That's right, just like poor Stan Marsh the idea here is for the opponent to try to catch the dragon. They can shoot up all they want, but they'll never catch it.
First off, I've gotten some awesome feedback, but I'm sure there are more ideas out there. Also +1s are appreciated.
So what's the plan?
I've been greatly amused by some of the combos that are out there in just M13. So, I've decided to make a RG deck that rocks
Slumbering Dragon
and some
Roaring Primadox
combos.
Realistically, the plan is to drop one (or more) Slumbering Dragons early in the game and then either wait for my opponent to wake them up or do so myself. The best part being that there are numerous ways I could wake the li'l guys up: 1)
Ring of Valkas
is an obvious start; 2) Bond Beetle when paired with
Roaring Primadox
turns into an easy counter per turn for one G; 3)
Increasing Savagery
or
Blessings of Nature
will do the trick pretty quickly; or 4) I just let them attack me and rock a Fog, giving him the counters but not dealing the damage to me.
I also like the
Roaring Primadox
and Elvish Visionary combo to let me draw additional cards each turn.
I currently have Elderscale Wurm in the deck in case they are running heavy removal and take out the
Slumbering Dragon
s and
Roaring Primadox
es
I've included some removal of my own in the form of
Flames of the Firebrand
, and Prey Upon, but is that enough?
Ranger's Guile
is in there to shield my dragons while they're sleeping. Then a more permanent solution comes via
Mask of Avacyn
.
My biggest problems are as follows:1) I fear that I don't have enough removal or evasion. Am I going to get murdered by a counterspell deck or an aggro that's just faster than I am?
2) Should I drop anything to increase the consistency of the deck? I'm not big on 4x of everything because that leads to really predictable decks, but I'd be willing to drop a few things here or there if it will make the deck more consistent.
3) I've run a LOT of simulated hands, and am willing to mulligan down to three or four to make sure I have a
Slumbering Dragon
to start the game, but I've found a LOT of hands where I'll only have 3-4 mana through the first 7-8 turns. Do I just need more land?
I'm going to be extra receptive to input here as I haven't played anything competitive outside of drafts and releases (which it goes without saying are totally different).
The floor is open... Thoughts?