Archived from groups: rec.games.trading-cards.magic.strategy (More info?)
I have a mono-green deck (casual play) which is based around the Nantuko
Mentor and Big Hitters (Pulse of the Tangle 3/3's, Wurms, Living Hive,
Symbiotic Wurm) + trample with a scattering of life gain courtesy of Loxodon
Warhammer. There are a few Fireshriekers, Whispersilk cloaks and Loxodon
WH's)
I have sorcerys to help the mana curve, and a few Elves as well. The deck
goes ok, occasionally getting 24/24 type creatures with trample and spirit
link.
The achillies heel of the deck is Flying. I would rather avoid removing the
whumpers to throw in some Spiders, is there any other solution? An artifact
or enchantment that prohibits flying, or grounds it?
Spells (like spider climb, downdraft, etc) aren't overly useful as they're
one-shot-wonders. Is there a more permanent (well as permanent as any
artifact, creature or enchantment is) that will help vs flying?
I *could* splash in white if there is a white solution, but would prefer not
to.
tia,
tim
I have a mono-green deck (casual play) which is based around the Nantuko
Mentor and Big Hitters (Pulse of the Tangle 3/3's, Wurms, Living Hive,
Symbiotic Wurm) + trample with a scattering of life gain courtesy of Loxodon
Warhammer. There are a few Fireshriekers, Whispersilk cloaks and Loxodon
WH's)
I have sorcerys to help the mana curve, and a few Elves as well. The deck
goes ok, occasionally getting 24/24 type creatures with trample and spirit
link.
The achillies heel of the deck is Flying. I would rather avoid removing the
whumpers to throw in some Spiders, is there any other solution? An artifact
or enchantment that prohibits flying, or grounds it?
Spells (like spider climb, downdraft, etc) aren't overly useful as they're
one-shot-wonders. Is there a more permanent (well as permanent as any
artifact, creature or enchantment is) that will help vs flying?
I *could* splash in white if there is a white solution, but would prefer not
to.
tia,
tim