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7 years ago  ::  Oct 09, 2006 - 11:28AM #41
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: EXTENDED

Decklist:Spoiler: Show

The Urza lands don’t get a lot of action in Standard anymore nowadays, but they have made their way into Extended. This deck was made by Tiago Chan and the people from clan Diplomats. Tiago Chan wrote about this deck in detail here, so check that out if you’re interested. This deck tries to get the complete Urzatron set in place quickly. Once you have managed to get one of each Urza land in play, the mana heavy win conditions including Meloku, the Clouded Mirror, Triskeleon, Sundering Titan, Mindslaver, and Burning Wish for Demonfire become much easier to cast.

The deck has 10 counters that are mainly used to stall the opponent. Remand and Memory Lapse are not hard counters, but they buy precious time in which you can find the Urzatron. It might seem strange to play those counters as four-ofs and only 2 Counterspell, but this is done mainly due to mana requirements. With 12 colorless lands in your deck, 1U is much easier than UU. Fact or Fiction and Thirst for Knowledge are your card drawers that get you closer towards completing the Tron. Lastly, Fire/Ice and Repeal get rid of annoying creatures and permanents.

One of the reasons why this deck was successful is its good matchup against Aggro Loam. Your counters can defend until you assemble your Tron, at which point Mindslaver can come over to steal the game – why don’t you target yourself 10 times with your Seismic Assault, thank you very much – or Burning Wish can get a lethal Demonfire. The deck also has a lot of game against the control decks, due to the counters and the powerful late game cards. Aggro decks are rougher, but after sideboard it’s very winnable. You have Flametongue Kavu and Pyroclasm against weenies, along with Shattering Spree against Affinity.
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7 years ago  ::  Oct 09, 2006 - 11:31AM #42
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: EXTENDED

Decklist:Spoiler: Show

This deck also builds on the Urza lands, and is quite similar to the Blue-Red version. Both play Remand and Memory Lapse for counters, both have Thirst for Knowledge and Fact of Fiction as their card drawers. Furthermore, both decks have Mindslaver, Signets, and Repeal. But that’s where the similarities stop. The blue-white version has Wrath of God instead of Fire/Ice as its creature control. Wrath of God can be a life saver and it’s insanely powerful against creature strategies, although getting double white can sometimes be a problem. The win conditions are also vastly different between the two decks. White provides access to a couple good win conditions that have a lot of colorless mana in their cost and therefore work well with the Urza lands. I’m talking about Exalted Angel, Eternal Dragon, and most importantly Decree of Justice. The Decree is white’s equivalent of a Demonfire, and you can imagine that making 15 soldier tokens in the late game will win a game.

noobs_lord (Elisha Amir) gave me his updated version of the deck, which he made together with Gideon Bornstein. He moved Exalted Angel to the sideboard and instead he plays Solemn Simulacrum and Telling Time. His sideboard is also vastly different from przemol’s original build; Meddling Mage, Sacred Ground, and Pulse of the Fields are replaced with Exalted Angel, Kataki, War's Wage, and Morningtide.
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7 years ago  ::  Oct 16, 2006 - 6:01AM #43
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: STANDARD

Decklist:Spoiler: Show

MistikSnake chimed in and told me the following:
"I chose the deck because I played it at the US Nationals grinders and I ground in. I played it in Nat's and I was satisfied with the deck. Since then, It's basically been the only deck
I've played in Standard. My most-feared matchup with your deck was either the mirror, Heartbeat, or Solar Flare. After my loss in the semis I'm going to say Heartbeat. I should have had more SB cards for it. I should have more SB cards for bad matchups instead of making decent matchups better I think.
My best matchups are anything with burn; if it plays a mountain and a creature, I am very happy to play against
it."
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7 years ago  ::  Oct 16, 2006 - 6:05AM #44
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: STANDARD

Decklist:Spoiler: Show

tedshroyer:
"This deck was an "after last minute" decision; literally about 4 minutes before the tourney started i built it and submitted. Actually most my opponents got bad draws and the ones that didnt, I squeezed wins outta nowhere literally. My most feared matchup would be...any. Heh. I thought i had an advantage against r/b because the board. The only games i actually lost were after parising and still getting bad draws.
Also, I'd like to say that I'm kinda upset with the wizards customer service and with the amount of crashes. Furthermore, the Worlds qualifier took too long; for anyone that doesnt do 'real good' its like a waste of an entire day. But as for the tournament itself it was fun."
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7 years ago  ::  Oct 29, 2006 - 6:18AM #45
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: EXTENDED

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This deck aims to play turn 2 Hypnotic Specter or Troll Ascetic with the help of Birds of Paradise and friends. It disrupts the opponent with Cabal Therapy, and beefs up its critters with huge equipment, thereby making an aggressive stance.
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7 years ago  ::  Oct 29, 2006 - 6:23AM #46
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
FORMAT: Extended

Decklist:Spoiler: Show

This deck builds on the synergy between Arcbound Ravager, Myr Enforcer, and artifact lands. Cranial Plating and Atog are likewise total beatings in this deck, since artifacts are around in abundance.
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7 years ago  ::  Oct 29, 2006 - 6:28AM #47
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: EXTENDED

Decklist:Spoiler: Show

This deck runs like a good old Psychatog deck; countermagic, card drawing, and a huge Psychatog as a finisher. It also incorporates a minor Sensei's Divining Top + Counterbalance theme, which can lock an opponent out of the game.
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7 years ago  ::  Oct 29, 2006 - 6:33AM #48
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
FORMAT: Extended

Decklist:Spoiler: Show

This deck is straightforward, there's not much more too it than play little green or red creatures and SMASH! Char and Seal of Fire can deal the last couple points of damage to your opponent. This particular version comes from online player Dish, who had posted good results with it, but he admitted:"heh i kinda randomed the decklist before the event its rly bad{y}"...
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7 years ago  ::  Oct 29, 2006 - 8:38AM #49
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: Standard with Vanguard

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Rumbling Slum–inspired aggro is very popular. The deck is very strong, because it is ridiculously fast and goldfishes on turn 4. I am playing 16 one-drops. To the regular suite of Isamaru, Hound of Konda, Savannah Lions, and Kird Ape, I added 4 Skarrgan Pit-Skulks. They are amazing in this deck because of Rumbling Slum's ability. The avatar reads “At the beginning of your upkeep, Rumbling Slum deals 1 damage to each opponent,” which makes sure that your creatures are always bloodthirsty and happy. Because you ping your opponent every turn, your Skarrgan Pit-Skulks and Scab-Clan Maulers are guaranteed to get some counters. Furthermore, this damage effect every turn fits right into the strategy of the deck. The plan is to deal damage with creatures for the first 3-4 turns, then when your opponent has better quality creatures, simply burn over the top for the win. Assuming that an average game lasts for 6 turns, your avatar effectively means your opponent starts at 6 less life, which is clearly amazing for this kind of deck where every point of life matters.
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7 years ago  ::  Oct 29, 2006 - 8:42AM #50
FrankKarsten
Date Joined: Aug 11, 2006
Posts: 234
Format: Standard with Vanguard

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In my opinion, the most important part of a turn is the untap step. The Chronatog Avatar reads: "You have no maximum hand size. 0: Draw 3 cards and skip your next turn. Play this only once each turn".
Since almost all of cards in this deck have alternate casting costs, you simply activate his Chronatog avatar every turn and pitch an Autochthon Wurm to Nourishing Shoal for 15 life, throw out Genju of the Realm and Transguild Courier to play Commandeer, pitch a Witch-Maw Nephilim to Shining Shoal or Sickening Shoal, and play a Soul Spike for good measure as well. All at instant speed, of course, since you weren't taking turns! Then when your opponent has too many creatures out, you finally decide to take a turn for a change and play Sunscour. Or, if you already had an Island out, you can still play it on his turn with the help of Quicken and keep on activating Chronatog. When you have firmly established control of the game, then you can go for the kill. This deck still needs a couple lands and a kill spell to win, because winning with merely the pitch cards won't work; you'd need four Soul Spike and an opponent who keeps on walking into Shining Shoal, which is not the best plan. Instead, Th00mor came up with Cloudhoof Kirin. Directly after playing the 4/4, you pitch your expensive stuff for a 15-point Shining Shoal or a 12-point Sickening Shoal, and mill your opponent's entire deck in one swoop. Against control decks, you can go for a Boseiju, Who Shelters All–powered Persecute first to ensure that the Cloudhoof Kirin will resolve. Th00mor even had a Selesnya Signet and Selesnya Sanctuary in his sideboard, which allows him to play Witch-Maw Nephilim or even Iname as One as alternate win conditions in case everything else fails. Yes, this deck is absolutely awesome!
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