Blue/Green Rookie Deck

by FlannelManiac on 20 September 2017

Main Deck (71 cards)

Sideboard (0 cards)

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Deck Description

Just my first deck that I hastily built out of my limited selection of cards. I don't expect anything too great out of it. Recommendations/advice on how to build a better blue/green deck would be appreciated, however!

Deck Tags

  • New
  • Green
  • Blue
  • Beginner

Deck at a Glance

Social Stats

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This deck has been viewed 1,860 times.

Mana Curve

Mana Symbol Occurrence

0200044

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Blue/Green Rookie Deck

always like to see a new deck builder asking for advice. :) hope I can help you out.


what I would do is cut down to 60 cards and run cards you think are redundant for consistency. for example: saddleback lagac and briarhorn both boost a creature when they enter the battlefield. or gift of strength and vines of the recluse. if you have multiples of the important cards run those instead, again for consistency.

look for cards that build on each other, like big expensive creatures work well in a deck with small mana ramping creatures.

I would also cut your lands to between 20-24, so you are not drawing them late game, when you don't want them.
also, pride sovereign is a cool card, but it needs white to really be great I think.

here is a deck you could look at to see an example of what I mean:
http://www.mtgvault.com/kazzong/decks/training-deck/

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Posted 20 September 2017 at 23:17

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I personally would go for 22 lands first and as it seems that you want to go for green, just use some mana boost cards (SEarch your library for <Land> card ...) so you would have a solid mana base in the front and then go for synergy. Synergy means that cards set up on each other so for example Oran-Rief Hydra's landfall ability with any mana fetcher like Natural Connection to trigger Landfall an additional time this turn.

Go simple and dont try risky card combos that you cant protect against interruption. The simpler your win conditions are the more effort you will get where more complex win conditions (like ugly card combos) might be affected by holes in your plan when for example you rely on a creature to be on the battlefield but an opponent casts a removal spell on it

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Posted 21 September 2017 at 07:44

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