Creeping forest

by thewretched11 on 08 March 2018

Main Deck (63 cards)

Sideboard (9 cards)

Creatures (3)


Sorceries (2)

Instants (2)


Enchantments (2)

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Deck Description

Hey!
wanted to make a shot at a Gaea's liege deck.

I might use it in a my annual friendly old school format (EC 93-94 rules) tournament. Deck is made for 1-1 play!

There is no good forestwalk creatures in old school! So sad!

We play with no sideboard, so cards in the sideboard are there because I'm thinking about using them in the deck

How to Play

Well as simple as it is, change opponent's lands into forest with Gaeas and phantasmal terrain. Then attack with the liege. Thought about using Living lands with prodigal sorcerer to kill my opponents lands, but switched to ifh-biff/lifetap strategy instead.

Ifh-biff is also here to help against flyers. Probably will do bad against weenie!

Might need something else to kill if gaea's don't get out.

Deck Tags

  • Old School

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 2,075 times.

Mana Curve

Mana Symbol Occurrence

0340040

Deck Format


Vintage

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Creeping forest

I am very worried about all those double-blue mana costs alongside your main goal to win via Gaea's Liege (triple-green!)! Apprentice Wizard speeds up but only colorless. So, if you have two blue and Wizard, chances are you don't also have three green for Liege. There more minor bad synergies here, for examlpe Gaea's Touch, which allows you to put one BASIC FOREST in play per turn, but you run only 8.

So, I would recommend to ditch everything with dual blue except those Lifetaps and reduce the blue part to a splash. I would replace Counterspell with POWER SINK, you'll get lots of life via your Lifetaps. I would run 4 WILD GROWTH instead of those Wizards and Phantasmal Terrains. I was suprised to see no Wild Growth anyway. This is the first oldschool deck with Verduran Enchantress that I have seen that runs no Wild Growths ...
Mana Drain could become FLASH COUNTER, which stops prominent removal spells like Swords to Plowshares.
There is no replacement for Boomerangs, but maybe you can afford to run DESERT TWISTERs instead. The deck should run faster now and I would also go up to 4 BoPs (dropping one Ifh-Biff). BoPs help with second turn Enchantresses which are crucial to sustain you.

-4 Counterspell
+4 Powersink
-1 Mana Drain
+1 Flash Counter
-2 Apprentice Wizard
-3 Phantasmal Terrain
+4 Wild Growth
- 2 Boomerang
+2 Desert Twister
-1 Ifh-Biff
+2 Birds of Paradise
-4 Island
+4 Forest

This looks a lot more streamlined and consistent.

Now some finetuning:
What's that Regeneration for? To keep Ifh-Biff alive? Regeneration is a really bad card, even for 1994 standards. And I am not sure if you really need *four* Lifetaps. Here are some suggestions (it's a pity you don't play with sideboards):

- MAGICAL HACK. Can be used on Lifetap in a hurry, for example against red players that removed your Liege. But can ALSO be used on the Liege to turn opponent's lands into something different than Forests. Because, see, what if you opponent also plays green and isn't impressed with your land fiddling?

- STASIS. Think about it. This is a card that buys you lots of time to draw into the cards and lands you need without allowing anything to happen. And you DO have the option to slap an Instill Energy on a Bird and therefore pay for the upkeep as long as you want. It's also a great way to seal a game - if you have Instill Energy on a Liege and are in the lead, plop down a Stasis and finish him off!

- CYCLOPEAN TOMB. Another way to mess with lands. Could make up for the loss of Phantasmal Terrain. Might be too slow, I don't know, haven't this format in decades (literally^^).

- UNTAMED WILDS. They accelerate. They help finding the second blue mana. THEY SHUFFLE THE DECK! You run 3 Sylvan Libraries but have no shuffle effect, this bothers me^^. I know you probably plan to pay those extra life here and there from the life you get off those Lifetaps, however, if you are gaining enough life to be able to do that, you have probably already won.

- FELDON'S CANE. A single one might be needed for longer games against control decks. Also shuffles as a nice side effect for your Sylvans.



Please note, although I did a lot of changes, it doesn't mean your deck sucked. I really enjoyed reviewing this and the decision to nix beautiful cards like Apprentice Wizards and to replace it with mundane Wild Growths made my heart bleed. But you asked for advice and I am pretty sure my version will yield better results. Looking foreward to check your seond deck! :)

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Posted 02 March 2019 at 22:12

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haha no worry! I'm glad you took a look at it! Adding wild growth and more BOP is indeed much quicker than apprentice wizards!! Got a lot of mana fast while playtesting, so ditched 1x gaea's touch.

switching counterspell to powersink is also pretty good idea! Still kept the drain.

The regenerations were there to protect the liege, since the lands are returned to their original form if Liege leaves play! I might switch them to avoid fate (which seems a bit better than flash counter to protect the lieges).

Magical hack is also a pretty good idea if I can't keep me liege on the table. The lifetaps won't be usuless then!

Couple cards you mentionned that would make great sideboards! We added the no sideboard rule since OS is quite expensive and we do a friendly tournament! To avoid having people investing and making great decks that becomes usuless because of a sideboarded (ex. city in a bottle) card seemed a bit too harsh for us haha!

I did a lot of changes and will playtest some more tomorrow! I'll let you know then!

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Posted 05 March 2019 at 02:33

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