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PostPosted: Fri Nov 09, 2018 2:44 am 
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So I've been having fun with this exploration deck. It's pretty weak against Merfolk, can go toe-to-toe with mono-red burn, and if you get the right starting hand can even run against the seemingly endless variations of thought erasure/disinformation campaign decks.

Basic premise: pump up the Wildgrowth Walkers to make them targets, bring them back with Journey to Eternity, then bring back exploring creatures every turn. Combine that with 2 or even 3 of the Lurking Chupacabra and stack that with Path of Discovery, and watch the fireworks happen to your opponent's board while you gain enough life off of it all to survive nuclear holocaust. Pretty easy to play, tonight I went 13-2 with it in pretty short order. Opponents tend to concede once you have more than one of the WGW out, since by that point they've figured out that they're just never getting through. 2 of the Chupacabra + Path of Discovery + Jadelight Ranger = -12/-12 for , pretty much enough to bring down any one creature (or even a group of saprolings, 6 at a time). If that isn't enough, use the Deadeye Tracker to zap a couple of cards out of the opponent's graveyard to trigger another -4/-4 costing you .

Once it gets rolling I tend to favor just using the Emperor's Vanguards to dump cards into the graveyard to give me out-of-turn options to bring creatures onto the battlefield AND cause creature death on the opponent's board.

I think this could get stronger with the right sac target, I just haven't found one yet. I'd love to ditch the 2 Divest, as much as I like messing with my opponent's early play (and giving my Deadeye a good early target to exile), and find something where I can sacrifice the Jadelights to bring them right back in for life gain/creature removal.

4 Wildgrowth Walker (XLN) 216
12 Forest (RIX) 196
2 Lurking Chupacabra (XLN) 111
4 Swamp (RIX) 194
2 Deadeye Tracker (XLN) 99
4 Jadelight Ranger (RIX) 136
4 Ixalli's Diviner (XLN) 192
2 Enter the Unknown (RIX) 128
2 Tishana's Wayfinder (XLN) 211
2 Emperor's Vanguard (XLN) 189
2 Path of Discovery (RIX) 142
4 Merfolk Branchwalker (XLN) 197
2 Demonic Vigor (DAR) 85
2 Divest (DAR) 87
4 Woodland Cemetery (DAR) 248
4 Overgrown Tomb (GRN) 253
2 Grow from the Ashes (DAR) 164
2 Journey to Eternity (RIX) 160

Spoiler


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PostPosted: Fri Nov 09, 2018 7:56 am 
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I know it's only one card but I get such a kick going up against this deck while having Tocatli Honor Guard on board. Many pauses from my opponent.

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PostPosted: Fri Nov 09, 2018 10:56 am 
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I know it's only one card but I get such a kick going up against this deck while having Tocatli Honor Guard on board. Many pauses from my opponent.

That only stops the on-card enters-battlefield ability, right? The enchantment still triggers an explore, which if there's a chupcabra out, bye-bye tocatli? Maybe not as that's "when a creature enters the battlefield". Alternately if the deadeye is out and you have cards in your graveyard... I've run into 2 decks that got a tocatli out and while it wasn't a breeze, I did eventually get the tocatli down and continued on my merry way. Can't remember if I had the enchantment out for the extra explore, frankly.


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PostPosted: Fri Nov 09, 2018 12:40 pm 
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Mechaet wrote:
I know it's only one card but I get such a kick going up against this deck while having Tocatli Honor Guard on board. Many pauses from my opponent.

That only stops the on-card enters-battlefield ability, right? The enchantment still triggers an explore, which if there's a chupcabra out, bye-bye tocatli? Maybe not as that's "when a creature enters the battlefield". Alternately if the deadeye is out and you have cards in your graveyard... I've run into 2 decks that got a tocatli out and while it wasn't a breeze, I did eventually get the tocatli down and continued on my merry way. Can't remember if I had the enchantment out for the extra explore, frankly.


The enchantment doesn't trigger explore, the enchantment just brings creatures back. The creatures re-entering the battlefield would trigger the ability, and that gets shut off by Honor Guard

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PostPosted: Fri Nov 09, 2018 4:26 pm 
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Honor Guard also shuts down Chupas

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PostPosted: Fri Nov 09, 2018 9:15 pm 
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Not in combination with the Deadeye, but that relies on the opponent having cards in his graveyard to be exiled. A bit less reliable when going against a green deck or even a green/blue like merfolk.


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PostPosted: Sat Nov 10, 2018 4:39 am 
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Why would you play so many bad explorers? This deck might be fun and synergistic, but sure as hell isn't competitve.


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PostPosted: Sat Nov 10, 2018 8:49 am 
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Mechaet wrote:
Not in combination with the Deadeye, but that relies on the opponent having cards in his graveyard to be exiled. A bit less reliable when going against a green deck or even a green/blue like merfolk.

I meant the good Chupas.
Guess I didn't look at your deck list close enough.

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PostPosted: Sun Nov 11, 2018 12:57 am 
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Auunj wrote:
Why would you play so many bad explorers? This deck might be fun and synergistic, but sure as hell isn't competitve.

Please define "good explorers".


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PostPosted: Sun Nov 11, 2018 2:50 am 
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Mechaet wrote:
Auunj wrote:
Why would you play so many bad explorers? This deck might be fun and synergistic, but sure as hell isn't competitve.

Please define "good explorers".


Branchwalker, Squire, Jadelight

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PostPosted: Sun Nov 11, 2018 3:31 pm 
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divinevert wrote:
Mechaet wrote:
Auunj wrote:
Why would you play so many bad explorers? This deck might be fun and synergistic, but sure as hell isn't competitve.

Please define "good explorers".


Branchwalker, Squire, Jadelight

I suppose I meant in the context, which indicated there were other, better options for explorers. It's possible I misread, though.


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PostPosted: Sun Nov 11, 2018 3:43 pm 
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The main point here is that Explore is not strong enough synergistically to build around. Wildgrowth Walker is only good in some matchups, Lurking Chupacabra is a terrible card (too expensive for what it does); and these are your only lynchpins to run some otherwise absolutely unplayable cards (Enter the Unknown, Ixalli's Diviner or Deadeye Tracker, for instance).

Seriously, the only Explore cards worth playing are Wildgrowth, Squire, Branchwalker, Jadelight and maybe Path of Discovery (and that one absolutely needs a dedicated token deck). All of the other ones are simply bad.

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