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The Brewery: Druid Ball
Feature Article from Justin Vizaro
Justin Vizaro
6/18/2012 10:50:00 AM
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It seems only yesterday that Avacyn Restored became legal for standard play, and here we are halfway through M13 spoiler season. I still think there are cards in Avacyn Restored that haven't yet hit their strides, and I still think that there's a great deal of settling left to see. I am extremely excited about a few of the cards I've seen from M13, particularly Rancor and the set of Rings. Rancor is actually one of my top 10 favorite cards in the history of Magic, and it's actually one of the only non-Red cards on that list, so expect at least a few decks that come out of the Brewery to feature ways to take advantage of that card. Most of the Rings appear to be extremely powerful as well, particularly the Green, Black, and Red ones, but I have to assume that growing White dudes will be a problem and that paying two to counter spot removal will also make people try the blue ring as well. Growing Blue dudes like Invisible Stalker, Geist of St. Traft, and even Delver is also not a terrible plan despite the litany of better plans that also exist. I'm also extremely excited about Thragtusk, as that guy is utterly insane on his own, but also goes nicely with a card I have recently used and featured to a great extent (Deadeye Navigator). This week, however, I think it's important to stay focused on the fact that we still have a format with only one core set for a few weeks, and I think this list is one that can start looking at the possibility of some very cool interactions in the future as well as the present.


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When I first read Druids' Repository, I had the same reaction that many of you likely had, saying to myself that the card feels a little bit like its goals and means don't ‘bo with each other, and that it would be very difficult to build a list that could sufficiently take advantage of its admittedly cute but still relatively powerful ability. At its best, Druids' Repository is capable of helping you crank out a turn 4 Titan, Karn, Nicol Bolas (post M13), or other choice 6+ drop. At its worst, it helps you accumulate mana in an aggressive deck to be used for that end of game Fireball (turn 4-6 usually). Previously, decks like Elf-Ball either went all-in on the Fireball plan (mana dorks and something like Priest of Titania to get mucho mana from one guy) or they simply beat for a few early points and then cast Fireball for the remaining 6-9 DPs necessary to win. Druids' Repository actually does a great job of allowing us to build around the same concept, but with creatures whose type less relevant than their efficiency as attackers.

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 Druids' Repository
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What you're essentially getting from this card is excess utility from your creatures, allowing you to build your way into a 6+ point Fireball or equivalent spell as early as turns 4 and 5. It was still difficult to balance this list in terms of dudes, bomb spells, and utility cards, but I think I have at least arrived at a shell from which you can explore further possibilities that suit your fancy.

Druid Ball by Justin Vizaro
Main Deck
Sideboard
4 Birds of Paradise
3 Hellrider
2 Llanowar Elves
3 Phyrexian Metamorph
4 Strangleroot Geist
4 Wolfir Avenger
3 Zealous Conscripts
Creatures [23]
1 Karn Liberated
Planeswalkers [1]
2 Birthing Pod
2 Bonfire of the Damned
2 Devil's Play
4 Druids' Repository
1 Fireball
1 Red Sun's Zenith
Spells [12]
4 Copperline Gorge
10 Forest
2 Kessig Wolf Run
4 Mountain
4 Rootbound Crag
Lands [24]
Deck Total [60]


2 Ancient Grudge
1 Bonfire of the Damned
1 Hellrider
3 Huntmaster of the Fells
1 Phyrexian Metamorph
4 Pillar of Flame
2 Thrun, the Last Troll
1 Zealous Conscripts
Sideboard [15]





Click for full deck stats & notes!



Again, the deck is extremely easy to pilot, and mostly involves turning things sideways and playing powerful spells. Druids' Repository is far from required for the deck to run smoothly, but it certainly helps games end much more quickly than they normally would if you have one (or more) in play. In fact, getting two Repositories in play is almost unfair in terms of the added advantage you have each turn from available mana. If you're used to playing Titan Ramp, you'll likely be able to slide directly into this deck, but the same is true if you've been playing RG Aggro for a while now as well.

The deck is extremely fast, and the majority of the creatures either have haste explicitly or effectively (flash wolf basically has haste because it's usually best to play him during your opponent's turn). The six mana dorks are great in this list, as they allow you to set up the beats quickly just as they do with any other deck, but then they also serve a purpose later in the game in terms of getting extra points out of Hellrider, charging up the Repository, and adding mana to the size of the Fireballs.

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 Birthing Pod
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Another option for the mana dorks is to upgrade them into Strangleroot Geist via Birthing Pod. Pod is no stranger to the spotlight in aggressive decks these days, as it is great for that particular purpose- turning dudes that are mediocre in the late game into better threats. Aggro loves to have 1-drops, but it hates to have them on turn 5, so Birthing Pod is a fantastic way to make sure that all of the cards in the deck are a little less awkward. Other great interactions from the pod include podding out of Wolfir Avenger into Hellrider for what often turns out to be a huge swing in life totals. Sacrificing the Wolf is a little sad, but slamming with the Devil and a few other guys for a lot of damage usually gives you a short memory when you do it.

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 Bonfire of the Damned
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$12.00
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Many of you will be wondering why I have chosen to run a litany of Fireball effects instead of the one that seems to be the best of the lot. Bonfire of the Damned is indeed powerful when it's sitting on top of the deck on turn 4 or later. When it's not, however, it's much less impressive, and at times can in fact be much more than a bit underwhelming. Also, if we're looking to build up the Repository to a critical mass and throw a Fireball of about 6-8 points, it's not very efficient to either be forced to do it before the combat phase or to settle for half of the damage. To be honest, I only just recently added the two Bonfires because of the increasing value of nugging my opponent's team, but I actually prefer to just have Devil's Play and Red Sun's Zenith in its place. The other Fireball effects are simple and direct- I will be doming you with as much mana as I have sir, would you like to do anything? The one-of Fireball in the deck actually serves as the cutesy Arc Trail that is sometimes needed, but would also otherwise be either Devil's Play or Red Sun's Zenith. Zenith is actually quite relevant in this format because of the amount of times you can and will find yourself using it on creatures. I have been seeing insane success with the zombie list I posted last week, and I think there will be an increase in show from that deck very soon. Exiling dudes will be very important. The other cool thing about Zenith is that you get to Recycle it, albeit slightly less efficiently than Devil's Play. It's rare that recurring Fireballs are necessary, but when they are, RSZ and Devil's Play tend to work overtime for obvious reasons.

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 Zealous Conscripts
$3.08
$1.77
$0.91
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Central Indy Games 12 $1.29
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This guy just can't stop showing up in my articles, and I think there's a very good reason for that. This card literally wins almost every game that it touches, usually in the same turn that it's cast. Players tend to dread the thought of doing things when there's 5 mana available and one of them is a Red Source, as it's entirely likely that the best thing they can do to stay alive or go for the win will actually end up killing them. In this deck, I have Birthing Pods to seek it out if necessary, but it usually floats to the top when you need it (clutch cards have a way of doing that). I simply can't say enough about this card.

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 Hellrider
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This is another character that I can't keep out of my decks, mostly because of how aggro he is, and because of how Red he feels. I definitely love Red cards, and this guy ticks every single box for me, starting with Haste and ending with the fact that he can Deal Damage straight to the dome. This guy is in here to keep the deck from being forced into the hole of needing Druids' Repository online in order to win. It's quite capable of just slamming dudes onto the table and turning them all sideways, and Hellrider rewards that line of play. The theme though, as it is now up to 7 cards that reward turning things sideways, is that guys in this deck want to be attacking as often as possible.

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 Karn Liberated
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The final guy on the list of things to discuss in the maindeck is a great segue into the topic that I most want to discuss about this list. Karn represents the potential for this deck, and doesn't necessarily have to be in it. It's very easy (with Repository) to have a turn 4 Karn with this deck. (Turn 1 Birds/elves, Turn 2 Geist/Wolf/Bird/Elf, Turn 3 Repository, Attack, possibly play another creature, Turn 4 Attack, cast Karn) If that's your style, I think this deck could be for you if you want to cut a few Fireballs in favor of the big man. To be honest, it's not really the route for me, as I don't see Karn as a particularly aggressive card. Again, he is only in this deck to represent the possibilities this deck is capable of playing (and sure, to Vindicate a few things on occasion).

The most important piece of information to take away from this article, however, is that the mana generated by Repository is the color of your choice, so if you're trying to cast Nicol Bolas on turn 4, that's perfectly doable as well, as you'll have 3-4 mana from repository to cover any colors you can't already make.

Streamlining a deck around Repository is quite simple, and with the current availability of cards, it seems as if a Birthing Pod chain would be very effective in terms of upper-curve spells to cast with Repository. Inferno Titan, for example, would be a great addition to this deck, and even Elesh Norn might find a place because of your ability to chain into it with pod or simply hard-cast it with Repository. Looking at Elesh Norn might even turn the focus to a Green/White-based deck with the Repository, Green and White aggressive creatures, Birthing Pod, and stronger high-curve options available in those colors like Sun Titan, Sigarda, and Gisela.

The raw power level of the extra mana from Druids' Repository is off the charts, not because having a lot of mana is anything special, but because of the amount of mana one can have at such an early point in the game, and how devastating 6-8 drop spells are on turn 4 and 5. Even when it's not threatening large spells, being able to cast a spell in the first main phase on turn 3 or 4, attack with Wolfir Avenger and some other guys and still have mana open to regenerate the wolf adds a level of tempo to the deck that is ridiculously difficult to overcome for slower decks. Normally aggro decks would sacrifice tempo to leave Regeneration mana open or sacrifice the ability to save dudes in favor of extending the board. In this particular situation, aggro players don't have to choose between the two, which is a subtly powerful interaction.

To close, I will go ahead and address a few sideboarding notes for this deck, though I encourage all of you to choose the 15 that best suits your local metagame. There are plenty of cards that I chose not to put in this list that can very easily make it into both the maindeck and the sideboard.

Huntmaster of the Fells in the sideboard: I like this guy in aggro mirrors, but I think he's just mediocre against delver and other decks that I just want to be attacking against. He can't attack until turn 4 at the earliest if you cheat him in, so even though he's carrying another teammate in tow, I don't think he's aggressive enough for the maindeck.

Pillar of Flame: this card is extremely good, and will be boarded in quite a bit, whether it's to deal with your opponent's problem creatures, mana dorks, or recurring Zombies, Pillar of Flame is a card that ought not be off peoples' radars. If your metagame is full of Delver, I actually recommend switching this card for Thunderbolt, as that card handles everything Delver throws at you and then some. It can also hit the grill for 3, which gives it extreme value. With Restoration Angel showing up in millions of decks, I can see there being a run on Thunderbolt very soon in decks that touch Red.

Ancient Grudge: this card kills artifacts. Other than that, this card is an open board space for you to put whatever card you feel is necessary to help with your local meta. Maybe you need some Slagstorms, Naturalizes, or Ratchet Bombs. Just jam those in this place instead.

Thrun: just like Grudge, this card serves a purpose. If you don't need that purpose, replace it with some other specific-purpose sideboard option like Combust, Grafdigger's Cage, Vulshok Refugee, or something.

Random 1-ofs: not that random if you look at the maindeck, these cards typically are very good in particular matchups, and you will often want more of them.

I hope to hear from you in the comments section with regard to the kind of things you will be trying with Druids' Repository, as I mentioned that this is certainly not the only thing you can do with it. I actually think Naya could be a great deal of fun with this card, so let me hear your ideas and suggestions below. Thank you all for reading, good luck at any events you may have in the near future, and if you're still looking for a standard deck, peruse the Brewery for fun ideas. Click on my name at the top of the column for a complete list. If you're looking for something competitive, last week's article has my current tournament 75, and it has been doing exceptionally well. I know this is the second time I've mentioned it today, but I honestly believe that it's possible to win tournaments right now with Geralf's Messenger and Hellrider in the same deck.



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