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Deck "--LEGENDARY NATURE--"

Deck "--LEGENDARY NATURE--"
Format: TCG - 40 Cards
created by dinumihai93 Premium Member LV23 activity icon envelope icon
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------Created to be the ULTIMATE NATURE CIVILIZATION deck------

---STRENGTH, UNITY AND VICIOUSNESS; these are the values that guide Nature Civilization. May all tresspasers cower and be crushed against the might of your savage ambush---


------MAIN TACTIC: BEAST FOLK RUSH------

------CARD ADVANTAGE TIPS:
a) Flood the b-zone with low cost creatures and cast Brutal Charge to outnumber your opponent's creatures.
b) Combine Bronze-Arm Tribe for mana accel and use Sniper Mosquito for mana recycling.
c) Use Barkwhip, the Smasher, Storm Wrangler, the Furious to SMASH or overpower enemy blockers.

------MAIN RACES:
- Beast Folk
- Giant Insect
- Snow Faerie


1.No Soulswap : Casted Soulswap enemy-swaping is not good for you, since it will stagnate you from summoning your creatures and using quantity to fight quality, also there is no creature worth friendly-swaping in this deck.
2.No Mana Nexus : Prior to the fact that you will be constantly recycling your mana and keeping it to 3, you dont want to fall below that amount.
I find Nexus unpractical and random in mono-nature, where you got no Holy Awe or Surfer to place for value.
2.No Natural Snare: I'm the guy attacking, not my opponent.

*********THE LEGENDARY 5 CIVILIZATIONS*********
1.LEGENDARY WATER [http://www.tradecardsonline.com/im/showDeck/deck_id/455361/grouping/type_id/extended_format/true]
2.LEGENDARY FIRE [http://www.tradecardsonline.com/im/showDeck/deck_id/454183/grouping/type_id/extended_format/true]
3.LEGENDARY DARKNESS [http://www.tradecardsonline.com/im/showDeck/deck_id/563892/grouping/type_id/extended_format/true]
4.LEGENDARY LIGHT] [http://www.tradecardsonline.com/im/showDeck/deck_id/444102/grouping/0/extended_format/true]
5.LEGENDARY NATURE [http://www.tradecardsonline.com/im/showDeck/deck_id/566498/grouping/type_id/extended_format/true]


//------------------------------------------------------------------//-Creatures & Spells-//-------------------------------------------------------------------//



//--------------------------------------------------------------//-Evo-Creatures -//---------------------------------------------------------------//

 
Card list Group cards by  
Type: Creature (30 cards)
  Card Set Number Type Rarity
2 x Adventure Boar SWotSR 79 Creature Common
4 x Bronze-Arm Tribe BS 90 Creature Common
4 x Burning Mane BS 91 Creature Common
4 x Hearty Cap'n Polligon P-Y3 P15-Y3 Creature Promotional
4 x Poisonous Mushroom BS 102 Creature Uncommon
4 x Quixotic Hero Swine Snout EDoHC 51 Creature Common
4 x Sniper Mosquito RotSW 54 Creature Common
4 x Torcon SCoBN 55 Creature Common
 
Type: Evolution Creature (7 cards)
  Card Set Number Type Rarity
4 x Barkwhip, the Smasher ECoD 45 Evolution Creature Uncommon
3 x Storm Wrangler, the Furious FBoIR 51 Evolution Creature Rare
 
Type: Spell (3 cards)
  Card Set Number Type Rarity
3 x Brutal Charge SotM 49 Spell Rare
 
Deck Statistics
Distribution by Civilization
Nature bar 40  100 %  
 

Distribution by Cost
1 bar 20 %  
2 bar 25  63 %  
3 bar 10 %  
4 bar 8 %  
 

Distribution by Power
- bar 8 %  
1000 bar 14  35 %  
1000+ bar 10 %  
2000 bar 12  30 %  
5000 bar 10 %  
5000+ bar 8 %  
 

Distribution by Race
- bar 8 %  
Balloon Mushroom bar 10 %  
Beast Folk bar 25  63 %  
Giant Insect bar 10 %  
Snow Faerie bar 10 %  
 

Distribution by Rarity
Common bar 22  55 %  
Promotional bar 10 %  
Rare bar 15 %  
Uncommon bar 20 %  
 

Distribution by Type
Creature bar 30  75 %  
Evolution Creature bar 18 %  
Spell bar 8 %  
 



Rating
Current score for this Deck, based on 16 votes:

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Discussion about this Deck
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Author Message
robertinho Premium Member
LV37 Romania activity icon envelope icon

Avatar for robertinho
Member since
February 14, 2015
Reply with quote Report content icon
Subject: Improvements   Posted: January 2, 2017 09:17 pm

Sup m8? How are you?
As I promised before I've tested this deck and come with major improvements:
Cards out: Poisonous Mushroom, Cavern Raider, Storm Wrangler.
-Yes, it's true Mushroom is very good card that allows you to do a great combo in turn 2 allowing Sniper Mosquito to attack and don't lose mana, but it's TOO SITUATIONAL. If you don't have this combo in turn 2, Mushroom will be kinda useless the rest of the game. Also a cost 2 beast folk will be a great addition instead, like Torcon or Adventure Boar.
-Well, Cavern Raider I know you'll say that is good creature because of it's race and the hand advantage effect. BUT, in comparison with Bronze-Arm Tribe and Radioactive Horn, Cavern will give you +1 in hand only when attacking without defense (and wouldn't happen so soon, turn 4-5 as sooner as possible). BAT gives you a +2 creatures in the battle zone (itself and an 1-drop creature you'll be summoning along with him), and Radioactive Horn there's nothing you can argue about this dude; it's like he's telling you "Hey dude, I am a double breaker with a 3 cost, and you ain't playing me in a rush deck??? You're crazy!" I mean c'mon, it's a cost 3, double breaker, shouldn't be said much.
-Ahhh yeah, Storm Wrangler, some creature that nature civ use against the blockers. Well I played it, and it only gives you that impression until you start using it and see how much stall your play-style and your top-decks. I mean, you shouldn't be focusing on killing a blocker, cuz if your focusing on killing one tiny little blocker the opponent might built mana for something else. My advice for passing through blockers? Heavy spam + Brutal Charge, also a Barkwhip is always welcomed.

How will look the deck after the changes?
Cost 1: Sniper Mosquito and Hearty Cap'n Polligon
Cost 2: Quixotic; Adventure Boar; Burning Mane; Torcon
Cost 3: Bronze-Arm Tribe and Radioactive Horn
Evolutions: Barkwhip
Spells: Brutal Charge
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