Sorry for another delayed article, things are starting to
get pretty crazy on campus as finals approach. Expect sporadic articles until
after the 15th of May. Moving on now, for those of you that don’t
know April 13th was the PTQ held in Lubbock, TX that I competed in
with a little deck I like to call M.G. Geist. This simple mono green deck
managed to go 6-1-1, with the draw being to ID into top 8 contention, and
finished in 2nd place. While I didn’t take many notes to run down
the tournament I’ll run through the deck and how certain matchups work.
The Deck
![]() |
| Most Dangerous |
The Deck
The complete deck list for M.G. Geist can be found on the
WOTC website here, and despite my name being spelled wrong I assure you that it
is me. Now I will start off with by saying that I did not originally create
this list and that it is based on a list Melissa DeTora had wrote about a
couple months ago and can be found here. Now for this event I did some testing
with the original version in the weeks leading up to the event and decided to
make a couple changes that would fit into the more competitive side of my local
meta. However before I talk about my changes let’s look at the bread and butter
of the list that managed to stick around for the final version. So starting with one-drops we have Arbor Elf,
Dryad Militant, and Ulvenwald Tracker. The Arbor Elves are self-explanatory to
be used as ramp, but the Militants are used for early aggression and can be
made even better by a turn two miracle. They
also help shut down Lingering Souls decks and the tail end of Unburial Rites,
or the card in its entirety if they bin it off of a Mulch or Grisly Salvage.
Rounding off the one-drops we have two copies of Ulvenwald Tracker that we use
to eat our opponent’s creatures with predator ooze to make him grow or remove
blockers so we can swing all in. Moving up the curve in our two and three-drop
slots we have Strangleroot Geist, Champion of Lambholt, and Predator Ooze.
Geist is a great way for some early aggression especially combined with dryad
militant or rancor it up off of a turn one arbor elf and you’re swinging for a
fifth of their life total on turn two. The geists are also resilient to board
wipes and kill spells because of undying, allowing you to keep swinging and
making for easy recovery. While Champion of Lambholt is one of the first cards
I board out in the control matchup, they are great against creature based
decks. Due to the speed of the deck and multiple abilities to grow it only
takes a turn of two of it being on the field for your opponent to no longer be able
to block thanks to Rancors, Silverhearts, undying triggers, and cheap creatures
in general. Now we get to possibly the
best card in the deck, Predator Ooze. Right now in my local meta nothing can
really get rid of Ooze once it resolves, there are a couple decks that have
Tragic Slip in their side board along with Oblivion Ring and other cards with
similar exile effects and Selesnya Charm is almost non-existent. So early game
once you land him and attack to grow him a bit you can easily take over the
game as nothing will beat the card. Finally we got the big boys Rubblebelt Raiders and Wolfir Silverheart. Raiders, in my opinion, is the weakest card in
the deck, but it does serve a purpose. If you can throw a Rancor on it then it
is great and can push through a lot of damage since most of your creatures
should be swinging every turn, but even without Rancor is does serve a purpose
being able to just destroy a board by the need to usually have multiple
creatures to block it if an opponent wants to kill it and as well it becomes a
big target to your opponents and they focus on it more than your other
creatures allowing you to sneak in extra damage. Ending the original creature
sweet we come to Wolfir Silverheart. This guy is amazing; he turns even the
weakest creatures into a formidable one and making each creature an immediate
threat. His main friends in the deck though are Ooze, Champion, and Geist. Ooze
to allow him to eat even more creatures, Champion to help keep blockers down,
and Geist since after the first death he gets right back up even bigger and can
hold hands again. Moving away from creatures let’s look at the other cards in
the deck, enchantments, sorceries, and land. For enchantments what green deck
wouldn’t be complete without a Rancor, and baby we got Rancors for days. Having
a playset of the means that you will always hit at least one in any match and
it has plenty of uses. Being able to force through damage, helping our Ooze
once again eat anything, growing Champion to keep blockers down, and giving a
good amount of damage in the early game against control lists makes this card
great and an instant four of in a deck like this. For our sorcery spot we have
one of the coolest cards in the deck Revenge of the Hunted. Nothing is better than turning this over turn two with an
Arbor Elf or Militant on the field and hitting your opponent for a quarter+ of
their life total. However, I have run into problems where this can easily delay
a game plan for a turn since you just used your mana accelerant to smack your
opponent in the face instead of landing an Ooze or Champion. This card is also
great at helping breaking up a stalled board position by just slapping it on a big
creature and sending him in to eat up an entire board. Unless there are
multiples in your opening hand or it’s the first card you draw when not on the
play it will most always be a bomb in any match up. Lastly for land we have an
exciting suite of 23 Forests………..that’s all you get folks pretty exciting huh?
The changes I made to the main board of the deck were pretty simple, but had a
big impact in my mind on giving the deck a bit more resilience. Originally the
deck ran playsets of Silverhearts and Raiders; I dropped one of each to make
room for two Vorapedes. These guys are amazing and will stick around for a
while if they aren’t hit by a counter spell on the way down. It’s a 5/4 for
five that also has vigilance, trample, and undying making it a perfect creature
to top off the curve. Lastly the sideboard is pretty stock, running 3
Naturalize, 3 Plummet, 3 Wolfir Avenger, 4 Acidic Slime, and 2 Ranger’s Guile.
The sideboard used to have 3 Tormod’s Crypt, but I dropped them for the
Avengers that come in against control lists in exchange for Champions.
![]() | |
| Flubber from hell |
Matchups
Esper-
This matchup is pretty simple. Just play out your creatures
and bash face. Most decks don’t run more than around four counter spells in the
main and our creatures will hopefully hit the board before they can play them.
The undying creatures and Ooze should be able to take over the game pretty
handily with what they are trying to play. For the sideboard it’s a good idea
to drop the Champions for Avengers since the biggest benefit of Champion is
turned off by their low creature count if they run the mill version of Esper,
and if they are running Soring Esper their creatures don’t matter much anyway
and you want a creature that can withstand a board wipe and spot removal. Other
cards to bring in would be either Ranger’s Guile or Acidic Slime. Slimes to
take out their utility lands and Ranger’s Guile to avoid spot removal, but
these can be situational depending on how the Esper list is playing.
American-
This matchup plays out almost the same way as the Esper
matchup. The difference is that it will be a good idea to keep in Champion
since they will have a larger creature count. Also with sideboarding the slimes
will be unneeded, but it would be a good idea to drop the Trackers in exchange
for Guiles. Since their creatures will either be untargetable like Geist of SaintTraft or something you don’t want to target like Boros Reckoner.
Unburial Rites-
This matchup plays like the control matchups, but the
sideboard doesn’t really matter. Like the control matchups you want to race
very fast damage before they can stabilize, but like creature/agro matchups the
sideboard won’t matter since they deck is pretty well set for the creature
matchups. As well Dryad Militants can ruin their game plan if Mulches and Grisly
Salvages go wrong.
Naya Blitz-
This is possible the hardest matchup as most decks can out
race us. So the best plan would be to just hold back blockers in the early game
until you can fully take control of the board. It definitely is a change up
from the other matchups of being the one on the back foot, but if done right
and with a little luck you can easily take over the game. For the sideboard I
really don’t change anything since the deck is pretty well made for the
creature matchup.
B/R Zombies-
Against the old guard of current agro lists take a more
aggressive, but still defensive stance. The early game isn’t as hard as it is
against Blitz, but make sure to hold back a creature or two incase blocking
becomes a necessity. After their board is pretty contained just start swinging
with the big creatures. When it comes to sideboarding I take out the Trackers
for Guiles since certain creatures like Geralf’s Messengers want to die and
most of our creatures can one-for-one theirs, and the Guiles can be very
important since these list will have access to tragic slip which will kill
Ooze, a card very important in the creature matchups.
The Aristocrats: Act II-
Say hello to the new kids on the block, and updated version
of Tom Martel’s Pro-Tour winning deck. They have dropped the knights and
champions in exchange for things like Blood Artist and play and aggressive
mid-range game. The key to this matchup is too early on kill their small creatures, as late game a little Doomed Traveler can become something scary if you don’t want to turn on their SkirsdagHigh Priests. Just keep bashing in and try to race damage before multiple Boros
Reckoners show up to ruin the fun. For sideboard just bring in the Guiles in
exchange for Trackers to help keep them off morbid and save Oozes from slipping
tragically.
Basic Strategy against most lists-
Just turn ‘em sideways and make your opponents have it.
While sometimes it is better to play with caution, at times you are just giving
your opponent more time to find the answer you don’t have. And always hope for
miracles. Several times I’ve hardcast Revenge, but there is nothing better than
miracle casting it on turn two with a Dryad Militant, and in late game it can
be the card needed to sneak in the winning damage or break a stalled board.
Well guys that the deck, I hope you enjoyed it. It’s a
really fun list to play and even though I’ve put it back on the shelf I still
pick it up for a couple games. While I hope to have it up this weekend I can’t
make any promises, but look out for the next article where I’ll be going over
my Top 10 cards from Dragon’s Maze.
Thanks for reading,
Zack
P.S. Sorry for the wall of text, the image up-loader wasn't working when I published this.
P.S. Sorry for the wall of text, the image up-loader wasn't working when I published this.


No comments:
Post a Comment