Things have finally hit a minor lull on the home-front, and I am BACK!  Well, maybe not once-a-week back, but certainty new content is being posted as is evident by this article here.  I was throwing around a deck full of Mutants the today (the creature type Mutant, not X-Men), which made me thing of this old series I was previously working on.  People love them some tribal decks, but most people play Elves, Goblins, Slivers or something along those lines.  What about all of the other races and classes of Magic.  If you know where to look there is a deck for MOST of the creature types.  I am skipping all of the heavily supported creature types and of any creature type which does not have the requisite 20 creatures for a deck without dipping into ol' Mr. [card]Mistform Ultimus[/card] and gang.

Last time around, we has some fun getting stoned with a basilisk deck.  This week we move on to the next entry along comp rule 205.3m and we come to bat.  Bat seems like a pretty awesome tribe since everybody in the deck flies and there was at least one cool double-faced bat in Innistrad.  A quick Deckbox filter for creatures with type bat reveals a mere 10 printed bats, all of which are black and all but one of which are mono-black.  Also, if we dip into some token generators, we could splash white more confidently if we wanted to.  Being a fan of mono-color decks I think we will aim for mono-black.  [card]Skeletal Vampire[/card] is like a wierd backwards-lord for bats, and a pretty good finisher.  [card]Bad Moon[/card] seems good and thematically accurate.  

DA NA NA NA NA NA NA NA BAT MAN!

The Bats
4 [card]Screeching Bat[/card]
4 [card]Duskhunter Bat[/card]
4 [card]Vampire Bats[/card]
4 [card]Grimclaw Bats[/card]
4 [card]Gloomhunter[/card]

Superfriends (Bat Man was on Superfriends, right?)
4 [card]Skeletal Vampire[/card]
4 [card]Brass Herald[/card]
Utility Belt
2 [card]Go For the Throat[/card]
4 [card]Bad Moon[/card]
2 [card]Doom Blade[/card]
2 [card]Nevinyrral's Disk[/card]

Lands are boring
23 [card]Swamp[/card]
Black can obviously kill lots of dudes, and the bat deck is no exception.   Clearing the way with spot and mass removal, keeping the hand filled with Bronze Herald and getting in there with the bats!  The only real strategy is "SCREW THE GROUND, I've got WINGS!"  Kill the dudes in the sky that can profitably block your bats and smash face.  Pretty much all bat creatures have 0 subtlety to them, so aggro is best!

Join us next time when we go [card]Muraganda Petroglyphs[/card] BEARS!

Advisor, Ally, Angel, Anteater, Antelope, Ape, Archer, Archon, Artificer, Assassin, Assembly-Worker, Atog, Aurochs, Avatar, Badger, Barbarian, Basilisk, Bat, Bear, Beast, Beeble, Berserker, Bird, Blinkmoth, Boar, Bringer, Brushwagg, Camarid, Camel, Caribou, Carrier, Cat, Centaur, Cephalid, Chimera, Citizen, Cleric, Cockatrice, Construct, Coward, Crab, Crocodile, Cyclops, Dauthi, Demon, Deserter, Devil, Djinn, Dragon, Drake, Dreadnought, Drone, Druid, Dryad, Dwarf, Efreet, Elder, Eldrazi, Elemental, Elephant, Elf, Elk, Eye, Faerie, Ferret, Fish, Flagbearer, Fox, Frog, Fungus, Gargoyle, Germ, Giant, Gnome, Goat, Goblin, Golem, Gorgon, Graveborn, Gremlin, Griffin, Hag, Harpy, Hellion, Hippo, Hippogriff, Homarid, Homunculus, Horror, Horse, Hound, Human, Hydra, Hyena, Illusion, Imp, Incarnation, Insect, Jellyfish, Juggernaut, Kavu, Kirin, Kithkin, Knight, Kobold, Kor, Kraken, Lammasu, Leech, Leviathan, Lhurgoyf, Licid, Lizard, Manticore, Masticore, Mercenary, Merfolk, Metathran, Minion, Minotaur, Monger, Mongoose, Monk, Moonfolk, Mutant, Myr, Mystic, Nautilus, Nephilim, Nightmare, Nightstalker, Ninja, Noggle, Nomad, Octopus, Ogre, Ooze, Orb, Orc, Orgg, Ouphe, Ox, Oyster, Pegasus, Pentavite, Pest, Phelddagrif, Phoenix, Pincher, Pirate, Plant, Praetor, Prism, Rabbit, Rat, Rebel, Reflection, Rhino, Rigger, Rogue, Salamander, Samurai, Sand, Saproling, Satyr, Scarecrow, Scorpion, Scout, Serf, Serpent, Shade, Shaman, Shapeshifter, Sheep, Siren, Skeleton, Slith, Sliver, Slug, Snake, Soldier, Soltari, Spawn, Specter, Spellshaper, Sphinx, Spider, Spike, Spirit, Splinter, Sponge, Squid, Squirrel, Starfish, Surrakar, Survivor, Tetravite, Thalakos, Thopter, Thrull, Treefolk, Triskelavite, Troll, Turtle, Unicorn, Vampire, Vedalken, Viashino, Volver, Wall, Warrior, Weird, Werewolf, Whale, Wizard, Wolf, Wolverine, Wombat, Worm, Wraith, Wurm, Yeti, Zombie, and Zubera.

 
 
I decided to take a break from all of the EDH articles.  I want to establish WOOBERG not as "Just another EDH site" (Don't get me wrong, I loves me some EDH but there are TONS of other resources for EDH readers out there) but as a site to find info on many different variant formats.  The exploration of other formats is part of what keeps Magic new to those of us who have been playing far longer than we like to admit.  Today, I want to pick up where I left off with my Tribal Wars articles that explore some tribes who have gotten fairly little to no love from WOTC in honor of this card that will be cracked around the world at prereleases everywhere this weekend:
Picture
When we last left our series, Badger was the next creature type to explore.  Now per my earlier arrangement I will not be building around tribes that NEED changelings to meet the "At least 20 cards with the creature type" and unfortunately, badgers just barely fall short.  This annoying internet meme almost inspired me to just add some snakes and thallids for the humor factor, but that really isn't Tribal Wars...On to the next tribe, Barbarian.  Barbarians have gotten quite a bit of love between Odyssey block and [card]Lovisa Coldeyes[/card], so we skip on to the next one: Basilisk!
I was a bit surprised to see how few Basilisks there are in Magic.  There are enough for a deck, but there are not nearly as many as one would imagine.  Obviously, mana ramp and Lure like effects are good in this deck, as are cards that give your dudes reach/trample.  Here is the list I cooked up for these lizards.  Best part it, Adaptive Automaton could fit right in because he is made of "stone"!  Get It!  HA..HA...yeah I know...not funny.

Stoned Outta My Deck
[card]Turntimber Basilisk[/card]
[card]Thicket Basilisk[/card]
[card]Sylvan Basilisk[/card]
[card]Greater Basilisk[/card]
[card]Stone-Tongue Basilisk[/card]
[card]Serpentine Basilisk[/card]
[card]Sol Ring[/card]
[card]Skyshroud Claim[/card]
[card]Nemesis Mask[/card]
 [card]Spidersilk Armor[/card]
 [card]Loxodon Warhammer[/card]
23 [card]Forest[/card]
[card]Yavimaya Hollow[/card]

Deck is pretty straightforward since it's mono-Green.  Probably could use some enchantment/artifact removal, but as creature centric as Tribal Wars is, this deck should still be able to hold its own.
Next week, join me again for the next installment of the Unsung Heroes of EDH!
 
 
Welcome back to a little something different.  Today I am going to revisit my "Tribal Wars Around the World" series and move on to the next tribe, Avatar!

Avatars are a tribe that needs A LOT of help to be a deck in and of itself.  Almost all avatars are CMC5+ and several of them are made specifically to be in a deck of another more common tribe (See the "Ones")

The closest thing to a theme that I could find was that G/B land denial was a viable strategy thanks to Herald of Leshrac, Gaea's Leige and Deus of Calamity. 

Now, this does not seem like much of a fun strategy to me, but its all I have to work with in a tribe full of finishers and devoid of any kind of early or mid game plan.  the mana for any of the creatures in this deck is also going to be complicated.

Earthbenders:
4 [card]Avatar of Woe[/card]
4 [card]Avatar of Might[/card]
4 [card]Deus of Calamity[/card]
4 [card]Gaea's Liege[/card]
4 [card]Herald of Leshrac[/card]

4 [card]Gilded Lotus[/card]
4 [card]Ostracize[/card]
4 [card]Skyshroud Claim[/card]
4 [card]Reap and Sow[/card]

4 [card]Bayou[/card]
4 [card]Overgrown Tomb[/card]
4 [card]Tainted Wood[/card]
5 [card]Swamp[/card]
1 [card]Urborg, Tomb of Yawgmoth[/card]
6 [card]Forest[/card]

The deck has a mana denial theme, which I am not proud of, but hey, with a curve that starts around 5 being normal for tribal avatar, you are likely to still let several quick spells through in the early game with tribal wars usually being a quick format.  The [card]Avatar of Woe[/card] and [card]Avatar of Might[/card] will both likely never cost 8 as your opponent(s) will always be doing more than you so you do sort of have an early game plan.  This deck is best for single player, as LD is just plain bad in multiplayer, but this deck is passable at multiplayer as well with the Avatars of Might and Woe likely to come down somewhat early due to elvish or goblin speed decks rampant in Tribal Wars.  I'm not sure what I would even do with a multiplayer avatar deck.  Possibly just ramp hard and then play alot of the Demigod cycle from shadowmoor in the same color (mono-green perhapse?  That would let me play with the formerly tournament playable Autumn Willow as well.)

That's all I've got for today folks, so until next time...
Use YOUR shoes as counters,

-Shoe

 
 
Welcome back to the series of articles where I build a tribal wars deck for each under supported creature type in the hopes to be competative-casual and fun in multiplayer.  Last time we got up through Artificer.  The next few types are Assassin, Assembly-Worker and Atog.  Assassin is somewhat supported by [card]Scarblade Elite[/card] and [card]Assembly-Worker[/card] only ever appeared as 1 card, 1 land that makes tokens and as the creature type that [card]Mishra's Factory[/card] turns into.  So on to Atogs it is.  Unfortunately Atogs need to be 5 colors to support all of the members that you need to be nice and legal for tribal wars (Minimum 1/3 of the deck that creature type) and to support the lord, [card]Atogatog[/card].

Keep On 'Toggin

togs
2 [card]Atogatog[/card]
2 [card]Auratog[/card]
4 [card]Atog[/card]
4 [card]Megatog[/card]
4 [card]Thaumatog[/card]
4 Dr. Teeth

Food Preperation
1 [card]Enchanted Evening[/card]
2 [card]Mysconoth Lattice[/card]
3 [card]Enlightened Tutor[/card]
4 [card]Worldly Tutor[/card]
4 [card]Second Sunrise[/card]

Win conditions
4 [card]Fling[/card]
4 [card]Soul's Fire[/card]

Land (also food)
Whatever dual lands you can muster.  I plan on running 2-3 of each of the originals, but anything that can make multiple colors of mana is good here.  Pillar of the Paruns seems good too as most of our dudes are multicolored.

The deck's plan is to swing with a huge Atogatog, turning everything into food either with Enchanted Evening, Mysconoth Lattice, or just A LOT of atogs that eat different stuff.  Then Soul's Fire it as many times as possible before Flinging it at the last opponent.  Second Sunrise can be used as a recovery from boardwipe or as a comeback if the Atogatog plan does't work the first time.
 
 
Today's off the wall tribal deck is: Artificers.  This one was difficut because the deck wants to have artifact creatures in it but there are so few that are Artificers themselves.  Anyway, Here is the deck:

Argivian Archaeologist
Faerie Mechanist 
Vedalken Engineer
Synod Artificer
Etherium Sculptor

Nevinyrral's Disk
Rocket Launcher
Sol Ring
Dreamstone Hedron
Wayfarer's Bauble
Æther Spellbomb
Land
Seat of the Synod
Ancient Den
Fieldmist Borderpost
7 Island
3 Plains

The idea of the deck is to recur artifacts with Argivian Archaeologist and dig dig dig for rocket launchers and mana with which to burn the hell out of your opponent.  It's a pretty rough deck due to needing artifact creautres and having only the Faerie available to them (that's any good anyway, i considered Metallurgen, but it just doesn't work out well)
 
 
Welcome back readers to TRIBAL AROUND THE WORLD here at WOOBERG.  Today’s tribe is Archon, which, while under supported is a REALLY COOL tribe.  I have some ideas that have been cooking all night and here they are for your reading pleasure.

Blazing Archon
Archon of Justice
Archon of Redemption
Avian Changeling
Changeling Hero

Scapegoat
Wrath of God
Worn Powerstone
Thran Dynamo
Sol Ring
Marble Diamond

Land:
Emeria, the Sky Ruin
Kor Haven
18 Plains

So here is the deal, the cheapest Archon costs 5, so we use some cheaper changelings to round out the number of archons (there are only the 3 printed ones).  Mana ramp in the form of artifacts sets us up to cast our Archons early.  In case of wrath (Our own or other players) Scapegoat not only saves our dudes we like, but it also sacrifices Archon of Justice as removal.  Lastly, all but one of our creatures fly, so we will gain a ton of life off of archon of redemption.  

It took a little work, but I am incredibly happy with the amount of synergy I came up with for this tribe.  It makes me want to give the deck a go at a Tribal Wars night.

NEXT TIME on TRIBAL WARS AROUND THE WOLD.........Artificer
 
 
Today's Tribal wars deck is Apes.  Monkey Beatdown is a deck I had growing up.  I have modified the original list, but here it is in all its glory:

Episode IV: The Monkey Spanks Back4 [card]Gorilla Berserkers[/card]4 [card]Ancient Silverback[/card]
3 [card]Gorilla Chiefton[/card]
4 [card]Kird Ape[/card]
2 [card]Ravenous Baboons[/card]
2 [card]Simian Grunts[/card]
4 [card]Summit Apes[/card]
2 [card]Uktabi Orangutan[/card]
3 [card]Overrun[/card]
3 [card]Savage Beating[/card]
3 [card]Greater Good[/card]
4 [card]Vines of the Vastwood[/card]

Lands
4 [card]Taiga[/card]
4 [card]Stomping Grounds[/card]1 [card]Yavamaya Hollow[/card]
8 [card]Forest[/card]
5 [card]Mountian[/card]

This deck is REALLY straightforward.  Monkies like to bash face.  Monkeis die to removal.  If it's targeted, save them with the vines, if it's mass removal, sac them do do some [card]Good[/card].  This deck is a ton of fun to play and I LOVE to smash people with all the monkies!
 
 
It’s time for the next few creature types that Mistform Ultimus and Pals are.  Ally and Angel are just too easy and will not be something I am covering here.  The next creature type up is anteater, which I didn’t even know was a creature type, so I hopped on Gatherer to have a look at my tribesmen.  What I came up with was laughable.  Anteater ISN’T really a creature type.  It was retroactively added to ONE creature during the Grand Creature Type Update (which I openly loathed).  Prowling Pangolin is the only Anteater, and it isn’t even a printed creature type.  Due to this, I will be protesting Anteater as a creature type.  Next on the list is Antelope, so today’s deck is the aforementioned herd beast.  The Antelope Tribe has little to no synergy, but our newest 2 Antelope like auras and land, so let’s go with that…oh, and can turn your lands all into plains.

Insert Antelope Pun Deck Name Here

The Herd
4 – Totem-Guide Hartebeest
4 – Trained Pronghorn
4 – Grazing Gladehart
4 – Emerald Oryx
4 – Graceful Antelope

Totems to be Harted
3 – Armadillo Cloak
1 – Battle Mastery
4 – Snake Umbra
4 – Weight of Conscience
4 – Canopy Cover
1 – One With Nature
1 - Serra's Embrace

Fields to Graze in:
4 – Savannah
5- Plains
4 – Krosan Verge
4 – Windswept Heath
5 - Forest 

So the deck is a toolbox of auras as best it can be for G/W with access to only Antelopes.  Weight of Conscience is hard removal that is tutuorable with Hartebeest.  The rest of the auras want to be stuff that makes Graceful Antelope get through and make all of opponent’s mana into plains.  This deck totally folds against mono-white.  There is also a small land subtheme to gain a bunch of life with Grazing Gladehart to try not to die as well.  Probably one of the weaker tribes in multi, but the deck has a chance in 1v1.
 
 
As some of you may know, my least favorite of the variant formats is Tribal Wars.  Too many people play with the same 8 tribes that are super popular and so I feel that format, rather than increase creativity in deck design, decreases variance, it’s all Elf, elf, goblin, elf, zombie, soldier…etc.  So starting today and continuing until I have done them all, I will be introducing TRIBAL WARS AROUND THE WORLD.  A column/blog post for each creature type that is under supported and under loved.  I will not build Elves, I will not build goblins, But you better believe I will build an Eye deck if I can possibly find enough creatures that have that type (thanks to changeling, I should be able to do SOMETHING, but some will be a stretch).  All the decks I build will be geared at multiplayer, as that is the most common format for casual games to be played in, also, that is the way I play magic 99% of the time.  I will be following the standard tribal wars rules from MTGO which can be found here (with the additional rule that no creature or creature token generator may be in the deck if it doesn’t have the correct type), and the B&R for that format as well as my Casual B&R list here, and some other cards that would likely be banned if they were available online.  So without further ado:

Advisor Tribal:
The Council of Advisers:
4 Trusted Adviser
4 Council of Advisers
4 Minister of Impediments
2 Michiko Konda, Truth Seeker
3 Grand Arbiter Augustin IV
3 Kongming, the Sleeping Dragon
 
The Advice:
3 Remove Soul
2 Counterspell
3 Equilibrium
1 Worship
1 Idyllic Tutor
1 Enlightened Tutor

The Implements of Tutelage:
3 Mirror Gallery
2 Empyrial Plate

Step into my Office (land)
1 Emeria, the Sky Ruin
1 Kor Haven
4 [card]Tundra
4 [card]Hallowed Fountain
1 [card]Minamo, School at Water's Edge
6 [card]Plains
6 [card]Island

The idea of the deck is to play control, using Equilibrium and Trusted Advisor to lock out the opposing creatures with repeatable bounce.  All the while [card]Council of Advisers[/card] (which is likely cheap due to [card]Grand Arbiter[/card]) should be getting you huge card advantage.  There is a small enchantment toolbox that will keep you alive as well as bounce the opposing dudes.  Mirror Gallery is a must have in an advisor deck, because so many of them are legends and are REALLY good in multiples.  Empyrial Plate and Kongming pump your dudes so you can go in for the kill.  As any deck I make, the mana base can be totally reworked to be budget, as I have all the original dual lands I like to use them.  If you don’t want to use/buy them there are TONS of replacement options out there.