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Touch-Me-Not



 
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ck3gds



Joined: 21 Jun 2005
Posts: 234

PostPosted: Sat May 06, 2006 5:42 am    Post subject: Touch-Me-Not Reply with quote

Hi everyone, I was fiddling with the cards on Apprentice and came up with this decklist. Please have a look and I'd really appreciate any constructive comments on it. Thanks!

//NAME: Touch-Me-Not
// LANDS
2 Island
8 Forest
4 Breeding Pool
2 Temple Garden
1 Riftstone Portal
4 Yavimaya Coast
1 Miren, the Moaning Well
1 Minamo, School at Water's Edge
1 Okina, Temple to the Grandfather
// CREATURES
4 Plaxmanta
4 Troll Ascetic
4 Simic Guildmage
4 Blurred Mongoose
4 Silhana Ledgewalker
2 Kodama of the North Tree
// ENCHANMENTS
1 Druid's Call
1 Elephant Guide
4 Moldervine Cloak
1 Exoskeletal Armor
1 Wurmweaver Coil
3 Blanchwood Armor
3 Infiltrator's Magemark
// SIDEBOARD
SB: 3 Ghostway
SB: 4 Naturalize
SB: 4 Pithing Needle
SB: 4 Circle of Protection: Red

Basically what the deck does is to bash the opponent in, using creatures that are resistant to spot removal. I'm quite happy to trade creatures with him if need be, and so I've also put in Exoskeletal Armor.

One of the key cards in this deck is Simic Guildmage. This nifty creature enables me to move Auras onto previously untargetable creatures like Blurred Mongoose. Being the only creature susceptible to spot removal, I've included Plaxmanta in the maindeck. As so many forum posts have shown, Plaxmanta really has the potential to shine, and I don't see why I shouldn't include it in this G/u deck! Very Happy

As for the choice of cards in my sideboard,
Ghostway - to take care of mass removal like Wrath of God
Naturalize - for artifacts and enchantments
Pithing Needle - against decks like Gift Rock and Tog
COP Red - against Goblins, RDW and BDW

The only deck which I'm very sure I'll have trouble against is MBC and Rakdos-fueled decks, with all the discard going on. Land-D decks could be a serious disruption too, should I include Sacred Ground?
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daman4udog



Joined: 28 Jul 2005
Posts: 44

PostPosted: Sat May 06, 2006 1:01 pm    Post subject: Reply with quote

one thing you might want to consider is fetch lands. Especially with two temple gardens, youre never going to get the white you need in games 2 and 3. Definetly play at least 4 windswept heath, and maybe some wooded foothills. They definetly help smooth your mana.

Also, consider jitte or one of the darksteel swords? All three work amazingly well with troll ascetic.
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the_guy_123



Joined: 08 Jun 2005
Posts: 130
Location: Quebec

PostPosted: Sat May 06, 2006 2:30 pm    Post subject: Reply with quote

I see what your aiming at but you only play 16 enchantable creatures. Simic Guildmage is small and vulnerable, you would need counters to protect him if you plan to play this. If you really rely on him, maybe splash white to play Kitsune Mystic, who has a similar ability. Just my thoughts...
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Fow



Joined: 04 Sep 2004
Posts: 24

PostPosted: Sat May 06, 2006 2:34 pm    Post subject: Reply with quote

take a look at the extended metagame and you will see why this deck is ridiculous.
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ck3gds



Joined: 21 Jun 2005
Posts: 234

PostPosted: Sun May 07, 2006 3:45 am    Post subject: Reply with quote

daman4udog wrote:
one thing you might want to consider is fetch lands. Especially with two temple gardens, youre never going to get the white you need in games 2 and 3. Definetly play at least 4 windswept heath, and maybe some wooded foothills. They definetly help smooth your mana.

Also, consider jitte or one of the darksteel swords? All three work amazingly well with troll ascetic.


Fetchlands? I did think of them but I'm not sure what lands I can take out to make space for them. As for equipment, yea I might put in Umezawa's Jitte, but I'm not sure what to take out.

the_guy_123 wrote:
I see what your aiming at but you only play 16 enchantable creatures. Simic Guildmage is small and vulnerable, you would need counters to protect him if you plan to play this. If you really rely on him, maybe splash white to play Kitsune Mystic, who has a similar ability. Just my thoughts...


With regards to counterspells, I didn't put them in because I felt that it would take this deck in a more control-ish direction, but yes I see what you're driving at. As for Kitsune Mystic, I didn't think of it. :p I'll see how I can fit it in, thanks! Very Happy

Fow wrote:
take a look at the extended metagame and you will see why this deck is ridiculous.


Fow, your comment is VAGUE and UNCONSTRUCTIVE, I would like to know why you replied thus. How would YOU like it if someone said that your deck is ridiculous without a concrete basis?
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Fow



Joined: 04 Sep 2004
Posts: 24

PostPosted: Sun May 07, 2006 7:05 am    Post subject: Reply with quote

in a metagame with decks that kill you at your 5th / 6th turn what do you expect to do with your deck????take a look at the metagame if you still dont understand what im saying theres nothing i can do.you have a fun deck to play with your friends but that will never be an extended tournement deck.
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mkbush



Joined: 18 Dec 2005
Posts: 8

PostPosted: Thu Jun 01, 2006 6:36 am    Post subject: Reply with quote

14 auras.....man that's way too much

Elephant Guide is the best in that bunch, if i were you i'd run 4 guides with 2 Armadillo Cloak.
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ck3gds



Joined: 21 Jun 2005
Posts: 234

PostPosted: Thu Jun 01, 2006 6:39 am    Post subject: Reply with quote

I was thinking about Armadilo Cloak too, but that would mean I have to splash for white, and I'm reluctant to go into a third colour.

Maybe I would, if I include Kitsune Mystic maindeck.
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