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7 years ago ::
Nov 02, 2006 - 1:25PM
#1
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Date Joined:
Aug 11, 2006
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7 years ago ::
Nov 02, 2006 - 1:35PM
#2
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist : Spoiler:
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Glare of Subdual might not be quite Opposition, but with Selesnya Guildmage and Vitu-Ghazi, the City-Tree, it comes close enough for most creature decks. GhaziGlare is not the fastest beatdown deck, but given mana, Glare can produce an offense capable of winning in two to three turns once its game is set. The usual duo of Scryb Ranger and Spectral Force is also present. It is not the best control deck, but the key tools can buy the time necessarily to keep the opponent out of his trump zone.
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7 years ago ::
Nov 02, 2006 - 1:45PM
#3
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist (note: this is an "old" pre-Planar Chaos decklist): Spoiler:
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This deck is all about synergy. It has most of the tools of older brother Solar Flare, but runs an internally powerful early game that almost can't be matched by any other deck in the format. Smallpox, for the low-low cost of BB, basically destroys an opponent's land, caused him to discard, and showed his man an Edict, while at the same time turning on your draw engine? Because of Flagstones of Trokair, you break the symmetry of sacrificing a land, and with Haakon, Stromgald Scourge and creatures that would rather be reanimated than hard cast, you break the symmetry of the discard. Smallpox is anything but traditionally symmetrical. You win the late game on the card advantage engine is based on Haakon, Stromgald Scourge. Essentially the goal is to use Haakon to rebuy Court Hussars, foregoing the white kick if you want to enable you to replay Court Hussars as often as you want.
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7 years ago ::
Nov 03, 2006 - 11:40AM
#4
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklists: Spoiler:
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Spoiler:
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Solar Flare first became popular on Magic Online, until Paul Cheon won US Nationals with it (July 2006). On first sight, you might want to classify this deck as an average blue control deck, but it’s not. It doesn’t even play any countermagic besides the Remands! Solar Flare is more of a “hybrid good stuff” deck that just brings the highest card quality to the table. It takes the concept of card advantage to a new level, since almost every single card in the deck provides card advantage of some kind, from Wrath of God to Persecute. The game plan of Solar Flare is to keep opposing threats off the board and then drop a big win condition as quickly as possible. It can accelerate into a turn 4-5 Angel of Despair via Signets or by using the degenerate Compulsive Research plus Body Double draw. The sideboard has cards that allow you to tune the flavor of the deck to your liking: you have some anti-creature cards against aggro decks and some discard/uncounterable spells that can come in to tweak the numbers against opposing control strategies or combo decks, just as the situation calls for. Solar Flare is pretty good against Dragonstorm (because of Persecute) and against slow mid-range decks, because of the card advantage and awesome late game Angel of Despairs. It is fairly weak against very fast beatdown decks like Zoo and Gruul; Solar Flare is too slow to handle that.
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7 years ago ::
Nov 03, 2006 - 11:48AM
#5
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist: Spoiler:
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The idea behind this deck is to play Dragonstorm with a storm count of four and search 4 Bogardan Hellkite out of your deck, dealing 20 damage to your opponent right away. In case you have drawn a Bogardan Hellkite, you can still search Hunted Dragons or Tarox Bladewing out of your deck as a backup. Since the deck is focused around generating a high storm count for a 9 mana spell, it has to play some mana producers. Rite of Flame, Seething Song, and Lotus Bloom are cornerpieces in this strategy. To ensure a consistent combo, the deck holds Telling Time, Sleight of Hand, and Remand, which allow you to dig for Dragonstorm or Seething Song, whatever you need to pull of the huge stormy turn. Telling Time and Sleight of Hand are particularly good in this deck, because they allow you to put any dragons you see on the bottom of your deck instead of in your hand; right where you want them to be. The game plan against control decks with countermagic is Gigadrowse. Usually, you first sit there charging up your Dreadship Reef for a couple turns. When the time is right, you unload it and tap down all your opponent’s lands at the end of his turn with Gigadrowse; then you go off on your own turn. There are a couple good answers to the Dragonstorm strategy, such as Trickbind, Persecute, or Shadow of Doubt. The sideboard of the above deck can be adjusted to your own personal preferences; options include Word of Seizing (vs Teferi), Tormod's Crypt (vs Dredge), or Riptide Pilferer (vs the mirror).
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7 years ago ::
Nov 03, 2006 - 11:53AM
#6
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist: Spoiler:
Show
The essense of a Boros deck is approximately 1/3rd creatures, 1/3rd lands, and 1/3rd burn spells, give or take a few. People will always turn up with red decks and try and burn you out. The deck is highly aggressive and consistent, starting with a 2-power creature on turn one, then another 2-power creature on turn two, and more more guys on turn three. Then the Boros player tries to keep the initiative and attacks his opponent down to a low life total with the white creatures, clearing the path with burn spells. After the opponent is down to ten life or less this deck will just throw some burn spells in the face to end it once and for all. It is also the simplest deck; even if you play badly, you can still win with a good draw. Slow decks that take time to take control will usually die to all the highly efficient burn spells. The strength of this deck is its consistency and straight forward game plan: quick creatures and burn. The weakness of this deck is that life gain is hard to beat. It won’t beat a deck with Faith’s Fetters and/or Lightning Helix. The unique elements of the above version version are the new Planar Chaos creatures Calciderm and Stonecloaker. They are high-end, but give the deck some late game staying power. Stonecloaker saves one of your guys in response to a removal spell, and at the same time may remove a Mystical Teachings from the game. Calciderm is just as good as Blastoderm has always been; 5/5 untargetable for 4 mana poses a lot of problems for many decks.
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7 years ago ::
Nov 03, 2006 - 11:56AM
#7
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist: Spoiler:
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7 years ago ::
Nov 03, 2006 - 12:05PM
#8
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklists: Spoiler:
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The goal is to assemble the Urzatron: one Urza’s Tower, one Urza’s Mine and one Urza’s Power Plant. Compulsive Research, Remand, Repeal, and Electrolyze draw cards so that you get closer to all the Tron pieces. Once the Tron is in place, you can use all that colorless mana by playing Bogardan Hellkite or a huge Demonfire. An interesting part of this new version is maindeck Sulfur Elemental. Apart from killing Savannah Lions, it's also decent against control decks as an uncounterable threat due to the split second.
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7 years ago ::
Nov 03, 2006 - 12:08PM
#9
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist (note: this is an "old" pre-Planar Chaos decklist): Spoiler:
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7 years ago ::
Nov 03, 2006 - 12:15PM
#10
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Date Joined:
Aug 11, 2006
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Format: STANDARD Decklist (note: this is an "old" pre-Planar Chaos decklist): Spoiler:
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Blue-white control decks have been around for a long time, and this is no different. You have countermagic and card drawing in blue, and Wrath of God and Condemn in white to deal with creatures that managed to slip under the countermagic. The main kill condition of the deck is Sacred Mesa. Reinstorm (Dan Rein, who played the above list), would like to give credit to lunar4lyfe (Chen Li) for his help.
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