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 Post subject: Re: Stopping the ele mf rush
 Post Posted: Fri Aug 21, 2009 10:07 am 
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Joined: Sat Feb 28, 2009 4:57 pm
Posts: 40
cosmosiskwik wrote:
Ah Boozie. That deck is MF-only, unless you count the 3 Vapor Mahals in it. Does that make it MF/Ele already, since I don't use any cards actually requiring Ele domain?


I guess it does, as you are taking advantage of the capabilities of an Ele card ;) As far as I have seen in recent EC, each MF/Ele deck still relies on the Mahal as the most important Ele card. Sure, mogis and flame ents are nice but the deck core is always MF: ord stones, training, fort, fissure/sinkhole. And the fact that everybody use them (most likely 3 copies of each) and they fit essentially any strategy (even in non-MF/Ele decks) should make someone think further ;)

So much for the MF complaint, as I said in another post I don't think it's unbeatable but... I'm working on alternatives and I've been quite unsuccessful so far :D


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 Post subject: Re: Stopping the ele mf rush
 Post Posted: Fri Aug 21, 2009 10:53 am 
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Joined: Fri Jul 31, 2009 9:12 am
Posts: 270
Tremor is only useful if the opponent has less than 2 flux for iron gate, or you have 1 extra flux and negate or a stagg to run to the building. Other than that tremor just gives the MF&E player an advantage, as he can simply counter it with an iron gate that costs 1 less and gives 3 more health than tremor takes.

I think the best option for sylvan is some kind of Seedburst-deck with possibly some Gossamer Palaces to jump on the seedlings.


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 Post subject: Re: Stopping the ele mf rush
 Post Posted: Fri Aug 21, 2009 11:02 pm 
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Joined: Sat Nov 01, 2008 2:51 am
Posts: 584
Location: Madison, WI
As far as purely sylvan options go-- has anyone tried a ranged elf/Barron + greening/energy deck? Sylvan should have enough early and mid game creatures to get you to the later stages... ... "should"...


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 Post subject: Re: Stopping the ele mf rush
 Post Posted: Sat Aug 22, 2009 5:19 am 
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Joined: Fri Jun 05, 2009 8:44 pm
Posts: 28
headshot wrote:
Tremor is only useful if the opponent has less than 2 flux for iron gate, or you have 1 extra flux and negate or a stagg to run to the building. Other than that tremor just gives the MF&E player an advantage, as he can simply counter it with an iron gate that costs 1 less and gives 3 more health than tremor takes.

I think the best option for sylvan is some kind of Seedburst-deck with possibly some Gossamer Palaces to jump on the seedlings.


When you play Tremor you have to catch them with their pants down, you can't just play it immediately. You set it up so it really messes with their strategy.


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