Subject: for best of the net Date: Sun, 2 Aug 1998 18:59:34 EDT From: Welzin@aol.com To: fkusumot@ix.netcom.com why green doesn't suck First, looking at the current T2 tourney scene (sorry, no swords for white), there seems to be two powerful decks based on or entirely green. first, The oath (of druids) deck is so powerful that if you aren't playing it, you should expect to lose to it. And guess what, the deck is based on green and splashes blue and either white black, or red (or a combination thereof) for a kill card. if you need a design, there are plenty around, and the power card is a green card, the oath, as are the cards that keep it functioning at optimum levels, spike feeder (and possibly weavers). Then there is the other miracle of T2, SGD. While it may be just a Stupid Green Deck, it was played by 2 of the top 8 players at nat'ls, and beat sligh 80% of the time (which is necesssary since 50% of every environment is sligh, which explains why it still wins--throw enough balls at a hole and eventually one will go through). It can even beat tradewind lock decks, and uses green's great creature elimination card- Desert twister- the perfect answer to a just cast tradewind. It can even do it fourth turn. Combined with LD (creeping mold), any blue deck should have a run for its money as it tries to fend off resource destruction and uses GG or more each turn from a vineyard. Then i have to question the paradigm of mono-color. There are few mono decks, for any color, that are hyper-competitive in the T2 environment. The reason for playing multi color decks should be obvious, more flexibility and reduced chance of getting screwed by your opponent's sideboard. Suiblack has a hard time dealing with light of day, or sligh w/ warmth or chill. Usually, these become i win cards for the other deck if it is well constructed. Suiblack and sligh will almost always lose to a 5C deck or to tradewind lock (and to SGD, a mono green deck), as will fish and white weenie. And big blue variants will always lose to hyper-offensive decks like sligh, which is the reason you don't see them anymore, b/c 50% of the enviroment is sligh. Splashing basically helps a deck overcome its shortcomings, like disenchant into sligh, or burn or control of some sort into green, it allows a deck to do what it otherwise couldn't. Do you hear red and black players yelling that they can't deal with enchantments, and WotC must change this? Of course not, they splash or they deal with the short-comings. Sure, every deck has its heyday, such as the dominance of Necro during the black summer, but as the environment changes, so do the dominant decks, and as red fades as a truly powerful mono deck, green is rising (SGD) and other, multi-decks, are becoming power houses. Also, regional meta-gaming is all-important. If a lot of people in an area play green consistently, then expect to see anti-green sideboards(perish) and don't play green in such an enviroment. If no one plays green then you won't see perish and you could even play stompy without peril. I guess the moral of the story is, mono green is back (SGD), splashing and multi-color makes a deck more powerful, and the viability of a deck depends on the metagame. Green is designed to a certain spirit and fills that niche nicely. Every other color gets splashed into winning decks more than it gets a mono winning deck, so why shouldn't green. Just b/c a scrub can throw 40 red cards and 20 mountains into a deck and beat a green deck built the same way doesn't mean green is not as good, it just takes more thought to build mono-green than sligh, which is why SGD just came around. Hope this explains why a)mono green doesn't suck (SGD) b)mono decks aren't necessarily competitive anyway, for any color, and c) why sligh manages to win an occaissional tournaments regards, Nick Johnson welzin@aol.com