Initial Technology – White-Green from the Ground Up

To my dissatisfaction, we ended up playing Jund at Worlds. It isn’t that Jund is a bad deck; it’s the best deck, which is why we played it. I was just disappointed that we didn’t come up with a better brew, despite doing quite a bit of testing. Even after going 2-4, I don’t regret playing Jund, and the overall records people had with our Jund build were solid, I just wish we had found the right configuration for our other deck. That deck, the deck we tested the most, just wasn’t quite where I wanted it to be, but it is certainly worth talking about now.

As I have said many times before, having a plan is crucial. Jund in particular is too strong a deck to defeat without having a solid plan, so any deck that dares try has to have some specific angles of attack. When you begin testing a new deck, you might not have your plan fully formed, but you should have an idea of what you are trying to accomplish; otherwise you are just slinging pieces of cardboard at each other, and will learn nothing. As I go through each iteration of the base White-Green deck that we tested, I will mention any additions or deviations from the basic plan, but here is the concept that the deck was based on:

The main goal of the WG decks we tried was to stick one big threat. Baneslayer Angel was the biggest of course, but other such threats included Knight of the Reliquary, Thornling, Scute Mob, Master of the Wild Hunt, and Great Sable Stag. This may seem like a bad plan against Jund, but it was actually surprisingly effective. If you will notice, all of the above-mentioned threats can pretty much ignore any of Jund’s creatures, which is a powerful tool. By essentially blanking just about all of their creatures (Broodmate could still be problematic, depending on which threat you had in play), we actually nullified a ton of their card advantage. Now, every time they cascaded into Putrid Leech, Sprouting Thrinax, or Great Sable Stag, it was basically a miss.

Most of the cards in the deck should work toward this goal, either by providing mana acceleration, protecting the threats, or being a threat. Some versions had a few spots of removal, and some didn’t. Cards that didn’t do any of the above things and weren’t good enough on their own (such as Garruk), were cut pretty quickly.

Now that we have the goal of the deck clearly laid out, I will take you through the variety of lists we tried, outlining the good and bad about each. Even if our final list didn’t quite get there, it was pretty close, and by seeing how we evolved a deck through testing, hopefully you can get a better idea both of the process we use and how you can learn from it.

We started with the WGB list that did well at the Austin LCQ:


Having some experience with W/G animal decks, I thought it was an angle worth looking into. After running some games, we decided to cut the Black entirely, since Maelstrom Pulse and Putrid Leech just weren’t very exciting. We also mixed up the threats some, mainly biasing the list against Jund, since that was (and still is, as far as I can tell) public enemy #1.

WG Little Kid, v1.0

Cards that worked:

Baneslayer Angel – Excellent, and didn’t for a second leave the deck. While Baneslayer may have lacked the natural protection of Thornling and the low casting cost of Knight of the Reliquary, by herself she could vanquish almost any army. Even a Broodmate quailed at the sight of Baneslayer, and the amount of creatures it took to try and race an Angel is staggering. If this “protect the queen” plan had any hope, Baneslayer was that queen.

Knight of the Reliquary – Pretty awesome, even if it lacked any sort of evasion. We started with a bunch of cool lands to fetch, but after the only one we ever got was Gargoyle Castle, the Refuge (and by association, Kabira Crossroads) and the Vastwood were both cut. Knight’ing for Gargoyle Castle was a common occurence, and happened enough that we eventually added a second. Unchecked, the Knight grew by 2 a turn and possibly fetched an army of 3/4s, before eventually attacking as a 10/10 or greater, which was quite a bit of action for only three mana.

Thornling – Four ended up being too many, but the card itself was good. A bit pricey, and hence the eventual reduction in numbers, but unique in that it protected itself. All it took was an abundance of mana, and Thornling would eventually do the job. Sometimes we would get raced by Broodmate, particularly if enough Thrinaxes were around to chump, but being unkillable by anything but Slave of Bolas was pretty impressive.

Noble Hierarch – One of the key pieces of the deck, and a card I would gladly play eight of. We never considered reducing this number.

Vines of Vastwood – A one mana Negate, Vines always traded for a spell that cost more mana. Casting threat + Vines in the same turn sequence was crucial in letting you untap with a threat in play, at which point you ideally dropped another threat, putting them too far behind to stop all of your guys. Sometimes it even gave +4/+4, although that was obviously the secondary usage. Vines is another constant among the decklists.

Cards that didn’t work

Ranger of Eos / Scute Mob– As much as we wanted Ranger to be awesome, it just wasn’t. We did find that we were playing too many Scute Mobs, but even when we cut it to 1 Mob plus Rangers, the Ranger underperformed. Part of the problem is that Ranger didn’t really mesh well with the main plan of the deck. Ranger is excellent in attrition wars, searching up multiple threats at the cost of only one card, and giving you a 3/2 to boot. However, this deck is bound to lose in any attrition war against Jund, since Jund is the deck with all the 2 for 1s. Even the 3/2 body of the Ranger does nothing but make Putrid Leech and co. relevant again! The WG deck beats Jund by sticking a huge threat and riding it to victory, which the Ranger doesn’t really help.

Garruk Wildspeaker – All Garruk did was eat Blightings and give their irrelevant men a target to attack. For what he did, he died way too often, and much like Ranger, just didn’t fit in the deck.

We played some more sets, this time against both Jund and Boros. Before this, we had only battled against Jund, but Boros was definitely a factor we needed to take into consideration. After a good number of games (around 50 vs Jund, 15 vs Boros), we moved on to the next iteration.

The addition of Blue

We played the WG version quite a bit, eventually coming to the above conclusions as to which cards we wanted to cut and which we wanted to keep. After mixing the numbers up, and trying a few different cards, we decided to try and take a slightly different tack. Unfortunately (or maybe fortunately), Jund wasn’t the only deck we were worried about. Even though we expected Jund to be the most played deck (and it was, by far), we had no intentions of going into the tournament only prepared to face Jund, since even at 1/3 of the field, you mostly play non-Jund decks. After the games against Boros, we were dissatisfied with the results of the straight WG deck. It was too slow, and even its heavy hitters were outclassed by Plated Geopede or even Steppe Lynx, depending on the number of fetchlands in play. What we needed were a couple pieces of removal and some relevant low drops. Enter everyone’s favorite elephant, Rhox War Monk! Blue was an easy splash, leading to the creation of Lotus Bant:

Lotus Bant, v 1.0

The addition of War Monks, [card]Journey to Nowhere[/card], and Elspeth, was very good in the RW matchup. A low drop removal spell and a bunch of lifelinkers did wonders in allowing this deck to leverage its bigger creatures, and provided more must-kill targets for opposing [card]Path to Exile[/card]s. The changes against Jund were slightly better, but not huge. Journey and War Monk weren’t that effective, but then again neither were the cards we removed. We also got to add a 25th land, since the mana felt a little tight earlier, and the addition of another color wasn’t going to help matters.

Cards that worked

Journey to Nowhere – The reason we picked Journey to Nowhere over Path was that we fully intended to cast our removal in the early turns, which is when the drawback on Path is at its worst. Most decks play out their cards and then use Path to clear the way, but this deck needed to use the removal slot to give itself time to play those cards, hence leading to our choice of Journey.

Rhox War Monk – Against RW, it served its purpose admirably. Against Jund, War Monk was decent, but would often have to stop attacking during the midgame, which led to it sitting there until it randomly died. It wasn’t bad, but wasn’t spectacular either.

Elspeth, Knight-Errant – Even though it seemed like it might have the same problems as Garruk, Elspeth had a number of advantages. It lived through Blightning and most attacks, it provided chump blockers AND gained loyalty while doing so, and it was very good with our 10 lifelink cards. It was solid against Jund and very good elsewhere, which was good enough.

Cards that didn’t

Lotus Cobra – This is about the point where we started to dislike the Cobra. The 2/1 body was pretty irrelevant, and it wasn’t the most reliable sort of acceleration. Much has been said about the Cobra, and while I think it has turned out to be a solid card in many decks, it wasn’t quite pulling its weight in this one. It was quite explosive with Knight of the Reliquary, but an active Knight out was usually pretty good already. The biggest problem with Cobra was when we ran out of lands but still desperately needed mana, and that was what ultimately led us to playing [card]Birds of Paradise[/card]. That decision might not be final, and I would be willing to try Cobra again, since the decision was quite close. Enough WG decks using Cobra did reasonably well at Worlds that I am willing to admit that perhaps we were wrong on this count.

More battles, this time also playing against a few other random decks. I even ran the deck at Magic Game Day, where I went x-1, losing to Boros. It takes up little article space to talk about what takes the most time in the process, playing games, but don’t be fooled. Playing actual games is crucial, both to advance your understanding of each deck and the individual cards, but also the format in general. Playing 50 or 100 games of Standard with a number of different decks, even if they are decks you mostly don’t plan on using, gives you the knowledge necessary to tinker with decks without playing games. Once I feel I have the format knowledge I need, I can substitute that for in-game testing, but be aware that it takes many games to get to that point. If anything, people seem to err on the side of too few games, but keep in mind that if you know a format well enough, you can make informed decisions about a deck without actually having to test them out. That is a big reason why I don’t consider our testing with GW to be a waste of time; it allowed us to make changes to decks later without having to test each one.

The subtraction of Blue (and the end of the line)

Even though I just talked about how good Rhox War Monk was, we did go back and try WG again, this time with Master of the Wild Hunt and Great Sable Stag, culminating in our last list.

WG Little Kid, v2.0

This worked well, better than any previous version. The addition of threats like Stag and Master were potent vs Jund, and Master shored up a lot of weaknesses against other creature decks like RW and Mono-Green. It was still a little slow against RW, but the vastly improved game against Jund was probably worth it.

Cards that worked

All of them, duh. This was our final list!

Ok, I suppose I should elaborate a little, especially seeing as how I prefaced this article by saying that our final list didn’t quite get to the point where I felt comfortable playing it.

Master of the Wild Hunt – This guy is awesome, and I expect him to show up in Standard quite often. He has been seen in Mono-G and Jund as well, and I suspect that most Green-based creature decks will at the very least consider playing him, even if they ultimately don’t. He is a powerful and recurring effect, and becomes insane in conjunction with Oran-Rief, which as you can see made its way into the deck.

Great Sable Stag – A little underpowered, since it is Trained Armodon in many matchups, the Stag helps out immensely against Jund, and might even sneak past some Wall of Denials. Along with Master, Stag was the reason we added Oran-Rief back into the deck, since a 4/4 Stag is many times more difficult for Jund to deal with than a 3/3 Stag.

Oran-Rief, the Vastwood – Another card that Green decks have to justify not playing, Oran-Rief follows in the tradition of lands that do things being awesome. Even something as small as pumping Birds or Hierarchs can make a difference, and once you start Oran-Rief’ing Thornling or Wolf tokens it gets pretty filthy. Searching up multiple Oran-Riefs with Knight was not an uncommon occurrence.


We managed to test many potential sideboard options, although I’m loathe to list a complete sideboard, since sideboards are so fluid. Here are the cards I liked enough to recommend and the cards I disliked enough to suggest not using.

Cards that worked

Wall of Reverence – Good against Boros and excellent against burn. The Wall provides a good blocker and enough lifegain to buy you time, which is usually all you need. Most of our sideboards had 2 to 4 of these.

Grizzled Leotau – As silly as it seems, ol’ Grizz here is exactly the card you want against Boros. The French used him in their deck, and had I played this deck I would have as well.

Path to Exile – Path might not be a really powerful sideboard option, but against other Green and/or White decks it is nice to have some sort of removal option.

Qasali Pridemage – You need to be able to kill Eldrazi Monument against Mono-Green, and some defense against the Jacerator / Howling Mine deck is good too. I liked a mix of Pridemages and World Queller, since they both have their upsides.

World Queller – More powerful but slower than Pridemage, the Queller munches on Planeswalkers and Enchantments/Artifacts most of the time, although it can hit land if they are a little land-light. You don’t want to overload on these, since they cost 5, but 2 is a good number.

Fog – It might seem silly, but Fog can be quite effective against both RW and Mono-Red, since it stops either the Goblin Bushwhacker turn or Ball Lightning for only 1 mana. Grizzled Leotau is probably better, but Fog is certainly worth considering.

Cards that didn’t

Celestial Purge – The generic anti-Jund card just didn’t impress me. Killing a random guy just isn’t what you want to be doing vs Jund, and there aren’t many other decks where this is good either. The biggest threat out of Vampires is Bloodwitch, and this obviously doesn’t help there.

Wrath of God – While it might theoretically be decent against Boros, Wrath cripples your gameplan to the point that it isn’t worth using. This isn’t how you want to fight Boros.

There are certainly sideboard cards we didn’t test, so this is not meant to be a comprehensive list or anything like that. Just keep in mind how potential sideboard cards interact with the goal of the deck and you should be fine.

So, what was missing?

The biggest question is something I still can’t answer. I think this deck is very close to being good enough, but perhaps the fact that we couldn’t close the deal indicates that there is no solution. Maybe Emeria Angel and other token-making cards are what’s needed to bridge the gap between almost good enough and good enough. Josh Utter-Leyton ended up playing the deck as WG splash Blue for Aven Mimeomancer, which is an interesting addition, but his record on Day 1 was 1-5. Of course, with only one person playing the deck that doesn’t tell us much, but it is still a bit disheartening. Then again, part of the reason he had so much trouble is that he started 0-2 and was relegated to playing against completely unexpected (ie, non-Jund non-Boros) decks. WG is a metagame deck to some extent, particularly if you have maindeck Sable Stags, and being thrown against rogue creations can be difficult. That is a point of favor for something like Jund or Boros, since powerful decks tend to fare well against randomness.

In any case, I’m not discouraged by what happened. We had an idea for a deck, and we tested it, and it didn’t pan out. It wasn’t a waste of time just because we didn’t play the deck, since the experience we gained about the format itself was valuable even when looking at the format with other decks.

With States coming up this weekend, GW might be worthy of consideration. I personally love States, and try to play in it every year. I even won it back in 2005! If I do make it down to States this year (it is a 6 hour drive, but it’s possible), I will not be playing Jund. I play in States because it is fun, and I would not have fun playing Jund. I might play GW, I might play something else, but if your goal is to have fun, playing GW is a good choice. I don’t say that because GW can’t win; I think it is both a fun and good choice, even if I wasn’t quite ready to gamble my Worlds on it.

Good luck at States!


33 thoughts on “Initial Technology – White-Green from the Ground Up”

  1. This article is representative of how an article that describes a deck should be. Excellent article, and I can’t wait to try the deck =)

  2. martin juza played a GWb deck for pulse. do you think pulse is better than monk. also i like the logic behind journey over path. solid article!

  3. A friend of mine once told me sometimes the best deck in the room isn’t the best deck just the best deck to play for that day.

  4. LSV, this is a quality article sir.

    Did your team have the Naya deck on your radar going into worlds? If so did you just dismiss it as not being able to beat Jund?

    We have been testing against it quite a bit and it has been performing well, but alas not well enough to use in states… any advice would be super awesome in this regard.

  5. LSV this is your best work in a while (not saying your other stuff is bad, don’t misunderstand…)! I appreciate the effort you obviously put into it!

  6. I just don’t see the point in not adding red and getting Bloodbraid and decent removal in Lightning Bolt. Even Ajani Vengeant is feasible.

  7. So… Auto-Loss to TurboFog?

    Sadly, the reason this deck needs to have Black, is the pulses & duress… Otherwise it’s close to an auto-loss against control or turbo fog.

  8. Great article and very informtative. The formula was great for an article that explains the thought process behind evolving a brew. I personally have been liking the wgu deck that went 5-1 at worlds with aven mimeomancers and sphinx of the lost truth.

  9. Aven mimeomancer is a card I REALLY want to try out.

    It synergises so well in the bant deck. Giving Hierarch +3/+0 and flying permenantly after coming down turn 2, turning their guys into wall of reverence fodder, and my favorite: the 4 card combo of aven/ranger/scattershot archer/scute mob.

    The ranger fetches scute mobs and archers obviously, they aren’t good early draws and they’re awesome for getting multiple threats. The archer kills all their creatures which are now conveniantly 3/1s. Scute mob gets +2/+0 (remember, he operates solely on +1/+1 counters which stick around after transformation) anf FLYING.

    Flying scute mobs are scary.

    I probably wouldn’t run the birds, they don’t impress me much. Typically useless after the first turn.

    I’d run 4 vines over a dauntless escort anytime my curve dosn’t need more 3 drops; and if I cut birds, I would definatly cut atleast 1 dauntless escort, adding in a vines and something else.

    Emeria Angel has IMO proven it’s worth over master of the wild-hunt, you might get away running both, but the master should solely be angels 5-8.

    I’d run celestial purge MD. It’s good against pretty much every deck except the mirror.

    Behemoth sledge is a cool 1-of. I wouldn’t run more then 1 considering:
    1) It’s not integral to the decks strategy.
    2) It costs alot of mana in a tempo deck.
    3) Sucks drawing more then 1.
    4) Bad on an empty field.

  10. The deck isn’t even close to an auto-loss to Turbo-Fog. Pridemage/World Queller can take out the artifacts without much ado. Of the 8 “fogs” that are played, 4 of them are Safe Passage, which does not protect Planeswalkers! This important distinction allows you to kill off Jace even if the rest of the attack was stalled.

    Turbo-Fog dies pretty quickly when you are able to remove its “turbo,” and this deck shouldn’t have too much trouble with that.

  11. I have been playing this deck with Conquerors Pledge, and they have been awesome. They are just too powerful. I recommend trying them out as a 3 of. This claim hasn’t had a lot of testing yet but they block RW, eat creatures, and swing. If I went this route, I would probably put in Honor the Pure as well, and emeria angel. Just a thought as to a token build.

  12. To John: Bloodbraid Elf looses alot of it’s power in a deck running 4 Noble Heirarchs and 3 Birds (Birds morso then the Heirarchs). Lightning bolt is good against everything except Jund imho, which is the main deck they are trying to deal with. Ajani Veangent is on the fence, since it can’t use it’s 3 damage effect more then once, but if keeping something tapped is relevant, then it’s actually worth it.

    To theripperfex: Interesting 4 card combo, but looks to take way to long to set up. Only 2-3 out of the 4 cards are usefull on their own, so idk if it is a workabale combo. Course I could be wrong 🙂

    To Dan: Ajani Goldmane doesn’t have as much punch outside of a token deck, which isn’t the main focus of their build.

    To Fin: This isn’t a token build per se, outside of the Masters, so I don’t think it fits.

    Great article.

  13. I love this article. It was pretty good as an article, but even more, it was vindication, seeing so many things I’ve been coming up with being advocated by pros.

    People scoffed at me when I said Path was overrated, and many of my W/X decks didn’t even run it (and often ran Journey over it). People laughed when I said Garruk was overrated in this format because of Blightning, Bloodbraid, etc and the fact that a vanilla 3/3 gets trumped by so many things in this format. And people couldn’t believe that I’d even consider running Leotau.

    * * *
    theripperfex – drawing a 2nd Sledge is often fine (if they destroy the first, if you’re playing the mirror, if they’re a Control deck, where the game’s gonna take longer, etc).

  14. For some boros tech have you tried Zealous Persecution? it gets rid of all thier landfall guys (you should easily be able to handle the rest) and allows for alpha strikes. It just has so many other uses as well, very good vs rouge decks.

    For the rest of the deck I don’t know. Emeria Angel is insane, but from that its hard. The deck can work if Steppe Lynx replaces the birds which makes Ranger of Eos all the better but its hard to know if thats the right choice or if Elspeth/Master of the Wild Hunt are just better then the ca Ranger of Eos made. Its hard to work out whats best.

  15. Hi LSV,

    two friends of mine played a similar brew at Worlds and both went 4-2 with it. They kept the black because it is so easy to afford and the fetchies work really well with the Cobra and the Knight. Actually I suppose that the Cobra was so ineffective in your later build because it is just worse in UGW than in BGW.

    Basically their build was your Lotus Bant
    -4 Rhox War Monk (obv)
    -2 Behemoth Sledge (you want to play “must kill” creatures not creature enhancers)
    -2 Journey to Nowhere (with cobra you often have better plays turn 3 with fatty + path)
    -3 Vines (i suppose this card was just not taken into consideration)
    -2 Thornling (too clunky)
    +4 Mycoid Shepherd (less clunky but unimpressive, probably a few Master otWH are better)
    +4 Path to Exile
    +4 Maelstrom Pulse (the only black card in the deck)
    +1 Elspeth (chump blockers are nice; flying 5/4 ergo relevant lotus cobras, too)
    +way more fetches, even including Terramorphic Expanses as you really have not so many onedrops and it supports the Knight of the Reliquary

    Both players were quite content with their builds although they suggested a few changes especially in their sideboard. Did you ever consider a build like this? What did you/do you think about it?

    Also I played the deck myself in a SE and found the Wall of Reverence quite unsatisfactory. You expose your creaturelight draws more to their spotremoval because wall sucks on its own and the wall is not really a plan anyway, more like giving your plan more chances to manifest against boros, burn-heavy and ultra-aggressive decks. I don’t like playing 4-ofs in my board if they don’t really support my plan. Then the wall is probably still to powerful to be not at least two times in the board.

    Regards and thanks for the nice article,
    the guy that scooped in the Vintage SE to Webster and was then suspected to be colluding with him

    PS: The deck gets even more expensive that way. The guys already joked it to be mythic_rare.dec. Another point for the Master…

  16. LSV, your reasoning with Lotus Cobra was similar to my experiences with the cobra in a B/G (and now more colors after testing) Summoning Trap deck that I’ve been working on (basically with the same objective of your deck; dropping creatures that aren’t readily dealt with and riding them to victory). Lotus Cobra was good when it was relevant, but often it’d just sit on the table producing 1 extra irrelevant mana per turn before chump-blocking something or eating a path/bolt. I tried replacing him with Trace of Abundance, but that was even more clunky because of the Shroud that Trace gives (didn’t work with the Garruk that I’ve been thinking about cutting, and will probably remove for future testing, thanks to this article).

  17. While I’m a little late to the party, I just wanted to add my two cents. This is the best article on a deck/building process I have read in a long time…possibly ever. I realize that this is the product of a lot of testing and work and not a weekly thing, but I just wanted to advocate for more articles with this amount of depth, clarity, and knowledge.

    Several people have mentioned Emeria Angel, and I am curious about your inclusion of Master over her in the deck. With nine fetches and the sick interaction of Emeria + KotR, I am wondering if a 2/2 split of Emeria and Master might be good? I realize that the combo of Master + Oran-Reif is powerful as well and he helps to make up for your lack of spot removal in the deck…anyway, if you have time, it would be great to get some idea on what you think about including more angels in this deck.

    Also, after playing about 20 games with the deck last night (against Jund w/ Siege Gang mostly), I am curious what you think about including a fourth Vines. I can honestly say that because of the huge amount of awesome “MUST DEAL WITH ME” threats in this deck, there was no card I liked seeing more/wanted to draw more than Vines in our test games.

    Final question: Malakir Bloodwitch…she is a problem. Perhaps this is the best reason to keep Master of the Wild Hunt as a 4x rather than having Emeria? What other options/game plans did you find to be helpful when dealing with this awesome creature?

    @theripperfex: That four card combo you suggest looks super fun and hilariously awesome and I would totally be all for trying it out at FNM…however, 4 card combos that include cards that just plain ole’ blow on thier own is not a great way to be as competetive for Worlds or States as possible. After playing the deck, I have to assume you made all of those suggestions on conjecture without actually testing the deck at all. Which is fine…but be prepared for some negative feedback. I cannot disagree more with your analysis of the birds and sledges. The birds fix your mana, let you accelerate out huge awesome creatures with extra mana for protection (read: Vines of Vastwood) and wear a sledge with the best of them. Which brings me to the second issue: Sledge is a house in this deck. Two felt like the perfect number and when I drew two of them, I was literally NEVER disappointed even if my first one had not been destroyed or whatever. Making TWO of your creatures huge with lifelink is one of the best ways to race and win in this very agressive, creature dominated format.

    TL;DR: Loved the article. What about Emeria and a fourth Vines? Theripperfex is wrong about lots of stuff. kthxbai.

  18. P.S. The other reason sledge is so good here is that the few games where I got a Stag with a sledge on it, my buddy playing Jund just scooped up his cards…immediately. There is no fair answer to that combination in Jund.

  19. Really looking forward to beating you LSV on Saturday at States. Hope you actually bring a deck that is better than this junk. Wish I could tell you the deck I am running but you will see after it beats you I guess. I’ll make sure to remind you to retire afterwards as well.

  20. emeria > master of the wild hunt

    faster + evasion

    dauntless escort = waste of space

    not enough removal

    WG Little Kid needs to grow up.

  21. @WHAT A DICK: Seems like you are incapable of reading card text. You claim Emeria Angel is better than Master of the Wild Hunt and not a heartbeat later claim there’s not enough removal. MWH. is. removal. K. Thnx. Bai.

  22. What I meant was not enough *immediate* removal. Master is removal, yes, but he’s sooooo slow. I’ll stick to my paths and pulses. K. Thnx. Bai.

  23. great article LSV. sorry to see your comments degenerated into bickering.

    anyway, i’m looking forward to discussing this in more detail with you during the online workshops starting next week (www.power9pro.com/workshops). i imagine the testing focus will touch on much of this but with more detail. i like that you ran G/W little kid because i’ve been struggling with this build for some time. some somewhat similar builds but i never went the lotus cobra route. seems underwhelming to me…but maybe that makes me crazy…

  24. Just wanted to say thanks for the decklist, I used it as the basis for my deck and won the VA state champs with it! Great article, strong deck, great card analysis. Much appreciated 😀

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