Selesnya Boom Booms

by lorenwade on 15 June 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)


Artifacts (2)


Enchantments (4)

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Deck Description

Based on the deck by Craig Wescoe
http://magic.tcgplayer.com/db/article.asp?ID=11224
http://magic.tcgplayer.com/db/deck.asp?deck_id=1133488

How to Play

The power level of the deck is finally comparable to the other midrange decks, without compromising too much with respect to speed. It's not as fast as Zvi's Selesnya Humans build, but it's much more resilient. This deck basically wants to curve out with a bigger and bigger threat each turn, beginning on the first turn and ending on the fifth turn. The general idea is to curve out as follows:

Turn 1: Experiment One (or Dryad Militant)
Turn 2: Voice of Resurgence (or Call of the Conclave)
Turn 3: Loxodon Smiter (or Oblivion Ring)
Turn 4: Advent of the Wurm (or Garruk Relentless)
Turn 5: Thragtusk

The deck has a reasonable amount of utility in the form of two Garruk Relentless, three Oblivion Ring, and four Selesnya Charm. This means getting run off the map by a fourth turn Olivia Voldaren or Huntmaster of the Fells is not likely.

The deck also has quite a few ways to interact at instant speed: four Selesnya Charm, four Advent of the Wurm, and two Gavony Township. Post-board we have even more: three Rootborn Defenses, four Trostani, Selesnya's Voice (the populate ability), and a miser's Druid's Deliverance. We also have a lot of resiliency to board sweepers: Experiment One (regenerates), Voice of Resurgence (leaves a token), Advent of the Wurm (instant speed after the board sweeper resolves), Thragtusk (leaves a token), and additionally Rootborn Defenses post-board. Garruk Relentless can also add to the board without over-extending into a sweeper. Overall the deck is fairly resilient to removal, has a lot of room to Outmaneuver various board positions the opponent may present to us, and most importantly – it does not lack power!

Against the aggressive decks you usually want to be the control deck pre- and post-board. The name of the game is to outlast them into the mid-game where we can take over with our larger creatures, including Thragtusk. Post-board we have Trostani to help us take over. Conserve Oblivion Ring for particularly problematic creatures such as Hellrider, Thundermaw Hellkite, or Frontline Medic. It's usually better to save the Oblivion Ring and instead trade your creature for their creature when possible.

Against Control decks we're the aggressor. Pre-board we want to curve out such that our Experiment One has at least two counters on it when they play their fourth land for Supreme Verdict. This way we can regenerate it, trigger it to a 2/2 from the Voice of Resurgence elemental token, and then play Advent of the Wurm during their end step to make it a 3/3. If we have this ideal draw, we will be invincible to Supreme Verdict. Rootborn Defenses and Nevermore help increase our odds of gaining invincibility against Supreme Verdict [Now that I think about it, Voice of Resurgence does look like it has the invincibility star from Super Mario Brothers]. On the draw things can get a bit tricky, but Thragtusk is yet another way to apply pressure without over-extending into Supreme Verdict.

I haven't played against Junk Reanimator yet, so it's possible we should be devoting some sideboard slots to that deck. Beckon Apparition, Ground Seal, and Rest in Peace are the most likely candidates. Angel of Serenity seems like the biggest problem card, so maybe a combination of Ground Seal and Nevermore would do the trick. I'm not sure, but I'm fairly certain the tools exist for us to have good game against them. Anyone interested in testing that matchup, I would appreciate feedback in the forum as to what sideboard plans you find to be effective against them.

The midrange decks are basically a mirror match. If they run Sphinx's Revelation, we board in Nevermore and plan to name Sphinx's Revelation unless naming another card translates into a situational victory (such as naming Supreme Verdict or Terminus in some cases). If they do not run Sphinx's Revelation (i.e. Jund, Naya, etc), then our plan is to bring in Trostani, the fourth Thragtusk, and likely also Rootborn Defenses. The name of the game is no longer aggression, so Dryad Militant can easily come out. Beyond that, it depends what you expect them to do against you post-board. One thing to always keep in mind is that whenever the Trostani comes in, bring in the Plains. It's our twenty-fourth colored source for Trostani.

All things considered, the deck is very fun to play and has a legitimate game plan against most decks. I even somehow beat a Turbo Fog Maze's End deck when I streamed with it last night. More work still needs to be done to get it tuned to the point that Boros Champions is at, but it is at least up to speed enough to win a Daily Event or Friday Night Magic. With a few minor tweaks for the top matchups, it may even be ready to take down a PTQ this weekend. It at least has cutting edge going for it.

Deck Tags

  • Selesnya
  • Midrange

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 947 times.

Mana Curve

Mana Symbol Occurrence

3100038

Card Legality

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

Deck discussion for Selesnya Boom Booms

This is Wescoe's deck or do you change some parts of it?
25 lands its a little too much here
Also, I would play with 3 rootborn on the mainboard and 3 oblivion ring on sideboard. Then I would drop 2 lands and add another rootborn and another smiter.
In the sideboard:
Drop thrag,plains,1 oblivion ring(3 on side is already ok),1 trostani
I would add 3 Pithing needle and another Deliverance. Rest in peace is a good card too

Take a look at mine please:
http://www.mtgvault.com/aliski/decks/selesnya-overrun/

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Posted 18 June 2013 at 16:00

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It is Wescoe's deck. I have linked it for his credit. Not mine. However, I haven't felt like the lands are too much. Haven't played it enough to see. Thanks for the advice.

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Posted 18 June 2013 at 20:28

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Well..its just my feeling. Cause I played my deck, which is almost like this, and 23 lands are already good(sometimes even too much). So I guess u could drop 2 of them without big deal...But its up to you of course

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Posted 18 June 2013 at 21:00

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Cool deal. Thanks for the heads up.

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Posted 19 June 2013 at 02:14

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