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Creations Hydra

Posted on | December 19, 2009 | Comments Off

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Creations Hydra
Creations Hydra
Are Christians solely responsible for all the hostility towards snakes?


Snakes, hydras, serpents, etc. were once considered the holiest of holy around the world, but since the creation of the Abrahamic god, their good fortune ended and now they are labeled evil.

The Lord God said to the serpent, "Because you have done this, cursed are you above all cattle, and above all wild animals; upon your belly you shall go, and dust you shall eat all the days of your life. I will put enmity between you and the woman, and between your seed and her seed...." Genesis 3:14-15.

What other atrocities is the bible been responsible for? I'd like to know. Thanks.

http://langlab.uta.edu/german/personal/rings/skygoddess/snakedefense.htm

for once the NY guy and I agree...
people fear the unknown it is as simple as that and with snakes.... once it is known ...it is too late... atleast this was the case 2000 years ago....



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Hat's Fraxy Creations - Heavy Hydra

my new green "growth" deck (mtg), work in progress?


heres what i have so far and i am very open to any opinion on what i should kep or take out.

Creatures
1x Rampaging Baloths
1x Loaming Shaman
1x Oracle of Mul Daya
3x Civic Wayfinder
2x Mycoloth
3x Thallid Shell-Dweller
1x Budoka Gardener
3x Borderland Ranger
1x Master of the Wild Hunt
3x Feral Hydra
1x Ant Queen
3x Scute Mob
3x Penumbra Spider

Enchantments
1x Beastmaster Ascension
1x Doubling Season
3x Gaea's Anthem
1x Hibernation's End
2x Presence of Gond
2x Verdant Embrace
1x Wurmweaver Coil

Land
25x Forest

sorcery and instants
1x Baloth Cage Trap
2x Cobra Trap
2x Beacon of Creation
1x Howl of the Night Pack
1x One Dozen Eyes
2x Primal Command
4x Rampant Growth

Well first off a standard deck is 60 cards. By adding more, you are diluting the change of getting the cards you really want.

Also, you have a few x1 options. Unless you have cards in there like diabolic tutor (search for a card and put it in your hand), these will likely never see your hand and if they happen to get drawn, you will probably not want them at the time or curse that you got them.

The best decks generally have 60 cards, which includes 22-25 lands and 8-10 different cards, all with x4 of or x3 options to give you the best chance of drawing cards you actually want.

If you have a look at the deck I am running, you will see that there is a solid theme and I will draw the same cards in most games I play.

4x Guul Draz Vampire
4x Vampire Lacerator
4x Gatekeeper of Malakir
4x Vampire Hexmage
4x Vampire Nighthawk
4x Vampire Nocturnus
2x Malakir Bloodwitch

Spells
4x Feast of Blood
4x Duress
4x Diablic Tutor

Land
2x Piranha Marsh
20x Swamps

There is a total of 12 different types of cards which includes swamps and fetch-lands.
Your deck has a total of 21 different cards which dilutes your chance of drawing the cards you actually want.

UPDATED with suggested deck list:
Ok, I rarely play green... but here is my opinion.

Based around Rampaging Baloths - (Feel free to change but this sounds like it could work.)

Creatures:
4x Rampaging Baloths
4x Territorial Baloth
4x Llanowar Elves
4x Cudgel Troll

Spells:
4x Beast Hunt
4x Baloth Cage Trap
4x Harrow
4x Giant Growth
4x Rampant Growth

Land:
24x Forests

1. Use Llanowar Elves early to build up mana and then they can block and prevent damage once you got mana.
2. Use Harrow, Rampant Growth to build up a good mana pool
3. Use turn 2 Cage Traps if they play an artifact. 4/4 on turn 2 is god like.
4. Use beast hunt to get out your big creatures early on turn 3 and then start swinging.
5. Use Giant Growth to finish them off or to save your Llanowar Elves after an opponent blocks or you block your opponent.

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