Monday, March 14, 2011

[Brainstorming] Mono Green Tomb Aggro

This is going to be different from the other brainstorming articles you might have read. There are no decklists nor any breakout performance. I'm just going to present an idea with some card choices so at this point in time, it might just seem to be a pile. That is why I want your input to make it a real deck!

Ready? Let's talk about a Mana and Bombs idea...

2 Turn Kills

The idea of a Mana and Bombs deck is to keep casting spells that mean good game if they were not dealt with immediately. Ideally, each bomb gives the opponent only a small window of opportunity to draw their answer before their demise. Need an example? Here's one:

Natural Order + Progenitus

Resolving Natural Order puts your opponent on a 2-turn clock, one that cannot be chump blocked and is immune to Swords to Plowshares. Imagine this sequence of play:

Turn 1: Forest, Noble Hierarch/Llanowar Elves/Birds of Paradise
Turn 2: Ancient Tomb/City of Traitors, Natural Order

I hope your non-blue opponent is playing Diabolic Edict/Innocent Blood.

Quiz time! What other green card makes for a 2-turn clock?

Hint... It's a $0.50 card.

And it's printed in Mirrodin Besieged.



Yup, death by poison. In 2-turns. Even if it gets chump blocked twice, it's still a 5/5 and it's still death in 2 turns. And its casting cost of 3gg is easily achievable turns 2-3. However, it just lacks evasion in the form of trample/flying. Though that can be solved by adding cards such as Loxodon Warhammer/Helm of Kaldra/Sword of Vengeance, and even *gasp* O-Naginata, these might just make the card clunky (with Tree of Tales, these do help turning Mox Opal on, especially O-Naginata). So what do you think about Phyrexian Hydra? And what about equipment and boosters like Rancor? Can Putrefax work as well? Let me know in the comments!

Photobucket

Now for a pseudo 2-turn kill. If you've read about Meandeck MUD (Forgemaster combo), then you would have come across this sequence of play:

Turn 1: Forest + Chrome Mox, Grim Monolith
Turn 2: Forest, Primeval Titan, fetching double Wasteland

Or more appropriately, it's a turn 2 kill. The problem is whether Grim Monolith is redundant here. Supposed accelerants like Noble Hierarch/Birds of Paradise are used to rush out Natural Order turn 2, does a deck want that many accelerants? Then what about Mox Opal/Chrome Mox? What would you put in?

I can envision 4 Noble Hierarch, 3 Mox Opal, 4 Chrome Mox, 4 Tree of Tales, 4 Sensei's Divining Top, 3 O-Naginata. Let me know your opinion on which accelerants you think should be in.

The Usual Stuff

Now that we have Natural Order, Phyrexian Hydra, and Primeval Titan as the bombs, we need to fill out the rest of the deck with some normal stuff. Tarmogoyf seems like a good card. And since we're aiming for 4 mana turn 2, Thrun, the Last Troll might as well join the party (or at least be on the bench against Counter-Top Jace).

What other cards can be added? In my previous preparation, I've tested Blastoderm, which is kinda cool, and Phantom Centaur, which can possibly trade and survive a Goyf. Iwamori of the Open Fist doesn't seem too exciting though at 4 cmc, Acidic Slime makes for an interesting Time Walk when it destroys a land/vial and kills a creature when it blocks. What other things can be added? Let me know if any suggestions you have!

Card Choices

Here's a list of cards that can be considered, arranged according to their casting cost:
0 cmc
Mox Opal
Chrome Mox
Tree of Tales
Ancient Tomb
City of Traitors
Wasteland

1cmc
Sensei's Divining Top
Noble Hierarch
O-Naginata
Rancor

2cmc
Tarmogoyf
Umezawa's Jitte
Grim Monolith
Lightning Greaves

3cmc
Sword of Feast and Famine
Sword of Fire and Ice
Loxodon Warhammer
Helm of Kaldra
Sword of Vengeance

4cmc
Natural Order
Phantom Centaur
Thrun, the Last Troll
Blastoderm

5cmc
Phyrexian Hydra
Acidic Slime
Putrefax

6cmc
Primeval Titan

Free!
Progenitus

If you have any more ideas, just let me know by commenting!

Summary

Ancient Tomb and acceleration via Moxes and mana creatures enable a deck to churn out 4-5 mana threats turns 2-3 consistently. With the recent power surge, these threats can end the game in a mere 2 turns. However, this idea is still just a pile of cards and I need you input! Have a look through the list and let me know what you think should be included.
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