Subject: The Untouchables Date: Tue, 14 Jul 1998 11:50:00 -0400 From: "Shah, Neil" To: "'The Dojo'" Please post in Deck Workshop. Just wanted to say what a great site this is, and thank our host for, um, hosting, and everyone who's given me feedback on my decks; it's helped a lot, and I do appreciate it. Here's a Green/Red deck I've been working with, and it's had good success. I noticed (duh) that while Green gets pretty hosed by the mass removal spells (Wrath, Perish, etc.), it's hard to get rid of Green creatures with target/direct damage spells. Since that's the most common mode of removal, I figured I'd form that as a basis. Take a look at the deck, and I'll explain more below. The Untouchables Creatures (26) 4 Jolrael's Centaur 4 Pincher Beetles 4 River Boa 4 Birds of Paradise 4 Suq'ata Lancers 4 Mogg Fanatics 2 Uktabi Orangutan Spells (14) 4 Incinerate 4 Shock 4 Harrow 1 Overrun 1 Creeping Mold Land (20) 9 Forest 7 Mountains 4 Quicksand SB (15) 3 Scragnoth 1 Creeping Mold 1 Emerald Charm 1 Spike Feeder 2 Maze of Shadows 3 Winter Orb 4 Whirling Dervish The deck delivers a pretty controlled punch. It's much more stable than mono-Red, but more offensive than mono-Green. The "Untouchables" are obviously the centaurs and beetles, but let's look at the others: o River Boa: Islandwalk, so it's got a chance to get through, Regenerate to annoy anything but Incinerate. o Suq'ata Lancers: Usually too quick for an opponent to get a hold of, and has usually done its job by the time he's killed. o Mogg Fanatics: Once he's in play, very little stops him from doing his thing. o Uktabi Orangutan: Blue usually doesn't want to bounce this creature. I won't even talk about the sideboard, which follows the same theme of hard to kill/don't want to bounce, as well as some Green removal for scrolls, bridges, moxen, enchantments. The direct damage lets the Untouchables get through the blockers, as well as dealing with the Shadow world. For additional Shadow defense there's the Quicksands and the Maze of Shadows. The only thing this deck really worries about, which most deck worry about, is that darn soltari priest with the empyrial armor. Ah well, sometimes you have to roll the bones. Harrow sucks out the land so you don't draw it, you have the right colors, and you can cast multiple spells per turn vs. a counter spell deck. Tell me what you think. It's fun to play G/R again, since I think most of us stopped when we lost Kird Ape and Lightning Bolt. Cheers. Neil Shah reply to: clearblue@worldnet.att.net