Wizards of the Kitchentable: Treefolk
When I was in college, my friends and I used to come together on Friday evenings and play Magic at the kitchen-table of whoever was hosting that evening. The evenings pretty much always had the same recipe: play some Legacy while drinking beer. After a few beers, the number of misplays became too high, and we'd switch to casual free-for-all multiplayers. Nowadays, we still try to have these Friday nights together, but since real life has caught up, they are unfortunately far less frequent. However, over these past years, we've created a lot of casual multiplayer decks. In this new article series, I am going to discuss some of these decks. Previous month, I posted the first instance as trial, and am glad that people enjoyed it, especially since this article is non-finance related. Still, any kind of feedback is greatly appreciated!
In our playgroup, we have a few unwritten rules about our multiplayer decks:
- They should be fun. If a deck it too overpowered or too prison-y, it should be amended.
- We adhere to the Legacy ban list. However, occasionally we do allow a card as 1-off from the Legacy ban list, and there's even one deck where we allow a single
This article, I am going to talk about a Treefolk deck played in our group. I always found this a fun deck, especially when the dreaded
Creature (29) 1 Dauntless Dourbark $3.62 1 Cloudcrown Oak $0.20 1 Orchard Warden $0.38 2 Wickerbough Elder $0.20 4 Timber Protector $5.00 4 Dungrove Elder $0.99 4 Treefolk Harbinger $3.32 4 Bosk Banneret $0.33 4 Leaf-Crowned Elder $4.00 4 Sakura-Tribe Elder $1.11 Instant (5) 1 Reach of Branches $0.39 4 Worldly Tutor $9.00 Sorcery (1) 1 Armageddon $5.40 Artifact (3) 3 Oblivion Stone $0.73 Land (22) 1 Plains $0.10 3 Murmuring Bosk $0.45 18 Forest $0.10
Tribal decks are usually fun in casual play. So, naturally, there are a lot of Treefolk in this deck. The idea is to play them, build a board state and attack.
Acceleration and mana fixing
Most Treefolk are quite expensive to cast, but the huge power/toughness is usually worth it. If we would play a land every turn and not do any ramping, it would take too long to play the good stuff. For this reason, the deck plays 4
The last part of acceleration is
Winning with this deck goes through old-school beats. Big creatures like
An important combo to have in this deck is casting multiples of
This deck hasn't always been like this and has used different cards to be able to pump out Treefolk.
One of the phased out cards is
What do you think about this deck? Fun? Not fun? Do you think there are better options for future improvements? Let me know on Twitter. Also, I'd love to get feedback on this article and whether you would like to see it turned into a monthly series.