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based on the old "miracle grow" archetype that slaughtered the mega-decks of the time.... this particular deck works in a similar way. it's a tempo-based deck. it works by a few methods. 1) every spell in the deck costs 2 or less, or is free to cast. 2) there's plenty of card-drawing in the deck, so with a few lands in play, you can chain up a spell casting frenzy with one-cost spells. 3) every time you cast a blue spell (nearly all of the deck) you power up your quirion dryads. 4) this means you build up progressive tempo... every time you counter or bounce your enemy's spells, your creatures get bigger. it's perfect. you can play spells defensively, while attacking offensively.
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the decks not bad, but I'm sure it's beatable!
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it's had some testing over the weekend vs. loads of different types of deck. vs. aggro it works perfectly. you disrupt their tempo by bouncing their lands or just countering things, whittling away a little with black vice. and of course as you disrupt them, you're feeding the dryad. vs. weenie/lifegain weenie it was a harder matchup. the white ability to slow down the damage output made things tricky as i started to run out of my hand of counters.... but in the end all i had to do was protect my creature with a few well placed boomerangs and counters and it was an easy (but slow) win. their threats couldn't contend. vs. mill it was easy. just attack every turn regardless of how big the dryads were, and counter every mill card they play. if they get a creature down (which is fine - it's not their main win condition), steal it with legacy's allure or just bounce it. that's a whole turn of theirs wasted while you feed the dryad. vs. red instant damage decks it was a reasonable matchup. they tend to get a few early threats out. but once the dryad hits play (protected with counters for the inevitable damage spells) it's an easy win. vs. discard it was fine. counter or bounce their combo pieces (e.g. megrim) and steadily attack for a slow but steady win. vs. green stompy it was again, easy. lure them into an expensive play then deny it. let them fetch lands and then bounce them. vs. draw-punishment it was hard but doable. this deck relies a lot on drawing, so removing their combo pieces is necessary. it was close, but in the end the board advantage generated by a slowly growing dryad won the day. played loads of games. lost once. against white damage-prevention deck. got a shitty opening draw and didn't re-draw when i should have done.... rookie move! haha =D
the lack of creatures would annoy me but nice idea. Could try wall of frost (or frost wall, not sure) for some stalling till u get quirion... Seems solid enough tho. Plz rate my dredgy unearthy boom deck, thx :)
dude wall of frost would take the whole point out of this deck. it costs three (two of which are blue) and is therefore wayyyy too expensive a play. it's a great card, but not for this deck i'm afraid. i'd *love* another three fog banks but i can't afford to buy them. haha. all of the cards in this deck are ones that i own (which is why i only have one "opt"). thanks though.