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Gwr Land Destruction



 
Reply to topic    Magic-League.com Forum Index -> TimeSpiral Block Constructed (TBC)
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Zoom



Joined: 18 Jan 2005
Posts: 80

PostPosted: Wed Jul 11, 2007 9:20 pm    Post subject: Gwr Land Destruction Reply with quote

I've been having good results with this deck. I'm interested in constructive criticism and feedback.

4 Tarmogoyf
4 Kavu Predator
4 Mystic Enforcer
4 Avalange Riders

4 Mwonvuli Acid Moss
4 Edge of Autumn
4 Harmonize
4 Fiery Justice
4 Temporal Isolation

4 Llanowar Reborn
5 Forest
4 Plains
3 Mountain
4 Grove of the Burnwillows
4 Horizon Canopy

Sb:
4 Ancient Grudge
4 Disintegrate
4 Call of the Herd
3 Krosan Grip

Matchups

green based aggro
Has been an even matchup. G1 is hard cause their deck is usually more efficient. The land-destructions doesn't hurt them much, unless you can keep them off a third color, or double of one. The kavu predator strategy is nice here though, and the harmonizes can swing it if you survive the rush. sb is usually -4 acid moss -4 avalanche, +4 disintegrate +4 call of herd.

red based aggro
Has been a great matchup even though the land destruction stinks and their guys are faster. The fat eventually overwhelms them. sb same as green aggro.

mono blue
Very hard, especially against the more aggressive versions. Their counterspells are cheaper than your disruption and they get the tempo edge. Suggestions for improvement here greatly appreciated.

multicolor control (damnations)
This deck grew out of a desire to play 4 sb ancient grudges due to the lens and relic greediness going on. This matchup has been favorable and after sb it can be hard for them to get going at all. I side out the kavu, and justice for herd and grudge.

wild pair sliver
g1 is tough if you can't keep them off of 6 mana, but justice shines here. i sb out isolations and 3 other things (still working on this) for disintegrates and krosan grip. the next 2 games are easier but still tough.

reanimator/bridge
This has actually been pretty tough, requires early justice for discard/draw guys, and isolation on whatever they dread return up.
g2 gives disintegrate for early looter removal, but still tough. I'm content to leave it as a bad matchup tho cause i dont' want to muck up a sb that i've been perfectly happy with for 1 funky rogue deck.

edit: so, just read flores' new article on mtg.com and get the feeling I'm going to be facing a lot more reanimator...suggestions for best ways to deal with this appreciated.
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Eldar



Joined: 27 Nov 2006
Posts: 332
Location: Rochester

PostPosted: Thu Jul 12, 2007 2:31 am    Post subject: Reply with quote

I hear boom/bust + flagstones or terramorphic expanse works nicely.
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aldaryn



Joined: 02 Sep 2004
Posts: 408

PostPosted: Thu Jul 12, 2007 3:56 pm    Post subject: Reply with quote

I hear Scryb Ranger is amazing against Mono Blue, though they have the Arrows. Quagnoth and Scragnoth are too slow, but the Ranger is good, and keeps you out of the Pickles lock, with Flash, and pro-blue.

Thornscape Battlemage might a consideration, or Assault // Battery or some 2-damage card, to nail morphs, but you probably don't need it.

Also, Boom // Bust is a good idea, if you manage to Bust with board advantage, Pickles can probably never recover.

I'm not sure about the Reanimator matchup... Obviously Isolation is good. Maybe you should consider Tormod's Crypts? 4 Grudge and 3 Grip is a lot of art/ench hate, maybe cut one of those. Or 2/2, and then 3 Crypts.

Good luck.
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