• Magic: The Gathering
  • Magic: The Gathering Online

Which game do you want to buy from?

How to Buy at a Glance

  • 1. Search for items
  • 2. Purchase via PayPal or CC
  • 3. Receive items in the mail
    (usually in less than a week!)
Want Magic prices from CardShark.com on your Mobile device? - Try the Decked Builder app

CardShark Content - Dennis N Santana (5/19/2005)

Come now, you didn’t think I’d give Light all the love, did you? While I research my next big deck article, I decided to make this into a series, rather than one article. That way, everyone can make a deck from their favorite civilization at low costs and have fun. Also, since I wont be doing a series on double- civilization decks for budget, remember that the same tips as always apply. Look for cards that help your theme, and know which civilization holds them.

Black and Green can help aggressive decks by making them faster mana-wise and destroying creatures so you can get through. Red offers quick offense and specific removal, and is good against light because of its blocker hate, Rikabu Screwdriver and Scarlet Skyterror. Blue can help a slower control deck out by drawing cards and searching for the cards you need, no matter what they are, and offering temporary removal via bounce. Light is diverse, in that it has a great early game with its blockers, who are usually ahead of the power curve by 1000 points, and an awesome late game with the Angel Commands and other double breakers, and Holy Awe, which can tap all your opponent’s creatures and allow you to run over them with impunity.

Taking those things into account, you can find which civilization would give your deck the better boost and find cheap cards that address that civilization’s strengths. A good
tip for beginners is to stick to a half/half mana base. If your deck has 40 cards, have 20 from one civilization and 20 from another, or 22/18 if you feel the other is more useful. This way, you will always have that one colored mana you need. When you get better, you can easily break this norm, but I usually don’t do so because I don’t see much of a point to doing it, since I can easily get away with running 3 copies of some cards with adequate search engines giving me pseudo-copies of them.

A good place to find and see the cards you want is Wizard’s Duel Masters site. Search on Google for their card database and you’ll have all the information you’ll need.

To the article! Here’s a rules reminder.

I will be on a budget of 20 dollars. This does not take in account other versions of the cards or shipping.

I will stick to one civilization.

New Rule: I will refrain from having you spend a lot of money on just 1 card. We all know how cheated we feel when we have to do this.

New Rule: If I can’t find a card on cardshark, I’ll guess the priced based on similar cards.

Now, to green (nature). Green’s strengths are in its awesome late game beatsticks, good early game creatures and mana capabilities. It also has a teensy bit of removal as well. It has no blockers, but if you can successfully destroy the opponent’s creatures that have attacked, you can set him or her back a turn (they have to drop new ones that will be summon sick) and be able to launch your own strikes.

Gaea’s Cradle

Creatures (24)

4: Bronze-Arm Tribe (10 Cents Each)
3: Raging Dash-Horn (10 cents each)
4: Torcon (25 cents each)
4: Trench Scarab (10-20 cents each)
3: Silver Axe (50 cents each)
2: Barkwhip the Smasher (2.00-2.50 each)
4: Golden Wing Striker (10 cents each)

Spells (16)

4: Ultimate Force (20 cents each on average)
4: Natural Snare (25-50 cents each on average)
4: Dimension Gate (40-50 cents each on average)
4: Mana Nexus (1.00 each)

Ouch. Almost broke the bank on that one. By my calculations, which might be wrong and are all done in my head, this would come at about 18-19 dollars, at the highest prices. Phew.

The goal of this deck is to pull through a lot of mana so you can cast big things and smash. That’s about it for what Nature does. Here’s the rundown…

Bronze-Arm Tribe: This creature has become pretty much staple of the nature civilization. It’s very good evo fodder because it does something before being turned into an evo, rather than most fodders that are just very little. However, they cost 2 and he costs 3, but he makes up for it with the added mana.production.

Raging Dash-Horn: Since every card in this deck is a nature card, he becomes a big body and a double breaker for the finish. And for the price, you don’t get much better than that with commons.

Torcon: A shield trigger evo fodder guy. Not very interesting, but hey, a free creature’s always nice.

Trench Scarab: Here’s where it gets interesting. I selected trench scarab because, with his 4000 power and power attacking for 4000, and a cost of 3, he dominates the early and mid game creatures in combat. Think of this guy as a pseudo-removal spell, and don’t hesitate to swing for a creature with him, even if you’ll lose him. Do spells ever hang around for more than turn anyway?

Silver Axe: Evo fodder mana guy. This deck craves mana. Give it some.

Barkwhip: He bangs? Really bad joke. Anyway, Barkwhip starts off with 5000 power and for 2, that’s great. He requires a beastfolk, but you have plenty. He gives all your beastfolk 2000 power when tapped, so he makes Silver Axe a respectable attacker, Bronze Arm more than just fodder, and Silver Wing an awesome 6000 power attacker that, accompanied with the impressive trench scarab, can clean your opponent’s creatures right off the table.

Golden Wing Striker: Fodder, early attacker, pseudo-removal with Barkwhip around. Pretty nice for the price.

Ultimate Force: Gives you 2 more mana cards for 5. Like all the old mana producers, it thins your deck while adding to your resources, making it worthwhile. Also, it’s an obvious early mana play. This is the type of card you never keep in your hand unless you can cast it NOW.

Natural Snare: The deck’s only real removal. Save it for something trench scarab can’t kill, or if you trigger it, kill the blockers first or the biggest things, (better yet, evos.)

Dimension Gate: Helps you locate barkwhip, trench scarab or Raging Dash-Horn, since the rest of the stuff in the deck isn’t that necessary. Depending on your position and the turn you get it, you’ll know which of those 3 to pick. Bronze Arm might also be a good pick from it, but not always.

Mana Nexus: If Ultimate Force or another mana producer dropped a barkwhip into your mana zone, or you simply had to drop a natural snare or other important card as your early mana drop, this card is a stylish way of getting back, with a little bit of stalling too. Best for trigger abuse, but you can't do much with triggers in this deck. Natural Snare's about it.

How to make it cheaper? You sort of can’t. Nature is very straightforward and there aren’t too many cheap tech cards you can get for it. You could drop Ultimate Force for Brutal Charge, or something, but Ultimate Force is cheap and serves a pretty decent purpose even if it’s not the best card, and brutal charge doesn’t have much of a place in the deck, since the creatures in it are easily blocked and killed without Barkwhip tapped. Overall, I must admit that I have no idea how to make this deck any cheaper without compromising it. If anything, this deck could benefit from having more money thrown into it for Elf-Xs and things of that sort. If you use Elf X, drop the evo approach and shoot for the best creatures for their mana cost. Try out some of the giants too, if you want, but they're all pretty expensive (or cheap and really lame). Or keep the evo approach and use Dual Fang as your finisher.

Rate Article

Discuss Article

Click here to discuss this article in forum or leave comments for the author.

RSS feed RSS Feed

This article is provided to you by CardShark.com - A Better Way to Buy and Sell Collectable Games Online. Please check out the rest of our site - you won't be disappointed.

View More ArticlesView More Articles