Type: Deck Idea
Format (legal 👍) modModern
Approx. Value:
$13.12

0 Likes 0 Comments
Avg. CMC 3.44
Card Color Breakdown
Card Type Breakdown

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Main Deck - 40 cards, 21 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (15)
2 Deadbridge Shaman
$0.03 Creature - Elf Shaman
1 Dwynen's Elite
$0.33 Creature - Elf Warrior
1 Eyeblight Assassin
$0.04 Creature - Elf Assassin
1 Hitchclaw Recluse
$0.03 Creature - Spider
2 Leaf Gilder
$0.07 Creature - Elf Druid
1 Managorger Hydra
$1.03 Creature - Hydra
1 Nantuko Husk
$0.08 Creature - Zombie Insect
1 Outland Colossus
$0.11 Creature - Giant
1 Pharika's Disciple
$0.04 Creature - Centaur Warrior
1 Priest of the Blood Rite
$0.14 Creature - Human Cleric
2 Rhox Maulers
$0.03 Creature - Rhino Soldier
1 Shambling Ghoul
$0.02 Creature - Zombie
Instant (4)
2 Cruel Revival
$0.05 Instant
1 Might of the Masses
$0.02 Instant
1 Titanic Growth
$0.12 Instant
Sorcery (3)
2 Necromantic Summons
$0.10 Sorcery
1 Nissa's Revelation
$0.18 Sorcery
Enchantment (1)
1 Evolutionary Leap
$0.49 Enchantment
Land (17)
9 Forest
$0.09 Basic Land - Forest
1 Mage-Ring Network
$0.17 Land
7 Swamp
$1.12 Basic Land - Swamp
Sideboard - 13 cards, 10 distinct
Name  Edition $ Type Cost
Rarity Color
Creature (7)
1 Catacomb Slug
$0.04 Creature - Slug
2 Rabid Bloodsucker
$0.05 Creature - Vampire
1 Returned Centaur
$0.04 Creature - Zombie Centaur
1 Revenant
$0.03 Creature - Spirit
2 Thornbow Archer
$0.05 Creature - Elf Archer
Instant (4)
2 Dark Dabbling
$0.08 Instant
1 Reclaim
$0.11 Instant
1 Vine Snare
$0.05 Instant
Sorcery (2)
1 Macabre Waltz
$0.06 Sorcery
1 Nissa's Pilgrimage
$0.42 Sorcery

Notes
 
GB midrange deck that aims to use ramp and early defense to survive to five mana, at which point it's top-heavy mana curve translates into a long game in which this deck's draws are more generally impactful than the opponent's.

This deck was made for the final night of Magic Origins limited, and went 4-0 in a pool of 13 players, aided by a first-round bye.


Opponents:

Round 2: BR aggro-burn deck with artifact and sacrifice synergies.  Lost the first game in a close damage rage (opponent was down to 3 life from, basically, a lone Rhox Maulers).  Opponent was mana hosed on the second game, and we comfortably outpaced the opponent on game 3 to win the round.

Round 3: GU control, using ground defenses and permission to set up a defense from which the opponent could launch an aerial assault.  Got a free win on game 1 due since the opponent had to mulligan to 5 and got bad draws afterwards.  Game 2 was closer, but a reanimated Priest of the Blood Rite's Demon managed to dominate in the air for the win.

Round 4: Mono-red goblins with Infectious Bloodlust.  Goblin Glory Chasers, goblin tokens, and Goblin Piledriver provided explosive punch; and if that wasn't available, three copies of Infectious Bloodlust and Embermaw Hellion allowed its fast creatures to punch above their weight for the mid game.  This deck stole a turn-five win on game 2 with two Menace creatures bolstered with Infectious Bloodlust; but the other games went long, and multiple fatties coupled with removal and reanimation ensured that we simply had the staying power to grind down the opponent to win.


Mistakes:

- Passed a couple of cards in draft that would have been well-suited for the deck, especially Conclave Naturalists and Shaman of the Pack.  The former would have been especially welcome to provide an out against Infectious Bloodlust.
- Was generally more eager to trade combat tricks for small creatures than may have been prudent, thinking that my late-game threats would be able to stand on their own.  Luckily, they did.
- Did not account for evasion in my early defense, such aggressive evasive decks were able to put me on the back foot uncomfortably quickly.  In particular, lost round 4 game 2 to a pair of menace creatures with Infectious Bloodlust, which were unblockable in the face of my sole Managorger Hydra.
- Failed to protect Managorger Hydra in any significant way, such that it served only as a removal magnet.
- Generally fast-played my turns, leading to some sequencing errors such as forgetting a late-game land drop.
- Evolutionary Leap doesn't deserve a slot in a deck that's already skimping on early action.  Would have done much better with Nissa's Pilgrimage, as that along with two Leaf Gilders would have maximized my chances of reaching the late game where my card quality could dominate.
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