Post by kyx on Mar 10, 2008 15:58:48 GMT -5
Thought i'd post my current working book as my 'Hello' to the forums. It's 16-7 so far, still needs some tweaking, and would do better if i didn't get impatient half the time.
It's a pretty simple deck, with very few high cost cards. The idea is to use cheap hard to kill green support creatures to get an early chain, and then raise your magic with spells to create a couple high level tolls rather quickly:
4x Grimalkin
4x Odradek
3x Squirrine
2x Woodfolk
4x Spudfolk
2x Earth Shield
2x Tombstone
3x Trespass
3x Fame
4x Drain Magic
2x Refuge
2x Reincarnation
2x Wind of Hope
4x Crusher
2x Crusher Storm
2x Suppression
3x Forest Leap
2x Quicksand
The play of the deck is pretty straight forward. I throw the spudfolk down all over, try to keep them from being too close to each other or to forts and castles. Squirrines and woodfolk tend to be place holders until i can get a grimalkin or odradek on my more valuable lands, although they can hold up alright on their own.
I think refuge is an under played card, it doesn't hurt you to draw multiples of it, and it just about guarantees you can play a spell every turn.
Since the deck is pretty efficient in its card use, i tend to be able to play a spell or two every turn, so tombstone acts as a good deterrent to defend less valuable lands. You can also throw a squirrine at just about anything and use it to refill.
I do like to play symbols pretty hard when i can. It can allow you to creep up a bit by slow playing the first lap'ish, and then the deck can catch up in TG with its rapid card play.
Overall, the decks rapid use of cards, quick generation of magic, and decent ability to defend itself, it can bolt to first and hold it pretty well.
Suggestsion from those better than me are welcome.
Kyx
It's a pretty simple deck, with very few high cost cards. The idea is to use cheap hard to kill green support creatures to get an early chain, and then raise your magic with spells to create a couple high level tolls rather quickly:
4x Grimalkin
4x Odradek
3x Squirrine
2x Woodfolk
4x Spudfolk
2x Earth Shield
2x Tombstone
3x Trespass
3x Fame
4x Drain Magic
2x Refuge
2x Reincarnation
2x Wind of Hope
4x Crusher
2x Crusher Storm
2x Suppression
3x Forest Leap
2x Quicksand
The play of the deck is pretty straight forward. I throw the spudfolk down all over, try to keep them from being too close to each other or to forts and castles. Squirrines and woodfolk tend to be place holders until i can get a grimalkin or odradek on my more valuable lands, although they can hold up alright on their own.
I think refuge is an under played card, it doesn't hurt you to draw multiples of it, and it just about guarantees you can play a spell every turn.
Since the deck is pretty efficient in its card use, i tend to be able to play a spell or two every turn, so tombstone acts as a good deterrent to defend less valuable lands. You can also throw a squirrine at just about anything and use it to refill.
I do like to play symbols pretty hard when i can. It can allow you to creep up a bit by slow playing the first lap'ish, and then the deck can catch up in TG with its rapid card play.
Overall, the decks rapid use of cards, quick generation of magic, and decent ability to defend itself, it can bolt to first and hold it pretty well.
Suggestsion from those better than me are welcome.
Kyx