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[Magic Duels] BG Value - Overgrown Bones

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Basically just a Golgari midrange deck with as many good cards crammed in there as possible.

You will most often win by removing any threats your opponent plays and whittling away his lifepoints with the creatures of yours that he failed to remove himself. Sometimes you will also win via the ultimate of either Nissa, Vastwood Seer or Ob Nixilis Reignited.

-=Creatures & Planeswalkers=-
2x Bearer of Silence: Works as either an early attacker with evasion (less desirable) or as a turn 4+ removal spell that sticks around. Unlike with Fleshbag Marauder you don’t have to sacrifice anything yourself so that kinda makes up for the slightly higher CMC. Potential target for our Evolutionary Leap.
2x Sylvan Advocate: Awesome 2-drop that can deal some early damage and (because of Vigilance) simultaneously block most of the early creatures your opponent will play. And once you have enough lands out he will become even more formidable stat-wise as well as potentially providing a boost to our manlands, Hissing Quagmire.
1x Lambholt Pacifist: An okay 2-drop blocker that often cannot attack for a couple of rounds but will punish any idle turns of your opponent (e.g. control decks) by flipping into a 4/4.
2x Sylvan Ranger: Fetches us some lands and can act as a chumpblocker and/or Evolutionary Leap fodder.
1x Liliana, Heretical Healer: Decent enough as just a creature (2/3 lifelink), she’ll give you a 2/2 zombie once she flips and your opponent something to focus on. Usually we do not want to use her +2 simply because we have so many good cards but even if we don’t get to use her ultimate she still is worth putting in for the free revive of, for example, a Fleshbag Marauder. And if we do then we have basically won already.
3x Fleshbag Marauder: Essentially a 3-mana removal spell that can play around invincible/hexproof/regenerating creatures if they are the only one our opponent controls. Generally you will sacrifice the Fleshbag Marauder unless you have some cheaper card like a Sylvan Ranger out. Pairs nicely with Pulse of Murasa.
1x Nissa, Vastwood Seer: Pretty good planeswalker once it flips because she can draw you lots of cards, give you a 4/4 token or (usually) win you the game immediately with her ultimate. Unfortunately, we generally do not get to flip her earlier than turn 7 so playing her any earlier than that is begging to get her removed by our opponent.
1x Nissa, Voice of Zendikar: Okay planeswalker that you will usually not ult either but she provides us with chump blockers (that we can also sacrifice via Evolutionary Leap), +1/+1 counters, something for our opponent to focus on and, at least potentially, draw us a lot of cards and gain us life.
1x Kalitas, Traitor of Ghet: Exiles all of your opponents dying creatures, creates tokens, gives you lifepoints via lifelink and can buff himself. To not include this card would be silly. Unfortunately, because he is so good your opponent will usually remove him as soon as possible but we can always bring him back with a Pulse of Murasa or a loyal flipped Liliana.
2x Thought-Knot Seer: Decent body for a 4-drop and a superb ability that not only lets you view your opponents hand to get some valuable information but also allows you to eliminate one potential future threat by just exiling it.
2x Gilt-Leaf Winnower: 4/3 with evasion that can also kill a non-Elf creature with uneven power/toughness. Not always useful but often enough.
2x Reality Smasher: Brutal 5-drop due to the haste/trample combination that can quickly end a game if your opponent is not equipped to deal with it. Removing it with spells is all the more expensive because your opponent will have to discard for it and if he can’t do that he can’t remove him that way.
1x Ob Nixilis Reignited: At worst an unconditional 5-mana removal spell, at best a draw engine that can lead to an ultimate with which your opponent’s demise will be sealed in most cases.
1x Greenwarden of Murasa: A creature with a decent body, this allows us to bring back up to two cards from our graveyard (once upon entry and once upon death). Especially nice targets? Planeswalkers of ours that got removed.

-=Sorceries, Instants & Others=-
1x Oath of Nissa: Fairly good one-time card draw that afterwards helps us cast our planeswalkers.
2x Evolutionary Leap: Awesome to get something even out of having our creatures removed (by sacrificing them first) as well as recycling no longer useful creatures such as Sylvan Ranger or plant tokens from Nissa, Voice of Zendikar.
3x Grasp of Darkness: Amazing removal spell for its cost that can either kill anything outright (including invincible/regenerating creatures assuming that their toughness is low enough) or does so after you dealt some damage with a creature to them first.
2x Read the Bones: Really good draw spell due to the scry effect. The lifeloss generally does not bother us because of things like Pulse of Murasa or our lifelink creatures.
3x Pulse of Murasa: Occasionally a real lifesaver due to its lifegain but usually more important because of the chance to get back a creature from our graveyard (including legendary ones such as the Origins planeswalkers).
2x Languish: Neat boardwipe for most creatures. Paired with a Grasp of Darkness this should clear all but the largest of creatures on your opponent’s side.
1x Ever After: Fantastic reanimator spell that can be useful in all kinds of ways. Get back your legendary creatures that got killed? Make your opponent sacrifice two creatures by reviving two copies of Fleshbag Marauder? Bring into play a hasty Reality Smasher and a Greenwarden of Murasa (which will get back another card)? All possible with this nifty sorcery.

-=Lands=-
4x Forest: Not much to ...
5x Swamp: ... say here. You will generally want to have two black mana sources first as there are more spells early on that need those (whereas green really only needs double green for Nissa, Voice of Zendikar early on).
2x Hissing Quagmire: Decent dual land with the added bonus of being a manland that can deal some damage (or kill a big creature with its deathtouch) if necessary.
2x Woodland Cemetery: Nice dual land that will often come into play untapped.
1x Rogue's Passage: Produces colorless mana for our Eldrazi creatures and sometimes becomes useful to deal lethal damage.
2x Warped Landscape: Also produces colorless mana and can, if we already have another land that does that, serve us to thin our deck a bit and get a basic land of our choice.
4x Crumbling Vestige: Another source of colorless mana this land additionally serves to help our mana-fixing during the turn it was played (e.g. for early cards with double black or double green in their cost).
4x Foul Orchard: Okay dual land. Especially useful on the first turn where we generally do not play anything anyway.

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» Revisione 2 Giugno 27, 2016 BrewBrewBrewTheDeck
Revisione 1 Giugno 27, 2016 BrewBrewBrewTheDeck
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