Why Not R/G Cycling?
(Editor's Note: I'm not entirely sold on this deck, as I'm extremely skeptical of any"My entire defense is based on drawing Ensnaring Bridge!"-style decks. Plus, I don't think the gauntlet he's used is particularly strong. But this is also an interesting idea that deserves a second look - The Ferrett)
Why didn't anyone think of this before? We've all played R/W Slide - but what if we got rid of white and added in green? I prefer this to the R/W controlling method, since Green gives you a lot more offense and just kills everything. Sligh, Elves, R/W Slide, other R/G Beats, and the Madness match.
What about Psychatog, you say? Well, it's bad... But after Eighth's rotation, who plays it?
The object of the deck is to establish early control with Wild Mongrels, Spark Sprays, and Grim Lavamancers. Then sit comfortably behind an Ensnaring Bridge and let your Lightning Rifts, Words of War, and Grim Lavamancers do their work. A lot of cycling will ensure the cards you need, and Krosan Tuskers will get you mana.
Creatures
4 Krosan Tusker
4 Wild Mongrel
4 Grim Lavamancer
Spells
4 Solar Blast
4 Spark Spray
4 Ensnaring Bridge
4 Break Asunder
4 Lightning Rift
2 Words of War
2 Starstorm
Land
4 Forgotten Cave
4 Tranquil Thicket
2 Wooded Foothills
7 Forest
7 Mountain
Sideboard
2 Starstorm
4 Slice and Dice
2 Ravenous Baloth
4 Naturalize
3 Flashfires
The deck's strategy is basically self-explanatory, cycle without abandon till you get an Ensnaring Bridge and Words of War. The Wild Mongrels and Lavamancers apply pressure 'til you can apply a lock.
The Sideboard
- Starstorm and Slice and Dice for Weenie decks.
- Ravenous Baloths and Naturalize for Sligh. Sulfuric Vortexes are a big problem unless you can get rid of them.
- Naturalize for Stabilizers. Those are a very big problem. The more ways you have to get rid of them, the better.
- And last are the Flashfires. Since Mono White Control is your toughest match these come in handy crippling any mono white for the rest of the game.
The Matchups
Sligh
Sligh is a good matchup for you with a semi-decent draw, although almost nothing can stand up to the Sligh God draw. You can Break Asunder his Sulfuric Vortexes, which are your biggest threat. Starstorm and Ensnaring Bridges take care of his goblins, Clickslithers, Blistering Firecats. Side in Naturalizes for the expected Stabilizers.
-4 Grim Lavamancer -2 Words of war +4 Naturalize +2 Ravenous Baloth
Mono White Control
This is another easy match - unless you can't get down (and keep out) an Ensnaring Bridge, which tips the balance on this one to difficult. Without the Ensnaring Bridge or some green creatures, you could get overrun by Silver Knights and anything else with protection from red (Akroma, Angel of Wrath comes to mind). Fortunately, you have Flashfires waiting for them. I would consider adding in Naturalizes for Story Circles and Ivory Masks.
-1 Starstorm -2 Words of War -4 Spark Spray
Elves
I don't know why anyone plays this deck in the first place... But fortunately for me, it is played fairly often where I live. Starstorms and Ensnaring Bridges take away the Elves' only route to victory. After game one, you get to add in two more Starstorms and four Slice and Dices. Life is sweet.
-4 Break Asunder -2 Solar Blast +4 Slice and Dice +2 Starstorm
R/W Control
This is a fun match for you because they have nothing to control; none of your creatures are necessary, and when he cycles, it helps you out too. That said, it's still your second-toughest match. Be wary of Akroma's Vengeance - this card is your worst nightmare, so don't overextend the Rifts and Bridges. Luckily, it's hard to play after you have destroyed all of his plains.
-4 Spark Spray -2 Words of War -1 Starstorm +4 Naturalize +3 Flashfires
Three-Color Wake
Nothing much here just Break Asunder the Wakes and a well-placed Ensnaring Bridge will work wonders against a huge Decree of Justice.
-2 Starstorm +2 Naturalize
Psychatog
Now this one is interesting. If someone is still playing it, give them props cause it's a cool deck - but Eighth Edition killed it. Your best bet is to wait until your opponent is tapped out to play Ensnaring Bridge, then sit back and cycle to the Words of War and Lightning Rifts. If they Upheaval you, that could be a bad thing unless you gain control very quickly. But overall, this matchup is terrible for you.
Nothing really to sideboard here. If your opponent throws in Stabilizers in the second game, drop two Starstorms and throw in two Naturalizes.
R/G Beats
Here, Ensnaring Bridge is your opponent's worst nightmare. Kill his Grim Lavamancers and hold off the main attack until you gain control. Kill his creatures with Rifts and Lavamancers before you concentrate on him in case he is packing any artifact removal. -2 Solar Blast +2 Starstorm (-2 Solar Blast +2 Naturalizes for Stabilizers in game three, if you see them).
This match is a pretty easy one if you don't let your opponent gain control. (But isn't that true of just about any matchup, ever? - The Ferrett)
U/G Madness
This match is cake. As soon as you drop an Ensnaring Bridge or even a few Lightning Rifts, the game is yours. In game two watch out for Naturalizes and maybe even an Aether Burst.
I have tested this deck in six Standard tournaments and one Extended. The results? First in all Standard tournaments and third in Extended. Not too shabby.
Until later, keep on building new and different decks.
















