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Tower of trample standalone
Tower of trample standalone








tower of trample standalone

Nevertheless, our card draw package is comprehensive and should allow us to draw what we need when we need it. Since we are playing more expensive spells, our normal tempo will not require us to draw as many cards as our opponents. Not only can it provide us some additional ramp, but it can also cheat some pretty powerful creatures into play.

tower of trample standalone

Since 16% of the cards in this deck are not permanents, Genesis Wave has the potential to be backbreaking for our opponents. With our focus on big creatures, Selvala, Heart of the Wilds should produce a significant amount of mana in this deck. We also include Somberwald Sage, Savage Ventmaw and Goreclaw, Terror of Qal Sisma to help us bring bigger creatures quicker. The best ramp spells (if not the best spells overall), Kodama's Reach and Cultivate start off this list, and complement other classic green ramp spells, Sakura-Tribe Elder and Wood Elves. We went above the average ten sources of mana ramp recommended for a normal deck and leveraged green's main strength to design a well-rounded ramp package. Ramp is fairly important in this deck, as the core of our creatures are high-powered, expensive spells. Unranked cards are cards that are not present in the gameplay data, either because that are too recent or not found often enough to reliably rank them. We will use our best judgment to add relevant unranked cards to each categories. Cards selected for our deck will have a shaded background. The rank will be listed beside each card name. We will present the cards in tables, ordered by rank. In addition to the Ramp, Card Advantage/Filtering, Disruption, Mass Removal, Standalone Creatures and Noncreature Spells and Lands, we have added three categories specific to this deck: Go Tall, Evasion, and Combat Enhancers. We will now take a look at the different categories to identify which cards works best for our deck. Even though we have a good mixture of creature types in our deck, the Dragon theme fits well with our core synergies. Although Rakdos brings in all the tools to build a Dragon reanimator deck, I find that Gruul makes for a better Dragon tribal environment. When writing previous articles that covered red (Rakdos and Izzet), I noticed that some of the top red creatures in the gameplay data were Dragons. We will use this information to come up with the best cards that align with our core synergies: go tall, evasion and combat enhancers. The average CMC of a Xenagos deck hovers around 4.28, and we will also aim for something in that range for our deck.Īfter compiling the extended Command Zone gameplay data, I have been able to rank 649 spells and 138 lands. We will keep a similar focus for our deck. Taking a look at the average Xenagos deck on EDHREC (see graph below), we see that there is a strong focus on creatures. Once we reach a critical mass, we can hold on the cards we draw to allow us for a quick recovery if our opponents start messing with our board. Playing big spells with an immediate impact on the board will also allow us to play more of a tempo style.

tower of trample standalone

The creatures we play will instill fear into our opponents. Xenagos's ability will amplify these favorable stats. We will select creatures that have favorable stats, with power larger than their CMC and sometimes with added abilities. Our main goal for this deck will be to take advantage of the ramp green provides us to bring big, stompy creatures into play, which, when powered with Xenagos, will bring our opponents' life totals down in big chunks each turn. A commander that can stick around, grant haste, and double the stats of any of our creatures on each of our combat steps at no cost, Xenagos brings a lot of value for five mana. In the power department, Xenagos is king. Oftentimes, Gruul is all about ramp and raw power.










Tower of trample standalone