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I've been experimenting with Teal/Green since I came into the game, for some reason it has always enthralled me. This year, perhaps more than ever it has the potential to be dominating. I feel that what Teal/Green lacks are powerful characters, outside of Aaron/Moses, and Phineas there isn't a whole lot to be had compared to Sam and Genesis.
That's a very in depth analysis, and I like that you included links to several different variations of this kind of deck. This is exactly the kind of post that I'd like to see more of here because I think it would be really helpful for new players looking for deck options.
I think you're overestimating the power of Hidden Treasures. In general, it's good to play Search, Spiritual Warfare, and ANB pre-block, and that's about it. If you know that your opponent doesn't have any evil characters in hand, Two Bears is also perfectly fine.
I can see where you're coming from, Teal/green has no Sam, but they have a several really underrated heroes. Ahimaaz gets initiative, protected from charms & writ, and spies on opponent's hand Agreed he's underrated.Abiathar: Protected from Plot But not from WritHosea: This guy's a beast. SO annoying Annoying but not as powerful as his Sam or Genesis counterpartsCherubim: Can band to either a Priest or a Prophet and put CM or Mayhem under their deck Sometimes useful but not Ismiah or Jacob, who would probably be his closest counterpartsJoshua the high Priest: Makes Zeal and any other battle winner CBN, and works great with Z temple Agreed But Ben, or Joseph trounce himPriests of Christ: Access to the NT only, can fetch a dom, & not bad for initiative Same as above Yes Josh and Ahimaz are good, and both get better with cov w/Phineas up but the thing is they still don't have the raw power of Sam or Genesis.
Too true, I think that the offense does gain a lot of advantages this way. The one downside I see is not having anything beyond the basic standalone defense. Not that stand-alones are a bad defense as they are the most efficient one in the game, I just prefer to have more stopping power. I left room for ≈15 or so cards for the defense. I know that's not a lot but more than some decks.EDIT: I just realized that this brings up another point: Isn't part of what makes teal/green good the fact that it can actually work in a deck with a real defense? (See Chronic's defense under deck archetype #1)Not really, but I guess Teal/Green does allow for more room than say, a Sam offense. I wouldn't even say Chronic's deck had a "Real Defense." It was just a slightly larger standalone with a few more Magicians.
I left room for ≈15 or so cards for the defense. I know that's not a lot but more than some decks.If you're running a 56 card deck I guess you're right, I was assuming a fifty carder. 27 (your offense) + 11 doms + 8 Souls (assuming there's a hopper) = 46 cards. That still only leaves 10 cards for the defense...EDIT: I just realized that this brings up another point: Isn't part of what makes teal/green good the fact that it can actually work in a deck with a real defense? (See Chronic's defense under deck archetype #1)Not really, but I guess Teal/Green does allow for more room than say, a Sam offense. I wouldn't even say Chronic's deck had a "Real Defense." It was just a slightly larger standalone with a few more Magicians. Still it's considerably larger than a lot of defenses out there, particularly compared the decks smaller defense.Secondly we need to clarify 'real defense.' When I say real defense I mean a defense that goes beyond simple stand alone characters to include support and enhancements (I guess that Chronic's defense does fall a little short of this def...)
Which is why I think the best Teal/Green Decks are the ones that compensate for lackluster in characters while still maintaining the proper emphasis on enhancements.
OK that's probably the difference then, I'm careful of when I use gifts so that it stays alive longer. (U&T ftw!) It sometimes means that I don't really start drawing until mid-game (because i have to wait for lampy), but once I get to mid-game I deck out pretty quickly.
Yeah, that looks pretty good, it seems like it would be fast. An early Sabaath breaker could really help get Gifts + Temple + Lampy up fast enough to do some real drawing. It would certainly be worth play-testing. I'm thinking maybe cut one of the characters. (the extra pharisees maybe?)