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PostPosted: Thu May 29, 2014 7:30 am 
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:g::w::g: Selesnya :g::w::g:


:g::w::g: Multicoloured Card List :g::w::g:


:g::g::g: Green Card List :g::g::g:


:w::w::w: White Card List :w::w::w:


Colourless Card List


Non-Basic Land Card List


Note: Please mark decks as "Premium" if you use Premium cards in your deck builds. Thank you.

If I left anything out or you see any errors please let me know.

Source: Atharva's Decklists & Strategies Thread

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Last edited by minddrifter on Sat Jul 12, 2014 8:16 pm, edited 3 times in total.

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PostPosted: Sat Jul 12, 2014 11:55 am 
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Doubling Ascencion

4 x Selesnya Guildgate
10 x Forest
10 x Plain

4 x Raise the Alarm
4 x Selesnya Evangel
3 x Jade Mage
3 x Reprisal
4 x Attended Knight
1 x Reclamation Sage
2 x Mentor of the Meek
2 x Elder of Laurels
2 x Scion of the Wild
1 x Brimaz, King of oreskos
2 x Beastmaster Ascension
3 x Phantom General
2 x Doubling Season
3 x Triplicate Spirits


The strategy is simple and powerful. Tokens, tokens and more tokens. Mentor of the Meek ensures enough draw to overwhelm your opponent. Doubling Season doubles your tokens and it has the additional benefit of doubling the counters on Beastmaster Ascension, making the combination extremely deadly.

I left Reclamation Sage, but I don't think it will be necessary most of the time. Other option is to use Mischief and Mayhem too.

If you don't want to go premium, substitute Doubling Season for Hall of Triumph or Mischief and Mayhem. It is still a very powerful deck and probably faster.


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PostPosted: Sat Jul 12, 2014 1:38 pm 
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That looks really solid, I like it True.

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PostPosted: Sat Jul 12, 2014 2:19 pm 
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I've never been a fan of Scion of the Wild .. mostly because if someone has your one weakness, sweepers, they get him too.

I would probably sub in Hall of Triumph for the scions, and focus on making everything that much more resilient/dangerous.


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PostPosted: Sat Jul 12, 2014 2:27 pm 
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This is the token deck I used to grind the campaign with. Well, more accurately, this is what it looked like at the end.

0 (0): None

1 (0): None

2 (11): 4x Raise the Alarm, 3x Jade Mage, 4x Selesnya Evangel

3 (14): 1x Brimaz, King of Oreskos, 2x Mentor of the Meek, 3x Banisher Priest, 4x Attended Knight, 2x Elder of Laurels, 2x Beastmaster Ascension

4 (4): 3x Phantom General, 1x Inspired Charge

5 (2): 2x Angelic Edict

6+ (4): 4x Triplicate Spirits

Lands (25): 12x Plains, 9x Forest, 4x Selesnya Guildgate

- You could add 1-drops if you wanted to go faster (and enable turn 3 Triplicate Spirits off Raise the Alarm), but I don't think speed is necessarily the key here. You usually win off 1 or 2 big attacks.

- Personally I've never been a big fan of the single */* creatures like Scion of the Wild and Seraph of the Masses as they are an end result of making a bunch of dudes and don't really do much on their own

- I have a singleton Inspired Charge to act like an extremely poor-man's Beastmaster Ascension...a lot of the time it is enough though

- If you go the premium route I would probably swap out the Angelic Edicts for Arrests and cut the Charge and maybe an Elder of Laurels for the Doubling Seasons. Also on the premium front, I'm not a fan of the Paragons or the Hall in a 2-color deck

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PostPosted: Sat Jul 12, 2014 4:19 pm 
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I really wanted to try and splash in red for some goblin tokens, but, after a few games, I realized there's just no reason. But, I am still running Scion of the Wild. There's a few other differences - I didn't have the priests unlocked when I built this, but I expect they will get added. But overall, a solid deck.

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PostPosted: Sat Jul 12, 2014 4:26 pm 
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Nebula wrote:
That looks really solid, I like it True.


Thanks, probably as always 2 to 6 cards away from my final deck as I don't have the game yet.

Gods's Blessing

14 x Plain
10 x Forest

3 x Gods Willing
4 x Spire Tracer
4 x Wandering Wolf
2 x Hero of Iroas
3 x Ordeal of Heliod
4 x Nimbus Wings
4 x Aura Gnarlid
1 x Brimaz, King of Oreskos
4 x Primal Huntbeast
3 x Armored Ascension
3 x Marked by Honor
1 x Baneslayer Angel


This is an aura deck. The strategy is the same of all aura decks. Some creatures have evasion and some have protection from removal, enchanting them is your best bet of victory.

Gods Willing is here to protect your precious enchanted creatures from destruction. But alternatively you can use removal in its place.

If you don't want to go premium, change Aura Gnarlid for Battering Krasis. Unfortunately not a great substitution, but it has at least trample.

Overall not the best aura deck since it is missing reusable auras. Maybe it will probably improve later.


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PostPosted: Sun Jul 13, 2014 12:48 pm 
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I went for a Ramp deck myself, since it seems to me that G/W is the color of choice for that this year :
You get ramp cards (Kor Cartographer), board wipe (Planar Cleansing) and draw/utility (Cloudshift, Wall of Omens) ... nothing can top that in other colors.
Cloudshift especially, is very, very potent in that deck.

G/W Ramp :
9x Plains
12x Forest
4x Selesnya Guildgate

4x Cloudshift
2x Genesis Hydra
3x Wall of Omens
4x Elvish Visionary
2x Grazing Gladehart
4x Cultivate
4x Kor Cartographer
1x Baneslayer Angel
2x Arbor Colossus
2x Planar Cleansing
1x Soul of Zendikar
2x Terra Stomper
3x Pelakka Wurm
1x Kozilek, Butcher of Truth


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PostPosted: Sun Jul 13, 2014 4:12 pm 
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Greetings, Aranthys. I've been utilizing your ramp build, and I've won all four duels I've played online so far. It's great, and quite fun. Thanks for sharing.

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PostPosted: Sun Jul 13, 2014 4:23 pm 
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Haha, Great ! :)
Glad my build sees play ! :)


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PostPosted: Sun Jul 13, 2014 5:34 pm 
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That looks like a very well built ramp deck. Just looking through the card pool, I can't think of any suggestions other than fitting Gods willing in there somewhere, just for extra protection. I love the synergy Cloudshift has with the Cartographer. Can't wait to try out this deck.

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PostPosted: Sun Jul 13, 2014 5:37 pm 
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Gods Willing isn't really needed here : You've got Cloudshift to protect your cards against removal :)


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PostPosted: Sun Jul 13, 2014 5:41 pm 
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This looks very solid. I'll be looking forward to trying it out.

Welcome to the forums Aranthys.

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PostPosted: Sun Jul 13, 2014 9:04 pm 
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Aranthys wrote:
Gods Willing isn't really needed here : You've got Cloudshift to protect your cards against removal :)


Agreed, Cloudshift is such an awesome, amazing card all around. I've been is situations where I've used it to free my stompers from pesky enchantments, gain 14 life points instead of 7 from a single Wurm, or trigger any of the other awesome ETB effects.

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PostPosted: Sun Jul 13, 2014 9:26 pm 
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I really want to see Charmbreaker Devils in that ramp deck to rebuy a Cloudshift or Cultivate every single turn, but it's probably not worth the splash.

On another note, how is Planar Cleansing performing in the deck?

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PostPosted: Sun Jul 13, 2014 9:38 pm 
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If you re behind, planar cleansing on turn 5 against aggro usually makes you win the game i would say.
Otherwise, it´s still a board clear when you need permanent removal.


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PostPosted: Sun Jul 13, 2014 9:41 pm 
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Does "aggro" even exist in 2015's meta yet?

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PostPosted: Sun Jul 13, 2014 9:47 pm 
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Well, against anything that goes faster than you and puts down creatures that aren't 1/1 elves and 0/4 walls, Planar Cleansing is nice to play on turn 5-6 before you start playing the big guys.


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PostPosted: Sun Jul 13, 2014 10:35 pm 
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Hakeem928 wrote:
I really want to see Charmbreaker Devils in that ramp deck to rebuy a Cloudshift or Cultivate every single turn, but it's probably not worth the splash.

On another note, how is Planar Cleansing performing in the deck?


The scenario you described would be supremely entertaining, however quite unnecessary. I've been employing this deck, as described and it performs quite consistently.

Planar Cleansing has been wholly unnecessary as well, though. Sure, people get some small creatures out, but I always either have or draw into chump blockers, and eventually into stompers.

I like to use the The Cleanse the same way I used All is Dust in Chant, as a last resort to reset the board but so far, I haven't really had to. I still feel better with it in hand, as it allows me a safety valve if required. Although, if I have to cast it when I have my monsters out, it would be painful, I can count on recursion via Kozilek. And by that point in the game, I should have enough mana out to cast whatever high costed monsters I would draw.

Does "aggro" even exist in 2015's meta yet?


Yes, as do the other deck archetypes. They may not be as finely tuned as everything for the previous iterations, but they're getting there. The most popular aggro I've run into (Which has been about 30 to 40 percent of the games I've played so far) Has been some variation of RDW, or the new Goblins.

So far, the optimal strategy for me has been to create card advantage, and chump block/ get in early damage with the Walls and Elves respectively. If I can't, then do it later, and regain life lost with either the Wurms, or Gladeharts, then drop bombs and smash face. It's **** fantastic fun.

I can't stress how much fun it is to watch an opponent throw everything they can at you, only to watch you stabilize utilizing a number of Gladeharts and ramp.

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PostPosted: Tue Jul 15, 2014 11:47 am 
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Anyone thought of making a semi-green devotion deck with Nylea's Disciple and Angelic Accord? It might be me reaching for some sort of devotion deck but I thought of it the other day. However I have no idea what else I would put in such a deck and I won't have the game until tomorrow/Thursday to test it out for myself.


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