Welcome, Guest! - [Login] [Sign Up]

0

Nature Aggro

by Mark Slack

aggro
Format: Freeform
Latest Set: Eternal
Last Modified On: 4/13/2002
Market Median Low
$65.18 $75.67 $37.41
Market Median Low

COLORED MANA SYMBOLS

CARDS BY TYPE

MANA CURVE

Average CMC: 2.26

DESCRIPTION

<FONT FACE=Arial SIZE=3><p align=justify>Nature Aggro in the new Type 2 </FONT><FONT FACE=Arial SIZE=3><p align=justify> I wanted to play Stompy in November.&nbsp; I looked at all the different green beats cards and tried to make a great Stompy deck.&nbsp; I tried the high curve deck, with several Overruns, Beast Attacks, and Jade Leech.&nbsp; I tried the small curve, with nothing costing over 3 mana.&nbsp; I tried every mono-green design I could think of. </FONT><FONT FACE=Arial SIZE=3><p align=justify> Nothing worked. </FONT><FONT FACE=Arial SIZE=3><p align=justify> Sure, the deck looked fine on paper, but it just lost.&nbsp; A lot.&nbsp; Blue and all its variants beat it, WW beat it, combo beat it.&nbsp; It just didn`t have the power to keep up with the best decks in November Type 2.&nbsp; It would run into Hibernation, Tangle, Pernicious Deed, Glacial Wall, or&nbsp;Worship, and have zero answers to any of them.&nbsp; So, I went in search of a splash color.&nbsp; Green-Black was worse than mono-green.&nbsp; Green-Blue did not lend itself well to the deck I had in mind, instead turning toward an aggro-tempo deck.&nbsp; Green-Red was good, very good, but I found there was another version I liked better, one that could hold its own against Blue in particular.&nbsp; Green-White had all the answers I wanted in an aggro deck, and it beats other beatdown decks as well. </FONT><FONT FACE=Arial SIZE=3><p align=justify> The advantages and disadvantages of each card I chose to play, and some cards I didn`t,&nbsp;are explained below. </FONT><FONT FACE=Arial SIZE=3><p align=justify>THE DECK </FONT><FONT FACE=Arial SIZE=3><p align=justify>Llanowar Elves: <p align=justify> The first one-drop everyone turns to when they play green.&nbsp; This lets me accelerate to a turn two Call or Panther reliably, and also swings for the odd point here and there. <p align=justify> There isn`t really a drawback when it comes to playing Llanowar Elves.&nbsp; They are an all-around good card, threat and acceleration rolled into one. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Birds of Paradise: <p align=justify> The mana production is the most interesting point here.&nbsp; Birds let me cast Panthers and Cloaks very early on, and help to consistently get me 3 mana on turn 2.&nbsp; Another slightly overlooked benefit of the Birds is that they fly.&nbsp; This may seem slightly obvious, but then again, a Cloaked Bird goes a long, long way against other beatdown decks. <p align=justify> The most obvious drawback to Birds of Paradise is the&nbsp;missing point of power.&nbsp; They provide no pressure by themselves.&nbsp; Diligent Farmhand, the other serious consideration for this slot, has that one point, but it doesn`t get me&nbsp;a third mana on turn 2, and doesn`t fly, which comes in handy at the strangest times. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Thornscape Apprentice: <p align=justify> This card is absolutely sick.&nbsp; No joke.&nbsp; In fact, this&nbsp;little monster&nbsp;is the only reason that Rith`s Grove is&nbsp;in the land base.&nbsp; The white ability taps down two of this deck`s worst enemies, Glacial Wall and Shadowmage Infiltrator, plus being amazingly helpful in everything from stunting mana acceleration in opposing green decks to stopping Skizzik.&nbsp; The red ability is often just forgotten about, and the both&nbsp;his tricks let you force opposing creature decks into bad trades. <p align=justify> The only thing I have against the Apprentice is that he is another one-drop in what is supposed to be an aggro deck.&nbsp;Eleven one-drops is a bit much, I think. But then, in testing he has proved so game-changing that I might just drop a Bird for another one.&nbsp; Easily one of the best creatures in this deck. <p align=justify> My other options for&nbsp;the one-drop&nbsp;included Diligent Farmhand and Woodland Dryad, both from Odyssey.&nbsp; There is very little argument here, as neither of these can measure up to the power of a turn two Elephant token or Panther.&nbsp; Or, of course, Thornscape Apprentice. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Wild Mongrel: <p align=justify> Who needs Grizzly Bear?&nbsp; A very easy two-drop, probably the best in the environment,&nbsp;with an amazing ability.&nbsp; I think I would consider this card even if it cost 2G.&nbsp; Also, make sure you&nbsp;keep in mind&nbsp;that the Mongrel changes color too; one discarded card equals one dead Finkel when you switch the color to black.&nbsp; Also a great target for Armadillo Cloak. <p align=justify> The Mongrel`s biggest drawback is actually&nbsp;the ability itself.&nbsp; Most players get so drawn into the invincibility of the Mongrel that they discard way too many cards just to keep it alive.&nbsp; A rule of thumb is to remember the rule of card advantage: if you have to discard more cards to keep it alive than the opponent must use to kill it, then it`s probably not worth it.&nbsp; There are exceptions, however, such as the Fireblast rule; if you can use&nbsp;an ability to kill an opponent right away, who cares if it costs you card advantage! </FONT><FONT FACE=Arial SIZE=3><p align=justify>Kavu Titan: <p align=justify> This card gets played with kicker much more often than not.&nbsp; Usually the last card out of your hand, the Titan is a giant threat that will kill anything in its way, and then the opponent a few turns later.&nbsp; He&nbsp;happens to be another quality target for Armadillo Cloak.&nbsp; The Titan also has good synergy with Fleetfoot Panther, letting you play him as a bear early, then sneak him back into your hand to make him a backbreaker later. <p align=justify> Again, this creature`s main drawback is knowing how to use him well.&nbsp; Don`t be afraid to drop him small; if you are going to miss a creature drop because you want to save the Titan for later, just drop him anyway unless you have a very good reason.&nbsp; <p align=justify> There really aren`t many other choices for the two-drop in this deck.&nbsp; The only one that springs to mind is Elvish Archers, and those are only good because of their first strike ability.&nbsp; Since your creatures can have first strike anyway due to the Apprentice, the Archers become suboptimal. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Noble Panther: <p align=justify> A 3/3 for three mana is actually a rare find in green nowadays.&nbsp; Only Trained Armadon is an actual 3/3 for 3 mana in the color of efficient creatures.&nbsp; But, since we are using white, the Panther is a better choice anyway.&nbsp; Activated first strike will scare off many a blocker as the Panther slides through for damage.&nbsp; This is yet another amazing target for Armadillo Cloak, and is in fact the best in the deck for the enchantment: a 5/5 trampling spirit linked first striker is notoriously hard to stop.&nbsp; The Panther has the added benefit of stopping opposing Elephant tokens cold. <p align=justify> The fact that the first strike is activated, rather than inherent, is amazingly annoying at times, but not often enough to warrant any extra worry over it.&nbsp; If you have to activate&nbsp;the first strike&nbsp;and you can`t cast a spell that turn because of it, take solace in the fact that&nbsp;the Panther will usually kill something for you.&nbsp; The mana cost gets in the way on rare occasion too, but that is to be expected from a two-color deck. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Fleetfoot Panther: <p align=justify> A 3/4 for three mana is a good bargain, even if you have to recast a creature later.&nbsp; This could have seen play even if it were a regular creature.&nbsp; The instant-speed of this creature, however, puts it over the top.&nbsp; It can&nbsp;jump into play to stop an Elephant token, hit the board at the end of a control player`s turn to draw a counter, save a creature from imminent death, and even retrieve Kavu Titans for replay as giant monsters.&nbsp; This creature also has great synergy with Pure Reflection out of the sideboard.&nbsp; You can play the Panther to create a token, then return the Panther to you hand for gating.&nbsp; Voila, instant 3/3 token. <p align=justify> The obvious drawback of the Fleetfoot is that when you don`t have a creature in play, the Panther doesn`t help.&nbsp; This happens most often against Sligh and UW or UWb control.&nbsp; With a Pure Reflection in play, however, the gating is actually a benefit.&nbsp; Again,&nbsp;sometimes you will be mana screwed, but there`s not much you can do about it.&nbsp; <p align=justify> There are very few other creatures to consider&nbsp;for a three-drop in this deck.&nbsp; Only Trained Armadon and Spellbane Centaur will do enough damage to warrant inclusion, and both the Panthers are&nbsp;usually just flat-out better.&nbsp; I will get to the Centaur below. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Call of the Herd: <p align=justify> The most efficient creature card in the environment.&nbsp; The amazing cheapness of the first token and the merely average cost of the second more than make up for the supposed drawback of the creatures being tokens.&nbsp; Ridiculously better than Trained Armadon, which is the only other mono-green creature that even comes close to matching this card`s efficiency.&nbsp; It also forces blue mages to counter it twice, reducing their options later.&nbsp; This is a truly great green card. <p align=justify> The worst drawback of Call of the Herd is its popularity.&nbsp; Everyone knows green mages play it and&nbsp;everyone plans accordingly.&nbsp; Repulse becomes Slay, Unsummon becomes a cheap Terror, Recoil becomes a combination of kill and discard...the ways to stop the elephant stampede are many.&nbsp; Sometimes, however, they just don`t work.&nbsp; Call of the Herd is one of those cards that you can prepare for, but no matter how well you prepare it will still occasionally kill you.&nbsp; There is no reason not to run four of these in any deck with even a hint of green. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Armadillo Cloak: <p align=justify> This is the card that first drew me into the white/green color combination.&nbsp; The combination of abilities on this card make it too good not to play, even with the many bounce spells floating around.&nbsp; A Cloaked Bird against a WW or Stompy deck becomes a 4 point life swing every turn that they are typically powerless to stop.&nbsp; A Cloaked Noble Panther is a force to be reckoned with.&nbsp; A Kavu Titan with a Cloak...you get the idea.&nbsp; Don`t forget its power to stop opposing creatures too; if you are losing, slap one of these on whatever`s killing you to make it stop.&nbsp; Just make sure you can survive one swing from it--remember that&nbsp;the creature must deal damage before the Cloak`s lifegain&nbsp;will go on the stack, so if one swing will kill you, a Cloak won`t stop it. <p align=justify> The disadvantage of the Cloak is that it is a creature enchantment.&nbsp; If the creature dies, or is even returned to you hand, the enchantment makes its way to the graveyard.&nbsp; This inherent card disadvantage makes it hard to play effectively against a blue bounce deck in particular.&nbsp; On the other hand, you can use the Cloak to sucker an opponent into bouncing the wrong creature... </FONT><FONT FACE=Arial SIZE=3><p align=justify>Wax/Wane: <p align=justify> This deck`s only weapon against Worship and Collective Restraint.&nbsp; If you even suspect these two cards are in an opponent`s deck, hold on to the Wane to make sure you can handle it.&nbsp; Against aggro decks, Wax will help you force your opponent into bad trades.&nbsp; Its versatility earns Wax/Wane its spot in this deck over other options. <p align=justify> The thing is, Wax/Wane doesn`t actually DO much.&nbsp; Sure, it helps do a little more damage, but against decks such as Finkula, where there are no enchantments,&nbsp;Wax/Wane is just another card you didn`t want to draw.&nbsp; Aura Mutation might even be a better choice here.&nbsp; I like Wax/Wane because it`s cheaper, but if I were you I would test both and see which you like better.&nbsp; Remember, you can Aura Mutate your Armadillo Cloaks too. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Overrun: <p align=justify> The ultimate finisher.&nbsp; Its best use is against other Stompy decks and against WW.&nbsp; Amazing amount of extra damage for its cost. <p align=justify> However, it might not belong in this deck.&nbsp; The deck just doesn`t seem to need this to finish other decks off, since it can usually take down most any other creature deck on the strength of Armadillo Cloak and Thornscape Apprentice.&nbsp; I am still considering taking it out and maindecking Spellbane Centaur instead.&nbsp; The extra two copies of Overrun could find a place in my sideboard if I come across a deck I can`t beat without them. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Brushland: <p align=justify> Pretty self-explanatory.&nbsp; </FONT><FONT FACE=Arial SIZE=3><p align=justify>Sungrass Prairie: <p align=justify> People seem to dislike the new filter lands.&nbsp; I have played three in here since I built the deck, and I have played at least a hundred games with it.&nbsp; I have never once been manascrewed because the only lands I had were these, and I have only had to manaburn myself once.&nbsp; Compared to Brushland, that`s not bad, in my book.&nbsp; Nothing in the entire deck, except Overrun, costs more than one of the same colored mana, so Sungrass Prairie will almost never actually hurt.&nbsp; I only run three because I never want to draw the hand consisting of Prairies and no other land. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Rith`s Grove: <p align=justify> These are pretty much optional.&nbsp; I like their ability to help my Apprentice use both his abilities, but there is the possibility of having to mulligan hands you wouldn`t have to mulligan if the Groves were just basic land.&nbsp; A judgement call. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Forest &amp; Plains: <p align=justify> There are, counting the Birds as a white source, eighteen sources of green and seventeen sources of white in total.&nbsp; Manascrew should not burden you too much. </FONT><FONT FACE=Arial SIZE=3><p align=justify>THE SIDEBOARD </FONT><FONT FACE=Arial SIZE=3><p align=justify>Pacifism: <p align=justify> Seem strange to you?&nbsp;&nbsp;Pacifism is actually one of the best white control cards in the environment, and fits perfectly into the sideboard of this deck.&nbsp; Strangely enough, you side this in against control.&nbsp; While the Apprentice takes care of Glacial Wall and Infiltrator, he does not take care of Spectral Lynx or Voice of All.&nbsp; Pacifism puts the opponent on his heels for long enough that you can force through twenty damage and win the game.&nbsp; Also, it is not affected by Hibernation, which this deck utterly hates. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Pure Reflection: <p align=justify> This is another defense against blue control.&nbsp; It can be abused with Fleetfoot Panther, and both the enchantment and the tokens are white, which makes them immune to Hibernation. <p align=justify> Make sure you have creatures aplenty to cast when you cast this.&nbsp; Control decks nowadays tend to run quite a few creatures, and I have been on the losing end of a creature war with a UB deck.&nbsp; His last drop?&nbsp; An Amugaba..and a 7/7 token.&nbsp; This might become Kavu Chameleon; see his section below. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Tranquility: <p align=justify> These may become Disenchants depending on whether GW or UGW Worship control stays popular in my area.&nbsp; This deck has no way to deal with Ensnaring Bridge, so if you fear Bridge they should be Disenchants, or possibly Orim`s Thunder.&nbsp; A Worship and a Sterling Grove on the table pretty much spell death to you because you can`t deal with both at one time with Disenchant, though.&nbsp; A decent defense against WW also, as it takes out Worships and Glorious Anthems. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Spellbane Centaur: <p align=justify> This card stops both Opposition decks and bounce spells aimed at your Cloaked creatures and Elephant tokens.&nbsp; As I said above, I may take out Overrun to maindeck this card, depending on what stays popular in my area.&nbsp; A good creature as well as a&nbsp;decent&nbsp;stopper, but if he weren`t a 3/2 for 2G I wouldn`t really consider him.&nbsp; He doesn`t stop Hibernation, either. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Thornscape Apprentice and Wax/Wane: <p align=justify> Bring these in against decks you need them against.&nbsp; The Thornscape could be promoted to the maindeck. </FONT><FONT FACE=Arial SIZE=3><p align=justify>OTHER THINGS TO CONSIDER FOR SIDEBOARD: </FONT><p align=justify>Tangle: <FONT FACE=Arial SIZE=3><p align=justify> This card is essentially Overrun insurance.&nbsp; Watch out for it if Green sideboards. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Kavu Chameleon: <p align=justify> This could go in for Pure Reflection.&nbsp; These are probably a better choice, so I may scratch the Pure Reflection.&nbsp; If I decide to do that I will probably go to two Fleetfoot Panthers, cutting one either for a Noble Panther or a Spellbane Centaur.&nbsp; This also helps with the Hibernation problem. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Emblazoned Golem: <p align=justify> This could be a good card against Blue as an anti-Hibernation measure. <p align=justify>Still Life: <p align=justify> This may find a spot in the sideboard, but it`s still green, and therefore still Hibernates.&nbsp; Not very likely to make the cut. <p align=justify>WHAT I DIDN`T PLAY </FONT><FONT FACE=Arial SIZE=3><p align=justify>Elvish Lyrist: <p align=justify> I think Wax/Wane can do the job just as well, and my one-drops are all better than this card. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Giant Growth/Muscle Burst: <p align=justify> I don`t need them.&nbsp; Armadillo Cloak is in my opinion better than both. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Centaur Garden: <p align=justify> The threshold lands are to inconsistent to be used, even in a deck that goes through cards quickly.&nbsp; Barbarian Ring is the only threshold land that will ever see play. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Beast Attack and Jade Leech: <p align=justify> Both are too expensive.&nbsp; Beast Attack is a card I have to look out for when I play against other Green decks, but I can play around it rather easily. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Lay of the Land: <p align=justify> I have important things to cast on my first turn.&nbsp; If I spend it Laying I can`t cast that turn 2 Call that I want against control. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Blurred Mongoose: <p align=justify> Unnecessary.&nbsp; Just too small in comparison with other things, and can`t be made bigger. </FONT><FONT FACE=Arial SIZE=3><p align=justify>COP`s: <p align=justify> You should never need them.&nbsp; They would be a wasted slot in the sideboard because you should beat most other aggro decks anyway. </FONT><FONT FACE=Arial SIZE=3><p align=justify> Nature Aggro&nbsp;manages to beat most of the other aggro decks in the environment, as well as having a better chance against control.&nbsp; Hibernation is still downright evil, but this deck can deal with it.&nbsp; Nature Aggro could be one of the strongest decks in November, and may be a force to be reckoned with at States. </FONT><FONT FACE=Arial SIZE=3><p align=justify>Mark Slack </FONT><p align=justify><A HREF=mailto:wolfhound01@hotmail.com><FONT FACE=Arial SIZE=3>wolfhound01@hotmail.com</FONT></A> <p align=justify><A HREF=mailto:ms243@evansville.edu><FONT FACE=Arial SIZE=3>ms243@evansville.edu</FONT></A> <FONT FACE=Arial SIZE=3><p align=justify>WarWolf on MTGNews and Beyond Dominia </FONT>

All original content herein is Copyright TCGplayer, Inc. TCGplayer.com® is a trademark of TCGplayer, Inc.
No portion of this website may be used without expressed written consent. All rights reserved. Magic: The Gathering and its respective properties are copyright Wizards of the Coast.
Yu-Gi-Oh! and its respective properties are © 2023 Studio Dice/SHUEISHA, TV TOKYO, KONAMI.
Cardfight!! Vanguard, and Shadowverse: Evolve, and Weiß Schwarz are ©bushiroad All Rights Reserved.
UniVersus and its respective properties are © 2023 UVS Games. Godzilla and its respective properties are © 2023 UVS Games. TM & © TOHO Co., LTD. @godzilla_toho
Privacy Policy  •  Terms of Service  •  Website Data Collection  •  Do Not Sell or Share My Personal Information












































v