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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?)
IMHO Teal/Green needs to be run as a small offense with a heavy defense because it will not beat most auto-block defenses quick enough so you play with defense that can hold out long enough to get out your pre-block Spiritual Warefare, Burning incense, and then Zeal.
Haggai is very nearly a staple in Teal/Green, much moreso than Habbakuk.
In a small teal/green offense I would run Z-Temple priests with Micah Jeremiah Phineas and another prophet maybe habbakuk. You could then run provision recursion and Z-Temple endless rescue. I would also run Scribe on defense to get back Zeal at least once.
With that offense you would take out Hur, Gifts, Pentecost and any other speed cards. If you run a small offense you don't need speed. Your defense should hold out long enough to get out the offense you need and it is wasted card slots.
Wait I'm a little confused. Are you saying that he should leave it out if he has some other sort of speed, and to use it only when it is his sole engine for drawing? That's what I'm inferring from your statement but I'm not quite sure if that's the conclusion you wanted.