Counter Top: In general, Control game 1 is a rough match up. If you play smart though, its winnable. Usually though, you're best chance for the match lays post SB.
MBA: Pretty favorable. Discard effects always suck, but you'll live
Goblins: Favorable. If they get off fast, it could be a rough match, but it just cant deal with your life gain / constant aggro. Note: Rb Goblins is a harder match. Any sac effect gets around pseudo-shroud so you have to be sure to have at least 2 - 3 creatures out in this match up
Reanimator: Game 1 is pretty much un-winnable unless you get something huge out turn 2 - 3. Iona is a hard card to answer to. Depending on your meta you might want to put more GY hate in the SB
Landstill: A really poor match up. Humility and EE hurt. More so Humility. It makes all of your creatures targetable. Umbra's and Needles help on the EE, you just need to kill them before Humility hits the board.
Dredge: This deck has a tough time dealing with your life gain, game 1 is winnable, but hard. Game 2 and 3 are signifigantly easier with SB
Zoo: Highly Favorable. Any aggro deck has a tough time dealing with the life gain and your untargetable massive threat.
MBC / Pox / Stax : Unfavorable. Once again, sac effects suck, and these deck thrive on that. It's not an auto lose, but its not a fun match
Burn: Life gain will win it for you
Aggro-Loam: Depending on the list they run a lot of pyroclasm effects, this makes it harder but its still winnable
Deck List:
BMBCB
UBUB Control/TeachingsBU
Ha! My Pauper UG Post Deck Showed!
Classic
BPoxB
Legacy
GB Eva Depths (Primer By Me) BG
Monthly Academy Showcase!
An Introduction to Competitive Pauper! *Updated*
Pauper Meta Analysis & What Wizards Left Out!
Found at MTGO Academy!! Same Great Series, Same Great Content, Great New Home!! (yes that is me shamelessly trolling for more readers :))
Check me out on Twitter & Get a little MTGO Therapy
Thanks Darth Monkey
And i've taken this deck to legacy events. The only reason it doesn't do as well as it should is I'm a bad player. I make bad plays and keep bad hands. When I'm not stupid, the deck does well
As for Umbra Mystic, it'll take some testing but for the reasons above I'm not sure it'd work out too well
+ Auratog
I was referring to Kor Spiritdancer for the draw
Deck List:
BMBCB
UBUB Control/TeachingsBU
Ha! My Pauper UG Post Deck Showed!
Classic
BPoxB
Legacy
GB Eva Depths (Primer By Me) BG
Monthly Academy Showcase!
An Introduction to Competitive Pauper! *Updated*
Pauper Meta Analysis & What Wizards Left Out!
Found at MTGO Academy!! Same Great Series, Same Great Content, Great New Home!! (yes that is me shamelessly trolling for more readers :))
Check me out on Twitter & Get a little MTGO Therapy
I've already invented this deck, it's called Daybreak Hermits. The link is here. http://www.mtgthesource.com/forums/showthread.php?10900-[Deck]-Daybreak-Hermits
You might get some ideas from that particular thread. I haven't tested it in years though becuase Engineered Explosives is too prevalent in the format.
7th Place out of 22 people with Enchantress Bloom @The Dragon's Lair in Springfield, MA. (11/19/06). (Legacy)
How is a two year old thread worth anything?
(Siggy adapted, DarkHunter1357 (deviantART))
I understand the point, I'm merely continuing to suggest my opinion that it's not a great idea... Cavius said it well with Engineered Explosives or even Powder Keg it's hard to imagine someone not being able to keep this in control... instead I'm offering up ideas as to how to change the concept of the deck to see if it has potential from a different angle
Deck List:
BMBCB
UBUB Control/TeachingsBU
Ha! My Pauper UG Post Deck Showed!
Classic
BPoxB
Legacy
GB Eva Depths (Primer By Me) BG
Monthly Academy Showcase!
An Introduction to Competitive Pauper! *Updated*
Pauper Meta Analysis & What Wizards Left Out!
Found at MTGO Academy!! Same Great Series, Same Great Content, Great New Home!! (yes that is me shamelessly trolling for more readers :))
Check me out on Twitter & Get a little MTGO Therapy
This deck wants Uril, the Miststalker so badly, but I understand it'd be a feat to fit him in + rejig the manabase!
Legacy
:symr::symb: Goblins
Dragon Stompy
:symw::symb::symg: Dark Horizons
:symg::symw::symr: Enchantress
The first is simple: Troll Ascetic. Neither states cannot be regenerated. Game 1 can be rough because you know nothing about their deck and walk into an EE or powder keg. Game 2 just use the other creatures as faints to slip past counter spells (god knows they're cheap enough to do it), and get a troll out. Once its out, just make sure you have the mana to regenerate and start making your dude huge. Still worried about counter spells? Just use weaker enchants to draw out counters.
Second: Hyena Umbra. I actually just cut snake in favor of hyena, 1CC is just better. This card completely protects any of your creatures from global wipe, even if its targeting 1CC. There are 6 tutors in the deck, and 2 of them protect this card if you're desperate.
SB has some answers too, Pithing Needle (Tutorable), Krosan Grip, Retether is amazing too
And if all else fails, and you're just stuck, you can just play out two creatures and balance enchantments between the two.
That brings up the only problem mentioned: 11 creatures. Seems low, i know, but every time i've played this deck, ive always seen atleast two. The 4th troll was cut in favor of O-ring. I'd rather be able to answer trouble perms game 1 than have an extra creature.
If you're in a game 1 control match up, and they've figured out to counter your creatures, you can still play like a mad man to take the game. Between paths and armadillo cloak (yes, armadillo cloak) you have the potential of locking out 7 of their creatures. All you need to do is manage to get out 1 creature or even a tree top village to start the damage. If your opponet manages to counter / kill everything you try to play, move to game 2. I'm sorry, but if no matter you're deck, he woulda done that anyway
7th Place out of 22 people with Enchantress Bloom @The Dragon's Lair in Springfield, MA. (11/19/06). (Legacy)
Dude, you make my brain hurt. You're suggesting that i make the deck a weak Progenitus deck. If i wanted to run Progenitus + Natural Order, I would build the deck. I can't even type anything else at this time.
Only thing I worry about is it slowing down your deck by not being able to be a threat (it's got regular shroud). But I see it as a way of countering mass-destruction effects by providing a card every time you play an enchantment.
Catch ShadowSketched Magic the Gathering Deck and Card Reviews here.
Aura gnarlid: Very good creature, very synergistic with all your enchantments and lot of time is unblockable. It also evades red removal (beacuse usually comes into play being 4 resistance or greater).
Kor spiritualist. Is your card advantage puppy. Opponent can get rid of it, but anyways they are going to do a 1x1 or so. I think this creature is neccesary here.
Also I would play Temporal isolation instead of PTE because is an aura, benefit from that and has a nice cost. Also you can test lignify wich is awesome with gnarlid ;).
I guess you don't feel like building a winning deck then. =)
Alternate win conditions is a philosphy you don't follow, eh?
I'm not saying you need to totally revamp the deck but to add NO and Progenitus in order to amplify the deck's strategies. Alot of your creatures are untargetable so running the NO combo would be smart. Alot of matchups would improve with the deck changes made and you will be winning more games, while still utilizing the same strategy.
"I guess you don't feel like building a winning deck then"<====None of that out of you, y'hear? C_c
7th Place out of 22 people with Enchantress Bloom @The Dragon's Lair in Springfield, MA. (11/19/06). (Legacy)
If you're worried about the opponet playing alot of mass removal, abuse the umbras or avoid over extending
@ Zabuza: Temporal Isolation is a good thought because it can be tutored, but my issues are this: 1) It's not instant speed. 2) it can be answered (IE: Krosan Grip, EE if they choose)
Aura Gnarlid / Kir Spiritualist: Like the enchantress, these are more dependant on you're meta and personal preference. I play in a meta filled with spot removal so the second i do drop somethin that can be targeted, it will die, no questions. Also they really only help in match ups you already win. I havent had time to play test either so i'll have to get back to you on those in the deck, but I am at a loss for what to take out of MD
@ Cavius: *facepalm* did you really just quote yourself in your own post?
temporal isolation most certainly is instant speed, sir. your other arguments are valid, however.
Credit to DolZero for this awesome sig!
Fair enough, sorry its what i get for skimming the card. I stand corrected. But continuing on with that thought, Armadillo cloak in a sense doubles as a temporal Isolation. Granted it doesn't prevent damage or give the creature shadow, but it has the capability of locking out an opponent's threat because you gain life when it deals damage. If you're worried about just giving them a huge blocker, remember, you're creatures always have the potential to get bigger and/or gain first strike. Or theres Path / O-ring to as a more permanent solution.
Continuing on with other posts:
@ Boogie Man: When i initially put the deck together I'd also played with the idea of Shielding Plax + like tarm and other such dudes. The reason i ended up not playing Shielding Plax boils down to 2 reasons.
1. Shielding Slax / canopy cover would be dead cards on
the true focus of the deck (Bogle, Ledgewalker, Troll) to protect
1-2 creatures. All it would be on them is a 3CC draw 1 card.
2. Until you get a plax or cover out, your creatures are vulnerable.
Even if you do get one, Swords is an instant, and thats just a bad
day.
Dryad arbor is a thought, but i don't feel comfortable cutting the last
basic forest for him in an meta full of wastelands. So the choice would
him or treetop, and i feel like in the end Treetop is a more solid choice.
(But i am considering running Mutavault over Treetop, I'm still working on
it)
I disagree on this, Goyfs in this deck is just asking for a 2-1 at some point. With the rest of the creature base having shroud I don't think its going to be as good.
I'd have to say at least try the aura drawer out if you haven't already. A little playtesting doesn't hurt at all, in my opinion.
Credit to DolZero for this awesome sig!
Pretty simple. Rancors will bounce and Hyena Umbra will protect the creature and whatever its enchanting. If you've got reason to believe they are running *** effects, dont over extend. Play 1 - 2 creatures tops, and try drop Armadillo / Daybreak only when you know it'll hurt.
In a post-*** enviorment, if you played smart, you have a rancor or 2 in your hand, or a tutor effect. Ontop of that treetop is good, and rancor works pretty well with him.
As far as card draw, I'm considering puttin 1 - 2x Silvan Library, still need to test that before i post anything definiative on the card