Walk the Mine

by Cadaverous_Bloom on 14 November 2006

Main Deck (60 cards)

Sideboard (12 cards)


Sorceries (3)

Instants (2)


Artifacts (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Not an original idea. Props to ShadowZ for piquing my interest in this deck when he posted it at another site.

The way I understand it, you keep your opponent in check with Exhaustion and Gigadrowse, play a Howling Mine or two (can be tutored via Muddle) and Walk the Aeons as much as possible to outdraw your opponent and keep them out of the game. Eventually, you draw or tutor up Kudzu or Dervish and slowly beat for the win.

The rest of the sideboard is 1x Gigadrowse and 2x Wall of Roots.

Deck Tags

  • Control

Deck at a Glance

Social Stats

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This deck has been viewed 1,107 times.

Mana Curve

Mana Symbol Occurrence

0260013

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Walk the Mine

hehe,

http://www.mtgvault.com/viewdeck.php?did=568

=P

already posted it here, but It is good that it is back on the main page, I really like the deck, amazingly fun to play, sadly tho it isnt fun to play against (so my opponenets tell me)

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Posted 14 November 2006 at 23:10

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I think there are better finishers in G/U than Vinelasher Kudzu and Whirling Dervish. Unless you're running Stonewood Invocation I think Simic Sky Swallower does the job much better.
Or since you're not running very much green mana you could cut the Yavimaya Coasts and all the green except Reclaim and Recollect and bring in Draining Whelk as your finisher.
Why is Loaming Shaman in there?

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Posted 15 November 2006 at 00:38

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I can tell you havn't played this deck very much

why kudzu and dervish and no SSS?
because SSS costs 7 mana, while kudzu and dervish don't

why more green and no whelk?
same reason, plus your opponent should never get the mana needed to play a spell while you are comboing

why shaman?
because shaman prevents you from decking yourself in those long games that you dont start to combo off until very late

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Posted 17 November 2006 at 12:55

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