Welcome, fellow Magic players to the first article of
Alluring Treasure's EDH Deck techs. These articles are all about the local AT
players and their EDH lists. We will take a look at their lists, talk to their
designers, and see overall if their lists are something you might consider for
EDH play.
First off quick introduction, My name is Brandon Agenbroad,
a casual regular to Alluring Treasures. I was one of the few people to get the
EDH league at AT off the ground and into play for a 4 month season. Overall,
the league left some bad tastes in people's mouths, but it did encourage quite
a bit of EDH play. These articles are meant to do much of the same. Hopefully,
seeing weekly content about EDH players locally will inspire more people to
take up EDH here in our area.
Our first submission comes from Matt Woods, store regular,
resident lumberjack, 1st AT EDH League champion and overall nice gent. Matt
brings us a take on one of the classic themes in EDH: tokens.
Lands Artifacts
Sunpetal
Grove Enchantments
Instants Gaea's
Anthem
Swords
to Plowshares Sorceries
Planeswalkers Overrun
Creatures
This list is pretty simple in what it does. It wants to make
millions of creature, place some pump effects behind them and swarm the board
to victory. Zerg Rush anyone? Do not take my word for it. I sat down and
discussed some of the finer workings of this list with the creator, Matt Woods
Matt: This deck can do some unfair things. Landing Luminarch
Ascension turn 2 against your opponents is often backbreaking and
overpowered. This deck is mana hungry, always wanting to tap out to make more
dudes or increase your board size. The only time you ever leave mana up is to
abuse Rhys'
second ability and double the board size. Outside of Rhys,
my favorite card in this list is Wild
Ricochet. This little card can create huge blowouts. My favorite play with
this card: Wild
Ricocheting an opponent's Fling
which had flung a huge Lord
of Extinction, killing that opponent and taking someone else out at the
same time. At the same time, I have debated taking out Reliquary
Tower and Overrun
simply because they just do not do enough to warrant a main deck slot.
Matt: While the ideal plan for this deck is to play token
generators and anthems, sometimes you just can land them. That is why this deck
packs a few good creatures and spells that are inherently good on their own.
That way, if the board does not favor token generation, you still have a game
plan to get in the game. This deck does not like to see people who continuously
use land destruction or disruption, since this deck wants man every day till
Sunday.
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