Subject: PLease post this deck Date: Fri, 27 Mar 1998 18:30:29 EST From: Smash0 To: fkusumot@ix.netcom.com G/W MaroGeddon by P. Cape This deck is an exercise in resource control and expansion. In Magic, there are three main resources the player has at his disposal: life, mana and cards. This deck seeks to expand all three, while denying the opponent the most important of those resources, their mana. Here is my Current Decklist: Green Creeping mold x 2 Mulch x 4 Gaea’s Blessing x 4 Sylvan library x 3 Maro x 2 White Armageddon x 4 Wrath of God x 4 Gerrard’s Wisdom x 3 Disenchant x 2 Pursuit of Knowledge x 2 Artifact Moss Diamond x 3 Marble Diamond x 3 Scroll Rack x 3 Snake Basket x 1 Jester’s Cap x 1 Land Plains x 9 Forest x 8 Quicksand x 3 Sideboard is, as of yet, unmade, but I’m looking at COP: Red and City of Solitude as sure candidates for 3-4 Copies in the board. Now, the deck seeks to gain control of the game by increasing its resources so as to gain such an incredible card advantage that them winning should be impossible. It has so many ways to gain card advantage that it’s not even funny. It can gain card advantage vs. Burn with Gerrard’s ( since they send burn at me because I show no creatures, three incinerates is equal to less than one Gerrard’s, so 3-1 card advantage), it can use sylvan for card advantage vs. slow control or in conjunction with wisdom, wrath against swarm or fast weenie decks, Armageddon against decks that horde their land, Pursuit of Knowledge against anything, mulch, the basket, the list goes on and on, so I won’t talk anymore about that. However, note that it has cards to provide not only card advantage, but card selection ( sylvan and scroll rack , which used at the same time, during your draw phase, are phenomenal). Not only that, but the deck also boasts at least four spells to remove any type of permanent. With that kind of library manipulation, it should be completely possible for you to leave them with ZERO permanents on the board. Two Geddons, a mold and a cap can mana screw them enough so that they cannot ever cast spells again. The upside to using maro rather than a more defensive creature (like staunch defenders) is the ability f the deck to go into a quick beatdown mode, wherein you get a few diamonds on the board, drop a maro and geddon, and simply outrace them. However, the defenders are an enticing choice, and I would like to fit them into the deck somehow. I’m thinking of removing the basket (even though hitting them with eight snakes against their clear board is so much fun) for a defenders, and possibly going 3 defenders over 2 maro one defender. Please give me some advice on this. The reason I went to the 2 maro/basket/cap kill setup was that I used to run 4 maro, but then I got lobotomized in one game and had to deck them ( while at 190 life and climbing). Now to the downsides of the deck. The deck is relatively slow, as most of its big spells cost 4 mana to cast. This problem is partially alleviated by the use of diamonds , but not enough. If it draws to little land and no diamonds, it’ll go down hard to a speed deck. Sligh in particular is often too fast for it, even if it does get off an early Gerrard’s. In testing, this deck lost to Sligh approximately 5 of every 7 games ( unsideboarded, of course). The key to it winning was either Sligh getting a sub-par draw or it getting of a turn 3 Gerrard’s, followed by a turn four wrath, or having quicksand to stop the ball lightning’s. This difficulty with Sligh prompted me to consider Staunch Defenders, but I decided they were too slow and therefore did not include them. However, After sideboarding (I have made a few simple boards, featuring 4 COP: red and 3 City of Solitude), I won about 5 out of 7 times. These were the times that I got out COP: Red. It completely shuts the Sligh deck down, as long as you play defensively, thinking that they could kill you next turn ( which is often the case) and search for your tong/scroll removal. Sometimes I boarded in some additional disenchants for just that purpose. Other than Sligh, the deck has very few problems with all the other decks. Re-Animators are annoying ( as Wrath is insufficient creaturekill), but rather easy to handle. Could you please give me some sideboard suggestions, and possible ways to improve the deck ( especially hurt Sligh without losing effectiveness against other deck types) Thanks in advance. -Phil