Today we’ll look at the popular Green/Blue archetype in Theros draft. The basic principle behind this deck is fairly straightforward: Combine the big beaters of Green with the disruption of Blue to come out ahead. Nonetheless, the are a few things to be aware of during deck construction that will give you an edge. First off, Green/Blue is a deck that wants to win by attacking with four, five, even six drops. As such, you’ll need to have a plan for dealing with more aggressive starts from faster decks. Related to the above is the crucial need for mana acceleration, as casting your creatures ahead of the curve is what gives this deck an edge. Second, Green/Blue is somewhat lacking in the removal department. The bounce from Blue is not a permanent solution (part of this archetype being dubbed “tempo”), and Green’s premier removal is Time to Feed, which is obviously conditional. As such, cards which fill this role need to be prioritized highly, as their effect is unique, whereas any random beater can deal damage. Once again, we’ll look at the broad categories that need to be filled for this deck to function. Mana Acceleration
- Kiora’s Follower
- Voyaging Satyr
- Omenspeaker
- Satyr Wayfinder
- Opaline Unicorn
- Karametra’s Favor
Kiora’s Follower and Voyaging Satyr are the premiums here, as they allow you to jump from 2 to 4 mana and start casting large monsters quickly. Omenspeaker and Wayfinder, while not putting lands directly into play, help you at least find those lands to ensure you won’t miss a land drop. Opaline Unicorn is merely okay, but could support some kind of splash or off-colour activation if needed. Karametra’s Favor can be used to turn a random early guy into a mana source later. Burnished Hart is kind of not what this deck wants to be doing, using two full turns while not really accomplishing much else. Karametra’s Acolyte is a good source of mana, though it doesn’t put you ahead early, it can be used to activate monstrosity abilities later on in the game, and is a good blocker on top of that. Peregrination, at four mana, is slightly too slow for what this deck wants to be doing. Early Game Creatures
- Nimbus Naiad
- Leafcrown Dryad
- Nyxborn Triton
- Sedge Scorpion
- Agent of Horizons
- Swordwise Centaur
- Nessian Courser
- Bronze Sable
In general, the rule of thumb here is that you want some early plays here in order to not die to 2-drop creature decks, while still having some utility if drawn later. The bestow creatures thus headline this section, with the other creatures bringing their own benefits to the table. Sedge Scorpion’s deathtouch is basically always relevant, and the Agent can get through on stalled boards with his unblockable activated ability. Nessian Courser is notable for his third point of toughness. The Beaters
- Horizon Chimera
- Nylea’s Emissary
- Pheres-Band Trompers
- Nylea’s Disciple
- Chorus of the Tides
- Siren of the Fanged Coast
- Prescient Chimera
- Horizon Scholar
As said above, this section is the most interchangeable of the entire list. The main notables are Nessian Asp, for basically being Nessian Asp. Horizon Chimera is an evasive threat with an incidental source of lifegain, and the flash plays well with disruption like Griptide. Pheres-Band Trompers is an excellent creature that will grow out of control if not dealt with. Nylea’s Disciple is another excellent source of life that can help you stablize against faster decks. Other then that, fill out your “green ground beaters” and your “blue aerial beaters” however you see fit, keeping things such as curve requirements and colour into consideration, of course. Evasion/Finishers
- Sea God’s Revenge
- Noble Quarry
- Aqueous Form
- Prowler’s Helm
This section is about having some giant way to break open a game and bring it to a swift conclusion. Sea God’s Revenge headlines here, as a curve of 4-drop, 5-drop, Sea God’s is a powerful play that will be difficult to recover from. Archetype of Imagination is also at it’s best here, as giant green monsters appreciate the gift of flying more then most of the actual blue creature. Noble Quarry is also an excellent way to force through damage, and combines nicely with either a giant creature or deathtouch. Aqueous Form and Helm are less powerful options, but will get through a stalled board eventually. Preference is given to Aqueous due to the scry and cheaper setup cost. You probably won’t want more then one of either. Disruption/Tricks
- Voyage’s End
- Griptide
- Time to Feed
- Retraction Helix
- Sudden Storm
- Savage Surge
- Feral Invocation
- Mortal’s Resolve
Voyage’s End and Griptide once again rear their ugly heads as the best way to interact with enchanted creatures in Blue. Time to Feed is the best permanent removal available in the colour, and has some nice lifegain tacked on to help get to the lategame. Retraction Helix is again the “weaker” Voyage’s End, though this deck is going to get more use out of it then a more focused aggro deck, as Green/Blue is more likely to have random dudes lying around that aren’t attacking to use it with. If you’re lucky, you can even get the combo with Kiora’s Follower to bounce multiple creatures! Sudden storm is another decent way to push through damage. Lastly, the tricks ensure you aren’t blindly running headfirst into 4 power creatures hoping they don’t call your bluff. This deck isn’t focused on triggering heroic though, and as such, you don’t want to overload on these. Otherwise, you’re probably looking to build a different deck with the Green Heroes.
A sample decklist for this archetype would look like this:
1 Sedge Scorpion
1 Omenspeaker
1 Kiora’s Follower
2 Voyaging Satyr
1 Nessian Courser
1 Agent of Horizons
2 Pheres-Band Tromper
1 Horizon Chimera
1 Nylea’s Emissary
2 Nessian Asp
1 Prescient Chimera
1 Vulpine Goliath
1 Retraction Helix
1 Aqueous Form
1 Voyage’s End
1 Savage Surge
1 Feral Invocation
2 Griptide
1 Sea God’s Revenge
9 Forest
8 Island
And that’s it for this breakdown. The Green-Blue deck can definitely be powerful, though will sometimes struggle with drawing the “wrong half” of the deck. However, if it gets to the 5 mana mark, the number of powerful creatures, combine with trumps such as Sea God’s, can allow it to deplete your life total very quickly.
Until next time,
Random