Subject: HarrowGeddon (G/W) Date: Thu, 18 Jun 1998 11:19:27 -0400 From: Neil Shah To: fkusumot@ix.netcom.com Thanks to everyone's feedback on my last deck, it was much appreciated. I incorporated a lot of those ideas into this new fusion. I wish I could've kept this mono-green, but the deck needed a "threat" card. Overrun was good, but it was a mid-game card at best. I chose Armageddon. I guess I'm a sellout, but I'm seeing much better results. I also dropped Mulch in favor of Harrow. Without further ado ... HarrowGeddon Creatures (29) 3 Maro 3 Stampeding Wildebeests 4 Wall of Blossoms 3 Quirion Ranger 4 Skyshroud Elf 2 Uktabi Orangutan 2 Rogue Elephant 2 Fallow Wurm 3 Harvest Wurm 3 Jolrael's Centaur Spells (11) 4 Harrow 4 Armageddon 2 Gaea's Blessing 1 Hurricane Land (20) 12 Forest 4 Plains 4 Quicksand SB (15) 3 Scragnoth 3 Choke 3 Creeping Mold 2 Light of Day 1 Lifeforce 3 Natural Springs I've always believed that green has the best card synergy by far. Quirion Ranger is a mana warehouse with an elf/bird and a forest. She also helps pump up Maro. She saves your land from armageddon, puts one in your hand for fallow wurm. You have to choose and discard a card? Pop a forest back to your hand, discard it, thus wasting their spell, then get it back with Harvest wurm. I *love* Quirion Ranger. The other key is the Wildebeests. With the rise of "do X when creature comes into play" cards, Stampy gives you the most bang for your buck. Sex Monkeys, Harvest Wurm, Wall of Blossoms, any creature your opponent has put a bad enchantment/negative counters on ... it works on so many levels. I've found this deck has a good mix of weenies, skirmishers (any creature with power and toughness 2 or 3), and phatties. Most decks use 4 of this, 4 of this, etc. etc. I went in mostly threes for card diversity. Like I said, green has the best card synergy, so I wanted the most combos available. The best part of these creature/spell combos is that all of the cards are strong on their own; they simply get better together. Most importantly, this deck is *fun* to play. It doesn't hurt that it wins a lot too. I used plains over brushlands so I could fetch them with harrow, plus harvest wurm will take them out of the graveyard. Overall, this deck makes the best possible use of your land, screws your opponent, beats them down, and shuffles alot. Does it get any funner than this? Comments appreciated, as I'm playing the deck in a tourney on Sunday, 6/21. Neil Shah clearblue@worldnet.att.net