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PostPosted: Mon May 19, 2014 6:42 am 
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Zlehtnoba wrote:
Relic, Germinator, Doggie, ...


Waggy tail from me.


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PostPosted: Mon May 19, 2014 6:50 am 
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Zlehtnoba wrote:
Relic, Germinator, Doggie, ...


Waggy tail from me.


me three!


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PostPosted: Mon May 19, 2014 10:20 am 
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PostPosted: Mon May 19, 2014 10:35 am 
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PostPosted: Mon May 19, 2014 11:27 am 
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17 land is one too many with 4 land searchers I think.

I'm also very keen to run white for blinding beam and Pallid Mycoderm (which has arguably the most powerful ability of any thallid) although this makes Oona weaker. On consideration, I can't see what I would cut for Blinding Beam so I would just:

- 1 Forest
-1 Island

+1 Plains
+ 1 Pallid Mycoderm


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PostPosted: Mon May 19, 2014 11:27 am 
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BTW - thanks CG. Really looking forward to Vintage Masters Drafts!


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PostPosted: Mon May 19, 2014 11:34 am 
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17 land is one too many with 4 land searchers I think.

I'm also very keen to run white for blinding beam and Pallid Mycoderm (which has arguably the most powerful ability of any thallid) although this makes Oona weaker. On consideration, I can't see what I would cut for Blinding Beam so I would just:

- 1 Forest
-1 Island

+1 Plains
+ 1 Pallid Mycoderm


I feel when you play multiple six-drops, it doesn't matter how many land searchers you have, you play 17 lands. What happens when you get stuck on 2 lands bc you only sleeved up 16? You die. Don't make decisions that make it likelier that you'll die! = best advice ever.

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PostPosted: Mon May 19, 2014 1:03 pm 
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Yeah, I gotta say i want 17 lands to increase the chances of starting with 3-4 in the opener. Even if you have a 2-lander + reach or search you are going to have some trouble hitting {GG}3 or whatever.

I haven't played much MM draft but this deck looks pretty good.

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PostPosted: Mon May 19, 2014 1:19 pm 
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Can I go back and build the storm deck we could have drafted? All that aside, good deck rstnme, though I agree with Falcon on the pallid Mycoderm.

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PostPosted: Mon May 19, 2014 2:45 pm 
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Pallid Mycoderm is not playable in this deck, and barely playable in the format. It's not very good and not worth a splash in the least.

I would play Sylvan Bounty. The card looks terrible but it's another thing to do on two and often we'll be getting our heads smashed in and 8 life isn't a joke.

Oona is good but I think i'd rather leave it out seeing as it's the hardest to cast guy in our deck. If we ended up being 4-5 colors it would be fine because we'd have swamps in play too but we don't have much use for double blue. We also get to play more Forests to help us have green on one more often, which this decks needs.

I don't like Citanul Woodreaders. The body is pretty irrelevant but our deck is bad enough where we might have to play it on three. I'd consider playing Petals of Insight because it digs deeper and costs one less mana.

Reach of Branches is fine in our deck. It is a source of continual advantage and makes Kodama's Reach/Search for Tomorrow better in topdeck situations.

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PostPosted: Mon May 19, 2014 3:07 pm 
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Actually, Reach of Branches also plays well with Meloku too. I would play it over Oona, though the inner Timmy in me would be sad. I built this deck to test, and found the Woodreaders tended to be chump blockers that drew me two cards in the late game, as most early turns were spent on shell-dwellers, suspend, ramp, and beaters.

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PostPosted: Mon May 19, 2014 3:16 pm 
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Well, Meloku plays well by himself :V

Oona is really sweet. I wouldn't even say it's a Timmy card. Like, it just murders them. You now have a mana sink each turn and a 5/5 flyer. This closes the game super quickly. However, in our deck, the problem will be casting it, not winning with it. We have no removal, so basically we need recursive threats or purely unbeatable ones if they can't kill them. While Oona is unbeatable if left on the table, I'd rather have the consistent threats.

I've played Oona a few times though in my Rebels decks and those decks draw the game out so long that I could cast them. This deck, I don't think will draw games late. Either we'll steam roll them or get rolled. It's a pretty high variance draft deck.

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PostPosted: Mon May 19, 2014 3:55 pm 
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The Reach of Branches/Meloku combo is pretty exciting. It doesn't matter what bomb they have out, a 2/5 and a 1/1 flier every turn give you inevitability. It doesn't even use up any cards!

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PostPosted: Tue May 20, 2014 2:29 am 
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When I first built this deck, I went to 16 lands. But now I think that is wrong, simply because Kodama's Reach costs three, and land searchers actually make it harder for you to draw your next land naturally. In fact, one Reach is a prime candidate for cut, since we're two-color and Search ramps better-we don't need ten lands in play. Bounty is probably better in that spot. Gifts Ungiven would have been great.

I agree with Shadowchu on mostly everything. I'm not sure about Oona, but after all, it dies to a common creature and it is unwieldy to cast.

I don't think this deck is particulary good. It's all right, and if we curve out, it should roll over most decks. But we have no answers for opposing bombs, not even a counterspell or bounce. Pthisis on one of our 5/5s kills us. We did manage to lower the curve in the last few picks, and that second Germinator was a gift, but this also makes our removal much less reliable. In fact, I'd be tempted to just side it out for more beef-if we have any.

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