With the ability to weaken an enemy and stengthen itself (effectively being able to remove other cards) is nice too. Still, not bad.īellowing Tanglewurm – This one allows most of your creatures to go on the offensive with the intimidate ability.ĭrana, Kalastria Bloodchief – Flying creatures may be in short supply in this deck, so this legendary really is a blessing. This enchantment’s only downfall is that it itself is not hexproof, so can be targeted and removed. Cool beans.Īsceticism – Gives all of your creatures hexproof and the ability to regenerate. Mortivore – This, like Lord of Extinction lower down, is a brilliant card, as it will get stronger as the game progresses and more creature cards enter the graveyard. Its strength is its ability to use the token wolves as kill-cards that you are willing to sacrifice. Master of the Wild Hunt – As I’ve mentioned previously with cards like Intrepid Hero and Blood Cultist, I’ve underestimated this card for a while. An easy way to get two big creatures into play, as long as your opponent can’t remove this. Must-have card.ĭefense of the Heart – Not much needs to be said about this card. On top of giving black creatures +1/+1, green creatures +1/+1, it creates a 1/1 black and green worm token on each upkeep (which of course will be a 3/3). At worse you’ll be removing 2 creatures and gaining 2 life, and potentially much more life if your opponent is forced to kill something big.Ĭreakwood Liege – You should almost always play any card that is a liege. Very nice.Ĭonsuming Vapors – Forces your opponent to sacrifice a creature, twice. It can attack and block (obviously), sacrifice to draw a card, or fetch 2 lands when it dies. Yavimaya Elder – Basically a nicer Viridian Emissary, unfortunately you’ll need 2 forests to play it, but it’s a solid, multipurpose card. It’s still not too bad though, but could easily be swapped out for something like another Troll Ascetic or Go for the Throat. Yavimaya Dryad – This is only really a land fetching card, and in my opinion is the weakest card in the build. Troll Ascetic – 3 mana for a 3/2 hexproof that can regenerate? Yep. It is a sorcery, not an instant, but for 3 mana, you can’t argue with it. Maelstrom Pulse – Perfect for either taking out an army of tokens in one fell swoop, or taking out key enchantments or creatures that are causing you trouble. Viridian Emissary – This is not a bad creature for 2 mana, and works perfectly as a chump blocker, as you can get a free land card onto the battlefield when it dies. Useful to get rid of those creatures you can’t tackle head-on. Go for the Throat – Your basic creature removal instant spell. This card really is a testament to the thinking that a card doesn’t need to be costly to be powerful.īlood Artist – Lifegain may be this deck’s greatest weakness, so having anything to help you gain back precious life is more-or-less a must. As long as you can keep it alive until then, this will quickly grow huge, in true green style. Once you have 5 or more lands during each of your upkeep phases, Scute Mob will get 4 +1/+1 counters on it. Scute Mob – Another 1 mana cost card, this one a 1/1 creature. Rancor – A fairly weak but cheap aura, this card’s strength is ability to be attached to a creature that may well end up dying, and Rancor will end right back in your hand. Pictures and specific card texts can be found here.Įvolving Wilds – Not even going to bother explaining this. Here’s a brief rundown of the cards I’ve chosen. Here’s my personal build for Sepulchral Strength. This black and green deck is, in my opinion, an interesting take on an all rounder build it can fill most roles pretty well (creatures, creature removal, tokens), but has the added novelty of many of its cards growing in strength (green) as cards and creatures fill the graveyard (black). Sepulchral Strength, Golgari, Black & Green Deck
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