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g/w auratog



 
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ruckus



Joined: 14 Nov 2006
Posts: 5

PostPosted: Tue Nov 14, 2006 4:23 am    Post subject: g/w auratog Reply with quote

just threw in the pieces together.. still needs fixing

g/w auratog

4 temple garden
4 brushland
3 flagstones of trokair
2 vitu-ghazi
4 forest
4 plains
2 selesnya sanctuary
-----
23 lands

4 auratog
4 verduran enchantress
2 thran golem
2 gatherer of graces
-----
12 creatures

4 aspect of mongoose
4 temporal isolation
4 griffin guide
3 moldervine cloak
3 faith's fetters
3 wrath of god (board reset?)
2 spirit loop
2 utopia sprawl
-----
25 other spells


deck works by enchanting aurotog with auras and go for the kill..
(auratog - cloak, aspect, temporal iso., griffin guide, then sac the auras for the pump..
*temporal isolation gives creatures shadow to it can work both against your opponent or for you then just sac before you stack dmg so you can deal dmg again with your creature)
auratog also works as your draw engine together with verduran enchantress.. sac aspect of mongoose/spirit loop then play it again and again to gain card advantage..
alternate win conditions are thran golem and gatherer of graces

comments/ suggestions? just make your post.. Idea


Last edited by ruckus on Tue Nov 14, 2006 7:05 am; edited 2 times in total
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GnikXela



Joined: 21 Jun 2006
Posts: 88

PostPosted: Tue Nov 14, 2006 6:55 am    Post subject: Reply with quote

i made a VERY similar version of this when tsp first came out...it doesnt work too well...its a fun deck...just not competitive yet...
if u find success somewhere...id like to know =)
i love auratog and want a deck with it...
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aldaryn



Joined: 02 Sep 2004
Posts: 501

PostPosted: Tue Nov 14, 2006 6:59 am    Post subject: Reply with quote

Auratog + Spirit Loop seemed cool, I can see the green, but if you can splash blue or make it U/W (Counter-Tog?) then....Hatching Plans!!! is begging to be eaten.

Also if you eat Griffin Guide you won't get the token...I think...so I don't know how good that is.
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ruckus



Joined: 14 Nov 2006
Posts: 5

PostPosted: Tue Nov 14, 2006 7:14 am    Post subject: Reply with quote

maybe -1 flagstones, -1 aspect of the mongoose, -1 griffin guide, -1 temporal isolation, -1 verduran enchantress

+3 recollect, +1 sacred mesa

*the token part of the griffin guide isn't the whole point in enchanting it to your creature, imp't thing there is the 'tog will get flying and +2/+2.. you can combo it with temporal isolation so that the 'tog has flying and shadow making it almost unblockable then sac the temp. isolation so your creature will go through..

added some recollects so you can get some cards from the yard and sacred mesa as another win con.. Rolling Eyes
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MTGFAN911



Joined: 25 Jun 2006
Posts: 162

PostPosted: Tue Nov 14, 2006 7:38 am    Post subject: Reply with quote

This seems like a good draw engine..
4 Auratog
4 Enchantress
4 Hatching Plans
4 Perilous Research

3 Flagstones(Research)

the only problem is getting the deck to be good Sad
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saysur



Joined: 02 Sep 2004
Posts: 18

PostPosted: Tue Nov 14, 2006 10:38 am    Post subject: Reply with quote

// Lands
3 [TSP] Flagstones of Trokair
6 [CHK] Plains (4)
1 [TSP] Urza's Factory
4 [RAV] Island (3)
2 [DIS] Azorius Chancery
4 [9E] Adarkar Wastes
4 [DIS] Hallowed Fountain

// Creatures
4 [TST] Auratog
3 [DIS] Grand Arbiter Augustin IV

// Spells
4 [TSP] Temporal Isolation
3 [GP] Hatching Plans
4 [RAV] Remand
2 [9E] Rewind
4 [TSP] Spirit Loop
4 [TSP] Cancel
1 [TST] Sacred Mesa
4 [9E] Wrath of God
3 [CS] Perilous Research

There is no sb thats up to you all.
likes/dislikes try it
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cernicolo



Joined: 26 Sep 2006
Posts: 77

PostPosted: Tue Nov 14, 2006 12:38 pm    Post subject: Reply with quote

crypt and wretch hose the u/w version, because all you have is spirit loop as a recurring enchantment they effectively monkey stomp your game. both are seeing quite a bit of play, at least in my meta. best run about ten copies of ivory mask, then. more auras makes the green version superior i think, maybe a few copies of avoid fate wouldn't hurt there. i don't see splashing for hatching plans being a problem. verduran is sort of a sorcery speed drawing machine, but the hatching plans/ perilous research route is pretty sweet with the flagsteps rollin. just my opinion. running maindeck CoP's isn't at all a bad plan either, because they're relatively cheap enchantments to sac anyway.
i was thinking, though, that celestial dawn is mad with tog. then mana fixing isn't such a big deal.
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Boba383



Joined: 26 Sep 2005
Posts: 70

PostPosted: Thu Nov 16, 2006 10:14 am    Post subject: Reply with quote

I like the idea of the deck, but I don't think it can work in todays environment. The simple problem is that there aren't enough powerful, cheap enchantments to use to get a crazy draw engine, plus we need Rancor back and this deck might have a chance....Wizards has been hating on enchantments and auras really, there isn't nything out there thats all that good...
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wkdclwn89



Joined: 05 Oct 2006
Posts: 96

PostPosted: Thu Nov 16, 2006 12:46 pm    Post subject: Reply with quote

as i see this deck uses GW and there are 2 enchantments that im shocked you dont use, even if its a one-of or two-of, Sacred Mesa and Glare of Subdual. Sacred Mesa just adds another win con as Glare can help against the aggro game, and aspect of the mongoose isnt such a great card.

Lands-22
4 Temple Garden
4 Brushland
3 Flagstones of Trokair
2 Vitu-Ghazi
2 Selensya Sanctuary
4 Forest
2 Plains
1 Pendelhaven

Creatures-18
4 Bird of Paradise
4 Auratog
4 Verduian Enchantress
4 Selensya Guildmage
2 Loxodon Hierarch

Spells-4
4 Stonewood Invocation

Enchantments-17
4 Fists of Ironwood
3 Spirit Loop
3 Blanchwood Armor
2 Temporal Isolation
2 Sacred Mesa
2 Glare of Subdual
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Chaosweaver



Joined: 07 Apr 2005
Posts: 1350
Location: Igloo town

PostPosted: Thu Nov 16, 2006 2:55 pm    Post subject: Reply with quote

what aboot that trip white enchanment crit? will it have any sucess in this deck?
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