> Now, I have an aurochs deck that I really like, but, it just seems to
> be missing a certain "something". It's much faster now that I have 4
> wild growths, and the ingots/moss diamonds. The spiders help block
> flying and work nicely. I _love_ Wall of Resistence and so having a
> spiderish form of it is great.
> I haven't yet used the Hurricanes and so I don't know how useful they
> are in actual practice. Anything better to deal with flying is
> appreciated.
> The fog and the emerald charm are also two cards I'd be happy to
> replace with something with an actual purpose in the deck. They're
> basically just in there to bring things up to 60 cards and because
> they don't really hurt me to have in my hand.
> In general, the deck is kind of slow and is somewhat dependant on the
> good graces of other people deciding I'm less of a threat than others.
I've some experience with green decks. My approach is usually to
use cards like Rampant Growth or Sakura-Tribe Elder to fetch out
more land, as it helps to keep up the pressure on everyone else by
improving the odds of drawing cards you want. I also fully recommend
Harmonize. It'll help keep you going in a long, drawn-out game.
For flying creatures, I tend to go for Silklash Spider and Whirlwind.
Between them, they keep the sky pretty clear. I did have a deck built
around maximising the use of Evolution Charm for a while, it was good
fun to take a problematic creature up into the air and then swat it
back down again.
Other than that, I tend to go for aggressive, solid creatures; as
long as you have enough of the Aurochs going, that shouldn't be too
much of a problem. You might find Spidersilk Armor to be useful in
making your creatures more robust.
Other than this, please let us know if there are specific problems
you're having trouble dealing with, and we'll see what we can find.
--
-- zoe
No changelings? Colossus? Crib Swap? Nameless Inversion?