Casual Play Deck Archetypes

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[color=firebrick][b]Casual Play Archetypes[/b] is a collection of articles that explain and give insight to various types of decks.
Any cards not covered in the Card Selection section, simply suggest it and it will be looked into.

This thread will be dedicated to the general fixing of the articles, as well as what to do in the future.
Also, it will be used as a reference point to find all the articles without digging through all the pages.
Also, due to lack of support, this thread will no longer be active as a deck critique.
This is also because it will have so many articles, it would not be sufficiently organized to be effective.[/color]


To Do List:
-Update Articles With: Opening Hands, Match ups, Possible Run-Throughs ???
-Update Articles With: SBs ???
-Update Articles With: Unifying color, and size to make more eye appealing.


[b][size=4]How to use the Articles[/b][/size]

"Spoilers: Show"
These are little tabs to minimize the size of articles. In order to be more organized,
and efficient in post size I have put most information inside these tabs of secrecy.
Simply click on the "Show" button, and voila! information pops out. In order to close, simply press the button again;
but instead of "Show" it will then say "Hide"

Autocard
Autocard is a tool provided by the boards that lets you see what a card is.
In order for me to autocard every single card I mention, would be an enormously impossible task.
So in order to bypass this problem, in every article I say Autocard.

You will find that if you click it, that it opens up a new mini page.
Because "autocard" is not a valid card name, no picture of a real card will come up.
Next, if you wish to know what a card is, simply highlight, copy and past it into the box with search to the
right of it in the window that had popped up. If it is spelled correctly, a card picture, rulings and description will come up.

What is....
This is a general description, overall plan of the deck. It may also contain some history of the deck.

Is it Competitive?
This is information on how powerful the archetype is, and how it was doing (at the time) in any format.

Decklists
These are examples of an archetype and give insight to one example of how the deck may look like.

Formatting:

Deck Name Color of Deck
Deck Owner: Format
Tournament Placement

Deck Name: Obvious, this is the name given to the deck.
Color of Deck: What color spells it uses.
Deck Owner: who owns, or used the deck.
Format: Which format it is legal, or used in.
Tournament Placement: If it was taken to a tournament, how it did.

General Card Choices
These are some of the cards that are advised or ill advised to use. While not every card possible is listed, a good portion are.

This is subdivided into various sections which varies depending on the article.
In each section, there will be the name of a card, and a small description of it underneath.


[b][size=3]If you wish to contribute information, please follow these instructions:[/b][/size]

Decklists:
Show

Private Message me with your list, and make sure you tell me which section it is for.
A description along with list isn't mandatory, but would probably help so to lessen the chance of a mix up.

There are however, a couple requirements for the deck:
-Has to be a well thought out and constructed deck.
-Relevance. it has to be on the topic of the section.

If it is a creative or innovative way of doing the deck, I can be more lenient with the requirements.

Articles:
Show

-If it is a lot of information, yet you don't want to write the whole thing out and format it or have enough
as a standalone, simply pm me with the information you have and I'd be happy to use it and write the article asap.
Of course credit would be shown, and there will be a "Major Contributor" list or some such way of showing credit.

OR

-Private message me with the article, or basis of one and I will make sure to include "Special Thanks To: *****" tag at the bottom of the article.


When I recieve the article, it'd be prefered to be formated in the general way i did, but i can do any fine tuning to it.

NOTE: the article has to be pre-approved.

Card Selection:
Show

Lastly, if you wish to contribute any number of cards for a certain article,
simply state which one and name them and give a brief description why. It will be then looked into.
This will also encourage discussion and help further the understanding of a deck, and give more ideas.

General Upkeep of Articles:
Show

If you have an ideas for new sections in already written articles, I will look into it,
but realize the updating every article is a huge task even for the smallest things.
Simply post it.

If you have any candidates you'd personally like to add to the "Candidates" list, simply say so.
Unless it is something ridiculous, I'd be more than happy to look into it and hopefully eventually do it.

Casual Play Archetypes | The Casual Play FAQ: A Guide to the Game of Magic | The Return of Group-Make-A-Deck!

Contributions are welcomed!

 

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Join us!  
 

[color=red][b]Completed:[/color][/b]

[color=forestgreen][b]Past Threads:[/color][/b]

[color=darkviolet][b]Incomplete Articles:[/color][/b]

[color=steelblue][b]Candidates For Future Articles:[/color][/b]
  • Mill
  • Cheating into Play / Fatties
  • Belcher
  • Dredge
  • Vampires
  • Angels
  • Aggro Control
  • Beatz/Tempo
  • Walls
  • Clerics

Casual Play Archetypes | The Casual Play FAQ: A Guide to the Game of Magic | The Return of Group-Make-A-Deck!

Contributions are welcomed!

 

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Join us!  
 

What is Fish?:
Show

Fish is an archtype primarily played in vintage today; mostly u/w.
It is an aggro control deck. This means it wins with creatures but has plenty of control to back it up.
It is a playable basically in any format that supports quick creatures and good control.

There have been many forms of fish, traditional u/w, the sullivan solution, worse-than-fish,
but all are based on the concept of beat and control.

The reason it is called fish, was because originally it featured merfolk, but since has wandered away.
However the name still sticks to any aggro control weenie deck, usually containing blue.

Is it competitive?:
Show

Yes, it is a very strong deck in vintage currently, and has had some success in other formats.

autocard

T1.5 Fish [manacost]UW[/manacost]
Tonyto3690: Legacy Legal
Show
Lands:
4x Wasteland
4x Flooded Strand
4x Polluted Delta
4x Tundra
3x Island
1x Plains

Spells:
4x Aether Vial
4x Force of Will
4x Standstill
3x Daze
2x Stifle
4x Swords to Plowshares
4x Brainstorm

Creatures:
4x Jotun Grunt
4x Meddling Mage
4x Ninja of Deep Hours
3x Kataki, War's Wage

Notes:
This is what a general idea of u/w fish would look like in legacy.
In vintage it would include power, null rods and a few other cards; which are banned aren't useful in legacy.
They key thing to this deck is the aether vials. With a lot of useful creatures at 2cc.
The deck abuses this with aether vial, which not only gets around counters, it works wonders with standstill.

The deck was originally made to beat the crap out of combo and control (slaver), but it had problems with aggro.
Standstill, single handedly makes the game a lot better against aggro.

Magical Fish [manacost]ubw[/manacost]
Tonyto3690: Legacy Legal
Show

Lands: 20
4x Underground Sea
3x Tundra
1x Scrubland
4x Polluted Delta
4x Flooded Strand
4x Wasteland

Creatures: 12
4x Meddling Mage
4x Voidmage Prodigy
4x Dark Confidant

Spells: 28
4x Force of Will
4x Mana Leak
4x Stifle
4x Duress
4x Swords to Plowshares
4x Brainstorm
4x Aether Vial

Sullivan Solution [manacost]ub[/manacost]
Tommy Kolowith: Vintage Legal
1st place at a StarCityGames Power 9 Tournament tournament in Rochester, New York, United States on 2006-06-11
Show
Maindeck:
Artifacts
1 Black Lotus
1 Engineered Explosives
1 Lotus Petal
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire

Creatures
4 Dark Confidant
4 Dimir Cutpurse

Instants
1 Ancestral Recall
4 Brainstorm
1 Chain Of Vapor
1 Darkblast
4 Force Of Will
1 Mystical Tutor
1 Rushing River
1 Shadow Of Doubt
4 Stifle
1 Vampiric Tutor

Legendary Creatures
3 Erayo, Soratami Ascendant

Sorceries
4 Duress
1 Hymn To Tourach
1 Time Walk

Basic Lands
2 Island
1 Swamp

Lands
1 Flooded Strand
4 Polluted Delta
1 Strip Mine
4 Underground Sea
3 Wasteland

Sideboard:
2 Skullclamp
2 Energy Flux
4 Planar Void
1 Darkblast
4 Diabolic Edict
1 Hurkyl's Recall
1 Shadow Of Doubt

Notes:
This deck features Erayo, Soratami Ascendant. When it gets flipped, along with many of the counters,
it provides a basic softlock which of course makes it easier to win.
The most notable thing about the deck, is all the cards are T2 legal, showing how wizards
is really pushing for effecient creatures, and how vintage isn't a set series of cards.
The deck of late has died down.

Worse Than Fish [manacost]ug[/manacost]
Jacob Orlove: Vintage Legal
http://www.themanadrain.com/index.php?topic=23160.0
Show

4 Wild Mongrel
4 Basking Rootwalla
4 Spiketail Hatchling
3 Ninja of the Deep Hours

4 Force of Will
4 Standstill
4 AEther Vial
4 Chalice of the Void
2 Umezawa's Jitte
1 Black Vise
1 Ancestral Recall
1 Time Walk

4 Flooded Strand
4 Mishra's Factory
4 Island
3 Tropical Island
1 Strip Mine
4 Wasteland
1 Library of Alexandria
1 Black Lotus
1 Mox Sapphire
1 Mox Emerald

4 Ray of Revelation
1 Tundra
1 Plains
3 Phyrexian Furnace
3 Oxidize
2 Kira, Great Glass-Spinner
1 Umezawa's Jitte

The deck uses the basic frame of vintage fish, but throws throws in mongrel and rootwalla in.
Not only that, but green gives Ray of Revelation, and Oxidize.
I don't think it was this list, but Jacob Orlove has taken WTF to multiple placings, including a 3rd in Brockton, MA

General Card Choices:
Creatures:
Show

Meddling Mage:
The face of fish. In any strong meta, this deck is a house if you know what you're up against.
If worse comes to worse, its great counterbait, throw this guy out, they waste a counter, lay a bigger threat.
Pitches to FoW as well which is huge.

Jotun Grunt:
2 mana 4/4 is great. What really makes this worth using is in a lot of metas the 'downside' is really a plus.
It can hose many graveyard strategies, Friggorid, Tog, Thresh, and more.

Ninja of Deep Hours:
basiaclly a 2/2 drawing machine for 2. Even in vintage where there are few creatures, this is a debatable card though. Pitches to FoW.

Kataki, War's Wage:
Hoses any and all decks that use any artifacts for a main strategy. Affinity, Stax, Tendrils

Dark Confidant:
The primary reason to ever run black in fish. It is a 2 damage hitting card advantage machine for a negligable cost.
It has a cc of 2 which has synergy with other vial creatures.

Voidmage Prodigy:
A counter (or more) with a body. Also costs 2 for vial synergy. Needs atleast meddling mage included to be run.
Pitches blue for FoW also.

Erayo, Soratami Ascendant:
Can a create a soft lock. Not exactly a great choice. Costs 2. Pitches to FoW.

Dimir Cutpurse:
Not exactly great, but in a creatureless (or light) meta, it can be strong. Pitches to FoW.

Samurai of the Pale Curtain:
Great against any graveyard based deck, like ichorid.

Silver Knight:
Good against goblins.

Isamaru, Hound of Konda:
Costs 1 mana for a 2/2 body. the /2 isn't as relevant in vintage anymore, for recent drop of darkblasts, and lavadart.

Savannah Lions:
Isamaru's cousin. Swings for 2 damage for 1.

Spiketail Hatchling:
Simple, evasive (weaker) manaleak with a body. Costs 2, pitches to FoW

Stormscape Apprentice:
Basic control creature. Pitches to FoW, helps lock down welder and other pesky creatures.

Azorius Guildmage:
Decent utility creature. Easy on the mana, Costs 2, and pitches to FoW; not a great choice though.

Wild Mongrel:
Costs 2, IMO, in the top 5 creatures ever made, probably top 2 for aggro creatures.
Pitches useless cards for extra damage. Is especially good with Madness

Basking Rootwalla:
Can come up huge. Only run if the madness is relevant though.

Werebear:
4/4 for 2 that can give mana. Only run if it has heavy thresh theme.

Grim Lavamancer:
Used in the U/R version of fish. It's bad in vintage, but a lot better in legacy.

Quirion Dyrad:
This innocent 1/1 can become huge fast. Costs 2.

Gorilla Shaman:
Vintage use only. The Mox Monkey.

River Boa:
2/1 evasion with reanimation. Of aggro green creatures in general, this is pretty high up there.

Blurred Mongoose:
Uncounterable, Untargetable.

Trygon Predator:
Repeatable Disenchant for WTF (or any non white varient). evasive and 2/3 body.

Mishra's Factory:
Uncounterable, basically indestructable, 2/2 beats

Hiddon Gibbons:
4/4 for g. Meta call, and even then not highly advised as it gives your opponent a choice.

Dandan:
Not really a win con creature except possibly in vintage. In non vintage games, its there to apply
pressure, not to actually go the distance. In vintage though it can be useful as a 4 power creature,
as save welder, nothing else is really going to be chumpblocking it. Although Grunt is most of the time jsut better.


Disruption:
Show

Force of Will:
aka FoW. Arguably best counter in the game. Makes dead cards good.
Auto-include in any deck that can support it.

Manaleak:
Budget, easy on manabase, basically a hardcounter.

Counterspell:
Hardcounter, costs uu.

Misdirection:
Depends on your meta. Free counter

Daze:
Free counter.

Stifle:
It owns storm and fetches and many others. amazing card.

Trickbind:
Uncounterable stifle, but costs 1 more. Also has another effect that makes its actually effects better.

Lightningbolt:
For creature heavy metas. effecient burn, instant speed

Firebolt:
Creates card advantage.

Magma Jet:
Creates card quality and deck manipulation.

Fire//Ice:
Diversity. Cantrip, Lavadart, Tapper

Pyroblast:
Red Counter or Perm destruction for a measly r.

Red Elemental Blast:
Same as Pyroblast

Swords to Plowshares:
aka StP. best spot removal ever. instant speed. cheap. unconditional. removes from game.

Ray of Revelation:
Creates Card Advantage, or is just a cheap removal spell. Meta based ofcourse.

Disenchant:
Meta, instant speed.

Seal of Cleansing:
Another version of Disenchant.

Duress:
Great all around discard

Hymn to Tourach:
Very strong discard. Creates card advantage but has a bb cost.

Diabolic Edict:
Untargeted creature removal. Instant speed.

Darkblast:
Hits important guys (goose, welder, lackey etc.). Cheap. Dredges for CA. Instant

Vindicate:
Pretty costly in the deck, but destroys any permanent.

Terminate:
Regen hitting removal. Instant Speed

Wasteland:
Mana denial is good

Strip:
Better Wasteland

Chalice of the Void:
aka CotV. Hoses decks, dependent on your build if you can use it effectively, as well as your meta. SB worthy.

Pithing Needle:
Dependent on meta if its worth running. SB worthy.


Draw:
Show

Brainstorm:
Strong draw. Fetches and the like make it even better. Instant speed.

Impulse:
Okay, not really good though.

Ancestral Recall:
Best draw spell ever.

Standstill:
Solid draw, but requires you to work with it. You can't just tack it on to any fish deck.
Vial is a requirement if you wish to play standstill in the deck; as it gets creatures out with breaking it.

Night's Whisper:
Okay card. Sorcery Speed.

Phyrexian Arena:
Recommend against using this. Too slow and bulky.


Lands/Mana:
Show

Mishra's Factory:
Uncounterable, basically indestructable 2/2 beats.

Fetches:
Thins out decks, protects against wastes, shuffles for brainstorm, mana fixes, fodder for grunt. Does it all.

Wasteland:
Strong manadenial.

Stripland:
Better version of Wasteland.

Basics:
Neccesary for resiliency against Wasteland.

Duals:
Provides two different types of mana in one package.

Rishadan Port:
A bit too slow for the deck, but strong mana denial.

Casual Play Archetypes | The Casual Play FAQ: A Guide to the Game of Magic | The Return of Group-Make-A-Deck!

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What is Sui?:
Show

Sui is an aggro control deck archtype.
The name of the deck comes from the blatant disregard of life to win asap.
It displays the theory: The only lifepoint that matters is the last one.
This means that, if in order to win, you must sacrifice some life points; do it.

How was it created?:
Show

Originally Monoblack, the deck was created to hose MUC.
In the old days, it was a weenie looking deck with light disruption to back up.
Today, Neo-Sui and the like are the most recent incarnation of the deck.
It has few creatures and is very heavy on disruption. It is good for a combo meta.
The most powerful incarnation of it was during black summer, or while necropotence was t2 legal.

Is it competitive?:
Show

Generally no. However it has had huge success, and its variants have popped up all over the place;
and some sui decks are stilling being played and winning.

autocard

T2 Sui [manacost]b[/manacost]
Tonyto3690: Ravnica / Timespiral / 9th Standard
Show

Lands: 20
18x Swamp
2x Ghost Quarter

Creatures: 16
4x Plagued Rusalka
4x Dauthi Slayer
4x Foul Imp
4x Dark Confidant

Spells: 24
4x Badmoon
4x Funeral Charm
4x The Rack
4x Blackmail
4x Sudden Death
4x Stupor


Hatred
David Price: Urza / Tempest Standard
4th place - Grand Prix-Seattle - Jan 15-16, 2000
Show

Lands: 20
16 Swamp
4 City of Traitors

Creatures: 16
4 Carnophage
4 Dauthi Horror
4 Dauthi Slayer
4 Phyrexian Negator

Spells: 24
4 Dark Ritual
4 Demonic Consultation
4 Duress
3 Hatred
1 Kaervek's Spite
4 Sarcomancy
1 Spinning Darkness
3 Unmask

SB: 15
3 Cursed Scroll
4 Masticore
2 Null Rod
3 Perish
3 Sphere of Resistance


General Card Choices:
Creatures: Tier1
Show


Dark Confidant:
It is a 2 damage hitting card advantage machine for a negligable cost.
The card advantage far outweighs the life in the deck as everything disrupts
or deals a lot of damage.

Nantuko Shade:
Great card. Relies on heavier black build, but almost all builds are. Just use removal
to clear the way for a huge swing.

Plague Spitter:
Budget, yet effective. Clears the way of pesky weenies. Careful though,
it has obvious conflicts with other important creatures like shade and confidant.

Phyrexian Negator:
A house in vintage due to zero burn and few creatures.
Potential First turn 5/5 thanks to Dark Ritual. Still good in legacy though.

Withered Wretch:
Metacall, but good.


Creatures: Tier2
Show

Hypnotic Specter:
Contrary to hype, it isn't as good as it used to be.
Still a solid first turn play with dark ritual, just not absolutely amazing.

Rotting Giant:
Fair card, 3/3 beater for 1b. Requires fair amount of spells and possibly fetches.

Wretched Anurid
Okay card, 3/3 beater for 1b. It is poor against aggro, and races well, but not as well as shade or negator can.

Dauthi Slayer:
The evasion is almost always unblockable in todays metas. It'll never be able
to chump past the first turn though, the clock isn't really fast, and it doesn't disrupt.

Dauthi Horror:
Can chump, but will die. Any random soltari won't be able to block.

Nezumi Graverobber:
Hoses graveyard decks, will, welder, ich/frig, loam, etc.

Sarcomancy:
A bit outdated, a 2/2 for b.

Carnophage:
Same as Sarcomancy.

Sangrophage:
Bigger carno. The body is nice.

Black Knight:
Pro: white and stp. First strike is nice.

Hand of Cruelty:
Pro: white and stp. 3/3 against blockers.

Mesmeric Fiend:
Discard with a body.

Knight of the Holy Nimbus:
Regenerating. Trades with 3/3's

Knight of Stromgald:
Shade with pro white and first strike.

Order of the White Shield:
Nega-Knight of Stromgald.

Paladin En-Vec:
With some equipment, this guy is a house.

Silver Knight:
Owns Gobs and burn, which is important in legacy. First strike is nice.

White Shield Crusader:
Flying Self Buffer. Pro: black for removal.

White Knight:
Pro: black and first strike.

Kataki, War's Wage:
Hoses artifacts.

Jotun Grunt:
Hoses random decks like thresh and ich. 4/4 beater for 2.

Soltari Monk:
Pro: black takes care of half the games removal. Shadow for 2 damage. Costs ww.

Soltari Priest:
Pro: red is great too. burn and chumps gobs. Shadow for 2. Costs ww.

Ravenous Rats:
Decent card choice in standard.

Foul Imp:
Another Solid choice for standard.


Disruption:
Show

Swords to Plowshares:
aka StP. Best spot removal ever. Instant speed. Cheap. Unconditional. Removes from game.
Possibly can get you out of a pinch by giving yourself life.

Disenchant:
Meta, instant speed.

Seal of Cleansing:
Another version of Disenchant.

Duress:
Great all around discard. Always should be run.

Hymn to Tourach:
Very strong discard. Creates card advantage but has a bb cost. Probablly Always should be run.

Cabal Therapy:
Great discard in a known / strong meta. Works well with Dark Confidant too.

Diabolic Edict:
Untargeted creature removal. Instant speed.

Chainer's Edict:
Card Advantage in the removal.

Innocent Blood:
Untargeting removal. Not great though.

Snuff Out:
"Free" removal. Targets only nonblacks though.

Vendetta:
Costs a single b. Instant Speed. Hits regeneration. Watch for facedowns, the flipped version is the health you lose.

Sudden Death:
Uncounterable removal. Nearly nonexistent amount of creatures run in aggro that can survive this.
Good in standard, possibly extended, but after that it loses its goodness.

Darkblast:
Hits important guys (welder, lackey etc.). Cheap. Dredges for CA.
Instant. Only run if your meta really calls for it.

Chains of Mephistopheles:
Basically tendrils, and other draw7 used deck hoser. Although it does hose other combo.

Sinkhole:
Disrupts the opponents mana base. Costs only 2 (although its bb).

Coercion:
Okay discard in Standard.

Vindicate:
Pretty costly in the deck, but destroys any permanent.

Chalice of the Void:
aka CotV. Hoses artimana. Hoses other random decks.

Null Rod:
Mox killer, and other artifact hate.

Wasteland:
Mana denial is good

Strip:
Better Wasteland

Draw:
Show

Night's Whisper:
Okay card. Sorcery Speed.

Dark Confidant:
Aka Bob. Described earlier in creature section.

Phyrexian Arena:
Decent draw for a higher curve.

Necropotence:
Absolutely broken card. Gives huge amounts of card advantage for life.

Infernal Contract:
Solid Draw, but can be worrisome with all the other pain you're running.

Random Tech:
Show

Hatred:
This card single handedly spawned its on Archtype. Used with shadow creatures for huge swings.

Blood Moon:
Obsolete. Used in old fashioned "black weenie" style sui. No longer a viable choice.

The Rack:
Decent card for lists with heavy discard.

Aether Vial:
Gets around counter, costs 1, and has great synergy with bob, shade etc.

Lands/Mana:
Show

Mishra's Factory:
Uncounterable, basically indestructable 2/2 beats.

Fetches:
Thins out decks, protects against wastes, manafixes great. Does it all.

Wasteland:
Strong manadenial.

Stripland:
Better version of Wasteland.

Basics:
Neccesary for resiliency against Wasteland.

Duals:
Provides two different types of mana in one package.

Rishadan Port:
Strong mana denial.

Cabal Coffers:
Can come up huge. Especially good in MonoB and with Shade. Max out at 3.

Lake of the Dead:
Some prefer this over coffers. Personally i believe coffers is better for the stability.

Dark Ritual:
Amazing card. Accelerates you ahead two turns. Instant Speed.

Cabal Ritual:
Slightly less great than dark ritual. Without thresh only gives you an extra b.

Mox Jet:
P9. Second land in one turn. Accelerates. Too good to not play if available.

Black Lotus:
Broken stuff. Almost always better than dark ritual; and ritual is really good.

Mox Pearl:
Same as Jet.

Chrome Mox:
The hosed version of the original five. Still good though; but does cost a card.

Mox Diamond:
I generally would never run this. Especially with either lake or coffers.


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What is zoo?
Show

Zoo is foremost, an aggro deck. Also, the deck is a tempo deck. It relies
on staying ahead of the opponent to win. If it loses speed, it loses its ability to win.

Just like R/G Beats, there are basically two different types of Zoo: Weenie and Fat.
Weenie Zoo, (or Sligh Zoo) is what you generally think of when it comes to zoo. Fast, and effecient
creatures backed up by solid burn.

Fat Zoo, or as some call Fires Zoo is more based on the mid to late game.
It accelerates the first turn turns into a big midsized creature; or "fat".

Has it been successful? What formats is it played in?
Show

In T2, it was probably the best aggro deck in Kami-Rav but while is still fairly good, it isn't as dominating.
The standard version, was also known for the "20-20-20" as in lands, creatures, and burn.

In Extended, the archtype Gaea's Might Get There has had a surge and has been
inducted into the gauntlet of decks to test against to see if your deck is any good.

Legacy, there has been some varients on it, but never had consistantly good success.

In Vintage, the deck actually has seen some successful play. However
this was because it became more of a fish type deck in RGW rather than tempo zoo.


Autocard

T2 Zoo[manacost]RGW[/manacost]
Tonyto3690: Standard Legal
Show

Lands:
4x Stomping Ground
4x Temple Garden
4x Sacred Foundry
4x Gemstone Mine
2x Mountain
1x Plains
1x Forest

Creatures:
4x Kird Ape
4x Savannah Lions
4x Magus of the Scroll
4x Watchwolf
4x Scab-Clan Mauler

Spells:
4x Volcanic Hammer
4x Rift Bolt
4x Char
4x Lightning Helix
4x Seal of Fire

The basic idea of what Zoo looks like in standard now. Nothing tricky, nothing fancy.
It has 2/3, 2/1, one drops. 3/3 two drops. and good burn to back it all up and reach if neeed.

Standard Zoo [manacost]RWG[/manacost]
Lucus Glavin: Standard Legal
1st, Massachusetts States
Show

Lands- 22
4 Battlefield Forge
4 Gemstone Mine
4 Sacred Foundry
4 Stomping Ground
4 Temple Garden
2 Forest

Creatures- 19
4 Savannah Lions
4 Kird Ape
4 Scab-Clan Mauler
4 Watchwolf
3 Magus of the Scroll

Spells- 19
4 Call of the Herd
4 Char
4 Lightning Helix
4 Rift Bolt
3 Griffin Guide

Sideboard
4 Cryoclasm
4 Fiery Justice
4 Stone Rain
3 Ronom Unicorn

I choose to show this one for a couple reasons.
Firstly, it breaks the 20/20/20 frame, which shows not all zoo decks are alike.
Next it runs Griffin Guide: creature pump.
Call of the Herd makes an appearance, which provides quality CA, but is slower.
And lastly, the Sb contains no less but 8 LD spells.

Beserk Zoo [manacost]GRW[/manacost]
Jolfer: Legacy Legal
http://boards1.wizards.com/showthread.php?t=814190
Show

//Mana
4 Wooded Foothills
4 Windswept Heath
4 Taiga
4 Savannah
2 Plateau
1 Forest
1 Mountain

// Creatures
2 Savannah Lions
3 Isamaru, Hound of Konda
4 Kird Ape
4 Watchwolf
4 Boros Swiftblade
2 Jotun Grunt

// Spells
4 Rancor
4 Giant Growth
3 Seal of Strength
3 Might of Old Krosa
4 Berserk
3 Fireblast

// Sideboard
4 Pyrostatic Pillar
3 Pithing Needle
3 Krosan Grip
2 Winter Orb

I've been playing aorund with this and so far it's a lot of fun. It's a "balls to the wall" aggressive deck looking to get that 3rd/4th turn kill. Honestly it's just fun to turn your little creature into a very unexpected 20+ power threat in a turn. I think the basic premise is pretty obivious, play a keep creature and try to pump it/berserk for massive damage. There are no lightning bolts because pump does more damage when swiftblades/berserks are taken into account and the deck is a pure aggressive deck so that is really all that matters. If removal is necessary hopefully you have a fireblast and some extra land; and those are run because they bring a kill a turn early.


Gaea's Might Get There[manacost]rwgbu[/manacost]
Chris Woltereck: Extended Legal
2nd, Charleston PTQ
Show

Creatures
3 Boros Swiftblade
4 Grim Lavamancer
4 Kird Ape
1 Savannah Lions
2 Tin Street Hooligan
4 Watchwolf
4 Wild Mongrel

Enchantments
4 Armadillo Cloak

Instants
4 Gaea's Might
3 Lightning Helix

Legendary Creatures
3 Isamaru, Hound Of Konda

Sorceries
4 Tribal Flames

Lands
1 Forest
1 Blood Crypt
2 Bloodstained Mire
1 Breeding Pool
2 Flooded Strand
1 Godless Shrine
1 Sacred Foundry
2 Stomping Ground
1 Temple Garden
4 Windswept Heath
4 Wooded Foothills

Sideboard:
4 Pyrostatic Pillar
3 Ancient Grudge
2 Krosan Grip
4 Molten Rain
2 Vindicate


General Card Choices
Creatures: Sligh
Show

Kird Ape:
2/3 for R basically. Good beater. Basically, if you are running taiga or stomping, you have to run this.

Magus of the Scroll:
Solid one drop. Respect for Cursed Scroll. Basically its just repeatable burn, rarely used to attack.
Gives reach to the deck and adds CA.

Grim Lavamancer:
Okay card. Gives reach and burn to clear out blockers.

Savannah Lions:
2/1 For W. Solid card.

Isamaru, Hound of Konda:
In this deck, its almost always better to have 4x Isamaru than 4x Lions. This is because, since you
are always just swinging, rarely does any creature last a whole game; so Legendary status is irrelevant.
Not uncommon to run both though, some prefer 3:3 or such shinanegans.

Carnophage:
2/2 for B. Life may play a factor, as zoo does require duals and fetches.

Skyshroud Elite:
Meta call, basically a mono green Kird Ape.

Gorilla Shaman:
Only used in vintage, rarely used in legacy. Aka the Mox Monkey. Eats moxen and other random "Manafacts".

Watchwolf:
G/W for 3/3. Good for curve, but not neccesarily included in larger cardpool formats. Always run in standard though.

Scab-Clan Mauler:
Can be a better Watchwolf. Solid card, but meta can play a factor if its really worth anything.

Jotun Grunt:
Very nice body. Even better than watchwolf's. Also its drawback isn't really a "drawback" depending on your meta.

Dark Confidant:
For Dark Zoo, or Domain Zoo and the like. Very good CA. Respectable 2/1 beater for 1b.

Boros Swiftblade: For Legacy/Extended varients with things like armadillo cloak, jitte etc. Rarely used in standard.

Vinelasher Kudzu:
In domain, or any version with a lot of fetches, this guy can be a house.

Wild Mongrel:
One of the best green creatures ever. Turns useless cards into damage.

Ronom Unicorn:
Strong SB choice for a meta. The flavor fitted version of Kami of Ancient Law.

Kami of Ancient Law:
Playable in all formats is legal in. Same thing as Ronom Unicorn.

Tin Street Hooligan:
Decent 2/1 beater for 1r, but also lets you destroy an artifact. Pairs up well with Kird Ape.

Creatures: Fires
Show

Birds of Paradise:
Has the added bonus it can chump fliers or be pumped for flying damage.

Llanowar Elves:
Only produces G, but still effective and has 1 extra P point.

Troll Ascetic:
Good 3 drop. Follow up for first turn BoP or Elves. Not in standard yet.

Phyrexian Negator:
Strong body, bad in an aggro meta though. 5/5 for 2b is great. Follow up like Ascetic.
Needs to be backed with disruption so you don't self pwn yourself with it.

Burning-Tree Shaman:
Its in standard, and can provide a faster clock against activated abilities. Also is a very nice 3/4 for 3.

Paladin En-Vec:
Owns Boros, Gruul, and any other r/b aggro deck hard. Mana cost is prohibiting as green is the main color
followed by red than white usually in standard, but deserves mentioning.

Sulfur Elemental:
Uncounterable, Instant, Removal (or buff depending how you use it), and an okay 3/2 body.

Loxodon Hierarch:
4 Life is huge against other aggro decks. Its a 4/4 for four. And its other ability is sometimes relevant. Great card.

Rumbling Slum:
Another example of the effeciency of zoo. its a 5/5 for four, and its ability helps speed the clock against control/combo.


Disruption:
Show

Lightning Bolt:
Effecient burn. Decent choice if you see aggro. Gives reach to the deck.

Rift Bolt:
The Lightning Bolt of standard.

Red Elemental Blast:
Gives counter for solidarity, thresh etc. and can hit random blue perms.

Swords to Plowshares:
Best spot removal ever.

Duress:
Great discard; but not neccesarily great in zoo. Best used against combo

Magma Jet:
While it does only 2 damage for 1r, it gives the deck some card selection.

Tribal Flames:
Only used for Domain Zoo

Lightning Helix:
Burn for 3, and counteracts all the pain from fetches and duals.

Surpression Field:
Great against control decks.

Umezawa's Jitte:
Good tool. Acts as removal, pump, and life for other aggro decks racing and for duals/fetches.

Sword of Fire and Ice:
Alright card. Costs a bit too much to be worth it in zoo. The effects are great for the deck though.

Browbeat:
In standard some people run this. I would recommend against it for various reasons.
Firstly, Some decks can just take the damage and win, when if you drew a threat or burn you could kill them.
Also, if you are using it for burn, its a 2r for 5 damage. Flames of Blood Hand was barely run, and only because
it could be a 8 life swing against a heirarch.

Char:
Great burn in standard, but outside it isn't that great.

Cryoclasm:
A lot of decks run either w or u in standard. A viable option in standard.

Fiery Justice:
Can create massive card advantage; which is why the cost is so tricky.

Pump:
Show

Rancor:
Probably the greatest aura ever.

Giant Growth:
Okay card, but I'm not a huge fan of it.

Brute Force:
Giant Growth if your deck is more red based.

Seal of Strength:
Basically Giant Growth, but plays out a bit differently.

Beserk:
Requires a fair amount of pump to make it worth it. Traditionally, not a great card.

Gaea's Might:
For domain zoo. Can be a really strong card.

Might of Old Krosa:
It is a Giant Growth-esque card, that can be better, but loses the surprise element.

Moldervine Cloak:
Repeatable Aura but takes up a draw. Solid P/T bonus.

Armadillo Cloak:
I will always be partial to this card, but its great. Even though it creates CDA
if the creature is destroyed, the effect is so great, the reward is high enough for the risk.

Tech:
Show

Bathe In Light:
I used to see this in most lists, but I haven't seen this played as much. Its a decent card
that can give an alpha strike or just protect your guys.

Elvish Spirit Guide:
Accerates you a turn. The only thing i could see against this is that it eats up some of your CA for an aggro deck.

Honorable Passage:
In Standard it hurts dragonstorm really bad.

Lands:
Show

Duals:
Zoo is really mana intensive, and requires a strong mana base.

Fetches:
IMO better than duals by themselves.

Flagstones of Trokair:
Gives resiliency against any sort of LD.

Gemstone Mine:
Gives any color mana.


Relevent Links:
Show

T2 Zoo Primer
http://boards1.wizards.com/showthread.php?t=736479

Frank Karsten's Online Tech's Deck-O-Pedia:
http://boards1.wizards.com/showthread.php?p=9984983

The Dictionary Deck-O-Pedia: San Diago Zoo
http://boards1.wizards.com/showpost.php?p=7504980

The Dictionary Deck-O-Pedia: Zoo
http://boards1.wizards.com/showpost.php?p=8562524

Jolfer's Beserk Zoo
http://boards1.wizards.com/showthread.php?t=814190

Gaea's Might Get There (Domain Zoo) Archetype Thread
http://boards1.wizards.com/showthread.php?t=800731

Casual Play Archetypes | The Casual Play FAQ: A Guide to the Game of Magic | The Return of Group-Make-A-Deck!

Contributions are welcomed!

 

nogoblinsallowed.com

Join us!  
 

What is Midgame Aggro?
Show

This type of deck is based on accelerating to bigger, stronger creatures fast,
while not sacrificing a lot of speed. Often, the deck is found to be aggro control,
as the first few turns are its weakest.


Has it been successful? What formats was it played in?
Show

It has gone from Tier1, everyone plays it, to nonexistent. Right now, only Gifts Rock is a viable form.


Autocard

Fires [manacost]GR[/manacost]
Tonyto3690: Masques/Invasion Standard Legal
Show

Lands: 20
4x Karplusan Forest
4x City of Brass
4x Rishidan Port
5x Forest
3x Mountain

Creatures: 20
4x Birds of Paradise
4x Llanowar Elves
4x Blastoderm
4x Flametongue Kavu
4x Kavu Chameleon

Spells: 20
4x Fires of Yavimaya
4x Fire//Ice
4x Saproling Burst
4x Urza's Rage
4x Tangle


The Rock [manacost]GB[/manacost]
Tonyto3690: 2008 Extended Legal
Show

Lands: 20
4x Overgrown Tomb
4x Llanowar Wastes
4x City of Brass
5x Forest
3x Swamp

Creatures: 20
4x Birds of Paradise
4x Sakura-Tribe Elder
4x Eternal Witness
4x Ravenous Baloth
4x Kokusho, The Evening Star

Spells: 20
4x Cabal Therapy
4x Pernicious Deeds
4x Chainer's Edict
4x Phyrexian Arena


Scryb and Force
2006 World Championship: 5-1 Day One Record
Jan-Moritz Merkel: Standard
Show

Lands: 22
4 Breeding Pool
4 Yavimaya Coast
8 Forest
5 Island
1 Pendelhaven

Creatures: 22
4 Llanowar Elves
4 Birds of Paradise
4 Scryb Ranger
4 Ohran Viper
4 Spectral Force
2 Mystic Snake

Spells: 16
4 Call of the Herd
4 Remand
4 Mana Leak
4 Stonewood Invocation

SB: 15
4 Giant Solifuge
4 Vesuvan Shapeshifter
4 Repeal
2 Trickbind
1 Biorhythm


Greater Hand
HateFodder: 2008 Vintage Legal
Show

Lands: 20
19x Forest
1x Pendelhaven

Creatures: 24
4x Llanowar Elves
4x Veteran Explorer
4x Viridian Zealot
4x Yavimaya Elder
4x Coiling Worm
4x Maro

Spells: 16
4x Skullclamp
4x Empyrial Plate
4x Rancor
4x Greater Good

SB:16
4x Loaming Shaman
4x Anurid Scavenger
2x Verdant Succession
2x Battlefield Scrounger
2x Multani, Maro-Sorcerer
2x Masumaro, First to Live


General Card Choices
Creatures: Fat
Show

Blastoderm:
5/5 for 4, and even has untargetability. The fading is a nuisciance however and takes away from the card.

Ravenous Baloth:
4/4 for 4. Good effect that hoses aggro.

Loxodon Hierarch:
Solid 4/4 for 4. White is a bit off color most mid range decks. Second ability is a bit irrelevant, but can come in handy.

Kokusho, The Evening Star:
Solid body. Has Evasion. Its ability causes it to be good, dead or alive and can lead to huge swings.

Phyrexian Plague Lord:
Decent body. Good abilities to clear way for unevasioned fat.

Flametongue Kavu:
Great card, provides good card advantage.

Spiritmonger:
6/6 for 5. Regeneration. Grows each combat. Can dodge color hate. Only problem is lack of evasion.

Solemn Simulacrum:
Good card advantage.

Creatures: Accelerators
Show

Birds of Paradise:
Always great. Provides mana of any color, and has flying so it can chump later.

Llanowar Elves:
Solid creature. Puts you a mana ahead a turn. Also has 1 power point.

Elvish Spirit Guide:
AKA ESG. Not reusable, but can make more explosive turns.

Simian Spirit Guide:
AKA SSG. Same as ESG.

Creatures: Other
Show

Eternal Witness:
With the rock's sacrificing subtheme, this can provide useful depending on the list.


Non-Creatures Acceleration:
Show

Dark Ritual:
Amazing card. Should almost always be run in any deck that can support it.

Cabal Therapy:
Not great, but can work in some rock decks.

Seething Song:
Can be used to power out fast fat.

Chrome Mox:
Solid card. Can give a more explosive turn 1 and 2.

Disruption:
Show

Lightningbolt:
For creature heavy metas. effecient burn, instant speed

Firebolt:
Creates card advantage.

Magma Jet:
Creates card quality and deck manipulation.

Fire//Ice:
Diversity. Cantrip, Lavadart, Tapper

Pyroblast:
Red Counter or Perm destruction for a measly r.

Red Elemental Blast:
Same as Pyroblast

Swords to Plowshares:
aka StP. best spot removal ever. instant speed. cheap. unconditional. removes from game.

Ray of Revelation:
Creates Card Advantage, or is just a cheap removal spell. Meta based ofcourse.

Disenchant:
Meta, instant speed.

Duress:
Great all around discard

Cabal Therapy:
Very good in well developed metas, esp combo. Works well with the deck, as a lot of the weenies get sac'd anyways.

Hymn to Tourach:
Very strong discard. Creates card advantage but has a bb cost.

Diabolic Edict:
Untargeted creature removal. Instant speed.

Chainer's Edict:
Gives you card advantage and solid removal.

Pernicious Deed:
Great sweeper.

Rishidan Port:
Solid manadenial if you take the waste/port package.

Wasteland:
Mana denial is good

Strip:
Better Wasteland

Chalice of the Void:
aka CotV. Hoses decks, dependent on your build if you can use it effectively, as well as your meta. SB worthy.

Pithing Needle:
Dependent on meta if its worth running. SB worthy.

Draw:
Show

Phyrexian Arena:
With all the fat and bigger spells, it is too risky to run Dark Confidant.

Tech:
Show

Saproling Burst:
With fires, this can give huge attacks.

Urza's Rage:
Used especially for control, but gives reach against any deck.

Lands:
Show

Fetches:
Thins out decks, protects against wastes, mana fixes. Does it all.

Wasteland:
Strong manadenial.

Stripland:
Better version of Wasteland.

Basics:
Neccesary for resiliency against Wasteland.

Duals:
Provides two different types of mana in one package.

Rishadan Port:
Strong manadenial. Gives the deck some early control.

Relevant Links:

Casual Play Archetypes | The Casual Play FAQ: A Guide to the Game of Magic | The Return of Group-Make-A-Deck!

Contributions are welcomed!

 

nogoblinsallowed.com

Join us!  
 

What is Storm Combo?
Show

Storm Combo, is a combo based on storm. What is storm you ask?
It is one of the most broken mechanics ever. Making its debut in scourge,
it has proven to be one of the best combo mechanics, and has revolutionized how combo is played.


Is it Competitive?
Show

Absolutely. It has seen major play across the board in every format. There have been various lists such as:
Dragonstorm, Solidarity, High Tide, Desire, Twiddle Desire, TEPS, TPS, TES, Grimlong,
Pitchlong, Burning Desire, Deathlong, Dirty Kitty.

Not to mention all the various decks that have adopted ETW (Empty the Warrens) as an alternate wincondition.
If you want a combo win, the first place too look for a wincondition is the storm cards available.


Autocard

Dragonstorm [manacost]RU[/manacost]
Kousei Konno: Standard Legal
2006 Akita Standard Champs, 3rd place
Show

Lands: 20
4 Steam Vents
4 Shivan Reef
9 Island
3 Mountain

Creatures: 8
2 Hunted Dragon
4 Bogardan Hellkite
2 Grozoth

Spells: 32
4 Dragonstorm
4 Sleight of Hand
4 Seething Song
4 Remand
4 Telling Time
4 Rite of Flame
4 Lotus Bloom
4 Gigadrowse

SB:
4 Ignorant Bliss
3 Shadow of Doubt
1 Govern the Guildless
2 Ophidian Eye
1 Niv-Mizzet, the Firemind
4 Truth or Tale

Set up the first few turns via telling time, sleight of hand, remand etc. Gigadrowse and Remand hold out the early game.
And then you go all out and blow out a dragonstorm (for four hopefully) and play 4 hellkites for an instant win.


Long.dec
Stephen Menendian: Vintage Legal
8/28/03
Show

Lands: 11
4x Gemstone Mine
4x City of Brass
1x Tolarian Academy
2x Underground Sea

Spells: 49
1x Windfall
1x Yawgmoth's Bargain
1x Necropotence
1x Mind's Desire
1x Tinker
1x Memory Jar
1x Wheel of Fortune
1x Timetwister
1x Demonic Consultation
1x Demonic Tutor
1x Vampiric Tutor
1x Time Walk
1x Tendrils of Agony
3x Chromatic Sphere
1x Mox Sapphire
1x Mana Vault
1x Mana Crypt
1x Black Lotus
1x Lotus Petal
1x Sol Ring
1x Mox Ruby
1x Mox Pearl
1x Mox Emerald
1x Mox Jet
1x Mystical Tutor
1x Mox Diamond
1x Ancestral Recall
4x Dark Ritual
4x Duress
4x Brainstorm
4x Burning Wish
4x Lion's Eye Diamond

Sideboard: 15
1x Simplify
2x Seal of Cleansing
1x Vindicate
1x Regrowth
1x Hull Breach
1x Tendrils of Agony
1x Primitive Justice
1x Balance
4x Xantid Swarm
1x Diminishing Returns
1x Yawgmoth's Will

Probably the best legal deck ever. The deck powers out all the broken cards it can for huge effects and the win.
The deck is based on Burning Wish, Lion's Eye Diamond, and Yawgmoth's Will. These cards is what makes the deck go.
Play Wish for the Will in SB, and in response crack LED. This gives you mana to play your will, and replay your whole hand.
You should have no problem getting the storm count to 10 if you've made it this far; and getting there isn't difficult either.
On my (Tonyto3690) very first try testing this list I got a turn 1 win; and I only consider myself a moderate / amature at piloting combo.

After testing themselves, wizards found the deck won turn 1 60% of the time.
This was, of course unaccepetable, so the result was restriction of Burning Wish and Lion's Eye Diamond in Type 1.
This severely hindered the deck, but the deck has spawned multitudes of variations that have done (almost as) well.


Mishras Storm
_Leshrac_: Legacy Legal
Show
Decklist:
Show

Land: 17
3x Bloodstained Mire
1x Polluted Delta
1x Mountain
1x Island
3x Ancient Tomb
3x Badlands
2x Underground Sea
3x Volcanic Island

Spells: 33
4x Lotus Petal
4x Force of Will
4x Remand
3x Pyrite Spellbomb
2x Engineered Explosives
4x Impulse
4x Sensei's Divining Top
4x Helm of Awakening
4x Grapeshot

Creatures: 10
4* Trinket Mage
4* Storm Entity
2* Mishra, Artificer Prodigy

I started building this long before Time Spiral block (with Tendrils of Agony as wincondition) for a legacy tournament that never took place and am tinkering around with it since then.


Explanations:
Show

The stormcount for Grapeshot or Entity is reached by replaying 2 tops again and again for free with Helm of Awakeing (which changes the cc of the tops to ).
A typical win-sequence is:
1) play helm
2) play top for free
3) spin top (draw card - put ~ on top of library)
4) play second top
5) spin second top to draw the first one
6) repeat with step 2 until you reach the desired stormcount (you always draw the other top in step 3)
7) Grapeshot
When Mishra is around you draw your library during this process.
The aim is to win around turn 3 - 5, while giving you the chance of a turn 1 kill with a godhand (like Tomb, Petal, Helm, 2x Top, Grapeshot/Entity) and a few ways to stay alive longer.
Actually this deck was too weak for real tournament play but too strong for the casual table.

Card choices:
Land: I didn't change the landbase for a long time and it probably could be made better (more Volcanic Islands,...) but I do not use proxies and that's the best base I could come up with, without buying duals or fetches.
Lotus Petal: Mishra loves those, and they add to your stormcount without crippling your hand further.
Disruption: FoW speaks for itself. Remand is there to give you a timewalk in case you need it - you're not going for a long game anyway.
Pyrite Spellbomb: I had bolts in that slot, but bombs have more synergy (Mishra, Helm) and can be used to draw a card
EE can get rid of Chalice and Warren-Gobbos. With Petals you can sunburst up to 5.
Trinket Mage: without Mishra you need 2 tops. this guy helps.
Impulse: Tutor for shot or helm - synergy with top.
Top + Helm - main combo
Grapeshot: A wincondition you can use as removal if needed (unlike Tendrils or Brainfreeze)
Storm Entity: I only pulled 1 at the prerelease - but am trading to get my playset. This one may make the deck more viable than it was.
Mishra: I use him instead of Future Sight to make my 4 card combo a 3 card one.

Cards I tested/consider testing:
tested:
* Lightning Bolt: good, but not good enough. You get rid of that first turn lackey, but thats about it...
* Brainstorm: too much redundancy (Top). Maybe sideboard against discard
* Duress: maybe sideboard
* Lim Dul's Vault: got kicked by the Entity
consider:
* Dimir Infiltrator: Tutor for Grapeshot/Entity/Helm - but 3 mana and sorcery speed is slow
* Pithing Needle: as a 1of - but I don't own any right now...
* Wishes: none of them really fit
* Pact of Negotiation: I had to use FoW defensively some times, so not sure about this one


Solidarity
David Gearhart: Legacy Legal
Winner – Grand Prix-Philadelphia Trial Legacy Format, 2005
Show

Lands: 18
4x Flooded Strand
2x Polluted Delta
12x Island

Spells: 42
4x High Tide
4x Reset
3x Turnabout
3x Cunning Wish
4x Impulse
4x Opt
4x Brainstorm
4x Force of Will
2x Twincast
2x Thirst for Knowledge
2x Flash of Insight
3x Meditate
3x Brain Freeze

SB:
1x Meditate
1x Stroke of Genius
1x Turnabout
1x Words of Wisdom
1x Snap
1x Chain of Vapor
1x Echoing Truth
1x Rebuild
2x Twincast
4x Hydroblast
1x Evacuation


Dirty Kitty
Billy Moreno: Extended Legal
2006 Magic World Championship
Show

Lands: 19
4x Bloodstained Mire
4x Wooded Foothills
4x Stomping Ground
1x Blood Crypt
6x Mountain

Creatures: 22
4x Skirk Prospector
4x Goblin Piledriver
4x Goblin Warchief
4x Goblin Matron
1x Goblin Sharpshooter
1x Goblin Sledder
4x Mogg War Marshal

Spells: 19
4x Seething Song
4x Rite of Flame
2x Brightstone Ritual
4x Empty the Warrens
4x Fecundity
1x Grapeshot

SB: 15
4x Clickslither
4x Cabal Therapy
2x Pyroclasm
2x Krosan Grip
2x Ancient Grudge
1x Goblin King

The great thing about this deck was how it could switch from combo to aggro by what the pilot drew or wanted to do.
With Fecundity and all the mana, it could combo into a huge storm for ETW and the win, or could just win via traditional goblin ownage.



TPS (The Perfect Storm)
David Beduzzi: 2004 Vintage Legal
Turin, Italy: 5-02-2004
Show

Land: 15
1 Tolarian Academy
2 Swamp
2 Island
1 Underground River
4 Underground Sea
1 Flooded Strand
4 Polluted Delta

Spells: 45
4 Duress
1 Necropotence
1 Yawgmoth's Will
1 Yawgmoth's Bargain
1 Future Sight
1 Vampiric Tutor
1 Demonic Tutor
1 Mystical Tutor
4 Dark Ritual
1 Windfall
1 Time Spiral
1 Timetwister
2 Tendrils of Agony
1 Mind's Desire
1 Rebuild
1 Cunning Wish
1 Chain of Vapor
4 Force of Will
4 Brainstorm
1 Frantic Search
1 Ancestral Recall
1 Time Walk
1 Black Lotus
1 Lotus Petal
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald

SB: 15
1 Brain Freeze
1 Echoing Truth
1 Misdirection
1 Hurkyl's Recall
4 Blue Elemental Blast
1 Coffin Purge
1 Rebuild
1 Ebony Charm
1 Chain of Vapor
1 Stifle
1 Skeletal Scrying
1 Fact or Fiction


General Card Choices:
Draw:
Show

Ancestral Recall:
Best draw spell in the game. A mere u to get three cards.

Windfall:
Sort of a Draw 7, but not really. Can be amazing in situations though.

Timetwister:
Conflicts horribly with yawgmoth's will, but the fact that its a draw7
and its blunt power makes it a good card in combo.

Diminishing Retruns:
Basically a bad Timetwister. However, The fact that it is legal in Legacy makes it a playable card.
The remove 10 clause does have the randomness factor or randomly screw you over.

Brainstorm:
Decent draw. Instant Speed allows plays at EOT. Best used with fetches or various shuffling effects.

Impulse:
Better than Brainstorm if you aren't running enough shuffling effects and looking for sheer digging power.

Sleight of Hand:
Not great if you other choices, but is a staple in t2 Dragonstorm decks.

Telling Time:
In standard, this is one of the best available. Also a staple of t2 Dragonstorm. It sets up draws,
gets you a card, and can get rid of an extra land you don't want to waste drawing into.

Opt:
Instant speed makes it good in Solidarity. Works well with brainstorm. Can help dig a bit through the deck.

Accumulated Knowledge:
An alright card, but not great. It worked well with Desire in extended while legal because it was a free draw card
or free draw multiple cards.

Deep Analysis:
Great card. Its a powerful draw spell in the right deck.
Desire is the only storm combo deck that could use it, because it neglected its cost; and gave flashback draw.

Meditate:
If you have "all or nothing turns" like the majority of combo decks do, the draw back is a bit irrelevant.
the biggest factor with the card is getting 3 mana available to play it.

Night's Whisper:
Alright card, costs 1b (and two life) for 2 cards at sorcery speed.

Necropotence:
Absolutely amazing card. Helps you sculpt a perfect hand to go off.

Yawgmoth's Bargain:
Even more powerful effect than necropotence. Difficulty is getting 6 mana. However once you play it you should be guaranteed a win.

Wheel of Fortune:
Draw 7s are (almost) always extremely powerful cards. This one isn't an exception.

Memory Jar:
Extremely powerful card. Obviously it is best used with Tinker.

Tutors:
Show

Demonic Consultation:
Arguably the best tutor available. Removed cards are irrelevant if what you draw makes you win; for a measley b.

Demonic Tutor:
Solid tutor. Not Really good, but deffinatly a good choice.

Vampiric Tutor:
Strong tutor. In Vintage combo you're near guaranteed to draw, so you should get it.

Grim Tutor:
Costs 3, but it does put it directly in hand and is unrestricted in both legacy and vintage.

Infernal Tutor:
You probably are going to end up playing your whole hand, so in Non Eternal + Legacy Formats is basically an unrestricted Demonic Tutor.
However if you don't, it can pick up another ritual or draw spell if needed. Strong in anything but vintage.

Plunge Into Darkness:
An alright card, but doesn't guarantee success, and gets even worse against aggro.

Mystical Tutor:
Can grab the win condition, mana producer, or card draw.

Non-Land Mana:
Show

Dark Ritual:
Absolutely amazing card. Automatic 4 of in any deck supporting black and its legal in.

Cabal Ritual:
An okay card. Depends on your build if it is worth running though.

Seething Song:
Not as good as dark ritual, but deffinately a strong spell in anything but vintage.

Rite of Flame:
first one gets you a mana, second one is a red dark ritual, and third one is even better than dark ritual (other than the possibility of red hinderance)
Solid accel in anything but vintage to consider.

Simian Spirit Guide:
AKA SSG. An okay card in standard, but even there it isn't commonly run in Dragonstorm.

Chrome Mox:
Can come down as a free storm count if you don't wish to discard for mana.
But, even as a nuetured moxen, it is still a great source repeatable mana.

Lotus Petal:
Good source of free mana. Works well with Yawgmoth's Will (+2 storm count, +2 free mana)

Black Lotus:
The same as Lotus Petal but 3 times better. Absolutely insane card.
Automatic include if its legal (and you can get it).

Lotus Bloom:
Neutered version of Black Lotus. However it is still a powerful card.
Should probably always an include in extended and standard.

5 Moxen:
Sapphire, Jet, Ruby, Pearl, Emerald. In that general order of importance.
Each act as extra lands and free storm count.

Mana Vault:
Solid card. Gets you 2 mana and is an artifact for tinker / academy shenanigans.

Mana Crypt:
Slightly better than vault imo. Only because its free.

Sol Ring:
I recall reading a "top 50 artifacts in the game" and this one came out on top.
I don't agree with this, but that is surely and indicator of its power.

High Tide:
Not technically a mana accelerator, but this has to be posted somewhere.
This is the engine that makes high tide / solidarity go.

Channel the Suns:
Seen play in various extended Desire decks. Gives mana fixing as well as +1 mana. In desire it is a free 5 mana.

Disruption:
Show

Duress:
Costs a mere b to take out possible troublesome counters. Or to take out a combo of theres so yours is faster.

Cabal Therapy:
Slightly worse in combo, but still solid disruption for a consistent meta.

Force of Will:
AKA FoW. One of the best counters in the game. It allows you to go off sooner and more assuredly that you
can protect your combo. Great card, always play if your deck supports enough blue.

Misdirection:
The second card that along with FoW created Pitch Long. Named after all other tendrils varients,
but also named for the 6-8 pitch cards that it ran, giving it a lot more protection and not sacrificing buisness spells.

Gigadrowse:
In standard, you use this card at the opponents EOT to tap all their lands so they can't disrupt your combo.



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What is Goblins?
Show

Goblins are the most powerful tribal group in Magic.
They have proved their worth in across the board, including such powerful decks as FCG, and vial goblins.

Is it Competitive?
Show

It is a very strong, and popular deck. The downside is some cards are pretty expensive because of this.
If you can afford all the cards it is amazing, but there are some cards that just make or break goblins.


Autocard

Goblin Bidding
Christopher Pauly: Standard
4th Place - Portland, Oregan: March 10, 2007
Show

Lands: 20
4 Mountain
4 Blood Crypt
2 Stomping Ground
3 Barbarian Ring
3 Bloodstained Mire
4 Wooded Foothills

Creatures: 34
2 Tin Street Hooligan
4 Skirk Prospector
1 Goblin Sledder
4 Mogg War Marshal
4 Goblin Piledriver
4 Goblin Warchief
3 Gempalm Incinerator
4 Goblin Matron
1 Goblin Sharpshooter
1 Goblin King
4 Goblin Ringleader
1 Siege-Gang Commander
1 Kiki-Jiki, Mirror Breaker

Spells: 6
3 Chrome Mox
3 Patriarch's Bidding

SB: 15
4 Leyline of the Void
3 Blood Moon
2 Ancient Grudge
2 Krosan Grip
2 Umezawa's Jitte
2 Cranial Extraction
If you haven’t seen a Goblin Bidding deck played perfectly, you are missing out on great spectator Magic. Here’s how it goes... The Goblin Bidding deck is an almost equivalent Goblin beatdown deck, but instead of the regular Goblin deck’s frills, the Goblin Bidding deck has an unstoppable endgame. Patriarch’s Bidding is just useful against mass removal (Damnation and Wrath of God), but that isn’t the only reason it is played in the deck. What Pauly might want to do is to get a ton of Goblins in play, including Goblin Sharpshooter and Skirk Prospector (though Goblin Sledder works in a pinch). Then the deck is about sacrificing all the non-Sharpshooter guys, which create untap opportunities. Most Goblin decks can run their Sharpshooters this way, but Bidding is special. You get them all back!

You can use the Skirk mana to play Bidding (well, you still need ), get back a graveyard full of Goblins. Provided you have Warchief access, you can start all over again (or you can just keep the same Sharpshooter before and after Bidding). Situations like the one I just described are generally bloodbaths capable of dealing 50+ in a single turn. Forget about any of the opponent’s creatures leaving the turn standing.

Bidding has never been a force in Extended, though the strategy has always been more powerful than regular Goblins in Standard. The reason is that, historically, formats that allowed for Goblin Bidding decks were already densely populated with regular Goblin decks, and Bidding was a liability (the opponent gets all his Goblins back, too). Moreover, the requirement is no small matter for a deck with such early red mana requirements.



Vial Goblins
Chris Coppola: August 11, 2006, Legacy Legal
7th Star City Games Duel for Duals
Show

Land: 22
4x Mountain
4x Rishadan Port
4x Bloodstained Mire
3x Wooded Foothills
4x Wasteland
3x Taiga

Creatures: 32
4x Goblin Matron
4x Goblin Ringleader
1x Kiki-Jiki, Mirror Breaker
4x Gempalm Incinerator
1x Goblin Tinkerer
1x Goblin Sharpshooter
4x Goblin Piledriver
4x Goblin Warchief
1x Siege-Gang Commander
4x Mogg Fanatic
4x Goblin Lackey

Spells: 6
2 Tormod's Crypt
4 Aether Vial

SB: 15
4x Pyrokinesis
1x Tormod's Crypt
4x Tranquil Domain
4x Red Elemental Blast
2x Gaea's Blessing

Vial Goblins is the best deck in Legacy. It is fast, it is (relatively) cheap (so a lot of people play it),
it can recover from sweepers with a single goblin, and makes the opponent have answers for everyone of your goblins or they lose.

White splash was at first the more popular splash, but of late green has been taking over as the secondary color.

Food Chain Goblins
Pat Kolson: 2004 Vintage Legal
4th place, 2004-06-19 Kalamazoo
Show

Lands: 19
3x Mountain
4x Taiga
4x Wooded Foothills
1x Forest
1x Strip Mine
2x Ancient Tomb
4x Wasteland

Creatures: 31
4x Goblin Lackey
4x Goblin Warchief
4x Goblin Ringleader
4x Goblin Recruiter
4x Goblin Piledriver
3x Skirk Prospector
2x Siege-Gang Commander
2x Gempalm Incinerator
2x Goblin Matron
2x Goblin Sharpshooter

Spells: 10
4x Food Chain
1x Mana Crypt
1x Sol Ring
1x Mox Ruby
1x Mox Emerald
1x Lotus Petal
1x Black Lotus

SB: 15
3x Tormod's Crypt
3x Artifact Mutation
3x Blood Moon
3x Null Rod
3x Red Elemental Blast


Gobvantage
Akira Asahara: 2003 Extended Legal
Pro Tour New Orleans
Show

Land: 21
4x Ancient Tomb
17x Mountain

Creatures: 27
2x Gempalm Incinerator
4x Goblin Matron
4x Goblin Piledriver
4x Goblin Recruiter
3x Goblin Ringleader
1x Goblin Sharpshooter
4x Goblin Warchief
2x Siege-Gang Commander
3x Skirk Prospector

Spells: 12
4x Chrome Mox
4x Goblin Charbelcher
4x Seething Song

SB: 15
4x Goblin Goon
1x Goblin Replica
1x Goblin Sharpshooter
3x Oblivion Stone
4x Rack and Ruin
2x Shattering Pulse


Dirty Kitty
Billy Moreno: Extended Legal
2006 Magic World Championship
Show

Lands: 19
4x Bloodstained Mire
4x Wooded Foothills
4x Stomping Ground
1x Blood Crypt
6x Mountain

Creatures: 22
4x Skirk Prospector
4x Goblin Piledriver
4x Goblin Warchief
4x Goblin Matron
1x Goblin Sharpshooter
1x Goblin Sledder
4x Mogg War Marshal

Spells: 19
4x Seething Song
4x Rite of Flame
2x Brightstone Ritual
4x Empty the Warrens
4x Fecundity
1x Grapeshot

SB: 15
4x Clickslither
4x Cabal Therapy
2x Pyroclasm
2x Krosan Grip
2x Ancient Grudge
1x Goblin King

The great thing about this deck was how it could switch from combo to aggro by what the pilot drew or wanted to do.
With Fecundity and all the mana, it could combo into a huge storm for ETW and the win, or could just win via traditional goblin ownage.

General Card Choices
Creatures:
Show

Goblin Lackey:
Insane 1 drop. Can power out turn two Siege-Gang Commanders, or just accelerate a turn or two.

Goblin Recruiter:
Gives insane card advantage along with Goblin Ringleader. Can set up great draws as well.

Goblin Piledriver:
This card is basically the enforcer of goblins. Very expensive, but can make or break the deck.

Goblin Ringleader:
Gives great card advantage.

Goblin Matron:
Strong card, can tutor for goblins or goblins you need multiples of. Also synergizes well with lackey.

Skirk Prospecter:
Can help accelerate into even more goblins. Works especially well with shenanigans like Bidding.

Goblin Warchief:
Amazing card. Makes you win a turn faster, lets you play all your goblins for less.
Also amazingly good with Food Chain.

Sparksmith:
A decent card, that can provide decent creature control.

Goblin Sharpshooter:
Strong card. Especially good with skirk prospecter. This card also provided great moves with bidding and prospecter.

Gempalm Incinerator:
Lets you cycle through the deck and also lets you get rid of a pesky creature.

Goblin Grappler:
If you can, you should try to avoid this card. It can be alright in situations, but most of the time its just bad.

Tin Street Hooligan:
Solid splash card for metas with heavy artifacts SB or MD. It good against equipement, Affinity, Angel Stax, CotV, etc.
There is debate of those card vs. tinkerer. This requires a suffecient green splash and only works once.
However it happens right away and it has a body to keep swinging with after.

Mogg Fanatic:
Very good Sligh type card. It is strong for goblin sligh, but in more explosive goblins like vial and FCG, its not as effective.

Siege-Gang Commander:
Lackey this bad boy out, and follow up with a Goblin Piledriver... GG

Goblin Tinkerer:
There is debate over this or Tin Street. This is repeatable artifact hate, but it costs additional mana to use,
requires haste or a turn waiting. Also the body is less helpful at a 1/2 instead of 2/1.

Disruption:
Show

Red Elemental Blast:
Counter in red? Destroys permanents for :U:? sounds good to me.

Pyrokinesis:
You'll be generating great CA with recruiter and ringleader. Why not burn all their guys so you can win right away?
Pretty good card for Metas heavy on weenies (chumps). Also can instantly remove Exalted Angel, Loxo, etc.

Shattering Spree:
Good against Faerie Stompy, Affinity, basically anything that runs lots of artifacts.
You can generate mana with a prospector as a combat trick, or you can clear their whole board.

Swords to Plowshares:
AKA StP. Best spot removal ever. No doubt. This is one of the main reasons to splash white.
It can get rid of pesky Pro:Red creatures. or just some big fatty bearing down on you.

Chalice of the Void:
Can help stop combo, zero cc tricks. Probably not highly recommendable save for zero as each slot has
pretty important goblins: 1: lackey, 2: recruiter, piledriver, 3: warchief, matron etc.

Disenchant:
Another reason to splash white. Red can deal with artifacts, but enchantments it is in trouble.

Tormod's Crypt:
Obviously great against graveyard strategies and doesn't cost anything.


Tech:
Show

Pyrostatic Pillar:
Used correctly, this completely shuts down combo. Used wrong and you can hurt yourself more than your opponent.

Aether Vial:
Gets around counters. Accelerates. Helps the curve. Nothing about this you shouldn't like.

Rites of Initiation:
With all the extra cards in your hand that do nothing, you can sneak in an alpha strike FTW.

Lands / Mana:
Show

Skirk Prospecter:
Great source of mana. Can turn useless guys into hasted piledrivers.

Seething Song:
Can get you some pretty crazy explosive turns.

Rishidan Port:
Used alongside Wasteland to keep opponents down.

Wasteland:
If they can't play spells they can't win or protect themselves.

Strip Mine:
Better Wasteland.

Ancient Tomb:
Used for more explosive decks like Gobvantage.

City of Traitors:
Used for more explosive decks like Gobvantage.

Fetches:
Incredibly good manafixers for secondary color splashes.

Duals:
Obviousy great color providers, especially with fetches.

Mox Emerald:
Second free land.

Mox Ruby:
Second free land.


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What is Sligh?
Show

Probably the most important red deck in the history of magic.
This deck, created by Paul Sligh, singlehandedly invented the manacurve and showed how important it really is.
The deck is cheap effecient, red creatures, followed up by burn to clear blockers,
and the burn can double as late game wins.

For sligh, the name of the game is tempo. The manacurve helps you win via this.


Is it competitive?
Show

Today, sligh constantly pops up each rotation. In standard, Satanic Sligh
has stepped up as a r/b sligh deck.


Autocard

Paul Sligh's Orcish Librarian Deck
Paul Sligh: 1996 Standard Legal
Show

Lands: 23
4 Strip Mine
4 Mishra's Factory
2 Dwarven Ruins
13 Mountain

Creatures: 25
2 Dragon Whelp
2 Brothers of Fire
2 Orcish Artillery
2 Orcish Cannoneers
4 Ironclaw Orcs
3 Dwarven Lieutenant
2 Orcish Librarian
4 Brass Man
2 Dwarven Trader
2 Goblins of the Flarg

Spells: 13
1 Black Vise
1 Shatter
1 Detonate
4 Lightning Bolt
4 Incinerate
1 Fireball
1 Immolation

SB: 15
1 Shatter
1 Detonate
1 Fireball
1 Meekstone
1 Zuran Orb
3 Active Volcano
2 Serrated Arrows
1 An-Zerrin Ruins
4 Manabarbs

The deck, hardly looks like much by todays standards.
But if you dig deep it really is a well of tech.
At its debut it got second at the Pro Tour Qualifier: Atlanta, it lost to a necropotence deck in finals.

Although it was named after him, the deck design was actually created by Jay Schneider.

Lastly, it is important to know that back then one requirement is you have
a card from five sets, making it distinctly harder to make an effective deck.


Satanic Sligh

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What is Elves?
Show

Elves are the iconic green creature of Magic.
They are known for their ability to churn out mana and their strength in numbers.


Is it competitive?
Show

For the most part no. For the most part it has been a rogue deck.
This isn't to say its bad. It has shown to be a rogue deck that can be successful.


Autocard

Elves!
Willie Gregory-Bkorkiund: Legacy Legal
2005 Legacy Championship
Show

Lands: 17
2x Wooded Foothills
2x Windswept Heath
9x Forest
4x Gaea's Cradle

Creatures: 43
4x Llanowar Elves
4x Quirion Ranger
4x Priest of Titania
4x Bloodline Shaman
4x Wirewood Symbiote
4x Tribal Forcemage
4x Sylvan Messenger
4x Gempalm Strider
4x Elves of Deep Shadow
4x Fyndhorn Elves
3x Elvish Champion

SB: 15
4x Fecundity
4x Viridian Zealot
4x Tsunami
3x Elvish Lyrist

One of the biggest problems elves has is disruption and overextending.
This deck solves this problem by putting all its eggs into the speed basket;
and prays they go lethal before a sweeper hits.

It powers out tons of mana for a bunch of guys and strikes


Elf-Ball
Tonyto3690: Legacy Legal
Show

Lands: 20
2x Gaea's Cradle
4x Wooded Foothills
4x Taiga
10x Forest
4x Wirewood Lodge

Creatures: 24
4x Quiron Ranger
4x Wirewood Channeler
4x Fyndhorn Elder
4x Fyndhorn Elves
4x Llanowar Elves
4x Priest of Titania

Spells: 16
2x Biorhythm
4x Eladamri's Vineyard
4x Kaervek/'s Torch
4x Slate of Ancestry


General Card Choices
Creatures:
Show

Llanowar Elves:
The standard in elf mana producers. A solid general choice.

Fyndhorn Elves:
Same functional thing as Llanowar Elves. Perhaps a bit better because its less common if you get specific.

Elves of Deep Shadow:
A decent card. Although obviously not as good as Llanowar or Fyndhorn because of the black and the pain it gives.

Elvish Archers:
A solid 2/1 first strike. In general a decent beatdown. Not particularly synergestic besides a decent beater and first strike.

Elvish Champion:
Solid power up with a body. Forestwalk can also be a powerful ability in the right meta.

Elvish Lyrist:
A very good hate card. A strong SB or possibly MD addition.

Wirewood Herald:
A solid tutor with a body.

Elvish Pionneer:
Essentially a llanowar elves with a spin. Land destruction is rarer than creature removal, but it relies on having a land in hand.
As apposed to Llanowar which cna make a one land hand playable.

Elvish Skysweeper:
A solid hate card. It works very well against decks that cheat beaters into play, as they usually have flying and are large.
(Decks like oath, reanimator, etc.)
Also they generally hope to have pro: black, while pro: green is nearly non existent.

Wood Elves:
Solid card to pick a dual if you have a splash.

Elvish Vanguard:
An okay card, but it relies on winning to be effective.

Bloodline Shaman:
Gives you card advantage. And besides land it will most of the time work.
Best used in 'speed builds'. As they have mostly creatures (elves), save lands.

Elvish Warrior:
An above the curve 2/3 for 2.

Tribal Forcemage:
Very nice card with cheap pump AND trample.

Fyndhorn Elder:
Has nice synergy with first turn mana elves, to get you 5 mana turn 3.

Gaea's Herald:
A strong hate card. It helps against control in the hopes for you go fast enough they can't sweep in time.

Gaea's Skyfolk:
Decent 2/2 flying for 2.

Tel-Jilad Chosen:
Solid hate card against affinity and the like.

Gempalm Strider:
A decent 2/2 for 2. The biggest thing about this is when you're in full swing with mana production.
It helps go through the deck for even more beaters, and gives you some strong pump for an alpha strike.

Headless One:
A fun casual card, but for a competitive deck it shouldn't be run.

Llanowar Elite:
Can double as an early chump / beater or when you have tons of mana as a late game finisher.

Llanowar Knight:
Decent 2/2 for 2. Pro: black can be very useful.

Multani's Acolyte:
Helps go through the deck and has a 2 power.

Wirewood Channeler:
A toned down version of Priest of Titania. Still an effective card however.

Priest of Titania:
Absolutely amazing mana producer.

Timberwatch Elf:
Very nice card that gives instant speed pump. Can create tough decisions for the opponent and very nice combat tricks.

Wellwisher:
A touchy card. Life gain does NOT win you games, and a lot argue this is a waste of a slot / resources.
The thing going for this card is that it can give you a lot in two turns and is repeatable and really helps against aggro.

Primal Forcemage:
With an okay 2/2 for 3 body, its real potential is with the +3/+3 clause. This very well could be breakable
with a huge mana turn, slate of ancestry and an alphastrike.

Quirion Ranger:
Strong card than can enable a big mana pocket.

Rofellos, Llanowar Emissary:
A decent addition, but its badside can huge. Forests are hard to play when you have other lands like cradles, and lodges.

Seeker of Skybreak:
A decent card, quirion ranger is better however.

Wirewood Symbiote:
A toned down version of Quirion Ranger. Still can be a solid choice though.

Silhana Ledgewalker:
Powerful card with pump and beatdown, but probably not extremely effective in most elf builds.

Viridian Shaman:
Can provide nice card advantage and helps against pesky artifacts while still being a creature.

Viridian Zealot:
A naturalize with a 2/1 body. A solid choice if you expect lots of enchant/artifact tricks. Good SB material.

Stonewood Involker:
A decent 2/2 for 2. Late game can become a huge (trampleless) beast.

Sylvan Messenger:
An excellent source of card advantage.

Elvish Beserker:
With Timberwatch and other pumpers, this can be very nice with built in trample.

Taunting Elf:
A solid card that helps out alpha strikes. Also can be used to get rid of important creatures with pump.

Kamahl, Fist of Krosa:
A repeatable overrun with a body. Most of the time its just a win more, but it can be useful.
Also the land ability can be useful. Also it can be a trick to get rid of their lands via that, and taunting elf + pump.
4/3 body is also nice.

Lands:
Show

Forest:
Basic card that some elves require for an effect.

Fetches:
Thins the deck for more buisness spells, or mana fixes if you have a splash.

Duals:
Give you secondary color for little cost.

Wirewood Lodge:
Can be very nice with things like Priest of Titania 2+ mana.

Gaea's Cradle:
Can be a huge manasink, the biggest downside however is it doesn't work as the first land.

Tech:
Show

Mobilize:
Effectively doubles your mana, also allows for an alpha strike after some major mana producing
if you did some kind of combo to go through your deck.

Vitalize:
A better Mobilize.

Staff of Domination:
Allows infinite tricks. Get a Priest or the like to be able to produce 5 mana in one tap.
Use staff to untap it for 3 (2 mana left). Then use one to untap itself (1 mana left) rinse and repeat for infinite mana,
then use for 'infinite' life and drawing.

Glimpse of Nature:
Can provide combo fuel and provide mana to cycle through your deck.

Eladmri's Vineyard:
Can be very bad against certain decks, but very useful against things that have no use for it like combo (assuming they dont' go off that turn).

Biorhythm:
An alt win condition against control or combo

Tsunami:
In legacy, good tech against solidarity.

Concordant Crossroads:
Can help with more explosive turns if you have draw enablers already. Or just lets your elves get the rest of the elves out
the turn they are played.
Strong card against control and combo.

Overrun:
Kamahl, Fist of Krosa is almost always better.

Ground Seal:
An okay card against certain decks if you expect them in your meta.
Also has a cantrip effect which is makes it more playable.

Draw:
Show

Glimpse of Nature:
Pretty strong card in a more comboish deck. Probably requires haste effects like concordant crossroads,
so you can have a more explosive turn.

Collective Unconscience:
The argument against glimpse is that is slows you down, and you hold back to hopefully make it more effective.
This card lets you play it out, and at a fairly easy to achieve 6 mana to draw several cards.

Harmonize:
Strong card in more limited card pools with a +2 card advantage note.

Slate of Ancestry:
Repeatable draw that can get you a lot of cards when in full swing. Although it is a bit on the costly side,
this is negated by the fact it can be repeated. Still something to watch for though.


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What are Artifact Based Decks?
Show

Obviously, they are decks that rely or are centered are on artifacts.


Are Artifact Based Decks competitive?
Show

Yes. Artifact Based Decks have representatives in extended, legacy and vintage.
Namely: Stax and Affinity and their varients; as well as slaver.


Autocard

Uba Stax
Robert Vroman: 2005 Vintage Legal
Show

Lands: 20
5 Mountain
1 Barbarian Ring
4 Bazaar of Baghdad
4 Mishra's Workshop
1 Strip Mine
4 Wasteland
1 Tolarian Academy

Creatures: 12
2 Duplicant
2 Solemn Simulacrum
1 Sundering Titan
4 Goblin Welder
2 Gorilla Shaman
1 Karn, Silver Golem

Spells: 28
1 Black Lotus
4 Chalice of the Void
3 Crucible of Worlds
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Null Rod
4 Smokestack
1 Sol Ring
1 Trinisphere
3 Uba Mask
1 Wheel of Fortune

SB: 15
1 Null Rod
2 Orb of Dreams
1 Uba Mask
2 Duplicant
3 Viashino Heretic
2 Price of Glory
2 Lava Dart
2 Maze of Ith

Originally written as $t4Ks, a cute little acronym for a deck called "The $4,000 Solution", Stax was thought to have sounded its death knell when Trinisphere hit the restriction list. Not so fast said Team Meandeck, whose members continued to grind opponents into the ground while on their way to numerous Top 8 appearances.

Stax is the best prison deck in Type One right now and many think it's the best deck period, though it requires considerable skill to master. The idea is to play out an early Mishra's Workshop and then gum up the board with Smokestack, Sphere of Resistance, Chalice of the Void, Tangle Wire or Trinisphere. Also particularly effective (and obnoxious) is the classic first-turn “Crucible of Worlds off of Black Lotus plus Strip Mine" play, designed to frustrate and infuriate opponents everywhere.

To make things worse, Goblin Welders are exploited to exchange various lock parts during players' upkeeps in order to maximize the damage done to the board position. Once you have effectively locked down the board, you either bash with Goblin Welders for one point of damage at a time, wait for one of the big boys to show up so that you can smash face (Triskelion, Sundering Titan, and Karn fill this role), or you wait for your opponent to concede/die from boredom and earn a game win that way. You'd be surprised just how often the latter takes place. Most tournament organizers have actually taken to having medical staff on call if they expect a Stax-heavy metagame.

Recently there was a second Stax variation developed named Uba Stax. Designed by Robert Vroman, all of the principles for this deck are the same (i.e. it's still an annoying prison deck), but in place of the more typical Tangle Wires and Spheres of Resistance, Vroman's deck runs Uba Mask, Chalice of the Void and Null Rod. Originally thought to be some goofy homebrew that somehow made a Top 8, Vroman's win at the Chicago Power 9 in July proved that not only is his deck good, but it might just be the best version of the Stax archetype.


Ravager Affinity
Mike Clair: 2004 Standard Legal
New York State Champion 2004
Show

Lands: 20
4x Blinkmoth Nexus
4x Great Furnace
4x Vault of Whispers
4x Seat of the Synod
2x Glimmervoid
2x Darksteel Citadel

Creatures: 21
4x Arcbound Ravager
4x Frogmite
3x Myr Enforcer
2x Atog
4x Arcbound Worker
4x Disciple of the Vault

Spells: 19
4x Electrostatic Bolt
3x Cranial Plating
4x AEther Vial
4x Chromatic Sphere
4x Thoughtcast

SB: 15
4x Seething Song
4x Furnace Dragon
3x Shrapnel Blast
2x Moriok Rigger
2x Terror

I posted this deck to show how powerful affinity was.
This deck was the owners block version he used,
yet he simply played the same list in standard and won.


Ravager Affinity
Taisuke Ishii: 2004 Standard Legal
Top 4 Last Chance Qualifier - Pro Tour Kobe
Show

Land: 20
3x Glimmervoid
4x Seat of the Synod
4x Vault of Whispers
4x Darksteel Citadel
1x Blinkmoth Nexus

Creatures: 24
4x Myr Enforcer
4x Arcbound Ravager
4x Disciple of the Vault
4x Frogmite
4x Somber Hoverguard
4x Ornithopter

Spells: 20
4x Skullclamp
4x Scale of Chiss-Goria
4x Tooth of Chiss-Goria
4x Welding Jar
4x Thoughtcast

SB: 15
4x Great Furnace
3x Shrapnel Blast
4x Pyroclasm
4x AEther Spellbomb

Affinity just doesn't seem like affinity with out skullclamp to add to the mix.
Skullclamp makes sweepers more bearable, and a ravager absolutely amazing.


Control Slaver
Kim Kluck: 2003 Vintage Legal
German's Dülmen - December, 2003 - Second Place - (6-0-1)
Show

Lands: 19
3 Flooded Strand
1 Island
1 Library of Alexandria
2 Polluted Delta
2 Seat of the Synod
1 Strip Mine
1 Tolarian Academy
3 Underground Sea
4 Volcanic Island
1 Wasteland

Creatures: 6
1 Pentavus
4 Goblin Welder
1 Gorilla Shaman

Spells: 36
1 Black Lotus
1 Memory Jar
1 Mind's Eye
2 Mindslaver
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Demonic Tutor
1 Mind Twist
1 Yawgmoth's Will
1 Ancestral Recall
4 Brainstorm
4 Force of Will
4 Mana Drain
4 Thirst for Knowledge
1 Time Walk
1 Tinker
3 Fire/Ice

SB: 15
4 Chalice of the Void
1 Mind's Eye
3 Rack and Ruin
3 Red Elemental Blast
3 Tormod's Crypt
1 Vampiric Tutor

At the beginning of 2004, with just Mirrodin released, the struggle was to find the best way to abuse it. Almost immediately, two variants of Mindslaver decks emerged: one used Mana Drain and the other used Mishra's Workshop. In the end, the Mana Drain build is still popular and quite successful, while Mishra's Workshop found a more comfortable home in other decks. Although both Control decks, the Mana Drain variant is commonly referred to as Control Slaver and the Workshop deck is known as Workshop Slaver.

This deck first appeared in the German "Dülmen," in which over a hundred players compete in a monthly tournament held at a store called "Trader." The deck was later popularized in the United States by Rich Shay (who, incidentally, finished in the money at Pro Tour Columbus and did quite well at Nationals this year). This list was to become a major hit over 2004, eventually winning the Vintage Championship at Gencon. The deck basically played like a Control deck with a combo finish. It would counter your spells with Mana Drain and Force of Will and then draw cards with Thirst for Knowledge, a new draw engine. It would then try to get Goblin Welder to weld in a discarded Mindslaver and start recurring the Mindslaver enough times until it could find Pentavus to create an infinite Mindslaver lock. At that point, the deck would generally win with Pentavite tokens or, frankly, however it wanted.



7/10 Split
Steven Stoots: 2004 Vintage Legal
4th place, 2004-04-18 East Coast Vintage Championship
Show

Land: 16
4 Mishra's Workshop
4 Shivan Reef
2 Glimmervoid
2 City of Brass
2 Ancient Tomb
1 Gemstone Mine
1 Tolarian Academy

Creatures: 11
1 Memnarch
4 Goblin Welder
2 Triskelion
3 Sundering Titan
1 Duplicant

Spells: 33
4 Thirst for Knowledge
4 Chalice of the Void
1 Tinker
4 Brainstorm
1 Mystical Tutor
1 Shattering Pulse
1 Ancestral Recall
1 Fact or Fiction
1 Timetwister
1 Wheel of Fortune
1 Memory Jar
4 Gilded Lotus
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Black Lotus
1 Mox Ruby
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Sapphire

SB: 15
3 Red Elemental Blast
1 Duplicant
2 Viashino Heretic
2 Blue Elemental Blast
4 Trinisphere
3 Rack and Ruin

Sundering Titan (the reason the deck is title 7/10 split) is a house.
Ever heard of ErnhamGeddon? Titan is that deck in one card: a one sided Armageddon and has a huge body.
Also it is an artifact so welder applies for easy access.
Trinisphere is an absolute monster against some decks, and is amazing with workshop; which often simply means game over.


General Card Choices
Creatures:
Show

Goblin Welder:
Very powerful card, that repeatedly does one of the most broken things in the game: bypass casting costs.
However it requires you have a bunch of cheap or free artifacts to sacrifice.
Also can double as removal.

Frogmite:
"Free" guy in most cases, but only a 2/2 which its downside. Can however help powerout even more affinity guys in a chain.

Myr Enforcer:
Rarely costs more than 2 or 3. Very nice body at 4/4, and can be absolutely free with no color costs.

Sundering Titan:
Very nice tutor target or any other target that gets in for free. Stops opponent from playing anything,
while simultaneously being a huge creature. It is the deck ernham-geddon in one card.

Duplicant:
A respectable tutor target, but relies more on meta and is less dependable than other creatures.

Triskilion:
A solid tutor target

Pentavus:
Solid card for welder synergy.

Disciple of the Vault:
Strong card, and even got itself banned. It is basically an "oops i win" type card.

Arcbound Ravager:
Ah Raffinity, so many have complained of thee.
Ravager is an 'oops i win' card, that turns lands, blocked creatures, and other random crap into wins.
It makes the alpha strike that much more lethal as its really impossible to block.

Ornithopter:
Solid card with Cranial Plating

Somber Hoverguard:
Decent card, 3/2 for U

Arcbound Worker:
1/1 for 1 with modular. Affinity needs cheap artifacts to work, so this is good.

Dark Confidant:
It can hit hard, but you are playing a faster game than any other aggro deck in affinity, and for combo you need draw.

Atog:
Not an artifact for affinity, but can give a faster clock than ravager can give.
However it sacrifices resiliency and requires more attention to make better.

Artifacts: Mana Sources
Show

Mox: (Sapphire, Jet, Ruby, Pearl, Emerald)
Breaks a fundamental rule of magic: 1 land per turn. Great accel and good welder fodder.

Mana Crypt:
Free 2 mana? Yes please!

Mana Vault:
Less friendly than Mana Crypt, but still a pretty strong card.

Chrome Mox:
Debatable card, but bonus is that it can just be dropped for nothing for affinity.

Mox Diamond:
Fairly bad card, but plausable to be run.

Lion's Eye Diamond:
Neutured Black Lotus, but still good. Good synergy with welder.

Black Lotus:
One of the most expensive cards in magic, and most iconic probably of the most powerful cards.
Accelerates 3 turns basically for 0 mana.

Sol Ring:
Arguably the best artifact in the game, even over black lotus and the like.

Artifacts: Draw
Show

Skullclamp:
Got itself banned in all formats but Vintage, its that powerful.

Memory Jar:
Broken card. Even got preemptively banned. Awesome tinker/welder target.

Artifacts: Control / Centerpieces
Show

Mindslaver:
Spawned several varients. Very strong card, and is used with goblin welder to play all your opponents turns.

Trinisphere:
Ridiculous card. Turn 1 Workshop into Trinisphere was basically a guaranteed win, and led to very unfun games.
This caused wizards to have to jump into action and restricted the card.

Smokestack:
Very good card, it is the namesake of the deck Stax.

Crucible of Worlds:
Very nice card in conjunction with wasteland, or even better; strip mine. A very nice manadenial piece to add.

Tangle Wire:
Another very powerful prison card. Power out this sucker fast with other control and you'll have some upset opponents.

Lands:
Show

Fetches:
Helps manafixes for tricky manabases for decks like affinity.

Duals:
Manafixes

Colored Artifact Lands:
A critical part of any good affinity deck. Solid with welder as well.

Wasteland:
Good for a crucible lock. Solid land as half the spells you play shouldn't require color anyways.

Strip:
Indiscriminate wasteland. Good stuff.

Mishra's Workshop:
Very strong card that just does broken things.

Tolarian Academy:
Absolutely broken card. This card deserves a place in any artifact deck that its legal in.

Glimmervoid:
Decent card if you are worried about color issues.

Blinkmoth Nexus:
Solid card that provides beats and mana.

Darksteel Citidal:
Decent indestructable artifact land.

Bazaar of Baghdad:
Very strong card, and is used very well with goblin welder. Gives card draw and pumps artifacts into the graveyard.


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What is Burn?

Show

"Burn" is generally used as a word to describe a sorcery or instant that does damage to the opponent or the opponents creature.

Thus we can deduct that a burn deck is one that uses these cards to win.

Is it competitive?
Show

It is an okay deck in legacy, and has had mild success. Other than though: no.


What is the theory behind straight burn?
Show

Straight Burn is based on a few principles. Required damage, Timewalks, Win>CA / Tempo / Life

Required Damage:
Show

The average game should last about 4 turns. This means you are going to see ~11 cards a game.
4 of these we can expect to be lands on average. This leaves 7 cards to deal 20 damage.
20 / 7 = 2 and 6/7, or roughly 3 damage a card. This gives us the base damage requirement.
And also shows how lightning bolt, chain lightning, lava spike, and rift bolt are good, hile shock is bad.


Timewalks:
Show

Running the deck is a risk, as you always have the chance of drawing too many lands, nd not enough spells.
Some cards, do not make the required damage of 3, but have an effect so helpful that it is still worth running.

Magma Jet can save you from 2 turns of lands, which effectively would cost you the game.

Barbarian Ring helps minimize the chance of not drawing spells as being able to double as a land and a burn spell.


Win>CA / Tempo / Life:
Show

This deck is very often hard to play because of the stress of opposing creatures beating at you,
and you having a hand of removal can't hit them.
The deck is based on one goal: getting the opponent to 0. This means the deck has to go as fast as possible as it abandons all else for this goal.

You should always aim for the head (a term meaning, burn the opponents life), unless you would undoubtedly die otherwise.
Because you always aim for the head, the otherwise bad Lava Spike is suddenly great.
Also things like Flamebreak are run as SB material as a way to hurt aggro, yet still apply pressure to the opponent.


Autocard


Straight Burn
Tonyto3690: Legacy
Show

Lands: 18
14x Mountain
4x Barbarian Ring

Creatures: 4
4x Street Wrait

Spells: 38
4x Urza's Bauble
4x Mishra's Bauble
2x Fork
4x Lightning Bolt
4x Chain Lightning
4x Lava Spike
4x Rift Bolt
4x Magma Jet
4x Flame Rift
4x Fireblast

Burning Bridge
Mark Zeigner: Oddyssey-Onslaught Standard
Chicago Gateway Tournament
Show

Lands: 24
4 Barbarian Ring
4 Forgotten Cave
13 Mountain
3 Petrified Field

Spells: 36
4 Chain of Plasma
2 Earthquake
4 Ensnaring Bridge
4 Fiery Temper
4 Firebolt
4 Flame Burst
3 Grafted Skullcap
3 Lava Dart
4 Violent Eruption
4 Volcanic Hammer

4 Blistering Firecat
3 Flaring Pain
3 Fledgling Dragon
4 Grim Lavamancer
1 Lava Dart
 
The Bridge ensures that your opponent cannot attack you with creatures greater than the number of cards in your hand. This card has been most effectively used in mono-red decks in conjunction with Grafted Skullcap, which draws you an extra card each turn but forces you to discard your hand at the end of each turn. These decks are traditionally referred to as "Burning Bridge" decks because they consist mostly of burn spells and they shut you down with the Ensnaring Bridge. Once the two-card combo is in place and you have negated every creature in your opponent's deck, you can use all of the burn on your helpless opponent.

Ensnaring Bridge completely negates a creature-based strategy that has no answer to the board dominating artifact. This is tremendous card advantage; even though it doesn't destroy your opponent's creatures, it can render them useless, which, for most intents and purposes is the same thing. Yes, card advantage comes in many forms!




Dryad Sligh
Kicks422: Legacy
Show

Lands: 18
4 Taiga
2 Stomping Ground
4 Mountain
4 Wooded Foothills
4 Bloodstained Mire

Creatures: 20
4 Grim Lavamancer
4 Mogg Fanatic
4 Kird Ape
4 Slith Firewalker
4 Quirion Dryad

Spells: 22
4 Lightning Bolt
4 Chain Lightning
2 Seal of Fire
4 Magma Jet
4 Incinerate
4 Fireblast

SB: 15
3 Tormod’s Crypt
4 Pyroblast
4 Pyrostatic Pillar
4 Krosan Grip


General Card Choices
Burn
Show

Lightning Bolt:
This sets the bar for burn, it was deemed slightly too good by wizards, and ever sense you see watered down versions of it.

Chain Lightning:
Strong card, rarely do you have the draw back be a problem

Lava Spike:
All burn should be at the opponents head, so the narrowness is near irrelevant.

Riftbolt:
Takes a turn to kick in, but as long as you don't draw this turn 4/5 it is good.

Magma Jet:
Does only 2 damage for 1r, but can save you from drawing 2 lands. (game loss basically)

Flame Rift:
Does a considerable amount of damage to you, but the deck is all about racing so as long as
they die first it doesn't matter. A strong card in straight burn

Fireblast:
Autoinclude in almost all burn decks. Can let you sneak in the last points of damage to win.

Flamebreak:
Good in straight burn because it hits the opponent as wella s sweeping creatures.

Firebolt:
Decent card in bridge varients only for its flashback cost. Too slow for straight burn however.

Char:
Strong burn in standard, but not very good outside of it.

Volcanic Hammer:
Okay card at a decent 3 damage. Solid in a more limited cardpool.

Lava Axe:
Okay card in a very limited card pool, but outside it poor choice.

Incinerate:
An instant speed non reanimation volcanic hammer.

Price of Progress:
Metacall, but can be very strong; with it not being uncommon for it to 6+ damage.
Or at the very least it is a conditionally better Flame Rift.

Psionic Blast:
Char, but slightly better. Only because its out of color for blue so it can use it more.

Creatures:
Show

Mogg Fanatic:
Solid card that trades with lackey in legacy metas with goblins. Besides that though its better to just run burn.

Spark Elemental:
A lightning bolt first turn, but afterwards it is less reliable.

Street Wraith:
Very nice card that lets you drop the weakest burn spell and make the deck 56 cards.

Storm Entity:
Requires a bit of tuning to make work, but can provide faster kills if undisrupted. Works well with baubles.

Tech:
Show

Urza's Bauble:
Essentially makes the deck legally 52 cards. Very nice in straight or bridge burn.

Mishra's Bauble:
Same as Urza's

Ensnaring Bridge:
The biggest problem with burn decks is card advantage.
This card turns your card disadvantage into virtual card advantage.

Sirocco:
Technically not burn. In legacy, it is a very good card against solidarity.

Pyroblast:
Hate for solidarity and other blue decks. It is one of the top 5/10 counters depending on who you ask.

Red Elemental Blast:
Same as pyroblast.

Pyrostatic Pillar:
Solid card against combo.

Burnout:
Okay card, but it costs twice as much as the 'blasts to draw a card; and only counters.

Lands:
Show

Mountains:
Basic lands.

Barbarian Ring:
Gives you an extra spell without sacrificing land reliability.

Fetches:
Makes the deck more consistent and slightly raises the chance of drawing a buisness spell.

Forgotten Cave:
Land thins the deck, but costs mana.


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What is MUC?
Show

MUC stands for Mono Blue (U) Control.
It basically controls the game via card advantage and counters.

BBS stands for Blue Bull Sh-t; as having every spell countered
often annoying players, thus giving it such an... unflattering title.

Another name for it is Draw-Go, but Draw-Go is associated with any
deck that has a lock and you essential draw, then end your turn.

The deck is an absolute house in weak casual metas (lots of "fat" creatures).
And is strong against combo, while being very poor against good aggro,
as aggro often has more threats than you counters.

Is it competitive?
Show

If by competitive you mean tournaments, no it is no longer viable in its traditional form.
Dralnu, and its varients in standard is the most recent and closest version of it.
In weaker casual groups it is a very strong deck.


Autocard

Turbo Stasis
Tommi Hovi - 1996 Standard Legal
1996 Finnish Nationals
Show

Lands: 26
4 Land Cap
4 Adarkar Wastes
18 Island

Spells: 34
4x Stasis
2x Kismet
4x Howling Mine
4x Boomerang
4x Counterspell
3x Power Sink
2x Disenchant
1x Swords to Plowshares
1x Balance
1x Zuran Orb
1x Ivory Tower
1x Feldon's Cane
1x Black Vise
2x Land Tax
2x Despotic Scepter
1x Recall

SB: 15
3x Circle of Protection: Red
4x Wall of Air
2x Mana Short
1x Feldon's Cane
1x Kismet
1x Disenchant
1x Yotian Soldier
2x Swords to Plowshares

It may not seem remarkable to a modern player to whom a term such as “Stasis-lock” is instantly understood but at the time it was akin to a player setting the tournament scene on fire using a deck built around One With Nothing. Stasis went from "crap rare" to front page trade binder material after Arto Hiltunen – one of the deck's shapers – outlined the design process for the deck and talked about Hovi's success with it.

The deck was a rogue deck that came out of nowhere.
This is what created the term "Draw-Go", as you essentially would win by having the opponent draw more cards than you
and just make the game go for 53 turns or so until the decked and consequently lost.
This was achieved by locking the opponent down with kismet, and of course stasis.
One of the tricky parts was being able to pay for stasis. You could bounce your stasis in hand,
untap all your lands and just replay the card, leaving it ready for your opponents next turn.
Another was, with all the cards you were drawing, just destroy your stasis and play a new one.
And finally, it could via just the draw-go method, but because of the digigng your doing it required feldon's cane
to make sure you do not die. which lucky enough costed zero so playing it was not an issue.


Draw-Go
Randy Buehller: Tempest / Mirage Standard
Worlds 1998
Show

Lands: 26
4 Stalking Stones
4 Quicksand
18 Island

Creatures: 1
1 Rainbow Efreet

Spells: 33
4 Force Spike
4 Counterspell
1 Memory Lapse
3 Mana Leak
3 Forbid
2 Dissipate
4 Dismiss
4 Impulse
4 Whispers of the Muse
4 Nevinyrral's Disk


General Card Choices
Counter:
Show

Force of Will:
One of the best, and arguably the best counter in the game.

Daze:
Fairly good card. It is a free land, that in the first few turns is basically a hard counter, in late turns can just be annoying

Misdirection:
A solid free counter, but not for ever meta / not always MD worthy.

Foil:
Really hurts card advantage, but it is an okay FoW, and sorta copies 5-8 of it.

Disrupting Shoal:
Situationally a FoW.

Counterspell:
Deemed over the curve by wizards. It is a 2 mana spell that counters basically any spell in the game.

Manaleak:
Essentially a hard counter all the time. Even if it isn’t against combo, that three mana is usually
Enough to shut down combo for a turn.

Remand:
Solid tempo card. Doubles as a cantrip.

Spell Snare:
An okay meta card.

Memory Lapse:
An okay card in situations.

Force Spike:
A hard counter the first few turns, and comes online turn 1, but is irrelevant afterwards.

Dissipate:
Decent card in certain situations. 1UU cost is a bummer however.

Forbid:
Can be a very nice card, but usually the buyback is to great to do repeatively.

Blue Elemental Blast:
Solid card against goblins.

Hydroblast:
Brother of Blue Elemental Blast.

Bounce:
Show

Repeal:
Solid card. Instant and cantrips.

Echoing Truth:
Solid card.

Rushing River:
Nice bounce but costs 3. Instant speed and choosing what you're trading a land for is nice.

Capsize:
Repeatable bounce that can lock a game.

Boomerang:
your standard bounce spell.

Chain of Vapor:
Only costs 1 mana to bounce a card.

Draw/Tutors:
Show

Brainstorm:
Very nice draw spell with fetches.

Impulse:
Solid card that is better than Brainstorm without shufflers. It digs farther.

Gifts Ungiven:
Strong card. It is an instant speed tutor, that often essentialy gets four cards.

Fact or Fiction:
Strong tutor at instant speed. Requires solid piloting to be effective.

Intuition:
Solid tutor at instant speed. Requires a good pilot or experience with the deck.

Ancestral Recall:
Best straight draw spell in the game.

Ophidian:
Repeatable card draw. Solid choice

Hate/Tech:
Show

Back to Basics:
AkA B2B. If this card doesn't work in your meta, you probably shouldn't be playing MUC.
This card makes the deck A LOT better.

Gigadrowse:
An alright card. Very nice in more limited card pools.

Ensnare:
Decent card against aggro, but two islands can be fairly costly to tempo.

Propaganda:
Fairly good against aggro, but requires a 3 mana investment early on to be worth it.

Vedalkan Shackles:
Very nice card.

Chalice of the Void:
AkA CotV. Used to hate out combo, and even aggro.

Sweepers:
Show

Powder Keg:
Very nice against aggro. Acts as a colorless, cheap sweeper.

Nevinyrral's Disk:
Powerful card but costs 4; leaving less mana for countering.

Lands:
Show

Island:
Pro: Wasteland, and untaps for free!

Fetches:
Deck thins for more buisness / counter spells.

Wasteland:
Possible if you're going for a more mana denial, game lock; but makes sketchy mana options.

Stripmine:
Indiscriminate Wasteland.

The Tabernacle at Pendrell Vale:
Powerful aggro hate. Doesn't provide mana however.

Maze of Ith:
Powerful creature hate. doesn't produce mana which needs to be taken into account.

Quicksand:
One shot deal, but also provides (colorless) mana.

Win:
Show

Morphling:
AkA superman. Traditional MUC win. Out of date.

Keiga, the Tide Star:
Solid card but requires proper meta to really be good.

Masticore:
Acts as aggro control as well as solid beats.

Serra Sphinx:
Blue version of Serra Angel. Very decent choice.

Meloku, the Clouded Mirror:
Very nice card that had proven its worth as a great blue finisher in standard.

Rainbow Efreet:
Out of date, but it used to be a main wincondition as it is virtually unkillable. Body hurts its case as well.


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What are Kobolds?
Show

Kobolds, are what i've best heard described as "the best worst tribe".
They are puny, and lack any standout cards to make them good.
However they are unique in their 0 cost, while not being an artifact creature.


Are they competitive?
Show

No. Tons and tons of budget minded builders have tried to break them, to no avail.


Autocard

Kobold Clamp
Tonyto3690: Vintage Legal
Show
// Lands
1 [US] Tolarian Academy
4 [b] Tropical Island
4 [R] Bayou

// Creatures
4 [LG] Crimson Kobolds
4 [LG] Kobolds of Kher Keep
4 [LG] Crookshank Kobolds

// Spells
4 [UD] Carnival of Souls
4 [DS] Skullclamp
4 [A] Dark Ritual
4 [TO] Cabal Ritual
2 [SC] Tendrils of Agony
1 [US] Yawgmoth's Will
1 [OV] Necropotence
1 [u] Ancestral Recall
1 [b] Timetwister
4 [MI] Infernal Contract
1 [u] Mox Jet
1 [u] Mox Emerald
1 [b] Mox Sapphire
4 [MM] Land Grant
1 [u] Black Lotus
4 [MR] Chrome Mox
1 [TE] Lotus Petal

Kobold Clamp
Tonyto3690: Vintage Legal
Show

// Lands
4 [A] Underground Sea
1 [US] Tolarian Academy
4 [OV] City of Brass
2 [ON] Polluted Delta

// Creatures
4 [LG] Kobolds of Kher Keep
4 [LG] Crookshank Kobolds
4 [LG] Crimson Kobolds

// Spells
1 [b] Timetwister
3 [MR] Chrome Mox
1 [u] Mox Jet
1 [u] Mox Sapphire
1 [u] Black Lotus
4 [TO] Cabal Ritual
1 [TE] Lotus Petal
4 [US] Duress
4 [MI] Infernal Contract
4 [DS] Skullclamp
1 [OV] Necropotence
1 [u] Ancestral Recall
2 [SC] Tendrils of Agony
4 [A] Dark Ritual
4 [UD] Carnival of Souls
1 [US] Yawgmoth's Will


Genesis Clamp
Tonyto3690: Vintage Legal
Show

// Lands
2 [US] Gaea's Cradle
4 [R] Bayou

// Creatures
3 [SC] Xantid Swarm
4 [LG] Kobolds of Kher Keep
4 [LG] Crookshank Kobolds
4 [LG] Crimson Kobolds

// Spells
4 [A] Dark Ritual
4 [MM] Land Grant
1 [u] Mox Emerald
1 [OV] Vampiric Tutor
1 [P3] Imperial Seal
1 [UL] Crop Rotation
2 [TO] Cabal Ritual
3 [TO] Restless Dreams
4 [UD] Carnival of Souls
4 [CHK] Glimpse of Nature
4 [DS] Genesis Chamber
1 [u] Mox Jet
1 [u] Black Lotus
1 [A] Demonic Tutor
2 [SC] Tendrils of Agony
4 [DS] Skullclamp

Sacrabold
Tonyto3690: Legacy Legal
Show

// Lands
3 [b] Bayou
1 [b] Forest (1)
2 [US] Gaea's Cradle

// Creatures
4 [LE] Caller of the Claw
4 [LG] Crimson Kobolds
4 [LG] Crookshank Kobolds
4 [AL] Elvish Spirit Guide
4 [LG] Kobolds of Kher Keep
2 [AL] Shield Sphere

// Spells
4 [TO] Cabal Ritual
1 [LG] Concordant Crossroads
4 [US] Dark Ritual
3 [PS] Diabolic Intent
4 [CHK] Glimpse of Nature
4 [MM] Land Grant
3 [FD] Night's Whisper
1 [IN] Phyrexian Altar
1 [UL] Repopulate
4 [7E] Reprocess
3 [UL] Crop Rotation

All or Nothing
Tonyto3690 - 2008 Legacy Legal
Show

// Lands
1 [R] Taiga
1 [A] Savannah

// Creatures
4 [AQ] Ornithopter
4 [VI] Phyrexian Marauder
4 [VI] Phyrexian Walker
4 [SH] Shifting Wall
4 [AL] Shield Sphere
1 [PLC] Simian Spirit Guide
3 [GP] Wild Cantor
4 [LG] Kobolds of Kher Keep
4 [LG] Crimson Kobolds
4 [LG] Crookshank Kobolds
4 [AL] Elvish Spirit Guide

// Spells
4 [TE] Lotus Petal
1 [MR] Chrome Mox
4 [FUT] Summoner's Pact
4 [SH] Scapegoat
1 [TSP] Grapeshot
4 [CHK] Glimpse of Nature


General Card Choices

Creatures:
Show

Crimson Kobold:
Basic 0/1 for

Kobolds of Kher Keep:
Basic 0/1 for

Crookshank Kobold:
Basic 0/1 for

Elvish Spirit Guide:
Free green mana.

Simian Spirit Guide:
Free red mana.

Xantid Swarm:
Costs 1, but leads to uncounterable turns for comboing. Also is clampable.

Shield Sphere:
Not clampable, but is a free creature thats a solid blocker.

Ornithopter:
More realistically clampable than shield sphere, has flying and is free.

Draw:
Show

Skullclamp:
Incredible card. Got itself banned in all formats besides vintage; where aggro creatures are virtually obsolete.

Glimpse of Nature:
Very nice card in the deck.

Brainstorm:
Strong draw, but even better with various shuffling effects.

Night's Whisper:
Okay card, but can be a pretty heavy cost in some combo decks.

Ancestral Recall:
Best straight drawspell in the game.

Yawgmoth's Bargain:
Has a more powerful effect than recall, and if played should automatically equate to game win.

Tech:
Show

Yawgmoth's Will:
Excellent sauce with skullclamp.

Scapegoat:
Pretty neat card to use with kobolds. Works wonders with glimpse of nature, and effectively doubles all played kobolds.

Caller of the Claw:
Resiliency against fizzling and an alternate win.

Win Conditions:
Show

Tendrils of Agony:
The standard storm win con. Very powerful card. Self resilient, while being very effective.

Brainfreeze:
Another fairly strong win condition, but black is often more prominent than Blue.

Caller of the Claw:
A techy win condition, but can be fairly effective and protects against fizzling.

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What are Prison / Lock Decks?
Show

Prison / Lock Decks are what they sound like. The utterly and completely
shut down the opponent from doing anything. They are by many thought to be
the most annoying deck type to play against

Are Prison / Lock Decks competitive?
Show

With such a broad archtype they are bound to be. They are and have been
across the board in multiple formats and in multiple variations.


[C]Autocard[/c]

Uba Stax
Robert Vroman: 2005 Vintage Legal
Show

Lands: 20
5x Mountain
1x Barbarian Ring
4x Bazaar of Baghdad
4x Mishra's Workshop
1x Strip Mine
4x Wasteland
1x Tolarian Academy

Creatures: 12
2x Duplicant
2x Solemn Simulacrum
1x Sundering Titan
4x Goblin Welder
2x Gorilla Shaman
1x Karn, Silver Golem

Spells: 28
1x Black Lotus
4x Chalice of the Void
3x Crucible of Worlds
1x Mana Crypt
1x Mana Vault
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
3x Null Rod
4x Smokestack
1x Sol Ring
1x Trinisphere
3x Uba Mask
1x Wheel of Fortune

SB: 15
1x Null Rod
2x Orb of Dreams
1x Uba Mask
2x Duplicant
3x Viashino Heretic
2x Price of Glory
2x Lava Dart
2x Maze of Ith


Originally written as $t4Ks, a cute little acronym for a deck called "The $4,000 Solution", Stax was thought to have sounded its death knell when Trinisphere hit the restriction list. Not so fast said Team Meandeck, whose members continued to grind opponents into the ground while on their way to numerous Top 8 appearances.

Stax is the best prison deck in Type One right now and many think it's the best deck period, though it requires considerable skill to master. The idea is to play out an early Mishra's Workshop and then gum up the board with Smokestack, Sphere of Resistance, Chalice of the Void, Tangle Wire or Trinisphere. Also particularly effective (and obnoxious) is the classic first-turn “Crucible of Worlds off of Black Lotus plus Strip Mine" play, designed to frustrate and infuriate opponents everywhere.

To make things worse, Goblin Welders are exploited to exchange various lock parts during players' upkeeps in order to maximize the damage done to the board position. Once you have effectively locked down the board, you either bash with Goblin Welders for one point of damage at a time, wait for one of the big boys to show up so that you can smash face (Triskelion, Sundering Titan, and Karn fill this role), or you wait for your opponent to concede/die from boredom and earn a game win that way. You'd be surprised just how often the latter takes place. Most tournament organizers have actually taken to having medical staff on call if they expect a Stax-heavy metagame.

Recently there was a second Stax variation developed named Uba Stax. Designed by Robert Vroman, all of the principles for this deck are the same (i.e. it's still an annoying prison deck), but in place of the more typical Tangle Wires and Spheres of Resistance, Vroman's deck runs Uba Mask, Chalice of the Void and Null Rod. Originally thought to be some goofy homebrew that somehow made a Top 8, Vroman's win at the Chicago Power 9 in July proved that not only is his deck good, but it might just be the best version of the Stax archetype.


Control Slaver
Kim Kluck: 2003 Vintage Legal
German's Dülmen - December, 2003 - Second Place - (6-0-1)
Show

Lands: 19
3x Flooded Strand
1x Island
1x Library of Alexandria
2x Polluted Delta
2x Seat of the Synod
1x Strip Mine
1x Tolarian Academy
3x Underground Sea
4x Volcanic Island
1x Wasteland

Creatures: 6
1x Pentavus
4x Goblin Welder
1x Gorilla Shaman

Spells: 36
1x Black Lotus
1x Memory Jar
1x Mind's Eye
2x Mindslaver
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Sol Ring
1x Demonic Tutor
1x Mind Twist
1x Yawgmoth's Will
1x Ancestral Recall
4x Brainstorm
4x Force of Will
4x Mana Drain
4x Thirst for Knowledge
1x Time Walk
1x Tinker
3x Fire/Ice

SB: 15
4x Chalice of the Void
1x Mind's Eye
3x Rack and Ruin
3x Red Elemental Blast
3x Tormod's Crypt
1x Vampiric Tutor

At the beginning of 2004, with just Mirrodin released, the struggle was to find the best way to abuse it. Almost immediately, two variants of Mindslaver decks emerged: one used Mana Drain and the other used Mishra's Workshop. In the end, the Mana Drain build is still popular and quite successful, while Mishra's Workshop found a more comfortable home in other decks. Although both Control decks, the Mana Drain variant is commonly referred to as Control Slaver and the Workshop deck is known as Workshop Slaver.

This deck first appeared in the German "Dülmen," in which over a hundred players compete in a monthly tournament held at a store called "Trader." The deck was later popularized in the United States by Rich Shay (who, incidentally, finished in the money at Pro Tour Columbus and did quite well at Nationals this year). This list was to become a major hit over 2004, eventually winning the Vintage Championship at Gencon. The deck basically played like a Control deck with a combo finish. It would counter your spells with Mana Drain and Force of Will and then draw cards with Thirst for Knowledge, a new draw engine. It would then try to get Goblin Welder to weld in a discarded Mindslaver and start recurring the Mindslaver enough times until it could find Pentavus to create an infinite Mindslaver lock. At that point, the deck would generally win with Pentavite tokens or, frankly, however it wanted.


the CAL
Olivier Ruel - 2005 Extended Legal
GP Bilbao 05 Top 8 Deck
Show

Land: 28
1x Plains
4x Forgotten Cave
4x Tranquil Thicket
4x Barren Moor
4x Wooded Foothills
4x Bloodstained Mire
1x Sacred Foundry
1x Overgrown Tomb
2x Forest
2x Mountain
1x Swamp

Creatures: 14
3x Dark Confidant
4x Birds of Paradise
4x Sakura-Tribe Elder
3x Eternal Witness

Other Spells: 17
2x Sensei's Divining Top
2x Duress
2x Cabal Therapy
3x Life from the Loam
3x Solitary Confinement
4x Burning Wish
2x Seismic Assault

SB: 15
1x Duress
1x Cabal Therapy
1x Chainer's Edict
2x Cranial Extraction
1x Pyroclasm
1x Life from the Loam
1x Hull Breach
2x Putrefy
2x Overgrown Estate
3x Loxodon Hierarch

Scepter-Chant
Masahiko Morita: 2005 Extended Legal
GP Kitakyuushuu 2005 Top 8 Deck
Show

Lands: 24
6x Island
2x Seat of the Synod
4x Flooded Strand
1x Shivan Reef
2x Adarkar Wastes
2x Plains
2x Skycloud Expanse
1x Mikokoro, Center of the Sea
2x Sacred Foundry
1x Ancient Den
1x Minamo, School at Water's Edge

Creatures: 3
2x Exalted Angel
1x Eternal Dragon

Spells: 33
3x Fire // Ice
4x Counterspell
4x Isochron Scepter
3x Fact or Fiction
3x Cunning Wish
3x Force Spike
3x Thirst for Knowledge
3x Wrath of God
2x Absorb
2x Decree of Justice
2x Orim's Chant
1x Chrome Mox

SB: 15
1x Fire // Ice
1x Absorb
1x Fact or Fiction
1x Urza's Rage
1x Exalted Angel
3x Disenchant
1x Echoing Truth
1x Wing Shards
1x Thirst for Knowledge
1x Lightning Helix
1x Pulse of the Fields
1x Brain Freeze
1x Orim's Chant

Solitary Confinement
Jordan Berkowitz: Odyssey Block Legal
Show

Lands: 21
1x Sungrass Prairie
14x Island
4x Forest
2x Plains

Creatures: 4
3x Genesis
1x Ambassador Laquatus

Spells: 35
4x Solitary Confinement
4x Circular Logic
4x Obsessive Search
4x Compulsion
4x Aether Burst
4x Concentrate
4x Envelop
2x Flash of Insight
2x New Frontiers
2x Riftstone Portal
1x Krosan Verge

SB: 15
3x Aquamoeba
4x Roar of the Wurm
4x Wild Mongrel
4x Arrogant Wurm


General Card Choices
Lock Pieces:
Show

Mindslaver:
With mana, and recuring piece, it can create an unbreakable lock. Artifact type can also be useful.

Goblin Welder:
Most powerful creature in the game. Can repeatively bring back artifacts.

Orim's Chant:
Stops all plays for a turn for a mere W.

Isochron Scepter:
Repetitive Chants.

Wasteland:
Destroys any unbasic. Strong card.

Stripmine:
Very powerful, destroys any land.

Crucible of Worlds:
Recurs sac lands such as wasteland and stripmine.

Trinisphere:
Very powerful card. Can singlehandedly beat entire decks.

Smokestack:
Very powerful card. It requires dedication, but often can win games alone.

Tutors/Card Draw:
Show

Brainstorm:
Effecient instant speed draw that has great synergy with shufflers

Impulse:
Strong instant speed removal that digs farther than brainstorm

Fact or Fiction:
Very powerful card that requires a competent player. In hands of a skilled player
will always be effective.

Gifts Ungiven:
Very powerful card that requires a competent player. With a skilled player will
always be effective and game changing.

Mystical Tutor:
Very strong instant speed tutor for dirt cheap.

Sylvan Scrying:
Solid green tutor for land locks, such as strip, waste, etc.

Skeletal Scrying:
Solid digger that requires a correct deck, but can be very powerful

Night's Whisper:
Okay draw that gets it done. Sorcery speed hurts.

Protection/Disruption:
Show

Duress:
Always a solid discard option. Very good protection

Thoughtseize:
Powerful card that can be better than duress in some occasions.

Force of Will:
Of course requires a decent blue commitment, but a very good protection spell.

Misdirection:
Solid anti-disruption card that is free.

Daze:
Okay card, not a high pick on protection

Counterspell:
Strong disruption, pro and deffensively.

Lands:
Show

Strip Mine:
Very powerful card that trades nicely with any land.

Wasteland:
A neutered strip mine, that still is a very good card.

Fetchlands:
Deck thins, shuffles, and manafixes. Awesome card.

Cycle Lands:
Can fill graveyard and filter through deck.

Tarnished Citadel:
Okay card that should only be used alongside Stasis.

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As far as Lockdown goes, I'm pretty sure Erayo, Soratami Ascendent had quite a few decks built around him. From what I've seen, it's been seen in everything from Extended MBC decks to control-twisted Ravager decks. I don't know if you already had this in mind under 'Innovative/Casual Locks' or not, but I just thought I'd throw it out there.
What is White Weenie?
Show

White Weenie (aka WW) is one of the oldest and constantly recurring strategies in the game.
It is based on attacking with small, effecient creatures, or weenies.
The golden age of white weenie was in 1998.


Is it competitive?
Show

Yes, but its traditional form is near obsolete. In todays metas, there is much more
colorfixing available in the form of duals, fetches etc. so there is very little
reason to run just one color.

However the superior and more reliable manabase of monocolor leads to many options.


Autocard

'Geddon
Tonyto3690: 2007 Legacy Legal
Show

Lands: 23
4x Wasteland
4x Windswept Heath
4x Flooded Strand
7x Plains
4x Flagstones of Trokair

Creatures: 21
4x Isamaru, Hound of Konda
4x Savannah Lions
1x Glowrider
4x Serra Avenger
4x Silver Knight
4x Soltari Priest

Spells: 16
4x Armageddon
4x AEther Vial
4x Swords to Plowshares
4x Sphere of Resistance

SB: 15
3x Glowrider
4x True Believer
4x Disenchant
4x Rule of Law

White Weenie
Tom Chanpheng: Ice Age/Legends Standard
1996 World Championships
Show

Lands: 24
4x Adarkar Wastes
1x Kjeldoran Outpost
4x Mishra's Factory
11x Plains
4x Strip Mine

Creatures: 20
4x Order of Leitbur
4x Order of the White Shield
2x Phyrexian War Beast
4x Savannah Lions
2x Serra Angel
4x White Knight

Other Spells: 16
1x Armageddon
1x Balance
4x Disenchant
1x Sleight of Mind
1x Land Tax
1x Lodestone Bauble
1x Reinforcements
1x Reprisal
4x Swords to Plowshares
1x Zuran Orb


Enlightened Cataclysm
hovnarr - 2007 Legacy Legal
Show

Lands: 22
22x Plains

Creatures: 22
3x Isamaru, Hound of Konda
4x Mother of Runes
4x Knight of the Holy Nimbus
4x Samurai of the Pale Curtain
3x Serra Avenger
4x Razor Golem

Other Spells: 16
3x Cataclysm
4x Enlightened Tutor
1x Epochrasite
1x Umezawa's Jitte
1x Rule of Law
1x Aura of Silence
1x Parallax Wave
4x Swords to Plowshares

Sideboard: 15
4x Chalice of the Void
4x Glowrider
1x Meekstone
1x Serenity
1x Engineered Explosives
1x Absolute Law
1x Ankh of Mishra
2x Argivian Find


Wayfarer White Weenie (WWW)
Alex Hatfield - 2005 Legacy Legal
(Finalist, GP Philadelphia, 2005)
Show

Lands: 22
15x Plains
4x Wasteland
1x Mishra's Factory
1x Karakas
1x Maze of Ith

Creatures: 23
4x Weathered Wayfarer
4x Mother of Runes
4x Icatian Javelineers
4x Silver Knight
4x Soltari Priest
2x Savannah Lions
1x Isamaru, Hound of Konda

Other Spells: 15
4x Swords to Plowshares
3x Umezawa's Jitte
2x Mask of Memory
2x Seal of Cleansing
2x Enlightened Tutor
1x Pithing Needle
1x Pariah

Sideboard: 15
4x Armageddon
2x Pariah
2x Phyrexian Furnace
2x Abolish
2x Pithing Needle
1x Null Rod
1x Serenity
1x Enlightened Tutor


Rebels
Kai Budde - 2000 Masques/Invasion Standard
Show

Lands: 26
4x Brushland
2x Dust Bowl
16x Plains
4x Rishadan Port

Creatures: 22
2x Defiant Falcon
2x Defiant Vanguard
4x Lin Sivvi, Defiant Hero
3x Longbow Archer
4x Ramosian Sergeant
2x Ramosian Sky Marshal
1x Rebel Informer
3x Steadfast Guard
1x Thermal Glider

Other Spells: 12
4x Chimeric Idol
4x Parallax Wave
4x Wax/Wane

Sideboard: 15
4x Armageddon
1x Defiant Vanguard
1x Lightbringer
3x Mageta the Lion
3x Seal of Cleansing
3x Wrath of God


General Card Choices
Creatures:
Show

Savannah Lions:
Great card that is an effecient beater. Should be an autoinclude in most WW decks.

Isamaru, Hound of Konda:
Amazing beater. It is a curve happy card that gives u a 2/2 first turn.
Some dislike putting it at 4x because of its legendary status, but rarely does a creature survive a whole game.

Tundra Wolves:
Fairly effecient beater at 1/1 with firstrike for 1. The lack of power for suffecient beats hurts though.

Soltari Foot Soldier:
1/1 for 1 which is alright. It has shadow however which makes it worth considering. Fairly good with equipment.

Suntail Hawk:
Good budget choice at a 1/1 flying for 1. Decent for equipment/evasion route.

Lantern Kami:
Good budget choice at a 1/1 flying for 1. Same as suntail hawk, possibly better as its slightly less mainstream.

Silver Knight:
Amazing beater at a 2/2 with firststrike. However the pro:red really pushes it over the edge in effeciency.

Icatian Javalineers:
Fairly good card. 1/1 for 1 is alright, but the effect it has gives white a bit of reach which it usually lacks.
But the real treat of this card is that it can give 2 for 1s.

White Knight:
Same as silver knight. However pro:black is slightly less useful than pro:red

Knight of the Holy Nimbus:
Can take down 3/3s, also can nearly infinitely come back, unless the opponent goes out of the way to kill.

Veteran Cavalier:
Fair 2/2 for 2 with vigiliance.

Warrior En-Kor:
Okay card, 2/2 for 2 with a sometimes relevant ability.

White Shield Crusader:
2/1 for 2 with Pro:black. Also has a flying option and pump which are nice, but a bit costly.

Youthful Knight:
Okay card, 2/1 with first strike

Soltari Priest:
Very nice card with 2 power, near always unblockable, and pro:red. Making it a hard guy to get rid of.
Also is very reliable to hit home for equipment.

Soltari Monk:
Same as Soltari Priest, but the pro:black is slightly less meaningful. Still a reliable, and strong card.

Skyhunter Cub:
With a dedicated Equipment arrangement, this can be a 3/3 flying for 3 which is a decent deal.

Skyhunter Skirmisher:
With a dedicated Equipment arrangement, the evasion and doublestrike can win the game singlehandedly.

Paladin en-Vec:
A powerful card, but one to be a bit wary of for the slightly higher cost.
However tack on a Umezawa's Jitte, or other good equipment and he becomes an unkillable house.

Tech:
Show

Aether Vial:
Very powerful card. It accelerates, acts as repeatable-non land- mana, gets around counters, and helps smooth out the curve.

Armageddon:
Powerful card with a reasonable casting cost. With a curve that should always be low, and aether vial,
this becomes a one-sided win condition.

Land Tax:
Provides card advantage, deck thinning, and ensured rebound after armageddon.

Equipment:
Show

Umezawa's Jitte:
Powerful card. It acts as a mid-late game boost for when you run out of steam. Especially good with flying, and shadow.
Also it is very nice against aggro.

Mask of Memory:
Cheap card that replenishs hand. However requires a heavier dedication to abusing equipments.

Sword of Fire and Ice:
Solid card that is just about on par with Umezawa's Jitte.

Bonesplitter:
Good budget choice. Good choice in equip-weenie because it has much lower cc than others.

Leonin Scimitar:
Decent budget choice. Decent in equip-weenie.

Vulshok Morningstar:
A bit costly, but the effect is nice.

Skullclamp:
Amazing card. If allowed in the format you're playing, it should deffinatly be run.

Removal/Disruption:
Show

Swords to Plowshares:
Best spot removal in the game. Instant speed, near free cost, removes from game, and targets whichever you choose.

Parralax Wave:
Requires some acceleration and deck dedication, but is a very powerful card against aggro.

Disenchant:
All purpose artifact/enchantment hate which is the standard of what it should be.

Seal of Cleansing:
Disenchant that you can play ahead of time and maximize mana resources.

Lands:
Show

Plains:
Gives proper mana and is basic

Eiganjo Castle:
Superior to plains for Isamaru, Hound of Konda, but is nonbasic and susceptable to wasteland and such.

Fetches:
Mana thins the deck. If budget doesn't permit, its not that bad in monowhite though.

Flagstones of Trokair:
Acts as a superior plains, save for unbasic shenanigans. Strong synergy with Armageddon.

Wasteland:
Gives manadenial and disruption, to anotherwise lacking color.

Stripmine:
Same as wasteland but nearly always better.

Ghost Quarter:
Okay card, usually worse than a simple wasteland.




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What are Slivers?
Show

Slivers are a tribal type, that is known for their abilities to give others effects.
They are often overcosted, and are flavorwise, a creation that spreads and survives.
The Magic equivilent of cockroaches.

Are they competitive?
Show

They are often related with beginners, but have proven to be successful competitively.

Autocard


Wild Pair
Mamoru Yamanishi: Time Spiral Block Legal
Show
Lands: 25
4x Terramorphic Expanse
1x Gemstone Mine
1x Mountain
2x Island
3x Plains
4x Swamp
10x Forest

Creatures: 23
1x Sedge Sliver
1x Reflex Sliver
2x Necrotic Sliver
2x Basal Sliver
3x Darkheart Sliver
1x Pulmonic Sliver
4x Gemhide Sliver
4x Dormant Sliver
4x Wall of Roots
1x Whitemane Lion

Other Spells: 12
4x Search for Tomorrow
4x Wild Pair
2x Harmonize
2x Evolution Charm

SB: 15
1x Pulmonic Sliver
1x Sudden Spoiling
3x Aeon Chronicler
4x Stormbind
2x Extirpate
4x Essence Sliver
This is a deck taken from Pro Tour–Yokohama, and it is the only "combo" archetype in the Top 50 there. The combo card in the deck is of course Wild Pair. You play any creature with combined power/toughness of 4 (including Wall of Roots, if you take off a counter in response to Wild Pair's effect) and search a Whitemane Lion out of your deck. The Lion bounces itself, and then you cast it from your hand. You then search any creature you like, bounce the Lion, and repeat all over again to quickly make a massive army of Slivers.

You can even go "infinite" with this deck. You need to have a Gemhide Sliver, Dormant Sliver, Pulmonic Sliver, Basal Sliver, and Reflex Sliver in play. That's a lot of cards, but Wild Pair can help assembling those pieces (and Whitemane Lion into Sedge Sliver into Pulmonic Sliver also works). You play any Sliver and stack Dormant Sliver's comes-into-play ability. You then tap Gemhide Sliver for green mana and sacrifice it to via Basal Sliver. Now you put it on top with Pulmonic Sliver and when Dormant Sliver's draw a card effect resolves, you draw the Gemhide Sliver again. Play this Gemhide Sliver, stack Dormant Sliver's effect, tap and sacrifice for , and continue doing this. You net one black mana every cycle. Once you have an arbitrarily large amount of mana, you can gain an arbitrarily large amount of life with Darkheart Sliver or destroy your opponent's board with Necrotic Sliver. This works because you can tap them for green or white when they come in play (due to the Gemhide Sliver plus Reflex Sliver interaction) and you get them back over and over again (due to the Dormant Sliver plus Pulmonic Sliver interaction). Now I have to admit that not many games will be won in this fashion. Often you will just attack with your creatures for the win. But the possibility of this infinite combo is there.


Meathooks
Tonyto3690: 2007 Legacy Legal
Show

Lands: 21
1x Island
3x Underground Sea
2x Scrubland
2x Tundra
1x Savannah
1x Plains
1x Swamp
4x Flooded Strand
3x Polluted Delta
2x Tropical Island
1x Windswept Heath

Creatures: 23
4x Dark Confidant
3x Winged Sliver
4x Sinew Sliver
4x Crystalline Sliver
4x Muscle Sliver
4x Plated Sliver

Other Spells: 16
4x Mana Leak
4x Brainstorm
4x Force of Will
4x Serum Visions

SB: 15
4x Hibernation Sliver
4x Duress
3x Engineered Plague
4x Darkheart Sliver


Tonyto3690's CounterSliver
Tonyto3690 - 2008 Legacy Legal
Show

Lands: 22
4x Flooded Strand
3x Windswept Heath
4x Tundra
2x Savannah
5x Island
3x Plains
1x Forest

Creatures: 19
4x Crystalline Sliver
4x Sinew Sliver
4x Muscle Sliver
4x Plated Sliver
3x Winged Sliver

Other Spells: 19
4x Aether Vial
4x Force of Will
4x Brainstorm
3x Daze
4x Swords to Plowshares


General Card Choices
Creatures: Sliver
Show

Creatures: Pump
Show

Muscle Sliver:
Amazing sliver, should almost always be 4x in any sliver deck.

Sinew Sliver:
Same as muscle sliver, but even a bit better because of its coloring.

Plated Sliver:
Excellent card, and solid card alone as a 1/2 for 1. It also is an amazing answer to lackey in legacy.
It also rounds out a 2cc based curve

Spectral Sliver:
Decent 2/2 for 3, and has a overlapping pump depending how much you put into it.

Might Sliver:
If it costed less it would be a very good card.

Creatures: Resiliency
Show

Darkheart Sliver:
Solid card against sweepers, as it provides a buffer to give time to regain board position. Also a nice 2/2 for 2.

Hibernation Sliver:
A very good card against sweepers; as it loses tempo, but keeps your cardadvantage up.

Victual Sliver:
Usually a subpar Hibernation Sliver. 1 extra life isn't enough to warrant the extra :2:

Reflex Sliver:
An okay card against severe control metas.

Opaline Sliver:
Decent card against control, as it provides card equilibrium against removal.

Crystalline Sliver:
A very good sliver. It's effect does not overlap, but it is a decent 2/2 for 2 and is good standalone.
Should probably always be a 4x if legal, or the deck can support it.

Creatures: Evasion
Show

Winged Sliver:
Very nice evasion for 2. Has a weak body (1/1 for 2), and the effect doesn't overlap so usually put at 3x.

Shadow Sliver:
Evasion almost always works, however it comes as a very weak 1/1 for 3.

Creatures: Combo
Show

Screeching Sliver:
Possibilities as win con.

Basal Sliver:
Provides mana; decent card in restricted card pools. However otherwise things like dark ritual would usually be better.

Virulent Sliver:
Poison-win. Comes at a cost friendly 1/1 for 1, and its effects overlap. Making it a very nice alt win possibility.

Creatures: Tech
Show

Talon Sliver:
Okay 1/1 for 2; first strike is nice, but ultimately a weak tundra wolves.

Two-Headed Sliver:
Possibilities for poison shenanigans or other single hit blows.

Necrotic Sliver:
Can be an okay hate card for control.

Creatures: Non-Sliver
Show

Dark Confidant:
Very nice card advantage machine. Also provides a decent body at 2/1. Is at the right cc for aether vial and other slivers.

Elvish Spirit Guide:
AKA ESG. This card can help power out turn one 2cc creatures such as muscle or sinew.

Simian Spirit Guide:
AKA SSG. This card can help power out turn one 2cc creatures such as muscle or sinew.


Tech:
Show

Aether Vial:
Awesome tempo card. Manafixes. Smoothes the curve. Eats control. Makes aggro a lot better singlehandedly.

Lotus Petal:
This card can help power out turn one 2cc creatures such as muscle or sinew. Also color fixes for a turn.

Disruption:
Show

Force of Will:
Arguably the best counter ever. Awesome card that lets you counter even when tapped out.

Counterspell:
Very strong counter, however the UU cc is usually bad news because slivers are often 3+ colors. Pitches to FoW.

Manaleak:
Almost always going to be a hard counter, and when its not, it usually stops them from doing whatever else they would.
It is budget friendly, and mana friendly. Pitches to FoW.

Daze:
Decent tempo card, but is risky because of the multi-colors. Pitches to FoW.

Stifle:
Very nice card that costs a mere U. Also pitches to FoW.

Misdirection:
Decent card against some comboes. It is free, which is what makes it good. Pitches to FoW.

Duress:
Very good discard, and excellent preemptive disruption. Solid first turn play.

Diabolic Edict:
Very nice untargetted removal, at instant speed.

Chainer's Edict:
Good removal that can provide card advantage, but not often.

Swords to Plowshares:
Best spot removal in the game. Costs W, targets your choice, and removes from the game at instant speed.

Lands:
Show

Basics:
Resilient to unbasic hate.

Duals:
Mana fixes very well by giving 2 colors in one land.

Fetches:
Mana fixes very well by essentially be any combination of colors. A single Polluted Delta can fetch any color producing dual land.

Wasteland:
Provide good mana denial and have excellent synergy with Aether Vial.



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What are Zombies?
Show

Zombies is a tribal deck that is of coursed based on zombies, one of blacks symbolic creature types.


Are they competitive?
Show

They can be in the tribal format, but in mainstream formats they can be, but generally nothing tribal besides goblins does well.


Autocard

Zombies!
Tonyto3690 - 2007 Legacy Legal
Show

Lands: 18
18x Swamp

Creatures: 26
4x Carnophage
4x Blind Creeper
4x Shepherd of Rot
4x Rotting Giant
4x Gempalm Polluter
3x Putrid Raptor
3x Dark Confidant

Other Spells: 16
4x Dark Ritual
4x Cabal Therapy
4x Duress
4x AEther Vial


Undying Honor
Tonyto3690 - 2007 Legacy Legal
Show

Lands: 20
4x Polluted Delta
4x Underground Sea
8x Swamp
4x Island

Creatures: 20
4x Skulking Knight
4x Haakon, Stromgald Scourge
4x Stromgald Crusader
4x Cadaverous Knight
4x Putrid Imp

Other Spells: 20
4x Dark Ritual
4x Brainstorm
4x Careful Study
4x Duress
4x Cabal Therapy

Rough draft of a potentially fun concept. The deck is based on Haakon, Stromgald Scourge.
Get him to the graveyard and go to town with the other knights. It doesn't matter if they die.


General Card Choices:
Creatures:
Show

Carnophage:
Solid 2/2 for 1. Life loss is often irrelevant.

Sarcomancy:
Solid 2/2 for 1. Essentially a Carnophage, but will hurt you even after the creature is dead;
but on the other hand, potentially never hurt you.

Accursed Centaur:
The 2/2 for 1 is very nice, however it sort of defeats the purpose as it requires a sacrifice.

Sangrophage:
Solid 3/3 for 2. The effect can be a bit much with other life costing cards.

Barrow Ghoul:
Very nice 4/4 for 2, however the ability sort of ruins it, as you would rarely have a creature in the graveyard turn 2.
With some dedication, it could definatly work though.

Phyrexian Ghoul:
Requires dedication, but can potentially be a good card.

Nantuko Husk:
Same as Phyrexian Ghoul.

Carrion Feeder:
Unimpressive 1/1 for 1. However the ability can potentially be very good.

Putrid Cyclops:
Solid 3/3 for 3 with a nice scry ability. Can possibly be risky, but in usual aggro it will be fine.

Blind Creeper:
Solid 3/3 for 2. Rarely will an opponent be able to play three spells a turn, and if they do, you're usually dead anyways.

Rotting Giant:
Solid 3/3 for 2.

Crypt Creeper:
Decent 2/1 for 2 with a pretty decent hate effect.

Withered Wretch:
Decent 2/2 for 2 with a very good hate effect.

Entrails Fester:
Can potentially be a very fun card.

Festering Goblin:
Unimpressive 1/1 for 1. However it can give you 2 for 1s which is always good.

Gempalm Polluter:
Very good card that can often finish off a game and give you an uncounterable second wincon.

Haakon, Stromgald Scourge:
Requires dedication, but can potentially be a very powerful card.

Cadaverous Knight:
Okay 2/2 for 3. However its dual effects can be useful.

Maggot Carrier:
Unimpressive 1/1 for 1. However it does ping which can be okay.

Nefashu:
Too slow to be effective, but once in play; it has a powerful effect.

Putrid Raptor:
Very concievably can be a 4/4 turn one.

Undead Gladiator:
Returnable and reuasble. Has very good synergy with many cards, and even cycles.

Nim Abomination:
Solid 3/4 for 3. The effect looks very bad, but rarely will it ever cost you more than 3 life.
That 3 life is usually the same, or even less than what carnophage will usually cost you.

Wretched Anurid:
Solid 3/3 for 2. Poor choice in some metas, but can be absolutely amazing in others.

Organ Grinder:
Okay at 3/1 for 3. However the effect can give you reach.

Yixlid Jailer:
Absolutely amazing hate card.

Lord of the Undead:
Second ability can provide for fun synergies, and the +1/+1 boost is nice.

Zombie Master:
Swampwalk isn't always relevant, but a very cheap regeneration can be very powerful.

Death Baron:
Another good "lord". 2/2 for 3 is alright, but it gives +1/+1 to all your fellow zombies (or skeletons). Also it gives them deathtouch which can be incredibly useful as it lets you kill any creature regardless of toughness in blocking. It is also a zombie in itself, so while it doesn't benefit from its' own buffs, it does count as a zombie in the tribal count.

Tidehollow Sculler:
2/2 for 2, but requires a white splash. Gets a peek at the opponents hand and lets you remove a card from the game. It comes back when Tidehollow Sculler leaves play, but that can gain you crucial tempo.

Lich Lord of Unx:
Requires a blue splash. Fairly expensive and very mana intensive in it's manacost and abilities cost. Is a mediocre 2 for 3 mana, two of which are different colors. However it is able to generate tokens (though expensive). It's greatest upside is the potential for a great effect with it's second ability. For four colored mana, you can deal damage to an opponent and mill their library. This gives a deck reach. It is also able to be activated multiple times a turn. Potential fun combo deck.


Disruption:
Show

Duress:
Very good card that disrupts most anything. Only drawback is against aggro.

Thoughtseize:
Arguably better than duress in certain metas. Very strong card.

Cabaltherapy:
Amazing card in the hands of a competent player. Two for one, for a mere 1 mana.

Engineered Plague:
In tribal, or metas with goblins and elves; this is a powerful hate card.

Terror:
Spot removal, decent card.

Diabolic Edict:
Strong removal.

Tech:
Show

Aether Vial:
Extremely powerful card. Accelerates, mana fixes, combat tricks, avoids counters; It does it all.

Mana/Lands:
Show

Dark Ritual:
Very powerful card that accelerates you 2 turns.

Cabal Ritual:
Slower, Dark Ritual. Okay card depending on the deck.

Cabal Coffers:
Good card, but iffy in aggro or aggro control.

Swamp:
Basic Land.

Polluted Delta:
Manafixes, or manathins.

Unholy Grotto:
Potential combo card. Recurs Gempalms, and recurs any other goodie that you may need.

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What is Discard?
Show

The deck's concept is to cause the opponent to discard cards from their hand,
and consequently win with overwhelming Card Advantage.


What is Card Advantage?
Show

This is a pretty detailed and vast topic. However the relevant points of the
theory behind are this: The more cards you have, the more threats you have.
If you have more cards than your opponent, you have more threats than they have answers,
or you have more threats and therefore are faster.


Is it competitive?
Show

Very often casual decks run the basic megrim/underworld dreams 'combo'.
Very often those decks lose. However, refined decks can be viable in various metas;
but are usually very strong against combo, while weaker against aggro.


Autocard

TarmoRack [manacost]BG[/manacost]
Gabe FormyDuval: Timespiral/Lorwyn Standard Legal
2nd Place North Carolina 2007
Show

Land: 21
4x Forest
4x Llanwar Wastes
9x Swamp
3x Treetop Village
1x Urborg, Tomb of Yawgmoth

Creatures: 16
4x Auger of Skulls
4x Tarmogoyf
3x Shriekmaw
4x Oona's Prowler
1x Nath of the Gilt-Leaf

Spells: 25
4x Thoughtseize
4x The Rack
3x Smallpox
3x Damnation
3x Call of the Herd
3x Eyeblight's Ending
3x Stupor

Sideboard: 15
4x Extirpate
4x Deathmark
4x Seal of Primordium
3x Slaughter Pact

Tonyto3690's Casual Combo [manacost]BU[/manacost]
Tonyto3690 - 2007 Legacy Legal
Show

Lands: 16
3 Island
5 Swamp
4 Polluted Delta
4 Underground Sea

Creatures: 8
4 Dark Confidant
4 Cephalid Looter

Spells: 36
4 Thoughtseize
4 Megrim
4 Diabolic Edict
4 Damnation
4 Impulse
4 Brainstorm
4 Duress
4 Dark Ritual
4 Underworld Dreams


General Card Choices:
Creature Selection:
Show

Ravenous Rats:
Solid budget card with a 1/1 body to back a 2 mana discard.

Hypnotic Specter:
Alongside dark ritual, this was one of the most feared creatures of its time.
It provides a repeative offensive card advantage machine with evasion.

Oona's Prowler:
Either a 1b discard (fair) or a 3/1 flying beatstick for 1b (very good).

Haakon, Stromgald Scourge:
3/3 for 1bb. But the main reason it would be played is the awesome combo with Nameless Inversion.

Tarmogoyf:
A very strong creature that naturally has synergy with the deck. A smart choice any day.

Merfolk Looter:
A decent combo card that works with both megrim and underworld dreams.

Lorebroker:
Decent budget card that can combo with megrim and underworld dreams.

Dimir Guildmage:
Solid 2/2 for 2, that essentially will never be bothered by manarestrictions. Solid late-game effects if you establish board control.

Ghost-lit Stalker:
Decent budget card.

Abyssal Nocturnus:
Can potentially be a strong card. Good aggro-control guy with dedicated discard suite.

Discard:
Show

Duress:
Extremely good discard that should be used whenever possible.

Thoughtseize:
An arguably better Duress. Very strong card that should almost always be run.

Cabal Therapy:
An absolutely amazing card in the hands of a competent player. Bad against scrubby metas, but can singlehandedly win a game.

Hymn to Tourach:
Very powerful discard. The BB manacost is restricting, but otherwise a card that rarely will be argued otherwise.

Funeral Charm:
Fairly good card. It provides strong utility, and costs a mere B for instant speed effects.

Distress:
Fairly good card. Provides targeted hand disruption, however it costs BB for one discard.

Smallpox:
Can be an okay card against aggro metas.

Blackmail:
Solid budget choice. Works, but should not be a first pick.

Cry of Contrition:
Very good budget card, and is a fairly good discard overall.

Ostracize:
Decent card against aggro metas.

Persecute:
Potentially game winning card that should always be considered.

Wrench Mind:
A good budget card, and a fairly decent overall discard card.

Stupor:
Decent card that hits two cards for 2B. It isn't targeted which makes it unreliable, but 2 for 1s are always solid.

Board Control:
Show

Nameless Inversion:
Awesome combo with Haakon for repeatable removal. Great against aggro.

Damnation:
Very strong sweeper. If you're worried about aggro at all, this is a solid first choice.

Diabolic Edict:
Very strong untargetted removal. Hits shroud creatures and is a mere 1b at instant speed.

Chainer's Edict:
The Flashback isn't as hard to hit in this deck as this deck is made to be able to go later in the game.

Slaughter Pact:
Decent card as it lets you play some disruption even when you're tapped out.

Other Spells
Show

Call of the Herd:
Very strong card that provides good card advantage.

The Rack:
Very powerful card that can singlehandedly win you the game. It won't be uncommon for this card to be
a colorless lightning bolt that hits for 6-9 or more damage.

Dark Ritual:
A very strong card that should be run in just about any deck running black.




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Control Slaver is niether a Prison deck nor an "Artifact deck".

Decks based heavily on artifacts are not a class of their own. Affinity is aggro and Welder Mud/Stax is Prison. Artifacts are cards that fill holes by replicating cards outside of what would normally be available to a deck's manabase otherwise. Oh, and Demonic Tutor is more than "solid"; Demonic is arguably the best tutor, with Consultation being the only real contestant for that title. Look at Vintage T8's on Morphling.de or TMD.com for the past, well, history of Vintage and see what gets played more. Demonic is a little slower, but Demonic doesn't rip out your restricted bombs.
This is casual, people in this forum look for themes more than specific roles.

Also, I realize demonic is a great card. I don't have a set standard by which to grade cards. I just write a basic description.

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What is MGA?
Show

MGA stands for Mono-Green Aggro. There are many varients of this, but all of them are the same in that
they all are mono green and win with creatures.


Is it Competitive?
Show

depends. generally its a solid deck anywhere.


Autocard

MGAE (Mono-Green Aggro Evasion)
Paul Jaynes: Ravnica-Timespiral Standard Legal
2006 Indiana Standard Champs, 3rd Place
Show

Lands:
20x Forest

Creatures: 24
4x Silhana Ledgewalker
4x Giant Solifuge
4x Ohran Viper
4x Birds of Paradise
4x Llanowar Elves
4x Dryad Sophisticate

Other Spells: 16
2x Giant Growth
4x Moldervine Cloak
2x Stonewood Invocation
4x Call of the Herd
4x Blanchwood Armor

Sideboard:15
2 Silklash Spider
3 Scryb Ranger
3 Avoid Fate
3 Squall Line
4 Naturalize

This deck features Silhana Ledgewalker and Dryad Sophisticate. Lay one of those down,
and you can use 1 of the twelve pump spells available; 8 of which have lasting effects.

The deck also features the famous 3rd turn curve. This means that you have a decent amount of
first turn accelerators (birds of paradise/llanowar elves) and have a decent amount of third turn plays,
almost ignoring the 2cc slot in the curve. You can pump out turn 2 Ohran Vipers
or Call of the Herd. followed by a turn 3 Giant Solifuge or flashback on a Call of the Herd.
Or you could pump your evasive birds of paradise and beatface with it.


MGA
Mirrodin-Kamigawa Standard Legal
1st Place, Paris Regionals:
Show

Lands: 22
1x Okina, Temple To The Grandfathers
21x Forest

Creatures: 22
2x Fangren Fistborn
4x Troll Ascetic
2x Isao, Enlightened Bushi
3x Kodama Of The North Tree
4x Birds Of Paradise
4x Viridian Zealot
3x Karstoderm

Spells: 16
4x Beacon Of Creation
2x Umezawa's Jitte
2x Plow Under
4x Blanchwood Armor
2x Genju Of The Cedars
2x Blasting Station

Sideboard: 15
2x Dosan The Falling Leaf
2x Gaea's Herald
3x Gale Force
4x Creeping Mold
4x Wear Away

Tonyto3690's 10-Land Stompy
Tonyto3690: 2007 Legacy Legal
Show

Lands: 10
10x Forest

Creatures: 27
4x Tarmogoyf
4x Wild Dogs
4x Ghazban Ogre
3x Rogue Elephant
4x Mtenda Lion
4x Elvish Spirit Guide
4x Silhana Ledgewalker

Other Spells: 23
4x AEther Vial
4x Giant Growth
3x Winter Orb
4x Rancor
4x Lotus Petal
4x Land Grant

Tonyto3690's Midgame Beatz
Tonyto3690: 2007 Legacy Legal
Show

Lands: 24
4x Wooded Foothills
4x Windswept Heath
16x Forest

Creatures: 27
4x Llanowar Elves
4x Fyndhorn Elves
4x Elvish Spirit Guide
4x Tarmogoyf
4x Troll Ascetic
4x Blastoderm
3x Kodama of the North Tree

Other Spells: 9
2x Chrome Mox
4x Call of the Herd
3x Mox Diamond

Accelerate to the third/fourth turn and lay down the fat beatz.


General Card Choices:
Creatures:
Show

Tarmogoyf:
Arguably one of the best creatures in the game. Cheap and strong make this a very good card, though a little consideration
in other card choices in the deck may be best to compliment Tarmogoyf.

Elvish Spirit Guide:
aka ESG. Strong card that accelerates and acts as a mana source, and can sometimes even act as an okay creature.

Mtenda Lion:
Solid 2/1 for g. Can be slightly hurt by meta with lots of blue, but in first few turns they rarely will want to pay for it.

Ghazban Ogre:
Good 2/2 for g. However can be hurtful in late games, but if the deck is in the lategame you pretty much lost anyway.
just make sure there aren't any faster decks if you play this.

Wild Dogs:
Strong 2/1 for g. However can be hurtful in late games, but if the deck is in the lategame you pretty much lost anyway.
just make sure there aren't any faster decks if you play this. Cycling is extra option that can sometimes be useful.

Rogue Elephant:
Solid card that can be very good in the right decks. Works best with non-land mana sources.

Birds of Paradise:
aka BoP. Very good card. Accelerates, provides a creature mana-source and hits with evasion for all your pump.

Llanowar Elves:
Strong budget card, and decent card in general. Can hit for 1 or chump block. Accelerates and gives non-land mana source.

Silhana Ledgewalker:
Very good card. Has evasion and self-protects itself.

Dryad Sophisticate:
Strong card with pretty consistent evasion.

Troll Ascetic:
Strong creature. 3/2 for 1gg is meh, but the self-protection and regeneration makes this guy nearly immortal.

Giant Solifuge:
Strong card that hits hard and fast.

Blastoderm:
Very solid card. Strong beater.

Karstoderm:
Veries slightly on meta, but generally a solid card.

Pump:
Show

Rancor:
Amazing card that should always be used when available. Cheap, effective, self recurrable.

Giant Growth:
Strong budget card, and fairly good card in general. Can provide combat tricks as well as squeek in some extra damage.

Blanchwood Armor:
Decent card, that is best used with evasive creatures.

Moldervine Cloak:
Solid pump that is recurrable and has synergy with tarmogoyf.

Umezawa's Jitte:
Great equipment that can help in nearly every aspect you'd need.


Tech:
Show

Aether Vial:
Amazing card that accelerates, gives combat tricks, and protects your mana supply

Land Grant:
Very good card that deflates land count and gives more threat space.


Relevant Links:
Show

Primer for Ravnica-Timespiral Standard MGA:
http://forums.gleemax.com/showpost.php?p=11849029&postcount=2

The Lean Mean Green Machine: Mono-Green Aggro:
http://forums.gleemax.com/showthread.php?t=813816&highlight=MGA

The Dictionary Deck-O-Pedia: Stompy:
http://forums.gleemax.com/showpost.php?p=6582209

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What are Dragons?
Show

First off, mythically and in magic, dragons are some of the most powerful beings ever.
That being so, the cards often reflect the powerlevel with very strong effects.
This is often offset however by huge costs, which is why dragons are less common in decks.

Are they competitive?
Show

Straight up, dragon beats will probably never win any huge tournaments,
but dragons have been huge beatsticks in various decks for a very long time.


Autocard

Tonyto3690's Casual Dragon Beatz
Tonyto3690 - 2008 Legacy Legal
Show

Lands: 24
4x Molten Slagheap
4x Ancient Tomb
16x Mountain

Creatures: 16
4x Rorix Bladewing
4x Brimstone Dragon
4x Dragonspeaker Shaman
4x Bogardan Hellkite

Spells: 20
4x Desperate Ritual
4x Rite of Flame
4x Mox Diamond
4x Seething Song
4x Chrome Mox

Tonyto3690's Sneaky Dragons
Tonyto360 - 2008 Legacy Legal
Show

Lands: 18
14x Mountain
4x Ancient Tomb

Creatures: 12
4x Brimstone Dragon
4x Bogardan Hellkite
4x Rorix Bladewing

Spells: 30
4x Chrome Mox
4x Sneak Attack
4x Remand
4x Brainstorm
4x Force of Will
4x Seething Song
2x Echoing Truth
4x Rite of Flame

Sideboard: 15
4x Furnace Dragon
3x Misdirection
2x Echoing Truth
2x Niv-Mizzet, the Firemind
4x Pyroclasm

Dragon (Eternal/Stroke Win)
Show

Sample Decklist - 2007 Vintage Legal
Artifacts: 9
1x Black Lotus
1x Mana Crypt
1x Mana Vault
1x Mox Emerald
1x Mox Jet
1x Mox Pearl
1x Mox Ruby
1x Mox Sapphire
1x Sol Ring

Creatures: 5
1x Eternal Witness
4x Worldgorger Dragon

Spells: 30
3x Animate Dead
1x Dance Of The Dead
3x Necromancy
1x Ancestral Recall
2x Cunning Wish
1x Entomb
4x Force Of Will
4x Intuition
3x Read The Runes
1x Vampiric Tutor
3x Deep Analysis
1x Demonic Tutor
3x Duress

Basic Lands: 16
2x Island
1x Swamp
4x Bazaar Of Baghdad
1x Flooded Strand
4x Polluted Delta
4x Underground Sea

Sideboard: 15
3x Null Rod
2x Sundering Titan
3x Xantid Swarm
1x Chain Of Vapor
2x Echoing Truth
1x Misdirection
1x Read The Runes
1x Stroke Of Genius
1x Tropical Island

Dragonstorm
Makahito Mihara - Ravnica/Timespiral Standard Legal
2006 World Champion
Show

Lands: 22
1x Calciform Pools
1x Dreadship Reef
8x Island
4x Mountain
4x Shivan Reef
4x Steam Vents

Creatures: 6
4x Bogardan Hellkite
2x Hunted Dragon

Other Spells: 32
4x Dragonstorm
4x Gigadrowse
4x Lotus Bloom
4x Remand
4x Rite of Flame
4x Seething Song
4x Sleight of Hand
4x Telling Time

Sideboard: 15
1x Calciform Pools
2x Dreadship Reef
3x Ignorant Bliss
3x Pyroclasm
4x Repeal
1x Teferi, Mage of Zhalfir
1x Trickbind


General Card Choices
Creatures: Dragons
Show

Eternal Dragon:
Reccurable, mana-providing, solid body, and evasion. This creature is a great win-con.

Fledgling Dragon:
Possible 5+/5, flying for a mere 4 mana. Recuires a dedicated deck.

Furnace Dragon:
Very costly, that if used with affinity hurts yourself. However it is a solid hate card,
that beats for five, and has evasion.

Hunted Dragon:
Effecient 6/6 flying for a mere 5 mana. Dedication to dealing with produced tokens is probably smart.

Keiga, The Tide Star:
Very good card. Beats effeciently, and can create card advantage if it gets removed.

Kokusho, The Evening Star:
Very good card. Beats effeciently, and has a game-changing effect even they manage to kill it.

Yosei, The Morning Star:
Very good card. Beats effeciently, and has a powerful effect if removed.
Can also be a potential piece in a lock or combo.

Ryusei, The Falling Star:
Pretty good card. Beats effeciently, and has a very good effect against casual or aggro.

Jugan, The Rising Star:
Fairly good card. Beats effeciently and has an okay effect.

Lightning Dragon:
Decent card if you're looking for midrange beats in a dragon deck. 4/4 flying for 4. however echo hurts a lot.

Nicol Bolas:
A very powerful card. If you can get by the costs, this card is very powerful.

Crosis, the Purger:
Solid 6/6 flying that can insure a win after one hit.

Darigaaz, the Igniter:
Solid 6/6 flying that has an okay effect.

Dromar, the Banisher:
Solid 6/6 flying that has a pretty good effect against aggro, or most casual decks.

Rith, the Awakener:
Solid 6/6 flying that has an okay effect.

Treva, the Renewer
Solid 6/6 flying that has a pretty good effect against aggro or control.

Intet, the Dreamer:
Solid 6/6 Flying, has a decent effect.

Numot, the Devastator:
Solid 6/6 Flying, effect is good in casual or against control.

Oros, the Avenger:
Solid 6/6 Flying, effect is very powerful against aggro or in casual play.

Teneb, the Harvester:
Solid 6/6 Flying, with an okay effect.

Vorosh, the Hunter:
Solid 6/6 Flying, with a pretty potent effect that can get rid of a whole turn of clock.

Rorix Bladewing:
Very good card. 6/5 with flying and haste. Touchy mana requirements, but powerful, and fast card.

Creatures: Accelerators
Show

Dragonspeaker Shaman:
Accelerates your dragons dramatically and has nice synergy with turn 1 accelerators.

Llanowar Elves:
Decent card. 1/1 for 1 that accelerates you to your third turn. Can have mana issues with green, when dragons are primarily red.

Birds of Paradise:
Great card. Manafixes and accelerates to your third turn.

Non-Creature Accelerators:
Show

Chrome Mox:
Solid card that accelerates a turn and mana fixes.

Mox Diamond:
Chances are you, you should be running a fairly high number of lands anyways, so this should generally work.

Simian Spirit Guide:
Can help a combo go off a turn earlier.

Dark Ritual:
Very powerful card that can be good in nearly any deck with black, or the need for black mana.

Rite of Flame:
Essentially the new Dark Ritual. Strong in color card that accelerates well.

Seething Song:
Strong card that can win you the game once played. Accelerates two turns essesntially.

Desperate Ritual:
Okay card if you really need acceleration, but otherwise not worth it.

Board Control:
Show

Pyroclasm:
Generally a perfect fit because it rarely effects your board

Counterspell:
Solid card, but be wary of casting cost.

Force of Will:
Requires significant blue dedication, but will rarely be a problem. Amazing card.

Manaleak:
Very good card in budget or limited cardpool. Is not taxing on the manabase and is a hard counter first 4-5 turns.

Propaganda:
Can stall the board while you set up for your dragons.

Vedalkan Shackles:
Amazing anti-aggro card. Can be expensive if you're simultaneously trying to set up a strong board position.

Duress:
Powerful hand disruption. Rarely a wrong choice.

Thoughtseize:
The new duress. Very powerful card that is rarely a wrong choice.

Diabolic Edict:
Strong creature removal, but weaker against aggro.

Chainer's Edict:
Solid card.

Swords To Plowshares:
Best targeted removal card in the game.

Tutors/Draw:
Show

Brainstorm:
Amazing card that is even better with fetches.

Impulse:
Better than brainstorm if you're digging, but very good card.

Intuition:
Powerful tutor in the right deck.

Gifts Ungiven:
Ridiculous card that is extremely powerful, but requires competent pilot.

Fact or Fiction:
Very powerful card that requires a good player to use effectively.

Bazaar of Baghdad:
Very powerful card. Uncounterable, and digs for two every turn.


Relevant Links:
Show

The Dictionary-Deck-O-Pedia: Dragonstorm:
http://forums.gleemax.com/showpost.php?p=10709236

The Dictionary-Deck-O-Pedia: Dragon
http://forums.gleemax.com/showpost.php?p=6581931

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I think elves needs to be updated IMO :|
yes they do, however gatherer has been really glitchy, and my knowledge of recent elves is limited so I can't atm.

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this still has to be adressed, and my schedule is going to start getting ridiculous with the fall season, and realistically i'm going to busy from next week til april nonstop. with a minilull around christmas.

again, any assistance anyone has, feel free to voice it. i'm always willing to take a look at a decklist, or if you want to update an article, just let me know. of course i'm going to have to approve of it. just pm the update with a list of what you changed.

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i've found this thread to be very unhelpful and im ashamed that i acutally spent the time to read it. i hope your happy for wasting my life. i hate you

lol sup tony
this still has to be adressed, and my schedule is going to start getting ridiculous with the fall season, and realistically i'm going to busy from next week til april nonstop. with a minilull around christmas.

again, any assistance anyone has, feel free to voice it. i'm always willing to take a look at a decklist, or if you want to update an article, just let me know. of course i'm going to have to approve of it. just pm the update with a list of what you changed.

I've been working on a Psychatog primer. I'll PM it to you when I finish.
What is Psychatog?
Show

Psychatog is a UB control deck that sometimes splashes other colors. It uses a variety of counterspells, removal, discard, and draw to control the game. It then uses a huge Psychatog to quickly win the game. There are a few different variants of the classic Tog deck:
Burning Tog splashes Red for Burning Wish and uses a toolbox of powerful sorceries in its sideboard.
Dredge-a-Tog uses Life from the Loam and cycling lands like Lonely Sandbar to create a powerful draw engine and fill up the graveyard for a huge swing with Psychatog.
ScepterTog uses Isochron Scepter and many powerful instants to add a new control element to the deck. It also uses Cunning Wish to gain access to an instant toolbox in the sideboard.


Is it competitive?
Show

Currently, Tog isn’t really viable in any formats. However, during its history, it has dominated Standard and Extended and even seen play in Legacy and Vintage.


Autocard

T2 Tog
Carlos Ramao, 1st Place, 2002 World Championships
Show

Land: 24
10 Island
2 Cephalid Coliseum
1 Darkwater Catacombs
4 Salt Marsh
3 Swamp
4 Underground River
Creatures: 8
4 Nightscape Familiar
4 Psychatog
Other Spells: 28
3 Chainers Edict
3 Circular Logic
4 Counterspell
3 Cunning Wish
3 Deep Analysis
3 Fact or Fiction
3 Memory Lapse
4 Repulse
2 Upheaval


Extended Tog
Antoine Ruel, 1st Place, Pro Tour- Los Angeles
Show

Land: 23
2 Cephalid Coliseum
7 Island
1 Oboro, Palace in the Clouds
4 Polluted Delta
2 Seat of the Synod
2 Stalking Stones
1 Swamp
1 Vault of Whispers
3 Watery Grave
Creatures: 5
4 Psychatog
1 Wonder
Other Spells: 32
3 Boomerang
4 Circular Logic
4 Counterspell
1 Deep Analysis
3 Fact or Fiction
4 Force Spike
1 Gifts Ungiven
2 Mana Leak
4 Mental Note
2 Opt
2 Smother
2 Thirst for Knowledge
Sideboard: 15
2 Darkblast
4 Duress
3 Ghastly Demise
1 Meloku the Clouded Mirror
2 Razormane Masticore
1 Skeletal Scrying
1 Smother
1 Stalking Stones


Dredge-a-Tog
Kenji Tsumura, Top 8, Pro Tour- Los Angeles

Show

Land: 26
1 Barren Moor
3 Bloodstained Mire
1 Darkwater Catacombs
4 Island
1 Lonely Sandbar
1 Oboro, Palace in the Clouds
3 Overgrown Tomb
4 Polluted Delta
1 Swamp
1 Tranquil Thicket
1 Underground River
2 Watery Grave
3 Yavimaya Coast
Creatures: 5
4 Psychatog
1 Wonder
Other Spells: 29
1 Circular Logic
4 Counterspell
4 Cunning Wish
1 Darkblast
3 Force Spike
3 Gifts Ungiven
2 Last Gasp
1 Life from the Loam
2 Mana Leak
1 Oxidize
3 Pernicious Deed
3 Putrefy
1 Smother


Burning Tog
Pierre Canali, Worlds 2005 Top Extended Decks
Show
Land: 23
3 Bloodstained Mire
3 Flooded Strand
8 Island
1 Mountain
1 Oboro, Palace in the Clouds
1 Sacred Foundry
2 Shivan Reef
1 Sulfurous Springs
1 Swamp
2 Watery Grave
Creatures: 11
3 Flametongue Kavu
1 Meloku the Clouded Mirror
4 Nightscape Familiar
3 Psychatog
Other Spells: 26
3 Counterspell
4 Fact or Fiction
4 Fire/Ice
4 Memory Lapse
1 Opt
4 Remand
2 Repulse
3 Burning Wish
1 Deep Analysis


General Card Choices
Creatures:
Show

Psychatog: The key to the deck. It can often finish the game in one hit and is one of the best creatures ever printed.
Meloku the Clouded Mirror: Another powerful finisher, it is often used in the sideboard or as a 1-of maindeck.
Nightscape Familiar: Reduces the cost for many of your spells.
Flametongue Kavu: A very powerful card that is often used in decks that splash red. It is removal on a body and generates lots of card advantage.
Dark Confidant: A card advantage engine that comes on a 2/1 body. The life loss may hurt, but the card drawing is very powerful in this deck.

Counters:
Show

Force of Will: Arguably the best counter in the game. You can tap out and still be able to counter a spell or get rid of something important before you have enough lands to counter it.

Counterspell: Deals with nearly everything for only . Very good counter.

Mana Leak: Will usually be a hard counter and is easier to cast than Counterspell.

Rune Snag: Not as good as Mana Leak early, but it gets better than Leak as the game goes on.

Spell Snare: A very good situational counter. It works for some metagames.

Remand: Not necessarily a counter, but it gains a lot of tempo and is the closest thing we have to a Time Walk.

Memory Lapse: Similar to Remand, but it puts the card on top of its owners library but doesn’t cantrip.

Force Spike: Acts as a hard counter in the first few turns of the game, but gets much weaker later on.

Dissipate: Its ability can be useful, but is a little expensive.

Cryptic Command: Rather expensive and hard to cast, but it makes up for it in versatility.

Spot Removal
Show

Smother: Very good removal, it gets rid of most creatures for only . Not very good in more midrange metagames, though.

Terror: Cheap and an instant, but it is very bad against black decks.

Ghastly Demise: In a deck that wants lots of cards in its graveyard, Demise is very effective removal. Again, though, it isn’t good against black decks.

Rend Flesh: Destroys most creatures, but a converted mana cost of three works is rather high.

Last Gasp: Gets rid of many creatures, but it is usually worse than Smother.

Nameless Inversion: Similar to Last Gasp, but it can pump Tog in a pinch.

Terminate: In decks that splash Red, Terminate is amazing.

Swords to Plowshares: One of the main reasons to splash white, StP is the best removal spell in the game.

Vindicate: Only used when splashing white, but it is very powerful and versatile.

Mortify: Less expensive than Vindicate, but also less flexible.

Board Sweepers:
Show

Damnation: A black Wrath of God. Very good at dealing with aggro decks.

Engineered Explosives: Best in decks that splash one or more colors, EE is a very effective and versatile board sweeper.

Nevinyrral’s Disk: More expensive than Engineered Explosives, but it destroys everything.

Infest: Deals effectively with creature rushes, but it is ineffective against bigger creatures.

Mutilate: A very powerful board sweeper if you run enough swamps.

Discard:
Show

Duress: Arguably the best targeted discard of all time (Thoughtseize is its only competition), Duress is very good against Control and Combo and even has some uses against aggro.

Thoughtseize: More flexible than Duress, but the damage can hurt you.

Hymn to Tourach: Creates card advantage and the random discard stops them from getting rid of their worst cards.

Persecute: Can single-handedly win games against mono-color opponents.

Blackmail: A decent budget card, but it isn’t as good as other options.

Funeral Charm: Instant speed is nice, but not being able to pick what they discard hurts.

Draw:
Show

Fact or Fiction: One of the best draw spells ever. It nets you lots of card advantage, is an instant, and even puts cards in the graveyard for Psychatog.

Brainstorm: Won’t actually provide card advantage, but it digs three cards into your deck and gives you a card quality advantage, as you get to pick which cards to keep.

Ponder: Similar to Brainstorm. It actually works better than Brainstorm if you don’t have fetchlands.

Thirst for Knowledge: Good in decks with more artifacts than normal.

Night’s Whisper: 2 life and being a sorcery hurt it, but two cards for two mana is very good.

Accumulated Knowledge: The first one you play isn’t very good, but any after that become very good.

Impulse: Similar to Brainstorm and Ponder, but it digs even farther and puts unwanted cards on the bottom of your library.

Life from the Loam: Combined with the cycling lands, it creates a powerful draw engine.


Relevant Links:
Show

the Dictionary Deck-O-Pedia: Psychatog:
http://boards1.wizards.com/showpost.php?p=6605962

The Dictionary Deck-O-Pedia: Dredge-A-Tog:
http://forums.gleemax.com/showpost.php?p=7697592

The Dictionary Deck-O-Pedia: ScepterTog:
http://boards1.wizards.com/showpost.php?p=6611387



Special Thanks To: mntwinsfan

Casual Play Archetypes | The Casual Play FAQ: A Guide to the Game of Magic | The Return of Group-Make-A-Deck!

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What is Landstill?
Show

Landstill is a control deck that is based around the card Standstill. It attempts to control the game, then drop a Standstill and attack with manlands like Mishra’s Factory and Faerie Conclave. By attacking with manlands, Landstill can win the game without triggering Standstill’s ability

Is it competitive?
Show

Certainly. Landstill is a Tier 1 deck in Legacy and has made splashes in Vintage as well.


Autocard

Landstill
mntwinsfan: Legacy Legal
Show

Land: 23
4 Polluted Delta
4 Flooded Strand
4 Tundra
4 Mishra’s Factory
3 Underground Sea
2 Island
1 Plains
1 Scrubland

Creatures: 2
2 Eternal Dragon

Other Spells: 35
4 Swords to Plowshares
4 Force of Will
4 Brainstorm
4 Standstill
4 Counterspell
3 Engineered Explosives
3 Cunning Wish
2 Fact or Fiction
2 Decree of Justice
2 Humility
2 Crucible of Worlds
1 Vindicate

Sideboard: 15
4 Leyline of the Void
3 Extirpate
3 Engineered Plague
1 Tsabo’s Decree
1 Blue Elemental Blast
1 Fact or Fiction
1 Return to Dust
1 Pulse of the Fields


BHWC Landstill
Nick Trudeau: Top 8 GenCon Legacy Championships 2006
Show

Lands: 24
4 Flooded Strand
3 Underground Sea
3 Tundra
3 Tropical Island
1 Plains
3 Wasteland
4 Mishra's Factory
3 Nantuko Monastary

Other Spells: 36
4 Force of Will
4 Counterspell
4 Brainstorm
3 Stifle
4 Standstill
3 Fact or Fiction
4 Swords to Plowshares
2 Cruel Edict
2 Disenchant
4 Pernicious Deed
2 Crucible of Worlds

Sideboard: 15
4 Engineered Plague
4 Blue Elemental Blast
4 Meddling Mage
3 Duress


Landstill
Ryan Spindler: GenCon Legacy Championships 2007
Show

Land: 22
4 Mishra’s Factory
4 Volcanic Island
4 Wasteland
2 Faerie Conclave
2 Island
2 Polluted Delta
1 Bloodstained Mire
1 Flooded Strand
1 Mountain
1 Wooded Foothills

Other Spells: 38
4 Brainstorm
4 Counterspell
4 Fire/Ice
4 Force of Will
4 Lightning Bolt
4 Stifle
4 Standstill
3 Nevinyrral’s Disk
3 Phyrexian Furnace
2 Crucible of Worlds
2 Engineered Explosives


General Card Choices
Counters:
Show

Force of Will:
Arguably the best counter in the game. You can tap out and still be able to counter a spell or get rid of something important before you have enough lands to counter it.

Counterspell:
Deals with nearly everything for only . Very good counter.

Mana Leak:
Will usually be a hard counter and is easier to cast than Counterspell.

Rune Snag:
Not as good as Mana Leak early, but it gets better than Leak as the game goes on.

Spell Snare:
A very good situational counter. It works for some metagames.

Remand:
Not necessarily a counter, but it gains a lot of tempo and is the closest thing we have to a Time Walk.

Memory Lapse:
Similar to Remand, but it puts the card on top of its owners library and doesn’t cantrip.

Force Spike:
Acts as a hard counter in the first few turns of the game, but gets much weaker later on.

Dissipate:
Its ability can be useful, but is a little expensive.

Cryptic Command:
Rather expensive and hard to cast, but it makes up for it in versatility.


Removal
Show

Swords to Plowshares:
Best spot removal ever, it deals with almost every creature for only .

Smother:
Solid removal that will take care of most creatures. It is becomes less useful in more midrange metagames though.

Lightning Bolt:
Kills lots of early creatures and can speed up your win, but it is ineffective against big creatures.

Oblivion Ring:
More expensive than other options, but it can also deal with artifacts, enchantments, and planeswalkers.

Innocent Blood:
Removal for only one mana that can hit creatures with shroud, but it won’t always hit what you want it to.

Diabolic Edict:
Similar to Innocent Blood, but it costs one more mana to play and is instant speed.


Board Sweepers
Show

Engineered Explosives:
Very flexible mass removal, especially with three or more colors.

Pernicious Deed:
Very powerful in UGB Landstill, it is often considered to be the best board sweeper ever printed.

Oblivion Stone:
Costs more mana than other options, but it can also leave your permanents untouched while blowing up your opponent’s board.

Nevinyrral’s Disk:
Destroys everything for only 5 total mana, but it can’t be played and activated in the same turn.


Draw
Show

Standstill:
The namesake card of the deck. Three cards for only two mana is very powerful, especially when you can win without even playing a spell.

Brainstorm:
Becomes very powerful with fetchlands, but it rather mediocre otherwise.

Ponder:
Better than Brainstorm if you aren’t running fetchlands. Still very good though.

Fact or Fiction:
It may be slightly expensive, but it provides huge amounts of card advantage and selection, and it can be played at end of turn.

Accumulated Knowledge:
The first one you play is pretty bad, but after that it becomes very efficient. Better in longer games.

Impulse:
Doesn’t provide any card advantage, but it digs deep for important cards and is instant speed.


Win Conditions
Show

Mishra’s Factory:
The best win condition for this deck; it is an efficient beater that gets better in multiples.

Faerie Conclave:
Coming into play tapped hurts it, but it makes colored mana and can become a 2/1 evasive beater.

Nantuko Monastery:
Good in the versions that run Green. It isn’t good early, but becomes a big beater later in the game.

Decree of Justice:
Gives you a solid win condition that doesn’t trigger Standstill. It is a little expensive though.

Eternal Dragon:
It grabs lands early in the game, then comes down later after Standstill has been broken as a huge beater.

Tarmogoyf:
Cheap enough to come down before Standstill, but it gets big quickly.


Other Utility
Show

Humility:
Shuts down creature-based decks pretty handily. Due to complicated layering rules, your manlands will keep their normal size, rather than becoming 1/1s.

Moat:
Very hard for most aggro decks to deal with. It also means that you can’t attack with Mishra’s Factory, though.

Crucible of Worlds:
Recurs your win conditions and lets your manlands chump block infinitely. Very useful.

Special Thanks To: mntwinsfan

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What is Reanimator?
Show

Reanimator is a deck that tries to get a big creature like Akroma, Angel of Wrath, and then using a spell to return it to play, effectively getting a very powerful creature for a very low mana cost.


Is it competitive?
Show

At the moment, Reanimator decks aren’t really top tier decks in any format. However, Reanimator is still a very powerful deck in lower-level tournaments and casual play. There have been many times in Magic history when Reanimator was a very powerful tournament deck.


Autocard

Legacy Reanimator
Rodrigo Gonzalez, 1st place, Game Empire San Diego
Show
19 Lands:
3 Bloodstained Mire
1 Island
3 Polluted Delta
6 Swamp
4 Underground Sea
2 Watery Grave
15 Creatures:
1 Akroma, Angel of Wrath
3 Bogardan Hellkite
1 Garza Zol, Plague Queen
2 Oona's Prowler
1 Phantom Nishoba
3 Putrid Imp
1 Simic Sky Swallower
1 Sundering Titan
1 Symbiotic Wurm
1 Tidespout Tyrant
27 Other Spells:
3 Brainstorm
3 Intuition
3 Repeal
2 Cabal Therapy
4 Careful Study
4 Exhume
4 Reanimate
4 Animate Dead


Legacy Reanimator
Andreas Binapfl, 1st Place, Legacy Dornbirn
Show

18 Land:
4 City of Brass
4 Gemstone Mine
2 Mountain
8 Swamp
16 Creatures:
1 Bringer of the Blue Dawn
1 Crater Hellion
3 Flametongue Kavu
1 Garza Zol, Plague Queen
4 Oona’s Prowler
1 Phantom Nishoba
1 Reya Dawnbringer
3 Shriekmaw
1 Simic Sky Swallower
26 Other Spells:
4 Dark Ritual
4 Firestorm
4 Buried Alive
4 Exhume
4 Hymn to Tourach
2 Stitch Together
4 Animate Dead


General Card Choices
Reanimation Spells:
Show

Exhume:
Very cheap, and it comes down quick enough that your opponent won’t usually be able to take advantage of it.

Reanimate:
The very low mana cost outweighs the life loss drawback. Besides, your fat creature will usually be able to race your opponent anyways.

Life//Death:
Not quite as good as Reanimate, but it still works well.

Animate Dead:
Cheap reanimation with only a minor drawback. Not very good against enchantment hate, however.

Necromancy:
Not as good as the other options, but it works well enough.


Reanimator Targets:
Show

Akroma, Angel of Wrath:
Because it has haste, evasion, and a big body, it is one of the best creatures to reanimate. Protection from Red and Black makes it very hard to get rid of.

Angel of Despair:
It can destroy anything when it comes into play, and it is evasive and has a big body.

Bogardan Hellkite:
Its ability can give it pseudo-haste or destroy your opponent’s board. It also has evasion.

Razia, Boros Archangel:
Evasion, haste, vigilance, and a useful ability make this a very good creature to reanimate.

Simic Sky Swallower:
Very hard to get rid of, and it has evasion on a big body.

Phantom Nishoba:
Has a big body and is hard to deal with. The lifelink can easily end the game against aggro decks. Used primarily if more expensive targets such as Akroma, or Razia are unavailable. Also very good for SB, or maindeck against a very heavy aggro environment.

Platinum Angel:
Relatively small body and no combat-related abilities, but it forces an answer or they can’t win.

Garza Zol, Plague Queen:
Haste and flying that goes along with a useful card drawing ability. A solid creature.

Symbiotic Wurm:
Another creature with no combat-related abilities, but it’s put into a graveyard from play ability is very good.

Hellkite Overlord:
Large body, haste, trample, and evasion (flying). These are the three most important and best abilities a beatstick can have. Tack on its ability to funnel mana into more damage as well as its ability to avoid the majority of all removal in the game and you have an incredibly powerful target.


Discard Outlets:
Show

Putrid Imp: Gets multiple reanimation targets into your graveyard for only one mana, and can even chumpblock or beat in a pinch.

Careful Study: Digs for your important cards and puts your creatures in your graveyard. Very important to the deck.

Oona’s Prowler: A more effective beater than Putrid Imp, but it is more expensive and discarding a card weakens rather than strengthens it.

Entomb: Essentially a one mana discard outlet that can get a creature from anywhere in your library. Keep in mind that it is Banned/Restricted in Legacy and Vintage.

Buried Alive: Similar to Entomb, but more expensive. Gets multiple creatures in case you need more than one.

Cabal Therapy: Disrupts your opponent and, because you can target yourself with it, can also act as a discard outlet.

Firestorm: Most Reanimator decks are UB, but Firestorm acts as removal and a discard outlet at the same time.


Accel:
Show

Dark Ritual:
Accelerates you into early reanimation spells and discard outlets.

Lotus Petal:
Similar to Dark Ritual; it provides less mana but can also fix your mana.

Lion's Eye Diamond:
AKA LED. Very powerful card. Can be used to great affect with different things and can help power out a chain of spells.

Moxen:
Always powerful. Especially used in Dragon decks. Essentially these are used to get around the "one land a turn" rule. Gives you a timewalk for free.

Black Lotus:
Perhaps one of the most well known cards and besides Yawgwin, the most identifiable of all vintage restricted cards. Accelerates you three turns ahead for merely -1 CA. Can sit there on the table for as long as you'd like, and can be popped at any time.


Draw/Tutors:
Show

Brainstorm:
Digs for your important cards. Works best with fetchlands like Polluted Delta.

Ponder:
Similar to Brainstorm. Actually works better than Brainstorm if you aren’t using fetchlands.

Careful Study:
Solid draw spell that lets you sculpt your hand and get some beaters into the graveyard.

Mystical Tutor:
Tutors for most of your important spells for only one mana.

Demonic Tutor:
Powerful card in vintage dragon or casual. Gets you any card you want to your hand for a mere


Disruption:
Show

Duress:
Always the staple. Not incredibly expensive and is a solid first turn play. Lets you see what you're facing, what they have, and lets you gameplan more accurately. Oh and it lets you take their best option out of the picture.

Cabal Therapy:
Against a competitive or well known meta, It lets you hit all the important spots of a deck, with potentially taking out two cards at once. And then you have the option to hit again even. Lets you see what they're planning and very good disruption for a mere

Thoughtseize:
The alternate version of Duress. Pretty expensive, but is well worth it if you can afford it. Costs you two life but can do things even Duress can not. Sometimes is even better than duress.

Force of Will:
If your deck can support it with enough blue spells, play this card. One of the top two best counterspells ever.


Lands:
Show

Bazaar of Baghdad:
Very powerful card that cycle through the deck. The 'drawback' is, in this case, a benefit.

Fetchlands:
Can thin out your deck, mana fix, shuffle away some cards. Wonderfully useful lands.

Dual Lands:
Sets you two different types of mana in one. Can be searched by Fetchlands. Cost ($) is worth these.


Special Thanks To: mntwinsfan

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What is Black Weenie?
Show

Black Weenie got its name following the suit of White Weenie, which wins by attacking with many smaller creatures. However in this case they are obviously black and not white.


Is it competitive?
Show

Black Weenie is a decently powerful deck and is in a color that has many powerful options at its disposal such as draw and disruption. It has the ability to perform well in many environments.


How much will it cost me?
Show

It depends on what cards you pick. The deck can be a solid budget deck, but it also can be a powerhouse with some fairly expensive cards.



Autocard

Mark Rosewater Black
Mark Rosewater, 2007 Standard Legal
Show

Lands: 23
23x Snow-Covered Swamp

Creatures: 24
4x Dauthi Slayer
4x Nether Traitor
4x Plagued Rusalka
4x Rimebound Dead
4x Stromgald Crusader
4x Withered Wretch

Other Spells: 13
4x Bad Moon
4x Phyrexian Arena
1x Phyrexian Etchings
4x Soul Spike


Little Big Black
Ben Bleiweiss, Building On a Budget, 2007 Standard Legal
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Lands: 24
24x Swamp

Creatures: 25
4x Dauthi Slayer
1x Helldozer
4x Nether Traitor
4x Plagued Rusalka
1x Roiling Horror
4x Stromgald Crusader
3x Twisted Abomination
4x Withered Wretch

Other Spells: 11
4x Bad Moon
1x Enslave
3x Nightmare Void
3x Soul Spike


Mono Black Weenie
Killah, 2nd place
Show

Lands: 22
20 Swamp
1 Tomb of Urami
1 Shizo, Death's Storehouse

Creatures: 21
4x Hand of Cruelty
2x Infernal Kirin
4x Nezumi Cutthroat
4x Ogre Marauder
3x Raving Oni-Slave
4x Wicked Akuba

Other Spells: 20
2x Rend Flesh
2x Sickening Shoal
2x Psychic Spear
4x Umezawa's Jitte
3x Cranial Extraction
2x Horobi's Whisper
3x Cranial Extraction
2x Kiku's Shadow

Sideboard: 15
1 Cranial Extraction
2 Genju of the Fens
3 Pithing Needle
2 Hero's Demise
2 Nezumi Shortfang
1 Psychic Spear
2 Sink into Takenuma
1 Rend Spirit
1 Sickening Shoal


General Card Choices
Creatures:
Show

Carnophage:
2/2 for 1 with a negligible drawback. Also is a zombie which has good synergy with Sarcomancy

Sarcomancy:
Essentially a 2/2 for 1 with a life drawback. However this could potentially stay out the entire game and sap life if you don't have any zombies out.

Accursed Centaur:
Solid 2/2 for 1. However the CiP:sacrifice a creature hurts tempo; and tempo is king for aggro.

Carrion Feeder:
Solid 1/1 for 1, zombie card that can give some combat tricks to hit for an alpha strike.

Entrails Feaster:
1/1 for 1. However has a potentially powerful ability to grow. The ability is based on you losing creatures which means you are either losing or have a dedicated deck strategy to accomodate it.

Festering Goblin:
Good budget card at a 1/1 for with a decent effect which lets it trade with 2/2's.

Maggot Carrier:
Decent budget option at 1/1 for 1 with an okay effect.

Putrid Imp:
Good budget option, excellent discard outlet, and has a nifty threshold bonus.

Crypt Creeper:
Very inexpensive $wise. 2/1 for 2, that can be used as a decent hate card.

Dark Confidant:
Very powerful card. 2/1 for 2, but draws you an extra card every turn.

Sangrophage:
Decent 3/3 for 2. Costs 2 life a turn, so be weary of how many lifedraining effects you run.

Stromgald Crusader:
Decent card at 2/1 for 2. Has pro:white which can be useful, as well as optional flying and an a (expensive) firebreathing option.

Yixlid Jailer:
Decent 2/1 for 2, but has a very good hate ability against dredge and other decks.

Blind Creeper:
Solid at 3/3 for 2 mana. Is weakened by the fact that the opponent dictates its power, but usually will be an attacking 3/3.

Withered Wretch:
Solid 2/2 for 2 mana with an excellent ability that is very good hate.

Wretched Anurid:
Good 3/3 for 2 with a life draining ability. Good budget card, and validity depends on how much creatures you run.

Barrow Ghoul:
Requires deck design to be pretty dedicated to not let it become a dead card. However is a powerful 4/4 for 2 mana.

Rotting Giant:
Strong card at 3/3 for 2 mana. Requires some dedication in deck design to make sure you have a stocked GY.

Dauthi Ghoul:
Okay card at 1/1 for 2 and shadow, but has an effect to potentially grow. Don't expect much growth as they most likely won't die in combat.

Dauthi Horror:
Decent at 2/1 for 2 and shadow. The majority of times the 1 will rarely mean much and you'll be getting two damage a turn.

Dauthi Slayer:
Solid at 2/2 for 2 and shadow.

Dauthi Warlord:
Can potentially be a strong card, and even with 1 other in play it is equivalant to a Dauthi Horror which is a fairly decent card.

Nim Abomination:
Good budget option, and solid card in general in an aggro minded deck.

Phyrexian Negator:
If used correctly, is a ridiculous card with a 5/5 body for 3 mana. Very bad in a meta that uses burn or lots of creatures.

Hypnotic Specter:
Okay at a 2/2 flying for 3, but is a continuous source of card advantage. Also is known for its first turn antics with dark ritual.

Ashenmoor Gouger:
Solid 4/4 for 3 mana.

Plagued Rusalka:
Good budget card. Costs 1 mana and for 1 mana and a cost of a creature you can give -1/-1 to any target creature.


Acceleration:
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Dark Ritual:
Very powerful card that gives you the option to powerout more, or more powerful threats.

Chrome Mox:
Strong card that costs 0 and accelerates a turn and is a repeatable source of mana. However it costs you a card.


Disruption:
Show

Duress:
Always a reliable choice. 1 mana to take away their best threat. However you have to remember this is an aggressive deck. Also reveals their hand so you can plan and figure out what they are doing.

Cabal Therapy:
Best used in a known meta. Can have synergy with the deck if you need creatures in the GY.

Thought Seize:
Solid card that is better than duress in certain situations. Good 1 mana discard spell. Reveals their hand and can hit their best spell.

Diabolic Edict:
Good creature removal that doesn't target and is instant speed.

Chainer's Edict:
Good creature removal that doesn't target. It is sorcery speed but has the (expensive) option of flashback.


Tech:
Show

Aether Vial:
A very very powerful card that makes nearly any aggro deck better.

Bad Moon:
A two mana enchantment that gives +1/+1 to all black creatures.

Necropotence:
Very powerful card that used to be legal in all formats. This card lets you play your entire hand, and still have a full hand the next turn. It also lets you sculpt your hand into a perfect draw at the cost of life.

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What are Sideboards and Metacards?
Show

A sideboard is an additional 15 cards you are allowed to keep beside the 60+ in your maindeck. In a 3 game match, you are allowed to swap any number or combination of those 15 cards into your maindeck. A meta, or metagame, is the environment you play in and what type of decks you are likely to see. The Sideboard usually are Metacards, or cards that are usually decent, but are especially good against specific decks. Since these cards aren't good against all decks, you can keep it in the Sideboard so you can put them in when you need them, without sacrificing deck effeciency against every deck they aren't effective against.


How important is a Sideboard and using Metacards?
Show

In a more casual setting, it isn't as important as you are more likely to see a higher variety of decks, and it is an extra step of hassle when you simply want to play a game. In competitive magic it is nearly essential as it gives a huge advantage when properly used.


What is a Transformational Sideboard?
Show

A transformational Sideboard, is just what it sounds like. In rare occasions a deck has enough commonalities with a different type of deck that you can simply switch a few cards and have an entirely different strategy. These decks are very rare, and good ones are rarer still.


Autocard


Graveyard Hate:
Show

Tormod's Crypt:
Costs zero, can be activated as soon as played. Can sit and wait for oppurtune moment. Strong card that destroys an entire graveyard. Being colorless makes this an option for nonblack decks.

Leyline of the Void:
Generally, enchantments are the hardest permanent to destroy. This card can potentially be a free first turn enchantment that not only prevents them using their graveyard, but prevents things from getting to their graveyard. Because it can potentially cost nothing, this can be used in non-black decks.

Yixlid Jailer:
Good card. Costs 2, Beats for 2, and effectively eliminates their graveyard.

Extirpate:
Decent Card. Costs only 1 and is uncounterable, removes all of a card from grave, hand, and library. Very useful agaisnt ichorid.


Aggro Hate:
Show

Wrath of God:
AKA WoG. Very powerful card that whipes the entire field of creatures. Also occasionally the cannot regenerate clause is relevant as well.

Pyroclasm:
Costs only 2 mana to potentially whipe their whole board.

Evacuation:
Decent card that is good because of instant speed and is blue.

Quicksand:
Solid card that kills x/2 creatures.

Maze of Ith:
Can infinitely block a creature, however doesn't produce mana.

The Tabernacle at Pendrell Vale:
Doesn't produce mana, but puts a heavy burden on creatures and creates huge tempo problems for the aggro player.

Damnation:
A black Wrath of God. Very good at dealing with aggro decks.

Engineered Explosives:
Best in decks that run 2 or more colors, EE is a very effective and versatile board sweeper.

Nevinyrral’s Disk:
More expensive than Engineered Explosives, but it destroys everything.

Infest:
Deals effectively with creature rushes, but it is ineffective against bigger creatures.

Mutilate:
A very powerful board sweeper if you run enough swamps.

Engineered Plague:
Very good hate against tribal card such as elves and goblins. Very manacost effective as well.

Pernicious Deed:
Very strong card. Is color demanding at 1bg, but can be played with extra mana and then popped to wipe the field later. good against aggro but also hits artifacts and enchantments.



Artifact Hate:
Show

Disenchant:
Solid card that costs 2 and hits at instant speed. Also hits enchantments

Kataki, War's Wage:
Has a small body at 1/1, but for only two mana it gets an ability that can cripple an entire deck.

Oxidize:
Good card that costs 1 mana at instant speed to destroy an artifact. Cannot be regenerated.

Wear Away:
Solid card that costs two mana for instant speed destruction of artifact/enchantment. Can also be spliced and is an arcane.

Shattering Spree:
Strong card that destroys multiple artifacts. Only costs 1 red mana per artifact.

Hull Breach:
Costs two different colored mana, but can provide excellent card advantage.

Viridian Zealot:
Pretty good card that beats 2 and costs 2. Is a walking green disenchant.

Gorilla Shaman:
Used primarily in vintage against moxen and other 0 costing artifacts.

Krosan Grip:
Instant speed and split second, making it uncounterable. It hits artifacts or enchantments.



Enchantment Hate:
Show

Kami of Ancient Law
Solid 2/2 for 2 that can sacrifice at any time to destroy an enchantment.

Disenchant:
Solid card that costs 2 and hits at instant speed. Also hits artifacts.

Simplify:
Narrow, and sorcery speed, but is very budget friendly and is effective at its' cost at one green mana.

Tranquility:
Costs 3 mana and wipes the board of all enchantments. Sorcery speed, but can be excellent card advantage at a cheap price.

Leave No Trace:
Instant speed for only 1w. Destroys any enchantment and can be a complete board sweep as it destroys all other enchantments that are the same color.

Ray of Revelation:
Destroys an enchantment for 1w at instant speed, but also has a flashback at only g.


Combo Hate:
Show

Pyrostatic Pillar:
For red it is an incredibly good card. Costs a mere 1r to do perhaps 10 damage. Against storm it severely limits what they are able to do and can singlehandedly prevent them from winning.

Boil:
Can give a lot of tempo. Combo often uses blue so this is a powerful card.

Orim's Chant:
Can act as a weaker timewalk. It effectively prevents combo from going off for a turn (barring instant speed combo like flash/solidarity).

Stifle:
Great card at only u that neuters all storm. Instant speed that you play in response to a storm card and prevent the storm copies from activating.

Pyroblast:
Costs only r and counters any blue card, or costs only r and destroys any blue permanent. Very good card.

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What are Cats?:
Show

Cats are a fun tribal deck that has surprisingly good options. It is an aggro deck, that is often along the lines of a themed WW or W+(G/R) type beats.


Is it competitive?
Show

For a known primary creature type (not goblin, elf, zombie etc.) it is very competitive in tribal. It can be an effective aggro deck, but limiting itself to cats of course eliminates other better options.


How much will it cost me?
Show

Being a pretty basic aggro deck; it should be a powerful budget-friendly deck.



Autocard

Tonyto3690's Leonin Budget Tech
Tonyto3690 - January 2009 Legacy Legal
Show

Lands: 18
14x Plains
4x Wasteland

Creatures:
4x Leonin Squire
4x Leonin Shikari
4x Leonin Elder
4x Leonin Skyhunter
4x Leonin Den-Guard

Spells:
4x Aether Vial
4x Swords to Plowshares
4x Leonin Scimatar
4x Bonesplitter
4x Steelshaper's Gift
2x Leering Emblem


Tonyto3690's Cat Fight
Tonyto3690 - January 2009 Legacy Legal
Show

Lands: 18
6x Plains
4x Forest
4x Savannah
4x Windswept Heath

Creatures: 23
4x Savannah Lions
3x Mtenda Lion
4x Wild Nacatl
4x Jungle Lion
4x Spectral Lynx
4x Leonin Skyhunter

Spells: 19
4x Swords to Plowshares
4x Rancor
4x Aether Vial
4x Armadillo Cloak
3x Umezawa's Jitte



General Card Choices

Buffers:
Show

Bonesplitter:
Budget friendly, easy on the curve (1 to play, 1 to equip) and gives a respectable +2/+0.

Leonin Scimitar:
Budget friendly, easy on the curve (1 to play, 1 to equip) gives an okay +1/+1

Leering Emblem:
Potentially gamechanging card, but costs a lot to play/equip (2 & 2), and can't be used until turn 3 at best; and if you do play this turn 2 and equip turn 3, you are behind in board position and could potentially be better off in just laying down 3 or 4 creatures in those three turns.

Umezawa's Jitte:
Very powerful card. While it does cost 2 to play, and 2 to equip, which is fairly slow for a typical aggro deck, the card is too good to ignore. It can provide you with a few extra bits of life, it can kill off pesky chump blockers and weenies, but where it is really king is the ability to get +2/+2 for each counter. The fact that you get two counters for each hit is absurd. You can stockpile these to use later on in whichever way is most beneficial, or you can use them to avoid your creature dying or to do a bit more damage. It causes your opponent to have to think through many more possibilities and creates more opportunities for them to mess up.

Armadillo Cloak:
To be playable, Aura's have to either be a. immensely powerful/game-changing or b. have bonuses to nullify card disadvantage if their enchanted creature dies. Armadillo Cloak falls under a. It buffs creature +2/+2, gives it trample, and best of all gives it soul link. Even with a single blow, you are usually talking about, at minimum, a 6 point swing in life totals. Very good card.

Rancor:
To be playable, Aura's have to either be a. immensely powerful/game-changing or b. have bonuses to nullify card advantage if their enchanted creature dies. This card falls under b. With its ability, every time it would go to the graveyard, it instead goes back to your hand at no cost. This is a very powerful ability as its near impossible for you to lose card advantage from it. As an aura it gives a very nice +2/+0 with trample for a mere single green mana.

Coat of Arms:
In tribal, or any aggro, this card provides a powerful effect that can win you the game. That being said, it is far too slow, clunky, easy to disrupt, and is played about when you should have already, or are about to win the game.

Shared Triumph:
Decent card, good in a budget setting. It is a good buff which will give all your cats +1/+1 for 1W.

Crusade:
Most cats are white, and crusade is an enchantment that costs WW, that gives all white creatures +1/+1. It is cheaper than other alternatives, but can end up pumping the opponents white creatures as well, neutering the effect.

Glorious Anthem:
An enchantment that costs 1WW, this card pumps all, and only your creatures. This is beneficial and safer than other cards, but in aggro, every mana counts and it costs more than others.

Tech:
Show

Aether Vial:
Good card that provides more options for a typical aggro deck. Provides manafixing, combat tricks, accelerates your clock, rounds down the curve, provides reliable first turn play, it does a lot of things that make it a very powerful card.

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for some reason, sui contains many white weenie type cards.

saved for future use and reminder: b/w aggro control

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I apologize for not continuing to update this, I've been working on another, rather large, project for the forum. If anyone has any updates for any of the articles be my guest.

This can be in the form of decklists (with pilots and tournament results please!), or you can just list new cards that aren't included. I'd be more than willing to write the descriptions of the card if you don't want to.

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how undead warchief and call to the grave aren't in the zombie archetype is beyond me
how undead warchief and call to the grave aren't in the zombie archetype is beyond me



I believe tonyto3690 kept the card choices to those cards that could be good in a competitive setting.
Deck Critique VCL
Show
Rules Advisor Don't assume I have read any response you might have made directed toward me in a thread or post. The best method to contact me is Private Message as I will always check there upon logging on Please review the Code of Conduct or the Comprehensive Rules when in doubt. Also, please use Google for your easy-to-answer questions. Read this for a bit on game mathematics. This is information on game psychology and the infamous term "scrub." Autocard:
[c]Gifts Ungiven[/c] -> Gifts Ungiven
royk's Tradesroyk's Deck Dump
Update to the elf deck:

gatherer.wizards.com/Pages/Card/Details....
A most for Elfball, and decent.
gatherer.wizards.com/Pages/Card/Details....
A finisher, red and not elf, but kills in elfball.
gatherer.wizards.com/Pages/Card/Details....
Gives you alot of cards, plus a none elf body that is huge.
gatherer.wizards.com/Pages/Card/Details....
Same as Priest of Titania, but boost your elfs.
gatherer.wizards.com/Pages/Card/Details....
This one is tricky, it is one of the elfs the opponant is afraid of, but most that runs don't see it any good. Anyway gives you carddraw if you are playing lots of Druids, and is able to secure your win by taking lands.
gatherer.wizards.com/Pages/Card/Details....
a most for elf deck, and im not sure if i saw it. 
How to Autocard
card: [c]cardname[/c]-> [c]Vampire Nighthawk[/c] -> Vampire Nighthawk
how undead warchief and call to the grave aren't in the zombie archetype is beyond me



I believe tonyto3690 kept the card choices to those cards that could be good in a competitive setting.



Yes, but the other part is that while I know a lot of cards, it's hard for me to remember every single card ever printed that could be relevant. ;)

I enjoy writing articles and informational pieces like this, but as the forums are, when I go to edit a post I get a wall of text and code that does nothing but give me a massive headache.  I'm going to wait and hope that eventually it'll be sorted back out to how it used to be.  That way I don't risk working on it only to have WotC reset the formatting again (ie, a giant waste of time), and also it saves me a lot of editting and work.  Not sure how long it'll take, but hopefully I'll be around -and interested- when it's fixeable.

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