Subject: [G-Tech] Breaking Limited Date: Tue, 28 Jul 98 03:01:00 +0100 From: etrangerns@genesis8.frmug.org (ETRANGERNS) Newsgroups: rec.games.trading-cards.magic.strategy From: etrangerns@aol.com (EtrangerNS) hi everyone~ in preparing for the PT Chicago Qualifier in Boston this weekend, myself and the rest of my teammates got together to make decks and throw around ideas. my goal is to break Limited Resources. i've figured out that if you can manage to get lots of land out quickly, in a deck with a high land count, Limited Resources becomes a very dangerous card. here's my decklist: 3 Soltari Priest 3 Soltari Monk 3 Paladin en-Vec 2 Soltari Visionary 1 Orim, Samite Healer 4 Limited Resources 3 Disenchant 4 Rampant Growth 4 Wood Elves 2 Wall of Blossoms 4 Tradewind Rider 3 Mana Leak 16 Plains 5 Forest 5 Island the first thing to note is the amount of land in the deck (26) - this assures me that i will be laying a land every turn for the first four or five turns, usually. none of the off-color cards are too color-intensive, and the presence of Rampant Growth and Wood Elves allows me to have lots of land, and quickly. in one game tonight, i had six land on the third turn - the turn sequence was: T1: Play Plains (land #1), done. T2: Play Forest (land #2), cast Rampant Growth for an Island (land #3), done. T3: Play Forest (land #4), cast Rampant Growth #2 for a Forest (land #5), cast Rampant Growth #3 for an Island (land #6), done. and then i dropped a Resources soon afterwards. the large amount of Shadow creatures in the deck allows me to deal lots of quick damage - and the presence of Soltari Monk allows me some much-needed defense against the ubiquitous Suicide Black decks i'm sure i'll be seeing. Tradewind Rider is the crux of the deck, however. under the original design of this deck, i envisioned it as a G/r/w deck with lots of landkill. the thing i failed to realise was that if i did not get Limited Resources out quickly, i would get my arse handed to me. what the T-Wind allows me to do is stall my opponent's land development until i get a Resources, and then start to lock them down - bounce a land during their discard, drop one of mine. repeat until opponent has no land in play. it seems like a solid deck, for all the testing i've done with it. but this is just the opening version. other ideas i want to incorporate are: some of the Tempest "delay" lands (Thalakos Lowlands, Vec Township), Wasteland (maybe? i'm not sure how this combos with LR), perhaps my original W/g/r variant with Stone Rain and maybe even the dubious Flowstone Flood.... it's all up in the air right now. as far as a sideboard, i'm still undecided. here's what the early SB is: 3 CoP: Red 3 Propaganda (as opposed to CoP: Black) 2 Scragnoth (gotta love him) 1 Disenchant 2 Needle Storm (anti-Tradewind) 4 Undecided cards..... and that's it, folks. any random comments, like spare change, will be greatly appreciated. sincerely~ Nicolas Sabin Proud to be the Green Mage of Les Enfants du Noir Come see our homepage at http://hail.icestorm.com/lesenfants/ Guerilla Tech Mage --- NewsGate v1.0 gamma 1 * Origin: * newsgate pour genesis, the 8bit generation (2:320/220.99)