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Thallid Deck (Blue, Green - survive aggro)

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Obviously a thallid deck is not meant to win a legacy tournament. The restrictions I've imposed on myself here are creating a legacy deck for under $100 (using deckstats.net prices) that competes against the budget legacy decks of my casual playgroup.

Broadly, the two things that will kill a thallid deck are mass removal and aggro. This version of the deck is sideboarded to handle early pressure with Opposition and Moment's Peace, hopefully buying enough time to get to where it can produce 4+ soprolings per turn. Fecundity deals with single removal and eventually gives superior card raw, allowing the deck to finish with either Opposition lockdown or a Beastmaster Ascension one turn beatdown.

Aggro is still a pretty bad matchup with what amounts to a combo deck that needs about 4-8 cards for the combo to work. (2-4 thallids, 1-2 "multipliers" like Paradox Haze or Parallel lives, 1-2 card draw like Fecudity or Psychotrope Thallid.) I supposed you could call it a "synergy" deck.

The basic problem against aggro is that most of my thallids can't block (Shell Dweller and Sporesower are the exceptions). They just sit there for three turns to produce a one-time blocker while I take aggro damage. So, if a deck kills in three turns, there's not much I can do, but that's not likely in my budget group. So basically, after turn 4 I have to extend the game by 2-3 turns. If both players just sit there drawing cards but not attacking, my deck is producing tokens and getting stronger, and eventually will reach critical mass and attain explosive growth. The key is slowing the game down and buying those extra turns to sit there and grow.

I should also add that negate can be added against slower decks that have board wipes.

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¿Si juego una carta veces en mi mazo de ? cartas, cuan probable es robarla veces?
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