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Peasant Magic Decks - 2009

Peasant deck: Green/red/blue Totem - Toby

Green/red/blue Totem - by Toby

Trinket Game: 8
4 Trinket Mage
1 Sensei's Divining Top (unc + 1)
1 Avarice Totem (unc + 1)
1 Expedition Map
1 Conjurer's Bauble

Creatures: 16
1 Fyndhorn Elves
3 Wall of Roots
4 Sakura-Tribe Elder
1 Yavimaya Elder
1 Krosan Tusker
3 Blastoderm
3 Wickerbough Elder

Other: 12
2 Rancor
3 Negate
4 Lightning Bolt
1 Firebolt
2 Firespout (unc + 2)

Lands: 24
1 Urza's Factory (unc + 1)
4 Terramorphic Expanse
11 Forest
4 Island
4 Mountain

Sideboard: 15
1 Negate
1 Relic of Progenitus
3 Hurly-Burly
3 Ancient Grudge
4 Pyroblast
3 Red Elemental Blast

General Strategy: Board Control
This deck tries to be varied and fun to play while still staying competitive. It plays a somewhat slow board control game fuelled by the incredible card selection of Sensei's Divining Top + shufflers. It usually starts with a turn 2 Wall of Roots or Sakura-Tribe Elder, which enables a turn 3 Trinket Mage + trinket, Blastoderm or Wickerbough Elder (with Wall of Roots, Divining Top & Wickerbough Elder can even be activated in the opponent's turn). The game usually ends with one of the 7 green fatties or one of the other trinkets, Avarice Totem or Urza's Factory.

Cards of Note
-Trinkets: Always go for the Sensei's Divining Top first as it's flexible, powerful and can dig for more. The second trinket depends on the opponent. Against permanent-based decks, Avarice Totem is superb! Don't underestimate the namesake card of this deck. With all the acceleration, you'll have way more mana than your opponent most of the time, meaning you can play a tempo game. If your opponent wants to match every 5 you spend, you'll probably have enough mana left to play additional cards. If he doesn't want to, that's great, then it's a 2 for 1! Also, it combos with Sensei's Divining Top. If you have 10 mana, and your opponent doesn't have 5, you can steal one of their cards permanently! Against permanent-light opponent's however, it's subpar to worthless. That's where Urza's Factory comes in, via Expedition Map.

- Wickerbough Elder: Main deck artifact and enchantment destruction attached to an otherwise still useful card works! Sometimes you can target your own trinket or Rancor to get rid of the counter.

- Rancor: 4 is too much as the deck is pretty creature-light (meaning they'll be dead cards in your hand a lot if you play too much), but it's always nice to have one in the late game to make Trinket Mage & Sakura-Tribe Elder viable threats.

- Firespout: Absolutely devastating, as many don't play around mass removal, especially not against a deck with Rancors & Lightning Bolts!

- Blue-based control: The desire to beat these decks is why I'm playing this, because I don't like them and they're pretty dominant in the metagame over here. Ancient Grudge comes in against Isochron Scepter and the 7 blasts come in and love to get rid of Counterbalance. Hurly-Burly against wacky Fairy decks. If you're lucky enough to have a first turn trinket (Top, Totem or Map) when your opponent has no countermagic or bounce up, you're in a very good place. Very long games (a lot of turns and a lot of thought) but winnable enough =)

- R/G or Naya aggro: The other dominant deck type around here. Sadly not the best of matchups. Wall of Roots & Blastoderm are key cards to stall the game and Firespout and Avarice Totem are all-stars. But a little more than half of the time, you can't dig up enough answers fast enough for their threats. The quicker the aggro, the harder.

- Storm: The blasts can counter Windfall, while Hurly-Burly & Firespout can get rid of those 20+ goblin tokens. Pretty likeable matchup.

- Burn: A hard one as it renders many cards useless (including 3 uncommons: Avarice Totem & Firespout) without much of use to side in. Blastoderm is your savior, winning the match if he comes down (especially from a turn 2 wall or elder).

- Land Destruction: while the mana base is a bit shaky at 3 colors, pre-sideboard U & R are mostly splash and with all the acceleration going on, this is not so big a pain most of the time.

- non-blue combo-based decks: Haven't played against any, but I'm guessing they would be the worst matchup. This deck can't get a decent clock out as it is pretty slow, but it also doesn't have all that much disruption for non-blue, non-artifact cards.

hotmail.com adress: tobysliverking

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