Home Creators Posts Import Register Favorites Logout

Content

I've been having a lot of fun with the Premodern format lately, as I described previously in this post. I've more or less been playing in a tournament once per month plus games here and there with friends. Last weekend I got out to a tournament again, and I couldn't resist building another new deck. Here's what I came up with:

It's basically a Gro-a-tog or Super-Gro style deck, but instead of Psychatog or Mystic Enforcer, I substituted Nimble Mongoose (Gro-a-goose?). My idea was the Nimble Mongoose would be good against control decks with a lot of targeted removal and red decks (Worship plus Mongoose is an automatic win).

Overall the deck was pretty inconsistent. Sometimes it was amazing. If you play Gush and draw some Mox Diamonds, you feel invincible. Pretty soon you're attacking with a 6/6 Quirion Dryad with counter back up. Other times you have trouble finding green mana to drop a creature and every time you play a draw spell you just draw more draw spells.

I'm not sure I have the correct distribution of draw spells either. Accumulated Knowledge might be better to include so I can get more card advantage. Mental Note might also be good to help power up the Gooses faster. But if I put both of those in, maybe I should pivot to a more threshold-heavy deck instead (Werebear?). I'm not sure what the correct choice is, but it's these kind of small decisions with a big impact on your deck that make Premodern so fun!

In the end, I only went 1-2 with this deck, but I also had some pretty poor draws. I think there's something here, but I need to do more tweaking.

Files

Comments

Kieran Pollard

Would love to see what tweaks you make and how it pays off 😁

Cardboard Crack

Thanks! We’ll see if I try to fix this deck of just go back to old faithful (pox).

Rose

Mana Fixing is so poor in premodern and you are trying to play all 5 colours. Have you thought about playing Gemstone Mine? This deck really feels like it needs more than the 9 ways you have to produce non-blue mana (most often green I imagine) on turn 1. Yavimaya Coast could also work, but I'd probably only go that way if you decide to trim white.

Rose

Treva's Ruin is the other card you could look at playing.

Cardboard Crack

I'm not going to defend myself. The mana is super greedy! I want to cast all 5 colors but also play Gush and Daze. The deck definitely leans hard on City of Brass and Mox Diamond.

Rose

Fair enough if that's what you want, but another 5-colour land would certainly help reduce the workload of city of brass and mox diamond. You may want to cut the Plains and/or some of the fetches to keep the genuine island count higher.