(UWG) Bant Superfriends 60 cards, 0 sideboard 2 {Temple of Enlightenment} 2 {Temple of Mystery} 4 {Windswept Heath} 4 {Flooded Strand} 2 {Plains} 3 {Yavimaya Coast} 2 {Temple of Plenty} 3 {Island} 2 {Forest} 24 lands 4 {Monastery Mentor} 4 creatures 3 {Dig Through Time} 2 {Defend the Hearth} 2 {Nissa, Worldwaker} 2 {Myth Realized} 2 {Ajani, Mentor of Heroes} 3 {Elspeth, Sun's Champion} 1 {End Hostilities} 2 {Treasure Cruise} 3 {Narset Transcendent} 2 {Kiora, the Crashing Wave} 4 {Anticipate} 2 {Radiant Purge} 4 {Winds of Qal Sisma} 32 other spells Sideboard |
Quote from: Crossed on April 03, 2015, 01:09:04 PM
I suggest {fleecemane lion} and {courser of kruphix}
Also, I think 3 {anticipate} should be enough. 4 seems greedy. Maybe replace with a land?
Quote from: particle on April 03, 2015, 01:10:25 PMQuote from: Crossed on April 03, 2015, 01:09:04 PM
I suggest {fleecemane lion} and {courser of kruphix}
Also, I think 3 {anticipate} should be enough. 4 seems greedy. Maybe replace with a land?
Courser seems fine for the card advantage but why would you run fleecemane here?
Quote from: Crossed on April 03, 2015, 01:13:18 PMQuote from: particle on April 03, 2015, 01:10:25 PMQuote from: Crossed on April 03, 2015, 01:09:04 PM
I suggest {fleecemane lion} and {courser of kruphix}
Also, I think 3 {anticipate} should be enough. 4 seems greedy. Maybe replace with a land?
Courser seems fine for the card advantage but why would you run fleecemane here?
Fleecemane is great early and late game for this control build. It defends against aggro early, and it survives your board wipes let game
Quote from: particle on April 03, 2015, 03:55:17 PMQuote from: Crossed on April 03, 2015, 01:13:18 PMQuote from: particle on April 03, 2015, 01:10:25 PMQuote from: Crossed on April 03, 2015, 01:09:04 PM
I suggest {fleecemane lion} and {courser of kruphix}
Also, I think 3 {anticipate} should be enough. 4 seems greedy. Maybe replace with a land?
Courser seems fine for the card advantage but why would you run fleecemane here?
Fleecemane is great early and late game for this control build. It defends against aggro early, and it survives your board wipes let game
It also makes you tap out on turn 2. Seems like it's more of a sideboard card for those matchups.