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Final revisions: treefolk deck


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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Sat Apr 19, 2008 7:42 pm    Post subject: Reply with quote

Control decks usually tear this deck apart, is there any way to avoid this?

Discarding does not help this deck because there is no draw and very few instants. Any suggestions would help.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2142

PostPosted: Sun Apr 20, 2008 6:08 am    Post subject: Reply with quote

Which control decks do you talk about? UWrevblink? MUC? Martyr decks? Ramp?
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Sun Apr 20, 2008 8:41 am    Post subject: Reply with quote

UW Rev Blink, MUC, and any deck that uses the rack. Anyways to avoid these types of bad matchups? there is a green counter spell but it doesn't work with the deck at all
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2142

PostPosted: Sun Apr 20, 2008 2:59 pm    Post subject: Reply with quote

You can't win vs UW blink. Treefolk aren't fast enough, and I doubt that Tormod's Crypt or even Extirpate is enough. But it may help in some cases - moves the matchup from dead to a possible win.

Quagnoth may help against The Rack decks. Can be randomly helpful vs MUC as well, but it usually enters play too late. What you need vs MUC is something nasty at instant speed which they must counter in their eot, and in your main phase you drop something even nastier. Manlands are often problematic for MUC. In any case, Cloudtresher should be in your sb, as it has flash, is nasty, and is nice vs Faeries.

Against Wrath of God and Damnation, make sure those spells has as little impact as possible. Normally, they replace a lot more than 4 targeted removal spells in a deck, because of their potential efficiency. If they have to waste one to kill one or two creatures, such decks normally don't have lots of other spells waiting to deal with what you play next.
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Boba383



Joined: 26 Sep 2005
Posts: 70

PostPosted: Tue Apr 22, 2008 9:06 am    Post subject: Reply with quote

heres the treefolk deck that i run, it work pretty well in my experience. i havent played much against control and its been a couple weeks since i have so i dont remember how i did but i dont think it was that bad (almost every card is a threat theyve gotta take care of)

Qty Name
//Lands
8 Forest
3 Plains
4 Murmuring Bosk
3 Caves of Koilos
3 Horizon Canopy
3 Treetop Village
//Creatures
4 Birds of Paradise
3 Indomitable Ancients
4 Doran, the Siege Tower
4 Treefolk Harbinger
2 Unstoppable Ash
1 Orchard Warden
1 Deadwood Treefolk
2 Timber Protector
3 Leaf-Crowned Elder
//Spells
3 Sunlance
4 Nameless Inversion
3 Profane Command
2 Reach of Branches
//Sideboard
3 Oblivion Ring
2 Cloudthresher
2 Extirpate
2 Krosan Grip
3 Thoughtseize
3 Shriekmaw
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Tue Apr 22, 2008 5:02 pm    Post subject: Reply with quote

Where is urborg? where is dauntless dourbark?? where is a collossus?? also why so many random creatures? I agree with what everyone said and i put in 2 cloudthreshers because it is an all around sick card, wrath-esque ability against faeries. I am just wondering if buying extirpates would really be worth it against a Rev deck or MUC deck.
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Boba383



Joined: 26 Sep 2005
Posts: 70

PostPosted: Wed Apr 23, 2008 3:47 pm    Post subject: Reply with quote

well as u say i can use harbringer to search up warden or deadwood (depending on what i need) and i dont necessarily have 2 use hargbringer 2 search up only 2 copies of doran...dauntless i havent used yet (no reason y not) i dont kno i like ancients better personally. and i just havent used colossus either rele. i could try them but im not sure wat 2 take out for either...probably ash.

and urborg could go in i just havent had many problems with mana so i havent tried fixing it.
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Wed Apr 23, 2008 5:49 pm    Post subject: Reply with quote

is that list fast enough? i mean 6 cards are 6 mana another 2 slow you down because of champing. I think sunlance is good when you look at it but i don't know why no one puts it in decks but i think wrath is much better in that slot.

Please tell me your experiences with faeries, kithkin, elf or any aggro deck
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Thu Apr 24, 2008 8:08 pm    Post subject: Reply with quote

Wow;
Tonight i played an assassin deck and this was my life totals when being attacked: 20,15,9,2,9,2,9,37. Got screwed with creatures but wrath stalled until i could bring out Chameleon Collossus and equipt it with Loxodon warhammer and 2 juices later hes a 28/25 trample lifelink prot. black 1 shot and their 26 life gone. Of course this would never happen at a FNM but cool experience with the deck.
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Sun Apr 27, 2008 1:16 pm    Post subject: Reply with quote

I just picked up an ohran viper... is he a good play with all the treefolks? he works well with doran and is easy to get out with bops but should i play him?
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2142

PostPosted: Sun Apr 27, 2008 2:02 pm    Post subject: Reply with quote

he is a good creature. If you implement him in your deck, you could as well go full Doran.build, though.
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Sun Apr 27, 2008 3:58 pm    Post subject: Reply with quote

I think i have too many good treefolk to not play them but I was wondering if i put 4 vipers in, would it mess it up? I have also noticed that the bannerrets suck in the deck because their effect doesn't work instantly like essence warden so i would either put 4 wardens or 4 vipers instead of the bannerrets.
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Vedrfolner



Joined: 04 Apr 2006
Posts: 2142

PostPosted: Mon Apr 28, 2008 7:26 am    Post subject: Reply with quote

TekNique wrote:
I think i have too many good treefolk to not play them but I was wondering if i put 4 vipers in, would it mess it up? I have also noticed that the bannerrets suck in the deck because their effect doesn't work instantly like essence warden so i would either put 4 wardens or 4 vipers instead of the bannerrets.


The only treefolk that is actually good, is Doran. Your deck lives off synergy, not card power or speed. If your 5-thoughness army stops the opponent's onslaught and they can't deal with it, yes then treefolk are good. However, if they have any sort of evasion, you can't possibly race them. So you lose to Faeries, Merfolk, rogues and bitterblossom in general and counterspells in general. You lose to UWreveillark because you have no actual disruption, and I suppose that is true for other combo decks too. If you have a slow start, RDW and Rg aggro gets you in burn range before you can set up a proper defense, GW aggro gets bigger creatures than you do, and faster. RG ramp likewise, although they may have difficulty dealing with your creatures.

This is true for the treefolk tribe as a whole, so it is not your fault. The fact is that any card that costs 4 or more needs to be _fantastically_ good. Otherwise it isn't worth it, unless you design the deck to get mana fast, like RG ramp. Even so, RG ramp does play very good spells, just in case. The only 4cc spell in your deck that is worth its cost is Chameleon Colossus. It is also apparently the spell you are winning with.

So, my point here is that if you want to make a better deck, then the natural development is to replace some of the treefolk with better spells, like Ohran Viper and Tarmogoyf. As you see, then it becomes a Doran deck - the more you test and the more you change, the closer it will be to a regular, tested and verified Doran.dec

However, if you want to keep it a Treefolk deck, then it won't be as good. This isn't because _you_ suck but because treefolk does. Like Giants, they are too damn big and slow.

I don't think that a Treefolk deck can become much better than your build. Some improvements, sure, maybe some new cool treefolk in Shadowmoor. Better manacurve (which is what I have focused on), perhaps - but it seems that you focus on early survival, wanting early life-gain, seemingly without realizing that it is precisely the top-heavy mana curve that creates the problem in the first place. This problem is also the deck's strength - that once the opponent passes his turn without having dealt damage, there is normally no turning back.
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Mon Apr 28, 2008 12:53 pm    Post subject: Reply with quote

Wow, thank you for that very precise analysis of the deck. It was very useful and insightful.
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TekNique



Joined: 19 Mar 2008
Posts: 157

PostPosted: Mon Apr 28, 2008 5:42 pm    Post subject: Reply with quote

By the way bannerrets ARE HORRIBLE. If you want speed, using the bannerrets are the wrong way to go. Vipers are much more of a threat and trying to draw mana while having a warden out is much more effective. I put them in and they slowed me down soo much.
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