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[Magic] Snakes, Bugs & Assassins
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<blockquote data-quote="Arkhandus" data-source="post: 4370148" data-attributes="member: 13966"><p>The first think that jumps out at me is that you really, really need Fear, Flying, and Landwalk to get around blockers, so your poisoners can hit the opponent directly with poison counters. You've got some of it at least, but could use more, to get more of your creatures past defenses.</p><p></p><p></p><p>Throw in 3 or 4 copies of the Fear enchantment, and 1 or 2 artifacts that grant Flying to other creatures, like Flying Carpet, Whalebone Glider from Ice Age, or Chariot of the Sun from Mirage.</p><p></p><p>Funeral Charm, a black card from Visions, can grant Swampwalk for a turn. The older black enchantment Leshrac's Rite grants Swampwalk. Unseen Walker, a green creature from Mirage and 6th Edition, can grant Forestwalk to other creatures.</p><p></p><p>Mystic Compass, an artifact from Alliances and 6th Edition, can turn basic lands into different basic lands to make landwalk abilities useable. You can use a Cyclopean Tomb artifact (from alpha, beta, or unlimited) to turn lands into swamps, allowing use of Swampwalk to bypass defending creatures with your poisoners. Gauntlets of Chaos, another artifact, could be used instead to swap control of one of your lands with an opponent's land, making Swampwalk or Forestwalk viable.</p><p></p><p></p><p>You need Marsh Vipers! Green creatures that inflict 2 poison counters when they damage an opponent. These are what really need to be given flying, landwalk, or fear.</p><p></p><p>Throw in something like 2 copies of Venom, the green enchantment, so your blocker-types can kill big attackers even when using Fog. You need to buy time for your defense-evading poisoners. Throw in 1 or 2 copies of Wall of Bone, so you'll have a regenerating blocker that can still deal damage (and survive a few points without even needing to regenerate). Also 1 or 2 copies of Whip Vine would help, a green wall that can block flyers and make them tap and stay tapped (against a Serra Angel or similar, just use one of your Giant Growths or a Fog to keep the Whip Vine alive, then tap it for its activated ability).</p><p></p><p>A bit of card-drawing could be helpful.... 1 Howling Mine, Phyrexian Vault, Rowen (green enchantment from Visions, 6th, and 7th). Not really important, but it could make the deck speedier.</p><p></p><p></p><p>Does your group use the Tempest set, or the rest of the Rath Cycle (Stronghold and Exodus)? There are more cards you could use from there, like the Excavator artifact for landwalk abilities or the Dauthi Marauders/Slayers/Warlords/etc. for Shadow attackers, among other things.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4370148, member: 13966"] The first think that jumps out at me is that you really, really need Fear, Flying, and Landwalk to get around blockers, so your poisoners can hit the opponent directly with poison counters. You've got some of it at least, but could use more, to get more of your creatures past defenses. Throw in 3 or 4 copies of the Fear enchantment, and 1 or 2 artifacts that grant Flying to other creatures, like Flying Carpet, Whalebone Glider from Ice Age, or Chariot of the Sun from Mirage. Funeral Charm, a black card from Visions, can grant Swampwalk for a turn. The older black enchantment Leshrac's Rite grants Swampwalk. Unseen Walker, a green creature from Mirage and 6th Edition, can grant Forestwalk to other creatures. Mystic Compass, an artifact from Alliances and 6th Edition, can turn basic lands into different basic lands to make landwalk abilities useable. You can use a Cyclopean Tomb artifact (from alpha, beta, or unlimited) to turn lands into swamps, allowing use of Swampwalk to bypass defending creatures with your poisoners. Gauntlets of Chaos, another artifact, could be used instead to swap control of one of your lands with an opponent's land, making Swampwalk or Forestwalk viable. You need Marsh Vipers! Green creatures that inflict 2 poison counters when they damage an opponent. These are what really need to be given flying, landwalk, or fear. Throw in something like 2 copies of Venom, the green enchantment, so your blocker-types can kill big attackers even when using Fog. You need to buy time for your defense-evading poisoners. Throw in 1 or 2 copies of Wall of Bone, so you'll have a regenerating blocker that can still deal damage (and survive a few points without even needing to regenerate). Also 1 or 2 copies of Whip Vine would help, a green wall that can block flyers and make them tap and stay tapped (against a Serra Angel or similar, just use one of your Giant Growths or a Fog to keep the Whip Vine alive, then tap it for its activated ability). A bit of card-drawing could be helpful.... 1 Howling Mine, Phyrexian Vault, Rowen (green enchantment from Visions, 6th, and 7th). Not really important, but it could make the deck speedier. Does your group use the Tempest set, or the rest of the Rath Cycle (Stronghold and Exodus)? There are more cards you could use from there, like the Excavator artifact for landwalk abilities or the Dauthi Marauders/Slayers/Warlords/etc. for Shadow attackers, among other things. [/QUOTE]
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