SCG Daily – The Folklore of Magic #6
Adam returns to SCG Daily with another installment of “The Folklore of Magic.” Today, he examines everyone’s favorite aquatic mysical mammal… the Merfolk.
Adam returns to SCG Daily with another installment of “The Folklore of Magic.” Today, he examines everyone’s favorite aquatic mysical mammal… the Merfolk.
Last time I looked at Mono-Green Aggro, I suggested that it was an excellent metagame option against Tooth and Nail and MUC. I loved Molder Slug as if it was a barely-clothed, barely-legal slice of cheesecake and my name was Chris Romeo. Since Mirrodin rotated into oblivion, Mono-Green has lost the Slug, Viridian Zealot, Troll Ascetic, Fangren Firstborn, Fangren Pathcutter, and Elvish Pioneer. Of the deck’s ideological core, only Blanchwood Armor, Jukai Messenger, Okiba-Gang Shinobi, and Rushwood Dryad/Zodiac Monkey are still around. And yet Mostly-Green Aggro has gained so much!
Adam finishes up a fantastic week of SCG Daily, discussing the folklore behind some of your favorite Magic creatures with a discussion of the Wild Hunt, as well as Brownies. Mmmm, brownies.
So far in this series, we’ve looked at some of Northern European folklore’s intelligent, social beings (elves and goblins) and some monsters (krakens and wurms/worms). Today, we’ll focus on a group of beings that fall somewhere in between: vampires.
Adam continues to look at the vast underbelly of real world mythology and folklore that much of the game is drawn from.
SCG Daily has always, like a lady of easy leisure, been something of a mixed bag. Some weeks, you get wit and Swiss bondage from Dr. Mox; other weeks, you get genuine, solid, collard-greens-and-fried-chicken strategy. Or dating advice. Yet never before, not even so many months ago when I became the first sucker to volunteer for the first three weeks of SCG Daily, never before will you have seen an SCG Daily series like this.
The inspiration for this article came long before Ravnica’s spoiling, back when happy visions of Erayo, Soratami Ascendant and Dark Confidant were dancing like sugar plums in my head. O, to be young again! Is there a way to meld the chocolatey taste of Erayo with the sweet peanut butter of the Dimir Guild?
Today, Mono-Green doesn’t have the tools to play Control. Yes, Green has some of the best Control cards in the format – but with neither Desert Twister nor Spike Weaver, the color simply can’t go it alone. Nevertheless, there’s still reason to celebrate Stampeding Wildebeest’s reincarnation as Stampeding Serow… especially when you think about pairing it with Kiki-Jiki in an R/G Mirror Breaker deck.
As a quick review of this series’ previous articles, let’s list all of the cards worthy of consideration in the final build of a Mono-Green deck. Beside each of these cards’ names will be notations, each of which will have playability rankings. If a particular build of Mono-Green isn’t mentioned, it’s because the card in question is unsuitable there; for example, although Rhox might have a place in Big Green, it’s definitely not going into Green Weenie. For the purposes of this article, I’ll assume that Elf-based Green Weenie and Medium or Big Green with equipment are bad ideas. This latter point is highly controversial, and you’re free to play whatever form of Mono-Green you like, but it’s key to my understanding of the deck.
It took four days, but today Grydehoj finally shows his true, traitorous colors. After giving you three full articles full of awesome green spells and creatures, today the yellow-bellied Dane betrays all you Green fans by proposing other colors to sully the beautiful color of nature.
Just what the title says, folks. Fans of this excellent series are sure to continue reading, while the rest of you may as well hop on board now and catch up on the first two installments.
Adam breaks down what is sure to be one of the most popular archetypes at Regionals around the world, creature by creature and spell by spell, all in an effort to help you build the most competitive deck possible.
This five-part, daily article series will examine every even slightly contestable choice for a slot in Standard Mono-Green Decks. The idea is to give you the most options possible in your preparations for Regionals, cover ideas you may not have thought of, and then whittle down the choices to acceptable levels to help you build the best competitive deck possible.
Mr. Grydehoj takes you on a wild ride into the world of one-power creatures, where no matter what you try, the decks don’t quite end up working. That doesn’t stop them from being fascinating experiments in deckbuilding.