Sunday, October 7, 2012

TABLETOP TALES: COLONEL HATHI'S COMPANY DECK!

TABLETOP TALES PRESENTS:
COLONEL HATHI'S COMPANY DECK

To check out my other decks, hit the links below:


This article serves two purposes: To share the nerd entertainment around with anyone who might find it interesting and, in this case, to build a powerful deck on a reasonable budget.

A week after the pre-release and my new deck for standard is coming on pretty strong. My only purchases for this deck have been made through trades, the cards from the pre-release event, and two boosters I bought the other day, as well as a couple singles, totalling my expenses at around $35-40.

Check out my Return to Ravnica Pre-Release article to see how that green-white aggro deck has evolved since then:



You can find Magic Cards in super stores (Ex. Walmart, Target) but the best place you can buy your cards, meet other players, and play in events is at your local comic book store or hobby shop. I buy most of my cards at The Comic Cellar. Here is a link to its Google Maps location at 3620 Austin Peay Highway #2 Memphis, TN 38128.

Without further ado, with these purchases, I built...

THE GW AGGRO DECK:
COLONEL HATHI'S COMPANY DECK

This deck is all about potent three-drops; in fact, not a single spell in this deck costs more than three mana and, with twenty four lands, it always has something it can do on any given turn. As for what it can do with these three-drops, it can put down efficient and/or difficult to remove/counter creatures that, when combined with Rancor, become lethal enough to take an opponent by turn five.

Please leave comments.

To check out the contents of the deck, click "READ MORE" below.
Contains 60 Cards
PLANESWALKERS
(1 White Planeswalker)

Deck contains. 1.
Reasons? Now, this is a fun thematic addition to the deck; as a three-drop planeswalker, his first ability is decent, his second ability wins matches, and his third ability, if it somehow comes to it, isn't bad either. I really like this card, but don't surprised if he gets phased out.

CREATURES
(22 Creatures: 14 Green Creatures, 8 Green-White Creatures)

Deck contains. 4.
Reasons? Thanks to the shockland, Temple Garden, Arbor Elf is more than just a replacement for Lanowar Elf and, in fact, is superior. In this deck, he keeps my mana untapped so that I can have all the extra mana I need to get the job done with this primarily green deck.

Deck contains. 3.
Reasons? This cheap human is perfect for building the tempo to this deck for that sweet mana ramp. Dropping one of these turn one, sets you up for a potential three mana drop on turn two, or better as the turns go on. The main reasons to add mana ramp to this deck were to set up for quicker bombs.

 Deck contains. 4.
Reasons? I like having full set of Centaur Healers; not only do they delay my opponent by giving me more life, but they are potent threats that can deal serious damage and block most creatures my opponents could drop.Against other aggressive decks, this can flip the tempo in your favor.

Deck contains. 4.
Reasons? A fantastic card, possibly my favorite of the set and the one I was happiest to get in my draft, Loxodon Smiter is pretty easy to play and impossible to counter. He is gonna hit the battlefield with a beefy presence on turn three and there is nothing they can do about it; we can only hope to see a reprint of Loxodon Warhammer in the third part of the set to give this guy a boost.

Deck contains. 3.
Reasons? This spirit does the job, swinging for a slick two damage, then returning the battlefield as a 3/2. A turn two threat that has little competition in his color/slot combo.
Deck contains. 4.
Reasons? I love this guy too and am happy to be playing him again; a 3/3 for 3 w/ flash is useful, but his regenerate ability makes him extremely attractive.
NON-CREATURE SPELLS
(13 Non-Creature Spells: 4 Green Enchantments, 2 Green-White Instants, 4 Green-White Sorceries, 5 White Enchantments)

Deck contains. 4.
Reasons? This should pretty much show up in the creature section, as it nets me 3/3 creatures for two that are pretty hard to compete with, and add all the more fodder. Not much to say about it that hasn't already been said.

Deck contains. 3.
Reasons? One of the best removal cards ever printed, it is fantastic for targeting what you need to remove. I can't imagine making many white decks without it.

Deck contains. 4.
Reasons? How do you make all those cheap three cast buggers worthwhile? Rancor...all the rancor. This card makes the pace pick up so quickly that your opponent will be removing your creatures any chance they get...but that doesn't matter! This deck has creatures it can put down every round.

Deck contains. 2.
Reasons? The first and third abilities of this card are pretty decent, but its the second ability that makes this card a real winner. In a pinch, this card has the flexibility to do what you need it to do; you need something to attack/block, you need a boost for lethal damage/save a creature, or you need to remove a big baddy? Selesnya Charm fixes everything.

LANDS
(24 Lands: 9 Forest, 6 Plains, 9 Others)
CONTAINS: 6

Deck contains. 2.
Reasons? Making 3/3s and 4/4s bigger is well worth it....'nuff said.

CONTAINS: 4

CONTAINS: 4

CONTAINS: 4

CONTAINS: 1

IDEAL 1st HAND

And that's all folks.