Showing posts with label fable of wolf and owl. Show all posts
Showing posts with label fable of wolf and owl. Show all posts

Monday, December 01, 2008

Fable of Wolf and Owl Challenge of the Week








I really don't know what I'm doing ha - with that in mind, and because I don't do control or blue easily. I decided to just avoid it all together and build something much crappier - NOW INTRODUCING SHAMAN WOLVES! ta daa (chirp chirp - crickets) yeah that's what I think too, but it's different.


4 x Elvish Visionary
4 x Wolf-Skull Shaman
4 x Troll Ascetic
3 x Vexing Shusher
4 x Snakeform
3 x Loxodon Warhammer
2 x Blanchwood Armor
4 x Leaf-Crowned
2 x Masked Admirers
2 x Garruk Wildspeaker
2 x Wren's Run Packmaster
2 x Fable of Wolf and Owl

24 forests
So obviously I didn't use most of the creatures I posted, but that was the more obvious pure creature build of G/U - they entered my mind as potential better alternatives but seems like you can have fun with a Wolf-skull earlier than the Fable Wolf. Use the kinship mechanic with the rest of the shamans for synergy. Elvish Visionary early to a snake form trade gives 2 card advantage, followed by Wolf-Skull who hopefully will help maintain creature advantage, turn 3-4 troll that hangs out looking for a loxodon or blanchwood. then 4-5 turn Leaf-crown getting free shamans from the library directly into play. Hopefully a Wren pack master to pop off a few token wolves with death touch to maintain some level of board control until Garruk can blow big. Fable is just there late game to maintain creature advantage against wrath or the like. and Masked is there to maintain late game card advantage by playing a creature at plus 2 mana and getting mask back and a card draw (essentially 2 cards for 2 mana) (also good with Wren's who needs to champion an elf)
Over all not very competitive but has some funny elements of draw for playing creature, play a creature for nothing, and get a creature and card draw just for playing a creature.

Sunday, November 30, 2008

Fable of Wolf and Owl/Skullmuncher/control splashing combo

4x Ponder
4x Familiar's Ruse
4x Cancel
4x Snakeform
4x Selkie Hedge Mage
4x Cryptic Command
3x Scattering Stroke
3x Skullmuncher
4x Mulldrifter
2x Fable of Wolf and Owl
4x Yavimaya Coast
4x Flooded Grove
10xIsland
6x Forest

An ideal game would be land first four turns (card draw with ponder/mulldrifter) then turn four scattering stroke your opponent, win the clash, then play fable of wolf and owl turn five with your extra mana. Then use your creature advantage to control the board, and use of counterspells to win the game. Skullmuncher (a card I've been wanting to find a use for) isn't great, but he is ok for this deck. True, you'd probably be better off with the guy you tap and draw three cards with, or even the u/g */* guy who is big depending on the cards in your hand...but when you get to sac crappy tokens and draw counterspells to win the game with, while protecting your hopefully 5/5 or so skullmuncher, hooray.