G/W Land Mass
Posted: 06 Oct 2009, 08:57
61 Total Cards
20 Creatures
-------------
4x Great Sable Stag
2x Knight of the White Orchid
4x Mother of Runes
4x Sakura-Tribe Elder
4x Scute Mob
2x Weathered Wayfarer
19 Spells
----------
2x Desert Twister
2x Garruk Wildspeaker
4x Greener Pastures
4x Kodama's Reach
1x Land Tax
4x Needle Storm
2x Swords to Plowshares
22 Land
--------
12x Forest
10x Plains
This deck abuses Scute Mob's potential to grow into a powerful creature.
Combined with land acceleration cards such as Sakura-Tribe Elder and Kodama's Reach you can easily reach Scute Mob's 5 card requirement.
The addition of cards like Mother of Runes will make your Scute Mob's unstoppable with protection and Greener Pastures will ensure you a token each turn.
No 4x Land Tax because you'd be easily drawing the land cards you need fast and in excess it becomes redundant.
You always want a Scute Mob in your starting hand. Then proceed to accelerate your land cards with the rest of your spells.
20 Creatures
-------------
4x Great Sable Stag
2x Knight of the White Orchid
4x Mother of Runes
4x Sakura-Tribe Elder
4x Scute Mob
2x Weathered Wayfarer
19 Spells
----------
2x Desert Twister
2x Garruk Wildspeaker
4x Greener Pastures
4x Kodama's Reach
1x Land Tax
4x Needle Storm
2x Swords to Plowshares
22 Land
--------
12x Forest
10x Plains
This deck abuses Scute Mob's potential to grow into a powerful creature.
Combined with land acceleration cards such as Sakura-Tribe Elder and Kodama's Reach you can easily reach Scute Mob's 5 card requirement.
The addition of cards like Mother of Runes will make your Scute Mob's unstoppable with protection and Greener Pastures will ensure you a token each turn.
No 4x Land Tax because you'd be easily drawing the land cards you need fast and in excess it becomes redundant.
You always want a Scute Mob in your starting hand. Then proceed to accelerate your land cards with the rest of your spells.