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4 years ago ::
Nov 22, 2006 - 8:16AM
#1
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THIS IS THE OLD FAQ (Year 2007)09/17/08 CURRENT FAQ CAN BE FOUND HERE:http://forums.gleemax.com/showthread.php?t=1089916Legacy (type 1.5) FAQ If you have any questions please add them by replying to this thread and we will try to answer them for you. If your question is on a ruling please take it to the Rules Q&A FAQ thread. If you have a general question about Magic you can ask it in the Magic General FAQ thread. Legacy Resource Links:Legacy's Banned list Updated March 1, 2008Deck-o-Pedia(more to be added)Overview:Legacy (Type 1.5) is the one of 2 "Eternal" formats recognized by the DCI. The other being Vintage (Type 1). An eternal format means, rather than having sets "Cycle in" while bumping other out, it keeps all the expansions and core sets it already has while adding the new sets to its card pool. The format is always growing larger unlike the other formats. Most importantly you can build a deck and keep it for a couple years and it still be legal. Since you have access to every set ever released, some restrictions have to be put in place, This is where we get our Banned list. This list is put into place to keep the format balanced. With out it you would have a one sided, costly format. Legacy's ban list helps broaden the range of what is competitive and we don't have to pay hundreds of dollars for the real power cards. Vintage (the other eternal format) has its own Ban list, and a "Restricted list" which is much broader than the Legacy list and can be much more expensive to play. If you are interested in Vintage here is a Link to their FAQ. Most Legacy players have chosen the format because it offers the largest card pool versus cost of the cards. Which means you have the best chance of building a rouge deck and doing very well with it. Which is an attractive offer to almost any Magic player. In the end the "Top Decks" stay at the top for a reason. So with out further adieu here is a list of some of the better known decks and the tops decks of Legacy.
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4 years ago ::
Nov 22, 2006 - 8:16AM
#2
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# A-C43 Lands[decklist]Spoiler:
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5/3[decklist]Spoiler:
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Affinity[decklist|primer]Spoiler:
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Affinity
Sample Decklist:
// Lands 19 3 Blinkmoth Nexus 4 Tree of Tales 4 Vault of Whispers 4 Great Furnace 3 Darksteel Citadel 1 Glimmervoid
// Creatures 28 4 Arcbound Worker 4 Disciple of the Vault 4 Arcbound Ravager 3 Atog 3 Dark Confidant 4 Frogmite 3 Myr Enforcer 3 Ornithopter
// Spells 13 4 Chromatic Star 3 Cranial Plating 2 Berserk 4 AEther Vial
// Sideboard 15 4 Sphere of Resistance 4 Engineered Plague 3 Tormod's Crypt 2 Naturalize 2 Pithing Needle
Primer: Spoiler:
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What is Affinity?
It's a mechanic from Mirrodin. Around Darksteel, it became a Deck to Beat with the printing of Arcbound Ravager and Skullclamp. Later, Skullclamp got banned, but Cranial Plating was printed in 5th Dawn. Many consider the deck a Aggro/Combo deck because of the Disciple/Arcbound Ravager as alternative kill cards, outside of combat.
Around Extended, Meddling Mage was added in, and took 1st place at Pro Tour Columbus by Pierre Canali. Other variants in extended had Fling and Tangle Wire.
History of Affinity in 1.5:
It was all started by Ken Krouner at Grand Prix Phillidalphia, who used Berserk in Affinity. Rogier Maatan and Frank Karsten also have quite some success with the deck at GP Lille, since they both made Day 2.
Later, nickrit2000 from The Source made 6th place at GP Toronto's legacy side event.
Mathias Wigge Top 8's the German World Championship in Europe with Fling Affinity, Joey Dial Top 8's a SCG Duel for Duals with Mantle Affinity w/ Fling.
This deck is beginning to gain popularity due to the fact this deck has great match-ups against Goblin and Threshold. With Null Rod out of the format, this deck is sneaking it's way back in.
Primer and deck list submitted by Forbidian_Man Angel Stax[decklist|primer]Spoiler:
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Angel Stax
Sample Decklist:
4 Ancient Tomb 3 City of Traitors 9 Plains 4 Wasteland 3 Rishadan Port ---------------------------- 23 Lands
3 Exalted Angel ----------------------------- 3 Creatures
4 Mox Diamond 4 Smokestack 4 Tangle Wire 4 Chalice of the Void 4 Supression Field 4 Ghostly Prison 4 Wrath of God 3 Trinisphere 3 Crucible of Worlds ------------------------------------ 34 Lock Pieces+Moxen
(Christoper Coppola’s wich is seen as the perfect build)
Primer: Spoiler:
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Stax, or the 4000$ Solution is one of the top decks in Vintage. It uses mana denial as Trinisphere , Sphere of Resistance , Strip Mine +Crucible of Worlds and other lock pieces like Smokestack to lock the opponenet. All this is powered by the Uber-broken Mishra's Workshop along with Goblin Welders to cheat (AKA as transforming a Mox into a Sundering Titan ). In legacy we lose the power of Workshop but the deck can still work with some tweaking in Legacy.
The general game plan is to lock the opponent and if the lock is hard enough pull out an Exalted Angel and kill the opponent. It should be noted that the deck has not any kind of draw.Even Goblins decks will draw more cards. That means that to play stax correctly you must make every card to cripple the opponent and affect the board state. However this has a good part since you can win games by decking the opponent if your angels are extracted/Jester Caped.(Crucible+3Sphere+Smokestack=GG). A sample hand
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Hand= Ghostly Prison , Crucible of Worlds , Wasteland . Plains , Chalice of the Void , Tangle Wire and City of traitors .
The first thing here is about playing the city. If you felt couragerous play it if not play plains and give turn. I prefer to go offensive since chalice must be played in turn 1 to be useful against goblins.
1) Play City of traitors. Tap to cast Chalice of the void with one counter. Pass
Draw another Crucible of worlds.
Crucible means an stable mana base to drop everything else so I drop it.
2) Tap City for mana, Play Plains (City goes to yard), tap plains and cast Crucible. Pass.
Draw Smokestack
This is an easy choice betwenn Prison and Wire. It depends of the opponents number of creatures and lands. If they can attack you with something dangerous play Prison, if not play Wire. If the opponent is mana screwed play wasteland and cripple him more This is an example so I play wire.
3) Return City of traitors, Play Wire. Pass
Upkeep, remove counter. Tap the artifacts. (Now, that’s assimetric. They tap four permanents and you tap a real number of 0 as you don’t care at them being tapped).
Draw second Prison.
Against aggro you play the second prison. If not there are two options:
-Play Wasteland and start killing lands -Play Stax and start killing something.
I choose to drop the Stax, saccing City and pass turn.
Upkep: First sacrifice Stax permanents (None), Remove Wire counters (2 left), Tap to wire (Artifacts), Add Smokestack counter (One).
Draw second Stax. Three repeated cards, lol.
4) Return city to play via crucible.
You have a soft lock by Crucible/Stax/Chalice. You can do whatever you want this turn, I play a prison so I have one non-artifact permanent (Cannot me melted, demolished, etc.).
From this point everything is an easy choice until you can kill the opponent. The priority should be an Chalice for Two or a 3Sphere to complete a hard lock that kills the opponent.
This is the most common Stax play but sometimes you can play a really fast angel that destroys the opponent. A good Fast Angel hand will look like this:
City of traitors/Ancient Tomb Mox Diamond Plains Angel Chalice/3 Sphere (Against aggro decks you can go suicide as they can’t deal with it) Random card Random Card [/Sblock]
The maindeck choices
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The maindeck was designed by Machinus as is like Goodman’s Tooth and Nail build. It is perfect. With the current card pool there is no way to improve it so don’t bother. You will only make the deck worse. However minor tweaking is possible depending of your metagame. But it should be MINOR.
Lands and Mana: Ancient tomb and City of traitors = Poor man’s Workshop. Provide mana to make the deck work. Mox Diamond = Mana accel. Much like Tomb and City but provides white mana. Wasteland = Uncounterable lands destruction for free that can come back again and again and again thanks to Crucible. Rishadan Port = Tapping a land gives you a lot of turns in this deck and is as deadly as killing it. Plains = Broken tech
IMPORTANT: By the time of writting Flagstones of trokair has appeared. It is a very interesting card that offers great synergy with Stax. I recommend it as a 2 of of I haven’t tested it and could be bad as it makes easy to prevent you getting to double white mana for Wrath of Angel which can be very decisive against goblins.
Lock pieces: Smokestack = The best card in the deck. In each upkeep each player sacrifices a permanent. You play more than any deck and, don’t care them being killed and each of your permanents is better than the opponent’s cards so the simetry is broken. Also comboes with Crucible of worlds. Tangle Wire = Double time walk for 3. Your opponent will have to tap all they have and you tap artifacts that doesn’t mind being tapped. Chalice of the void = Chalice of the void for 1 owns legacy. Period. And if you have two in play... Trinisphere =Control and combo killer. It doesn’t affect you thanks to tomb and city. Only three are played becuase multiples are usless. Crucible of worlds =Gets Wastelands to play again. Also has a great synergy with Stax, City of traitors, Mox diamond and enemy land-killers are rendered useless. Ghostly prison =Stops aggro in it’s tracks. Superssion Field =Ah, the most hated card in the deck. It is really, really good and it is really, really bad. It annuls hundreds of cards in Legacy but it hinders your wastelands. This works in competitive metagames. The most competitive your meta is the better it is and viceversa. I can only say “Test it”.
Other: Wrath of God = Kills all cretures, giving an enormous permanent advantage. The permanent advantage is very important and is what makes Wrath better than Moat Exalted Angel = The deck finisher. Is big, fast and fits the curve. The life gain counters the loss of life from tobs and pwns aggro.
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The Sideboard
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Unlike the Maindeck which is considered optimal and should not be changed the sideboard is very fexible and can adapt to almost all situations. Generally used cards are nad recomendations are:
1 extra Exalted Angel : Angel wins games by it’s own. It is so techy that some players play the four of them MD. A must to have if your meta ahs aggro. 1 Tabernacle at pen. Vale : Tabernacle against aggro decks can become a constant free wrath when backed by the core of Stax. However you never want two of them and when I say never I mean that running one is fine but two is in the red zone. It cost a land drop and is legendary adding more mulligans and bad-topdeck. If you felt coragerous run two. Moat . Moat are extra wraths and can twist games into your favor lone-handedl. (Ex. Goblins). However they are not like wrath because they don’t stop flying creatures. That’s all. It’s a good card and I would run 2 of them in the SB. No more as you don’t want to have a lot of 2WW around. Bottled Cloister Stax problem is that it doesn’t have draw. Cloister is not good enough to make in the MD but is useful against a random field like Legacy’s metagame: Sometimes you find that some cards in your MD are dead and you need something to change them. Crucible is good but is not very useful against a deck with so many basics like madness or when Supression field hits only two fetchlands . Here is when cloister comes. Karmic Justice and Hanna’s custody : Those two cards serve the same role: Protection. However with today metagame Justice is a lot better since it protects from Mass sweepers and protects your enchantments. Run one of them as a 3-of. Sphere of law : Anti-red tech. More narrow than Moat but more effective. Run those over moat if your meta has a lot goblins and run Moat if your metagame is more diverse. Disechant : Disechant is disechant. ‘Nuff said. Removes pesky things. However I found that this can range from very useful to utterly useless depending of the metagame. In the current metagame there are not a lot of evil artifacts or enchantments around that can’t be “answered” by Kramic Justice so I don’t recommend it.
Other interesting cards:
Dodecapod : Stax is vulnerable to hymns and the like and this is a veyt techy response to Deadguy/Suiblack/Confidant etc as it is a house when discarded and has a good body hardcasted as most of confidant threats are smaller. A very personal choice of me. Note that it’s bigger than all the Deadguy creatures but Negator when hardcasted.
Winter Orb : Extra control hate. Mostly unneeded because of Stax’s amazing matchup against control by the most part.
Defense Grid : Outdated SB material. Stax should not have problems with Control as previusly stated. However if you have problems with control this is anotehr good option, even better than Orb. Not useful in wide metagames.
Tormod’s Crypt Graveyard hate. Useful is your metagame has reanimation, Ichorid and maybe Salvangers. A dead card otherwise.
Powder Keg Powder keg is good but it is killed by Supression field. If your metagame doesn’t have any use for Field then play those but never play Kegs with Field, be it in Maindeck or Sideboard.
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The cards that should not be run Spoiler:
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Those are some cards that sometimes are run and are not good. They’re like running Wishes in Tooth, a weaker strategy than the normal deck.
Sphere of resistance This card is run by all Stax decklist of vintage and is a good card. Then, Why don’t run it?. Because it is symetrical. Workshop produces three mana so playing Sphere is not dangerous but when you rely on tomb and suddenly all your spells cost 4 and 5 mana you find why it was bad.
Karn, silver golem : It turns your artifacts into creatures swing when you are already winning and give your opponent the option to kill them. Karn does nothing on it’s own as it sucks at defense because he can’t kill Squire nor attack for the win as a simple guy will meddle in your way forever. He also doesn’t like Supression field, so angel is a better option overall.
Very general Matchups
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Aginst a very competitive metagame: Good Against a very random metagame: Bad Control: Good Combo: Good Aggro: 50/50
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Matchups:
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Threshold: This is the deck best matchup. All your cards are ultra-efective against it. Chalice for one will annul 20 cards of their deck (All cantrips plus Stp and other spells). They run a low land count, very few of them basic and fetchlands. This makes Wasteland and Supression Field hosers that combined with Stax, Wire or 3Sphere cards that simply win. In fact the problem of Threshold against Stax is their lack of permanents. They run 17 ladns but only 8 of them are real lands (The rest are fetchlands) plus 10 creatures,2 of them wich are uncastable (The Mystic Enforcers) because Stax is restraining their mana base. That makes a total of 18 permanents. Stax plays 56. Guess who is losing to Wire, Stax and Wasteland.
Recommended Sideboard: None
Enemy Sideboard: They pack Meddling Mages and in very rare occasions Energy flux. Mage is a nuisance but is not enough when you have an amazing matchup against Threshold. Against flux use Disechant or walk around it.
Solidarity: This is also a good matchup. Their real disruption is based in FoW and Remand , which should not be a problem, and one bounce spell (Echoing Truth) in their SB (Note, some builds also pack an Chain of vapor in the SB) to wish for. The best strategy is to lay lock piece after lock piece and prevent them for digging. Chalice and 3Sphere are the stars here and are backed by the rest of the deck, that prevents them for getting enough land.
Sideboard: I would sideboard nothing. Enemy Sideboard: Nothing
Confidant: (Mainly BW version, wich is the most dangerous) This matchup is about 60-40 for the Confidant player. Stax doesn’t have a draw engine so big discard hurts (Losing 3 cards in the first turns, not a single duress). The important thing about Confidant is that they have a lot of disruption but their creatures are not that great so the game is going to be quite long as you can usually stall and prevent them from killing you. Post board it becomes a less tricky matchup and if you SB correctly you can turn it into your favor.
Sideboard: +1 Extra Angel +3 Bottled Cloister -4 Supression field. If you expect Disechants bring in Karmic Justice for Crucible of worlds. If you play Doecapod this was the matchup to ring them in so do it. They’ll fear to Hymn you and you can harcast the Dodecapods and kill all of their creatures but Shade.
Enemy Sideboard: Expect general hate like Disechant and more discard thrown in like Gerrard’s veredict which hurts a lot.
Iggypop: Very easy matchup. They can’t go off with all the hate you have with Intution and it is impossible for them to reach to the mana neccesary for double tendrils.
Sideboard: +3 Bottled Cloister +1 3Sphere -4 Wrath of God -4 Ghostly prison +3 Karmic Justice +1 Dodecapod
Enemy sideboard: Nothing of importance. If they play flux just SB disechant and win.
Survival variants: To the Stax player this is just a slow aggro deck that is going to kil you 1-2 artifacts at most. Their mana base is vulnerable not because of their lack of basics bu for their huge need of mana and Supression field kills Survival (Ever thought why Survival died? It was because Needle and Field acts like one). However this matchup can turn against you if you play with a very skilled player, if you don’t know what you’re doing and/or depending of the build. Beware of this and play carefully.
Sideboard: +3 Karmic Justice Depening of the build you face -3 Chalice -3 3Sphere -3 Crucible.
Enemy Sideboard: Expect more creaturs that kill things when they come into play and less dead cards.
More to come soon.
Primer and deck list submitted by General_Norris Angel stompy [decklist|primer] Spoiler:
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Angel Stompy
Sample Decklist:
Creatures [21]: 2 Savannah Lions 3 Isamaru, Hound of Konda 4 Mother of Runes 4 Silver Knight 4 Solitari Priest 4 Exalted Angel
Spells[16]: 4 Swords to Plowshares 4 Parallax Wave 2 Disenchant 2 Mask of Memory 3 Jitte 2 Sword of Fire and Ice
Mana[23]: 3 Chrome Mox 4 Ancient Tomb 16 Plains
Sideboard [15] 4 Glowrider 3 Armageddon 3 Tormod's Crypt 3 Pithing Needle 2 Disenchant
Primer: Spoiler:
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Angel Stompy is an aggro-control deck that designed to have a fantastic game against all other aggressive decks and compete with most control out there, however the deck struggles a great deal against most combo decks. The deck's basic goal is simliar to that of a more traditional white weenie build, expect AS enables you to power out fast game winning cards, like exalted angel, parallax wave and equipment, through of ancient tomb and chrome mox. A splash of blue and/or black is sometimes added to help with its troubling matchups but the inconsistency it adds makes it a debatable decision.
Card Selections:
Savannah Lions: A solid 1 drop. Only 2 are run due to ismaru being a better card.
Isamaru, Hound of Konda: The best aggressive 1 drop that white offers. Only three are run in this case due it's legendary status but people will often run 4 anyway.
Mother of Runes: Protects all of your creatures, especially your precious exalted angel. She is also an excellent chump blocker and can be even used as an aggressive threat with the right equipment attached.
Silver Knight: He's immune to all goblins and burn. At the worst a 2/2 first strike for 2 mana which isn't too shabby.
Soltari Priest: One of the most debated slots in the deck. The evasion can be really good with equipment but people will often fool around with other options like: white knight, spectral lynx, samauri of pale curtain and kami of ancient law.
Exalted Angel: One of the powerhouses of the deck. Can typically be played second turn due to ancient tomb and/or chrome mox and if it flips and stays around a few turns it's typically game over.
Swords to Plowshares: The best targed creature removal in the game.
Parallax Wave: This card is often underrated. It can easilly be accelerated into with your tombs and moxen and it is usually a fantastic topdeck. It will typically act as multiple turn time walk against anything aggressive both clearing the way for your creatures and protecting you defensively. It can also be used on your own creatures to save them from targeted or mass removal.
Disenchant: I view this as a metagame slot and disenchant is typically pretty good, pithing needle is another frequent choice.
Mask of Memory: Gives you some much needed card advantage due your chrome moxen.
Jitte: The best equipment in the game, seriously. Jitte is especially good in here due to how fast it comes down; it isn't all that rare to see a creature attached to a Jitte swinging on the 2nd turn.
Sword of Fire and Ice: It's right up there with Jitte. It needs to hit the player and will often come down a turn slower than Jitte but it is still incredibly powerful and will often win you the game if played in a timely fashion.
Chrome Mox: Provides acceleration into angels, waves and equipment. The speed you gain will typically more than make up for the card disadvatage you suffer however some people still like to run City of Traitors in this slot.
Ancient Tomb: Best acceleration available for this deck. Greatly increases the speed of every powerful card you have in the deck.
Plains: Well you're going to need them.
Splashes of blue or black were briefly mentioned above. I won't go into too much detail on them, it should just be noted that each color offers various cards to both the maindeck and sideboard of angel stompy. Angel Stompy with Blue Splash
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Angel Stompy with Black Splash
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Primer and deck list submitted by Jolfer Belcher [decklist] Spoiler:
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Burn [decklist] Spoiler:
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4 years ago ::
Nov 22, 2006 - 8:17AM
#3
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D-IDeadguy Ale / Pikula[decklist|primer]Spoiler:
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Deadguy Ale AKA Pikula, AKA Confident, AKA Ying Yang
Sample Decklist:
Lands: 10 Swamp 4 Scrubland 4 Bloodstained Mire 4 Wasteland 1 Tainted Field
Creatures: 4 Dark Confidant 4 Hypnotic Specter 3 Nantuko Shade
Spells: 4 Duress 4 Hymn to Tourach 4 Sinkhole 4 Dark Ritual 4 Vindicate 2 Gerrard's Verdict 2 Engineered Plague 2 Cursed Scroll
Sideboard: 4 Withered Wretch 3 Pithing Needle 2 Engineered Plague 2 Darkblast 2 Swords to Plowshares 2 Phyrexian Negator
Primer: Spoiler:
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Deadguy Ale is a B/W Aggro Control deck, that disrupts it's opponants with such spells as Sinkhole, Hymn to Tourach, and Duress. The creatures it plays are generally there not because of their power, but because of their utility, such as Hypnotic Spector or Dark Confident. It's problem matchups are generally midrange aggro decks, such as Faerie Stompy, RGSA, or Angel Stompy. It has very good matchups against Combo in all forms, due to the large amount of Discard and Land Distruction, and has favorable matchups against most Control decks. The original decklist was played by Chris Pikula, the creator of Meddling Mage, to a second place finish. His decklist is the list above.
There are several choices for the deck currently, such as adding a Singleton Volrath's Stonghold, or Tomb of Urami, adding Jotun Grunt and/or Masticore to shore up the bad matchups, adding Withered Wretch to the main, using Jitte for it's awesomeness. Generally the maindeck Plagues and Gerrard's Verdict's are dropped for these. Another common choice is to add 3-4 Swords to Plowsheres, and possibly Mutilate in the sideboard.. Currently there is quite a bit of hype surronding Small Pox, and what it might mean for the deck. Primer and deck list submitted by GoblinSnowman Dredge Atog[decklist]Spoiler:
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Faerie Stompy[decklist|primer]Spoiler:
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Faerie Stompy
Sample Decklist:
Mana 4 Ancient Tomb 4 City of Traitors 7 Island 1 Seat of the Synod 4 Chrome Mox 1 Shoreline Ranger
Creatures 4 Cloud of Faeries 2 Sea Sprite 3 Looter il-Kor 4 Serendib Efreet 4 Sea Drake 3 Trinket Mage
Spells 4 Sword of Fire and Ice 3 Umezawa's Jitte 4 Force of Will 3 Psionic Blast 4 Chalice of the Void 1 Pithing Needle
Sideboard 1 Pithing Needle 1 Engineered Explosives 2 Tormod's Crypt 3 Misdirection 3 Binding Grasp 3 Winter Orb
Primer: Spoiler:
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Faerie Stompy is a mono-blue aggro-deck built to abuse the best mana accelerants, undercosted creatures and tempo-cards available in Legacy Blue. In other words, it drops a huge dude, equips it up, disables the opponent and beats the living hell out of the unlucky goldfish on the opposing side! The deck has the capability to do well against just about any strategy due to the versatile disruption and powerful, proactive plan the deck packs. The modern variants tend to smash combo-decks of all varieties and be favoured against most aggro-decks with the control-MU depending totally on the control-deck’s vulnerability to the toolbox artifacts FS plays, and pro-red
There’s some variance to the common lists, but they’re usually something to this effect. I’ll go over some alternatives in the individual card-by-card – analysis. Speaking of which:
Card choices
Manabase Ancient Tomb and City of Traitors These two cards serve to cheat. Savagely. Basically, having a land that taps for mana allows you to play less lands as having one of these in play is equivalent to having two normal lands in play, generating virtual card advantage. Also, since they tap for two the turn they come into play, they accelerate your playing by a turn. These two cards are the basis for the deck’s operation, as the fellow with the most mana can cast the best cards. Much of the philosophy of Faerie Stompy is based on generating the said mana advantage. Downside is that the deck is forced to run a low number of blue sources, thus making cards with  or more blue in their mana cost almost uncastable. That’s what the deck is built around though.
Chrome Mox Well, first of all it allows casting turn 1 dudes and accelerates you by a turn, costing you a mere card. Also a land you can play with City of Traitors in play without popping the former, and one of the prime means to cheat a Sea Drake into play.
Island Mono-blue deck. The most broken blue land ever, immune to Wasteland and such. Fairly obvious, no? Some builds play some Faerie Conclave s to get some extra threats at the cost of some speed. Conclave is a decent card in a control-meta, but in an aggro-meta, it’s just a Wastelandable Island that comes into play tapped most of the time. I prefer Shoreline Ranger as my ‘utility Island’ as it does more stuff like pitching to things.>
Seat of the Synod [card=Wasteland]Wastelandable[/card] Island that can be fetched via Trinket Mage
Shoreline Ranger Perhaps the weirdest recent card choice, it’s an Island I can imprint on Chrome Mox , pitch to Force of Will , or just plain cast if I’m manaflooded and draw it. If I have a hand with 2 mana, I can just cycle this for the third.
Creature-base Sea Drake The biggest hitter blue has available. If someone hasn’t got it yet, Flying is awesome in a format with billions of creatures, and 4/3 for 3 is just plain nuts. Worth noting that the drawback can actually work in your advantage if you don’t want to destroy a City of Traitors in play (return it to hand instead) or if you are under a Winter Orb (your own post-SB or opponent’s pre-SB) and want to hit your landdrops. Also, if you’d else miss your landdrop on a turn, you can cast Sea Drake, return 2 lands to hand, and play one of them, essentially making Sea Drake just cost either or less. Oh, and often (if you have enough lands in hand) the right play is to play turn 1 City of Traitors, turn 2 tap it for mana, Island/Seat, Sea Drake. This way you aren’t forced to return the Island into hand, saving you from a devastating tempo-hit. If you can at all avoid it, don't cast it so that you go to 0 lands having wasted your landdrop. Occasionally you can do that, especially when opponent has no removal and you have no other business to speak off, but usually it should be avoided to ending the turn with 0 lands in play.
Serendib Efreet 3/4 flyer for 3 is the next best thing. Usually you just deal more damage than your opponent. Occasionally the drawback hurts, but it’s by far the best thing at this cost.
Trinket Mage It isn’t the biggest thing around, but it can get any of the relevant artifacts (Chalice of the Void , Seat of the Synod , Chrome Mox , Pithing Needle and post-SB Tormod’s Crypt and Engineered Explosives (occasionally met in the main too)) to shut down opponent’s cards, generates me an extra card and still carries equipment just fine. Some builds play full 4. Most varied point in the deck, some play other MD artifacts (Engineered Explosives , Tormod’s Crypt , even Phyrexian Marauder to get an attacker out of it)>
Cloud of Faeries It’s a 1/1 flyer for 2, but it’s actually free. If it’s cast off a Tomb/City, it actually provides you extra mana and can actually get you 7 turn 2 (with Mox, and any combination of two Tombs/Cities in play). Basically, it’s used to enable the equipment, Chalice and to play multiple dudes in a turn. It also has cycling, which isn’t trivial as it can dig for lands early on and in midgame it digs for bigger bombs like equipment, Force or big creatures. Also, if there’s a Chalice at 2 out, you can cycle it, so it’s never dead. Versatility incarnate.
Sea Sprite Might look underwhelming, but against Goblins, there’s no more reliable blocker. Also, it’s an incredible creature to equip against red decks and since it’s naturally pro-red, it’s exactly what I want against Devastating Dreams and the like. And it’s a 2-drop. The count and their necessity are both questionable, but I prefer solid Goblin-MU and these help. Some people use Thought Eater as a 2/2 for 2 instead and some use the Weatherseed Faeries to get by Chalice at 2 and to just have more punch against non-red decks. Weatherseed also kills the bigger Goblins, but I prefer the early stability as in midgame, my Needles and Chalices along with equipment kick in and usually allow me to pull through as long as their Lackey doesn’t connect into Siege-Gang.>
Looter il-Kor Recent addition, it’s a creature that also optimises hand, allowing me to rid myself of pure draw spells, getting something that bears equipment instead. Shadow is also huge against decks with flyers, as getting Sword of Fire and Ice through is very important. Some builds use actual draw like Fact or Fiction or Thirst for Knowledge . Thirst optimises hand while Fact is pure muscle in drawing. I might try coupling Looter with Fact as I can optimise what I drew and Fact gives me the most raw cards to work with.>
The rest Force of Will  , so for example Trinisphere still forces you to pay 3 more for it, and it gets past Chalice at 0.> The deck has tons of blue cards. This is just about the best blue card in the format and allows FS to capitalise on the tempo advantage generated by the extra mana as it nullifies opposing plays for no mana. Also makes the deck a lot more resilient by giving me an answer to pretty much anything and is a key piece in combating combo-decks, giving me relevance already on turn 0. Psionic Blast One of the most contested slots in the deck, this speeds up our goldfish (the deck is very adept at dealing 16, so this often speeds the kill up by a full turn). Also is used as creature control, it kills Goblin Warchief on opponent’s turn when Goblin tries to Alpha you into oblivion and is a general answer to everything annoying like Platinum Angel , Spike Weaver , Spore Frog (if they try to lock you out), allows getting damage past Glacial Chasm -recursion, etc. Basically all the threats in the format save Exalted Angel have a butt of 4 or smaller too, so this kills ‘em all. Reach never hurts against control either. Sword of Fire and Ice Humility is applied in timestamp order with the equipment. If you equipped your equipment before Humility comes into play, Humility negates the bonuses. However, it’s simple enough to just re-equip your equipment to gain the bonuses regardless.>Crazy equipment, essentially gives the equipped creature 4 more power to smash face, makes it much harder to kill or deal with in general and kills opposing dudes, pro-blue or otherwise. Worth noting that Sworded Sea Drake can even attack into Simic Sky Swallower or a threshed Mystic Enforcer . The extra cards are superb and the protections rock. It’s the card that facilitates the deck’s turn 3 kills, in one word, amazing. Umezawa’s Jitte Sakura-Tribe Elder blocking Trinket Mage with Sword), Jitte gets no counters. Also, counter-bonuses are applied the moment you use the counters so this card is completely immune to Humility .>It kills creatures and pumps creatures, albeit with a one-turn delay. It’s a fine killing machine still and it’s cheap too, but unfortunately a subject to Pithing Needle and Chalice at 2 (not to mention the Legend-rule). The lifegain is really useful in a deck this reckless about its lifetotal and that’s the one ability that gives it anything on Sword of Fire and Ice. Generally, you’ll prefer the extra card and protection from Sword, but occasionally, you’ll want the lifegain from Jitte. A good second. Chalice of the Void is 0 in every place but the Stack. That means that Pernicious Deed or Engineered Explosives for 0 will always destroy all Chalices, but that also means that Chalice of the Void at 1 will prevent any Repeal s from ever bouncing a Chalice as they have to cast it for 1 to hit the 0-cost Chalices, and a Chalice at 1 counters all spells costing one. Also, a Chalice at 2 will prevent you from casting a Chalice at 1, since Chalice at 1 has the converted casting cost of when on the stack.>A bomb, Chalice of the Void is one of the main strengths of the deck. At 0, it often slows down Storm-combo using Lion’s Eye Diamond , Lotus Petal , etc. long enough to win. At 1, it hurts down High Tide -combo as well as removal like Swords to Plowshares or Red Elemental Blast and at 2, it shuts down most key artifact removal spells, Life from the Loam and company. Many matches come down to knowing, where to lay Chalice at in it. I’ll give a list for that among the match-up analyses. Against aggressive decks, you’ll usually have better things to do midgame than laying Chalices though, so you might want to consider the other fetch-options at that point. Also, against combo, lay a Chalice at 0 if they’re going off next turn, it’s better than doing nothing. Pithing Needle Polluted Delta with them having it in play, they can’t use it in response anymore. They must use such before the Needle resolves without knowing what it’ll name, or they won’t have the chance anymore.>Basically, a 1-of general solution in the MD. It shuts down Wasteland , Aether Vial , Maze of Ith (key to winning against Lands.dec), Umezawa’s Jitte (if opponent gets the Jitte-superiority), general equipment, Parallax Wave (key to beating Angel Stompy), fetchlands (if they let it resolve), Engineered Explosives (which can be very painful as it can always be cast past Chalices to blow ‘em up), Pernicious Deed (extremely important), Survival of the Fittest (potent archetype against us), Recurring Nightmare (a power-card), cycling and dozens of other things. Basically, activated ability is anything with a colon, “:”, in it, and Needle can hit all those. SideboardPithing Needle The same as in main, comes in against decks with lots of harmful activated abilities. Engineered Explosives as anything, it’ll only get counters equal to the number of colours used to play it. In Faerie Stompy, it’s basically always 1 or 0.> 0.>At first, it might look like an odd card in a mono-coloured deck, but it isn’t all that odd seeing that the deck has Trinket Mage and Chalice. Engineered Explosives can be cast past Chalices to handle problems that got into play before the Chalices resolved, and to sweep 1-CC of problematic permanents ( Nimble Mongoose with Worship in play, Pithing Needle on our equipment, Aether Vial , Goblin Lackey , etc.) and be used to kill all tokens (it will kill Chalices too, but at least you’ve got the option). Very relevant against combo-decks using Empty the Warrens . It’s the only card really good for this job and thus an irreplaceable component for the sideboard. Tormod’s Crypt A tutorable piece of graveyard-removal, comes in against graveyard-reliant decks like Life from the Loam - and Terravore -variants, Ill-Gotten Gains -combo, [card=Werebear]Threshold[/card], Ichorid , et cetera. A necessary part of the SB as else the deck is unarmed against graveyard. Binding Grasp Legacy has lots of decks that play creatures. Many of them play big creatures to fight the horde of Goblins. This comes in against basically any creature-deck save Goblins. I bring them in in some quantity against Threshold too, to avoid Worship-lock and to steal Mystic Enforcers, but most importantly, decks like Survival, Angel Stompy, RG Beats, 5/3, UW(b) Fish, EBA, mirror and your usual midrange fare. Most importantly, it’s an absolutely crippling card in the mirror. Chosen over Control Magic due to castability issues and the fact that the +0/+1 on a 4/4 allows it to stop a whole bunch of 4/4s on an opponent’s side. The upkeep is affordable, the card is superb. I’d only take it out if I knew I was going to a meta devoid of creature-decks. Misdirection Counterspell s (any counters really; remember that countering Remand also deprives them of the card they’d get off it) by forcing them to target Misdirection instead of the spell they were originally targeting.>
Brought in against blue combo to fight the counterwars and derail their win conditions ( Turnabout , Stroke of Genius , Echoing Truth , Brain Freeze -copies, Remand ), against black disruption to aim their Sinkhole s, [card=Hymn to Tourach]Hymns[/card] and Vindicate s to better places, against white aggro to make their Disenchant s and Swords to Plowshares miss (if there are only 8 targets, you might want to only bring 2 or so in though) and even against Rw Goblins and their StPs, Disenchants and Shattering Spree -copies. An extremely versatile card only getting better as decks pack more and more spells. Winter Orb This comes in against control-decks and decks like 43 Lands.dec and your usual multi-land mana-hungry affair. With Clouds, Sea Drakes, Cities of Traitors, Ancient Tombs and Chrome Moxes, you can easily cheat past it, but your opponent will be casting a spell an aeon. Let alone you counter their big spell, that buys you ~6-7 extra turns to reduce them to smithereens. Incredible, but removable if you expect no lands. That covers the standard SB- and MD-fare, there are other alternatives but I’m not going to go into those as they’re highly specific, while this is a rounded all-around solid list with something for everything, usually enough to be the favourite. Feel free to try out different cards, but remember the restrictions (no   if at all possible, castable off about 2-3 lands, blue-card count must stay high enough for Chrome Moxes, Force of Wills and SB Misdirections (hence why I’m not crazy about Trinisphere , coupled with the fact that with no Wastelands, it’s not even that good here as aggro just develops out of it if they can just StP our early threats)) Match-up overviewVial GoblinsThis is usually the most important match-up in any metagame as they’re cheap, strong and relatively simple to do relatively well with (excellent players of course do much better). The problem is, since it’s played so much, there’s an enormous amount of variety between the different lists. Here’s how it usually goes: -Mono-red build with no MD tech or stuff like Jitte or Crypt is rather easy to beat unless they get nuts against a slow hand from you. Basically, your aim is to not let them cheat on mana with [card=Aether Vial]Vials[/card] and [card=Goblin Lackey]Lackeys[/card], so drop Sea Sprites, Serendib Efreets, Sea Drakes, the guys they have trouble removing. Then suit one up with Jitte or Sword and kill them while keeping their army in check. Important to know when to go all-out to the head as some boards not only make it possible, but require you to aim all damage to their head and win before they can get going. Important to know that if they get their mana going, you can’t keep up as then they’ve got even more than you. On the play, Chalice at 1 is devastating from you, but on the draw, you usually need to Needle their Vial and block their Lackeys and such before dropping it. Mana denial is something you should take into account when keeping hands and playing Mages (fetching Seat of the Synod or Mox is often the right call over business) as they play Wastes and Rishadan Ports. The good news is, you don’t usually get stuck playing land-go, so you can drop guys before their denial comes online, making using the denial in the first place a bad idea. And then there’s the whole ‘my deck can operate off 2 lands while yours require 5’-thing going on. Post-SB, you get access to any possible extra Jittes and Sprites you’ve got on the SB, as well as Pithing Needles and Engineered Explosives (I usually take out a Looter il-Kor on the play, Chalice on the draw, as Chalice is much weaker if they get a cheater in play. Of course, if you have the nutty turn 0 Force+turn 1 Chalice, you’re a happy camper, but doesn’t happen often enough to rely on). They unfortunately get Red Elemental Blast s, Hydroblast s and Shattering Spree s along with any extra artifact-hating Goblins, which are all bad news. The good news is that Chalice at 1 is all the more devastating, especially if you can FoW the replicate-copy from Spree aimed at it. They also weaken their gameplan game 2 to fit the hate in, so if you can handle their early game, you should be fine. -Rw Goblins contain some good and some bad news. Good news is that they are more suspectible to SB Misdirections (StPs and Disenchants are much easier to Misdirect than Red Elemental Blasts and Shattering Sprees, as REBs can’t hit their cards and there’s a whole lot of Sprees to Misdirect, but StP and Disenchant have no such problems) and Chalice at 1, the bad news is that without a Chalice, Swords to Plowshares is a major headache and Disenchant hurts too. You should be favoured, but this MU gets better post-board (take out some draw-cards and perhaps Psionic Blast or two for Misdirections, EEs, Needles and company). Just be careful not to side out too many Chalices on the draw as the StPs are painful and they may have Blasts on the SB too, although it’s less likely here. -Rg Goblins are the worst; Tin-Street Hooligan is MD artifact hate and has an immediate effect unlike the usual Goblin Tinkerer , and can only be stopped by Force of Will. Krosan Grip is unstoppable and Pendelhaven can be an annoyance. The good news is, they don’t usually have much SB against you besides Grips as they’re busy playing anti-combo instead, but some Blasts may still come in. ThresholdIf Goblins are the #1 MU in any meta, this is usually the #2. The bad news is, the deck is extremely consistent and has extremely large dudes for their cost. The good news is, Chalice of the Void is a nuclear bomb against them and Sword of Fire and Ice + Umezawa’s Jitte make your guys just too large for them. Against the red variant, an active Sword is pretty much game, against the white variant, there’s always StP. If you land Chalice, their landcount of 17 basically makes their 4-cost finishers unplayable as they can’t cantrip into lands. Your Forces are best left for either Swords or to force through spells. Play around Dazes if possible, but if you’re stuck at three mana, don’t avoid casting spells just because. Most importantly, resolve creatures StPs can only handle so many and your creatures with flying can generally trump theirs. Post-SB, things get better with the useless Needle gone, the Binding Grasps to answer their 4-drops and steal Werebears, the Tormod’s Crypts to make races utterly unfair and the Engineered Explosives to smash their Needles and Nimble Mongoose. Worship is the only thing you need to fear from them, the best answer to that is to kill all their dudes. Overall, slightly favourable thanks to Chalices. Solidarity/Spring TideThere isn’t much to say about this MU. You’re about as fast as them, faster on nuts-draw, you have basically 11 cards worth of relevant disruption and you get Misdirections post-SB (instead of Pithing Needle and Umezawa’s Jittes in my build as the life is useless and the additional damage is kinda slow in this MU). Drop Chalice at 1 and enjoy, follow up with one at 2 for a game against most builds (some run Rebuild though, so beware). Oh yeah, don’t hold back, feel free to knock yourself down to 1 life as long as Efreet doesn’t kill you. I have, in all honesty, dealt 19 points to myself with Clouds, Psionic Blast, Ancient Tomb, Serendib Efreet, etc. Very favourable. Heck, if you feel like it, as long as you have a creature in play, play a Chalice at 3 to shut down Cunning Wish. Usually you’ll just want to FoW their bounce though. Remember that even though they have FoWs, it sets them back a bit as they need cards to go off, so don’t fear them while casting disruption. Just beware of Remands, try to cast spells through them (with enough mana to cast a spell twice a turn). Spring Tide is a bit faster, but doesn’t have Remands. You should do them in easily too. Iggy-PopLike Solidarity, except you can’t race them usually. Chalice at 0, 1 and 2 are all good, but 0 is the easiest to play and thus the one you should usually cast. If they Infernal Tutor for something, try to Chalice the CC, the card was. Cast Chalice at 0 if you have mana for no more. Force their Infernal Tutor only if they pop LEDs in response, else you should just counter their Ill-Gotten Gains and win. Be careful with self-damaging, occasionally they can just go off and cast Tendrils from their hand to win. Post-SB, bring in Tormod’s Crypts and perhaps some Misds for bounce, instead of Sea Sprites usually as they’re pretty bad here (and the useless Needle), and perhaps a SoFI or such if you’re worried about the white-count. Remember, they might try the Confidant-plan. If so, either go for the head, utilizing the Confidant, or kill the Confidant. Very favourable match-up. Other Tendrils-buildsThey share weakness to Chalice. Chalice at 2 against Burning Wish /Infernal Tutor-variants, and Engineered Explosives comes in against Empty the Warrens -using versions (for Pithing Needle). If they play heavy Ill-Gotten Gains-plan, bring in Crypts. Just 1 doesn’t equal to heavy. BurnNothing to see here, move along. Chalice at 1 rapes them, Jitte rapes them (you have pro-red and huge dudes to equip), low landcount>Price of Progress, your clock>their clock. Post-SB, Misdirection and you’re pretty much autowinning. Angel StompyA decent match-up. Their Parallax Waves and Exalted Angels are the biggest problems. Try to Psionic Blast, Sword of Fire and Ice or Umezawa’s Jitte the Morph, before it comes online. That makes things a world easier. Chalice should be laid at 2 first. It stops their Disenchants, the bulk of their creatures, Jittes, Mask of Memory and overall evens the playing field. Pithing Needle should name Parallax Wave to beat it, else Wave is one-sided Wrath that should smash you most of the time. Their 1-drops are scary, but 2-drops are scarier including artifact removal, hence the priority on Chalice at 2. Post-board, they usually have a full set of Disenchants. You should bring in Binding Grasps in any case. Misdirections comes in if they play Disenchant over Seal of Cleansing , and the second Needle comes in in any case. Engineered Explosives is also a good card, things you should remove: Sea Sprite, Umezawa’s Jitte (you aim to Needle theirs if they resolve it, and Chalice at 2 is still a priority, even more so with their extra Disenchants). You should be the slight favourite here, but definitely not by lots and their build-variance might affect the MU a lot (things like Seal of Cleansing are harder than Disenchant post-board, their Ramosian Sergeant s, Aether Vial s and such can hurt if they play them). Uw Fish, UWb Fish, Ugw Gro, etc.These usually have advantage over you on individual card basis, but you have Chalice. Basically, if you don’t resolve Chalice, they’re the favourites to win and if you do, you should do well. Their removal is usually at 1, so Chalice at 1 first. Chalice at 2 after should allow you to basically just win, but 1 is the first priority. Misdirections need to come in along with an assortment of Needles and EEs (see the pattern?) and Binding Grasps (3/4 Serra Avenger is nuts). Usually you’ll go for the 2-Chalice plan, but you’ll win your share of normal games. Wasteland hurts if they play it, but usually not enough to be worth Pithing Needling. Slightly favourable to slightly unfavourable, depending on their build. Loam-based controlI group these all together (yes, even Tog) since it’s basically Chalice at 2 through their discard or problems. You can win, especially against red variant relying on Devastating Dreams since your pro-red goes a long way, but Chalice at 2 shuts down their Wishes and Loam and in general, their game. Needle is also good, on fetches or on Seismic Assault . Cards you bring in are Tormod’s Crypt (especially against Terravore-variants) and any additional pro-red dudes you’ve got, taking out perhaps Clouds, a Psionic Blast and maybe Looter. These are all favourable, since a single resolved Chalice is generally GG. GBx controlGame 1 is tough. You should just cast dudes and keep swinging as they play discard you don’t want to be hit with. Chalice at 2 generally as it is strong against Pox-variants with Smallpox and Edicts, but 1 is good occasionally too as it stops Innocent Blood and the bulk of their discard. You need a Needle on Pernicious Deed though. Game 2, you get to bring in Misdirections (they generally have Hymns, Sinkholes, Putrefys and in white, Vindicates) and Winter Orbs (you can usually take out some Sword of Fire and Ices as long as they don’t play red) over some Swords (leaving few in), few Chalices and company. If they use grave, bring in a Crypt, second Needle for their Deeds, Tops, etc. and overall just to smash them. Post-SB game is good as you suddenly have a deckful of bombs against them, Misdirections, Winter Orbs, Chalices and such all capable of sealing games. You should split with them. RifterYour equipment trumps their Humility, your Sea Sprites are great before that (as well as big guys immune to their removal, and equipment in general), Needles usually name Decree of Justice or Eternal Dragon. Chalice at 2 if you can cast it before they lay down Rift. If not, at 1. Try to force them to Vengeance, let it resolve then follow up with Chalice at 2. Force of Wills should go for their big spells as that sets them back the most. Post-SB, you usually bring in Winter Orbs for something. Perhaps one Chalice and Cloud of Faeries and Psionic Blast or such, but overall, you need a number of Chalices in, but not too many and you want the reach Psionics provide as they lack LD. Favourable. LandstillPretty much the same as Rifter, except their removal is relevant. Needle their manlands, try to prevent Crucible from resolving if you’re still in early game and don’t rely on Psionic Blasts too much. Misdirection to fight counter-wars maybe and screw their Disenchants and occasionally even StPs. A worse MU. Oh, and take out Psionic Blasts, they’re bad here as this deck runs counters. Winter Orb comes in again, but this time second Needle comes in too as you want to take out their manlands and perhaps Decrees. 43 Lands.decThe reason I keep mentioning this in the card explanations is, people don’t seem to get how to play this MU. Here’s a rundown: Never cast Chalice at 1! Needle is the most important card against them. Their Maze of Ith is amazing; it not only stops an attacker, it stops your equipment too. Without it, they’re helpless against your flyers and equipment. Remember that you can use their Mazes to help you out a bit, it untaps an attacker and thus gives you a blocker. Force of Wills should primarily hit their Manabonds and Explorations, secondarily their Lifes before you drop Chalice at 2, and if they play it, Burning Wish and Crucible. Post-SB, if they run Glacial Chasm, bring in Tormod’s Crypt. Anyways, bring in second Needle and Winter Orbs. Generally a Chalice can go, Sea Sprites are pretty weak and so on. Oh, and remember, paying for the Tabernacle is very easy as Rishadan Port can’t prevent floating mana in upkeep and they’re helpless against your Chrome Moxes. You might want to avoid letting Burning Wish resolve as they might have Shattering Spree SB. But yea, first use FoWs as tempo-cards to get Chalices down before they get going (=GG) and only later, if that fails, use them as surgical removal against the important cards. But if you play it well, you basically can’t lose. Needle on Maze and punish them for their lack of flyers. Careful on their Burning Wish recursion. And Needle has priority over Chalice at 2 unless they have Glacial Chasm online. R(g) Beats, Mono-G Stompy, etc.Cropping these together since it’s simply a matter of Chalice at 1 here. They’re so weak against it I should write a book about it. Make sure you don’t get crushed by their Jittes and you should be well off with your huge guys, equipment and FoWs. and post-SB Misdirections against their pump/burn further helps. You’re the control here, but you should still be able to finish them off quickly. If their plan is more midgame, Binding Grasp should come in. Else, it’s not worth it against Sligh/Stompy. All these MUs are favourable unless they specifically hate you with blasts and sprees and such. AfterwordsThe deck’s biggest strength is that it’s rounded out to be able to beat anything on the field. No match-up in the present metagame is total nightmare (Trix is closest to a problem MU out of all the decks I can imagine, as it’s a 2-card combo where both of the combo-pieces are outside Chalice-range. Other decks help to keep it out though). It’s a solid choice anywhere, but the deck is also very expensive thanks to Sea Drake, Forces and company. The landbase is cheap though. Something for someone who enjoys aggro-decks with though included. Manabase can be a bit shakey, but I prefer shakey to floody. I want to fit in as much business as possible. Sometimes it’s possible to keep a hand without blue mana as long as it has enough Clouds, and Chalice. Chalice wins so many games it’s not even funny, and I’ve even been toying with renaming the deck ‘Faerie Chalice’. To make things clear, yes I did create the deck and yes, the original version did have a better game against Goblins, but this new version is more synergistic and better against everything else, and more stable. Tons of thanks to ‘Superhead’ and ‘Phantom’ from SCG and The Source for helping with the development, along with dozens of other Sourcers whose contributions have helped the deck to become the machine it is today. Enjoy! Primer and deck list submitted by Eldariel Iggy pop[decklist]Spoiler:
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4 years ago ::
Nov 22, 2006 - 8:17AM
#4
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J-RLandstill[decklist|primer]Spoiler:
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Landstill
Sample Decklist:
Removal: 4 Swords to Plowshares 4 Wrath of God 3 Disenchant 3 Akroma's Vengance
Attack: 2 Decree of Justice 2 Eternal Dragon
Draw/Filter: 4 Brainstorm 4 Standstill 2 Fact or Fiction
Counters: 4 Counterspell 4 Force of Will
Lands: 2 Plains 2 Islands 4 Tundra 4 Flooded Strand 4 Wasteland 4 Faerie Conclave 4 Mishra's Factory
Primer: Spoiler:
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Landstill is a very heavy control deck, that wins by using Manlands (such as Mishra's Factory, Faerie Conclave, or lately Nantuko Monestary) with cards such as Wrath of God, Nevinyrral's Disk, and Standstill. It wins the game through large card advantage with Standstill, Fact or Fiction, and Brainstorm. It control the opponent with mulitiple board sweepers and countermagic. It has been around since the formats creation, and slowly has been losing popularity since it it diffucult to combat both optimized aggro (Goblins) and resillent combo (Solidarity). It was played with a few different builds, the Red splash, the White splash, and the Red and White splash.
Alternative Lists:
This list did the crazy thing by running 4 Faerie Conclaves which is not advised. Several people have advocated to not play any. U/R Landstill
24 Land 2x Mountain 4x Island 4x Volcanic Island 2x Flooded Strand 2x Polluted Delta 1x Wooded Foothills 4x Wasteland 1x Faerie Conclave 4x Mishra's Factory
0 Creatures
36 Other Spells 3x Pyroclasm 2x Magma Jet 4x Lightning Bolt 4x Fire//Ice 4x Counterspell 4x Force of Will 2x Mana Leak 3x Fact or Fiction 2x Crucible of Worlds 4x Brainstorm 4x Standstill
This list doesn't need as many win conditions since they can very feasibly burn their opponent to death, with 10 burn spells and quite a bit of draw. This list ran Crucible for the Wastelock ability. It lack the versitility of the white list above. It also does not run disk, something that is questionable.
I don't have a list for U/R/W Landstill, since most people have not played it. You would take the white list, and take out the Disenchants and a Vengence or two for Pyroclasm and Fire//Ice, usually, to improve the Goblins MU.
There is another type of Landstill, a W/U/G/B list, that has done the best most recently. //Lands 24 4 Flooded Strand 3 Underground Sea 3 Tundra 3 Tropical Island 1 Plains 3 Wasteland 4 Mishra's Factory 3 Nantuko Monastary
//Spells 36 4 FOW 4 Counterspell 4 Brainstorm 3 Stifle 4 Standstill 3 FOF 4 STP 2 Edict 2 Disenchant 4 Pernicious Deed 2 Crucible of Worlds
//Sideboard 4 E Plague 4 BEB 4 Mage 3 Duress
This is a very odd list, with a shacky mana base, but the power of several cards, such as Nantuko Monestary and Pernicious Deed helped it top 8. Primer and deck list submitted by GoblinSnowman Madness[decklist|primer]Spoiler:
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Madness
Sample Decklist:
4x Wild Mongrel 4x Arrogaunt Wurm 4x Basking Rootwalla 2x Roar of the Wurm 4x Aquameeba 4x Circular Logic 3x Careful Study 3x Deep Analasis 4x Force of Will 2x Umezawa's Jitte 2x Brainstorm 2x Vexing Sphinix
4x Tropical Island 3x Flooded Strand 3x Wooded Foothills 4x Wasteland/Mishra's Factory 2x Breeding Pool 3x Island 3x Forest
Primer: Spoiler:
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Madness is usually a U/G aggro control deck that utalizes the Madness and Flashback mechanics to get cheap fatties, draw, and counters. There are several versions, with a bit of customization. It has good matchups versus another aggro control deck, such as Threshold or Fish, due to it's large creature size and reliablity, and against a control deck due to it's own counters and relitively fast clock. It has alright game verus combo packing a heafty bit of disruption, and good game versus combo with little protection. It has the most trouble with very aggresive decks, such as Goblins. It's major problems include lack a Creature Removal, and relience of discard outlits, which if taken away can seirously hinder the deck. A common build would be similar to the one above.
Another commen choice is to splash a color, to add better discard outlets than Aquameeba, and for creature removal, the most commen being white and black. People use white for Anurid Brushhopper, Swords to Plowsheres, and Ray of Revelation. The black cards used vary, and I have seen quite a bit of them used, such as Dark Confident, Zombie Infestation, Psychatog, and Dark Withering.
There is another build that is build on the strength of Lion's Eye Diamond and Life from the Loam. It is known as Uber Madness.
2x Tropical Island 2x Tundra 2x Lonely Sandbar 3x Tranquil Thicket 3x Wasteland 1x Plains 1x Island 1x Forest 2x Windswept Heath 2x Flooded Strand 2x Cephalid Coliseum 3x Mox Diamond 4x Lion's Eye Diamond
4x Basking Rootwalla 4x Wild Mongrel 3x Arrogant Wurm 3x Anurid Brushhopper 2x Wonder
4x Brainstorm 3x Careful Study 3x Deep Analysis 4x Life from the Loam 3x Roar of the Wurm
Primer and deck list submitted by GoblinSnowman Rifter[decklist]Spoiler:
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4 years ago ::
Nov 22, 2006 - 8:18AM
#5
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SSalvagers Game[decklist]Spoiler:
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Solidarity / High Tide[decklist|primer]Spoiler:
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Solidarity aka High Tide
Sample Decklist: 12 Island 3 Flooded Strand 3 Polluted Delta
4 High Tide 4 Reset 4 Opt 4 Brainstorm 4 Impulse 4 Force of Will 4 Remand 3 Meditate 3 Turnabout 3 Brain Freeze 3 Cunning Wish 2 Flash of Insight
Sideboard: 4 Hydroblast 3 Disrupt 2 Twincast 1 Brain Freeze 1 Meditate 1 Turnabout 1 Echoing Truth 1 Chain of Vapor 1 Stroke of Genius
Primer: Spoiler:
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In Legacy, there are dozens of playable decks, more than in any other format. But while there are dozens of decks, a few stand out as being better than the rest. Among them, is Solidarity.
Solidarity (Also known as Instant Speed High Tide) has made a Top 8 appearance in almost every major tournament this year. StarCityGames Duel for Duals II, Kadilak's Dual Land Draft, SCG Duel for Duals III (Day 1), SCG Duel for Duals III (Day 2), and Kadilak's Dual Land Draft II all had at least one Solidarity deck in the Top 8.
The results show that it is a good deck, but just what is Solidarity? That question can be better answered after you have seen a list… (see above)
If this is the first time you have seen the deck, I know what you’re thinking: “How does this win? Its just draw spells with Force of Will and Brain Freeze.” Well, you are in a way correct. It is a bunch of draw spells with Force of Will and Brain Freeze, but you forgot about High Tide and the Untap Effects (Reset and Turnabout).
What the deck tries to do is cast High Tide, then draw a bunch of cards (and at the same time, increasing the Storm count) then untap with a Reset or Turnabout and do it again. After you have draw enough cards to cast a lethal Brain Freeze, you either pass the turn and let your opponent loose to their draw step, or use a left over draw spell and end the game that turn.
Sounds simple, right? WRONG! Solidarity is one of, if not the hardest deck in the format to play. There are a million decisions you have to make over the course of the game that will determine the outcome. I have been playing the deck for months, and I have yet to master it. Very few, if any, know how to play the deck perfectly.
Now your thinking: “Why should I play this? I’ll just make a play mistake and loose every game I play…” That may be true the first few times you play the deck, but after playing with it for awhile, what to do becomes clearer, and you will throw less and less games away each time.
I just told you that you need to practice, so I guess you need to know how to play the deck… You want to spend your early turns drawing cards and setting up your hand with everything you need to “go off” on turn 4 (Turn 4 is your goal. The deck can win turn 3, but it wants to win with four lands in play). The cards you want to have in hand are High Tide, Reset, and Meditate. Cards like Brain Freeze will help, as will any draw spells. Having a Force of Will or Remand in hand will help too, if you think your opponent has disruption.
Once you try to “go off” you should cast High Tide, then draw four off of Meditate (Or you can Cunning Wish into one), then cast Reset, and just play cheap draw spells until you have a lethal Brain Freeze for the win.
Tips For Playing The Deck:
-All your spells are instants, and that allows you to control the stack. If your opponent tries to disrupt you, ignore it, and just continue to combo out until you find a way to deal with their disruption (Force of Will or Remand).
-The deck wants to win on turn four, but it doesn’t have to. You can wait until later, giving yourself a better chance of not fizzling. This is especially true against Aggro decks like Goblins.
-You can Remand your own Brain Freeze so the Storm mills your opponent, but the card itself is back in your hand, ready to be cast again.
-Turnabout can be used to tap down an opponent, and therefore keep them from disrupting your combo. It also baits a counter, if you have mana to spare.
-Don’t forget that Flash of Insight has flashback, for only two mana. This can save you if you start to fizzle half way through your combo. Also, anything you remove from the game with Flashback can be gotten with Cunning wish.
-Cunning Wish can fetch you an answer for almost any situation, so do not panic if your opponent drops a Meddling Mage or something to that effect.
Ok, it is now time for what most of you are reading this for…Matchups!
Matchups:
Goblins (65-35 Pre Board, 60-40 Post Board)
Goblins are pretty easy. They do not have disruption, so once you start going off, there really isn’t anything they can do about it. Though, they can get stupid draws and race you, so it isn’t a bye
Post Board, they will bring in Pyrostatic Pillar and Red Elemental Blast. You bring in Hydroblast (Taking out one Turnabout, one Opt, and one Remand). When going off, try and play around Red Elemental Blast, and kill Pyrostatic Pillar before you kill your self (That seems obvious, but I have seen people try and ignore it).
UGw Threshold (Gro) (40-60 Pre Board, 35-65 Post Board)
Threshold has both counters and a clock. My best advice is to try not to play against them, as they will generally win unless you manage to out play them.
That said, when you do have to play against it, you want to do two or three mini Brain Freezes rather than 1 big one. What mini Brain Freezes means is: On there turn, when they cast two to three spells; bait a counter with High Tide. If they counter it, that is two more cards added to Storm for only one mana. If they do not counter it, you now have more mana to cast a few spells with. After your spells, Brain Freeze them. Remand your Brain Freeze if you drew one while increasing Storm, but do not keep Remand just for the purpose of putting Brain Freeze back into your hand, you need it to stall the game an extra turn.
Post board, the game gets a bit harder, but can still be won. You want to board in the two Twincasts for one Flash of Insight and one Meditate. Twincast can be used to draw spells, win a counter war, or just make Brain Freeze even more effective. They have Blue Elemental Blast and/or whatever else they put in their board, so the game doesn’t really get any easier.
Deadguy Ale (Very, very bad)
I am not going to even bother putting X-Y results… Deadguy blows up your mana and hand, the only things Solidarity has. All I can say about the Pre Board game is hope you draw Brainstorm, and hide your key spells with it. You can win, but it is going to be extremely hard.
Post Board the game gets a little better. Twincast does so much, board in both of them, along with all three Disrupt. You want to remove one Brain Freeze, three Opt, and one Flash of Insight. What you want to do is Disrupt their early spells that just screw you over, and Twincast Hymn to Tourach or Sinkhole.
Solidarity
(There are no results; it just comes down to play skill)
When playing against another Solidarity deck, it just comes down to two things: Skill with the deck, and to a lesser extent, Luck. Both players spells add to Storm, and both players High Tide’s aid your opponent, so in winning, you could be making yourself loose.
Tips for the Solidarity v. Solidarity game:
-The game is a race to the perfect hand, so Remand is amazing, especially if you Remand a spell they do not have enough mana to cast again.
-Force of Will is best left for the untap effects of your opponent. High Tide aids you, just as much as them, so it is usually best to let it resolve.
-Some games will come down to both players having zero cards left in their deck, so Cunning Wish is a good card to save in hand for as long as you can (So you can get a card that forces them draw). Primer and deck list submitted by Ishi-Ishi, Lover of Goats Spring Tide[decklist]Spoiler:
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Sui - B/W[decklist|primer]Spoiler:
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B/W Sui
Sample Decklist:
Creatures [15] 3 Black Knight 4 Plague Spitter 4 Hypnotic Specter 2 Jotun Grunt 2 Exalted Angel
Spells [18] 4 Duress 4 Cabal Therapy 4 Swords to Plowshares 4 Vindicate 2 Jitte
Mana [27] 4 Dark Ritual 1 Chrome Mox 3 Mishra's Factory 4 Bloodstained Mire 4 Polluted Delta 4 Scrubland 7 Swamp
Sideboard [15] 4 Engineered Plague 4 Perish 4 Phyrexian Negator 3 Pithing Needle
Primer: Spoiler:
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This is an aggro-control deck that works pretty well in almost all metagames because it is well rounded. It has few really bad matchups but also doesn't have that many matchups that are heavily in its favor. However, the deck can be metatuned to give you some good results. For example, the version that I have listed above is built to beat goblins and threshold while still having a game against most other decks you may run into.
Card Choices and Explanation:
Creatures:
Black Knight - A solid 2 mana beater. He blocks, kills and lives against all goblins and is immune to swords to plowshares. You also may want to consider Withered Wretch or Rotting Giant in this slot.
Hypnotic Specter - Everyone fears a fist turn dark ritual into a hippy; He's just a solid 2/2 flyer with a great ability.
Plague Spitter - This is the mvp of the deck. He is the reason to play a this deck over something that has a better game against control/combo, like Bw Confidant. He kills all x/1 creatures and when he is sent to the graveyard (typically by flashing back cabal threapy) he can create a wrath of god effect. The fact that he can continually act as removal makes him act as a card advantage in most matchups, and he is never a dead card because he swings in for 2.
Jotun Grunt - This is a fantastic card for the deck. You can support him on your own and in some matchups he will help you even more by hitting your oppenent's graveyard. I having had much testing with him but I wouldn't rule out upping him to a 3x inclusion in the MD.
Exalted Angel - One of the reasons to run a white splash in the deck. Angel is a solid finisher that can played early game given the right draw.
Spells:
Duress - The best discard spell in the format. You will almost always (except against goblins) find something great to pull out and it can played 1st turn.
Cabal Therapy - It grabs exactly what you want and has great synergy with both duress and plague spitter. It can also be a handy flashback on a grunt that you can no longer support. Many people prefer hymn to tourach but for this deck therapy is simply a better choice.
Swords to Plowshares - The best creature removal in the format.
Vindicate - This is more often than not used as creature removal, but the utility of being able to take care of any artifact, enchantment or land makes it a great inclusion.
Jitte - This is definately a metagame slot. I'm running Jitte because it is never an awful draw and it is really good in some matchups. Pithing Needle, Seal of Cleansing, Cursed Scroll and Night's Whisper are all other examples of good cards to consider in this slot.
Mana:
Dark Ritual - Three mana on the first turn is pretty good.
Chrome Mox - This is totally up to you. I like having more possible first turn moves so I run one mox to help that out; honestly it doens't really matter.
Mishra's Factory - Could easily be wasteland, it's a metagame call. The advatage to factory is that it acts as a win condition and blocker and doesn't have to die in the process.
Fetch Lands - They are great mana fixers, and fill up your graveyard for the grunts.
Scrubland s - They get your white mana.
Swamp s - You're going to need them.
Sideboard: (Oblivously this should change from metagame to metagame)
Engineered Plague - This combined with plague spitter, jitte, swords and vindicate puts goblins in favor by a good deal. It also can come in various other matchups.
Phyrexian Negator - Any matchup that he will most likely not be hit with direct damage or blocked makes him a star (control/combo).
Perish - Between this, swords to plowshare and vindicate you do not even have to worry about threshold achieving threshold, because you will kill all of their threats. This also helps against all version of x/G aggro decks including madness, R/G beats (which is very important, because this is one of your worst matchups pre-board), stompy and anything else that has green in it.
Pithing Needle - Generally good against everything. Primer and deck list submitted by Jolfer Sunrise Eggs[decklist|primer]Spoiler:
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Second Sunrise/Eggs
Sample Decklist:
Lands: 13
Archaeological Dig x 4 Cephalid Coliseum x 2 City of Traitors x 3 Crystal Vein x 4
Mana Acceleration: 11
Lion’s Eye Diamond x 3 Lotus Petal x 4 Tinder Wall x 4
Engine: 13
Crop Rotation x 1 Mystical Tutor x 4 Reclaim x 4 Second Sunrise x 4
Fuel: 20
Chromatic Sphere x 4 Cromatic Star x 4 Conjurer’s Bauble x 4 Skycloud Egg x 4 Sungrass Egg x 4
Protection: 3
Angel’s Grace x 1 Chain of Vapor x 1 Abeyance x 1
Sideboard: 15
Alternate Win Condition: 1
Decree of Justice x 1
Lands: 1
Cephalid Coliseum x 1
Protection: 13
Angel's Grace x 2 Phyrexian Furnace x 4 Abeyance x 2 Echoing Truth x 3 Gaea’s Blessing x 1 Rushing River x 1
Primer: Spoiler:
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History of the Deck
Back around the release of Fifth Dawn, Nichlemn developed a unique combo deck revolving around the interactions between sacrificial mana sources, eggs (The Odyssey egg cycle, Chromatic Sphere and Conjurer’s Bauble) and Second Sunrise . This deck was incredibly fast, but had severe problems with consistency and hate. The deck was eventually deemed unviable and abandoned, but would occasionally pop up from time to time.
This is where I come in. I’d always been a fan of Nichlemn’s abstract combo ideas and this one seemed to have a lot of potential. After taking his builds through some test runs, I found that the deck craved both protection and a stronger engine. Furthermore, I deduced that the deck was too focused on speed; Classic’s fundamental turn is 4, while this deck’s was just a little over 2. By reducing the number of speed enablers I was able to fit in the additional engine and protection units. After a lot of optimization, I’ve come up with this list (see above).
The addition of Reclaim to the engine is a huge improvement, while the added protection has greatly reduced the deck’s vulnerability. In addition, the removal of Helm of Awakening has really cut down the urge to push the deck, giving the pilot a better sense of when the appropriate time to go off is.
How to Play the Deck
Playing the deck is relatively easy until it becomes time to go off. Simply lay down lands, drop eggs and build up a solid board position for the first few turns. The deck should be ready to go off once three or four eggs are in play. This is when things start to get difficult.
Going off with this deck is insane. There are so many plays and intricacies involved that it’s probably going to take somewhere in the neighborhood of forever to fully execute the combo. Taking this into account, I will only be able to give a brief summary of how the combo plays out. I highly recommend reading Nichlemn’s Deck Dictionary-O-Pedia entry for a detailed play by play and corresponding analysis.
Anyway, the combo tends to unfold in sections. The first step is to drop and break any mana sources and eggs that were held back. The next step is to cast/search out and cast Second Sunrise. Continuously repeat these first few steps until the entire library has been cycled through. This is when the deck falls into an infinite loop. The basis of the loop is the interaction between Second Sunrise and Conjurer’s Bauble. This loop allows the deck to infinitely recur its win conditions and whatever else is needed to finish off the opponent. Once the loop is initiated the deck can either stack infinite Cephalid Coliseum activations and force through a victory or ride out the rest of the game with the opponent under lockdown if Cephalid Coliseum can’t be accessed for some reason.
Apart from setting up and executing the combo the deck also needs to be able to deal with any problematic plays from the opponent’s side of the board. This is when Mystical Tutor and the protection toolbox come in handy. Between Angel’s Grace, Chain of Vapor and Abeyance the deck can answer most threats, with everything else being taken care of by the sideboard.
Card Choices
Maindeck:
Mana Lands: These lands are incredibly synergistic with the rest of the deck. They can all be used with or without sacrifice, making them useful both prior to and during the actual combo. City of Traitors is excellent at dropping multiple eggs into play, while Archaeological Dig and Crystal Vein really shine when it comes time to go off. Cephalid Coliseum is one of the most powerful cards in the deck and serves several purposes, producing mana early on, assisting with the dig portion of the combo and acting as a win condition once the time comes.
Mana Acceleration: The mana acceleration in here is also very synergistic. Lotus Petal is pretty standard, LED allows for some explosive bursts of speed and Tinder Wall has proven amazing in a variety of situations.
Engine: Second Sunrise is an absolute bomb. In the right deck it can rival the infamous Yawgmoth’s Will in terms of power. The ability to recur nearly ever card in the deck is utterly insane. Second Sunrise is the whole reason this deck even exists. Aside from Second Sunrise, both Mystical Tutor and Reclaim add a good level of redundancy to the deck. Furthermore, Mystical Tutor doubles as a toolbox for the deck’s protection ensemble. Crop Rotation is necessary for fetching additional lands, specifically Cephalid Coliseum, if they’re needed
Fuel: There’s not much to explain here. The eggs are all coordinated with the deck’s colours, while also having excellent synergy with Second Sunrise. Conjurer’s Bauble tends to stand out as the weakest link, but it’s necessary for going infinite among other things.
Protection: I chose to maindeck these particular spells because they can deal with a large majority of things that could potentially disrupt this deck. The protection cards in the sideboard take care of everything else.
Sideboard:
Alternate Win Condition: A cycled Decree of Justice is an absolute house against control. The ability of this deck to generate large sums of mana with ease makes it a perfect fit. Decree of Justice is far too good not to run and may even be worthy of a maindeck slot in control heavy metagames.
Lands: The additional Cephalid Coliseum is there to help overpower opposing control decks. It normally isn’t a good idea to run more than two copies of this card because it doesn’t actually produce any card advantage, but the extra copy is worth having when you need to break through a counter wall by pumping out more bombs than they can handle.
Protection: Owns the hate. See the sideboarding section for details.
Weaknesses of the Deck
Here’s how the deck gets around the primary combo disablers:
Null Rod – This card, while devastating, is not the end of the world. The key to beating Null Rod is to do as much as possible in response and hopefully tutor for a bounce spell before it resolves.
Glowrider/Sphere of Resistance – Laugh and go off around them.
Trinisphere – This card is a lot like Sphere of Resistance except for the fact that it actually does something to hurt this deck’s tempo. Playing slow, building up resources and eventually tutoring for a bounce spell is a good strategy here.
Chalice of the Void – This is probably the biggest threat. An early CotV at the optimal setting of one counter can be game over sometimes. Echoing Truth and Rushing River are the only ways to deal with this card once it hits play.
Meddling Mage – An early Meddling Mage naming Second Sunrise can be rough, but not overly difficult to deal with. Bounce spells are the quickest and easiest ways to deal with this card.
Arcane Laboratory/Rule of Law – These cards can really slow this deck down. Playing it slow, building up board position and eventually casting a bounce spell is a simple way around these cards.
Root Maze – This card isn’t too hard to get around. Dropping all the mana acceleration early on and then casting a bounce spell should take care of it without much trouble.
Graveyard Removal – This stuff can get annoying. Most graveyard removal can be ignored or bypassed via bounce, but certain things, such as Tormod’s Crypt, can be troublesome. Resolving Abeyance, Gilded Light, baiting with a Second Sunrise and then playing around the hate with another or even using a combination of bounce and graveyard hate to deal with it early on should ensure that things won’t get out of hand.
Counters – These aren’t too hard to get around in comparison to most other things. Simply cast Abeyance or execute the combo at instant speed to go off around them or go broken and plow right through them.
Discard – This stuff can be annoying. Dropping all the mana acceleration and fuel early and then casting any major discard targets in response tends to be a good plan in the face of discard. Mystical Tutor and Reclaim also help to work around and hide stuff from discard spells.
Orim’s Chant/Abeyance – These cards are rarely anything other than minor annoyances. You can just cast a Second Sunrise, intentionally fizzle, and go off the next turn. They can also be beat using the instant speed kill, but such drastic measures are rarely necessary.
Cranial Extraction/Jester’s Cap – These cards are game over if they ever resolve naming the proper cards. Fortunately, they’re slow and very few decks run it. Using Abeyance beforehand is an answer to both, while Jester’s Cap can also be dealt with via Abeyance in response, tutoring for a win condition and bounce if there isn’t enough mana to cast and activate it in a single turn.
Sideboarding
Here is the list of sideboard cards and the strategies they are intended to counteract:
Decree of Justice – Bring in against control.
Cephalid Coliseum – Bring in against control.
Angel’s Grace – Bring in against aggro/combo.
Phyrexian Furnace – Bring in against graveyard strategies/recurring hate.
Abeyance – Bring in against control/recurring hate.
Echoing Truth – Bring in against prison/problematic permanents.
Gaea’s Blessing – Bring in against graveyard/milling strategies.
Rushing River – Bring in against prison.
The above sideboarding strategies are primarily generalized and are subject to combination, alteration and adaptation depending on the opposing deck’s contents.
Match-up Analysis
Here’s how the deck plays out against each of the decks in my current testing Gauntlet:
Angel Stompy Difficulty: Easy General Strategy: Just race them.
Burn Difficulty: Easy General Strategy: Just race them.
Enchantress Difficulty: Easy General Strategy: Just race them.
Goblins Difficulty: Easy General Strategy: Just race them.
Gro Difficulty: Moderate General Strategy: Build up resources and break through their wall of counters when the time is right.
Landstill Difficulty: Easy General Strategy: Build up resources and break through their wall of counters when the time is right.
Neo-Sui Difficulty: Hard General Strategy: Play aggressive, avoid their disruption with Mystical Tutor and Reclaim and go off as soon as possible.
Rabid Wombat Difficulty: Easy General Strategy: Build up resources, ignore their hate and go off when the time is right.
Reanimator Difficulty: Moderate General Strategy: Play aggressive, avoid their disruption with Mystical tutor and Reclaim and go off as soon as possible.
Solidarity Difficulty: Moderate General Strategy: Play aggressive, disrupt their combo and take advantage of their win conditions.
Survival Advantage Difficulty: Easy General Strategy: Just race them.
Tendrils Difficulty: Moderate/Hard General Strategy: Disrupt their combo and go off as soon as possible.
The Game Difficulty: Hard General Strategy: Play aggressive, avoid their disruption with Mystical tutor and Reclaim and go off as soon as possible.
X-Land Belcher Difficulty: Easy General Strategy: Disrupt their combo and go off as soon as possible.
I’ll leave sideboarding decisions up to the discretion of the player because there are far too many variables that need to be taken into consideration when selecting what needs to come in and what can afford to come out.
Primer and deck list submitted by Phantom Ogre Source: http://www.team-abs.net/eggs.html Survival - RG[decklist|primer]Spoiler:
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RG Survival
Sample Decklist:
Mana 12 Forest 4 Wooded Foothills 4 Taiga 1 Mountain 4 Birds of Paradise 4 Llanowar Elves 1 Rofellos, Llanowar Emissary
Toolbox 3 Yavimaya Elder 3 Eternal Witness 2 Goblin Sharpshooter 1 Viridian Zealot
Core 4 Survival of the Fittest 1 Squee, Goblin Nabob 1 Genesis 1 Anger
Critters 4 Troll Ascetic 4 Flametoungue Kavu 4 Ravenous Baloth 1 Deranged Hermit 1 Shivan Wurm
SB 4 Naturalize 4 Null Rod 4 Choke / Blood Moon 1 Spore Frog 1 Goblin Sharpshooter 1 Duplicant
Primer: Spoiler:
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RG Survival Advantage is a toolbox type deck that originated in old legacy. It is very versatile, and if you practice enough with it, you may be able to beat almost anything you are up against. It has recurring threats to beat control, lifegain and beaters to kill aggro, and many sideboard options against combo. The most commonly accepted list looks a little something like this (see above). Let's take a look at the card choices that go into most builds.
Card Choices Birds of Paradise/Llanowar Elves These are used to get first turn drops as often as possible. They add to the speed and consistency of the deck. Late game they can be pitched to Survival. Very important to the deck.
Yavimaya Elder More mana acceleration. Elder thins the deck out and gives you big card advantage. Strictly better than Sakura-Tribe Elder for the simple matter that it gets one more land and draws a card. Besides that, it's also more powerful. Rofellos, Llanowar Emissary Very important. Should usually be the first card you survival for. With Anger , Rofellos can usually generate 2-4 mana early game. Very useful for activating Survival multiple times, and taking control of the game swiftly and efficiently. Eternal Witness Protects survival by giving you the ability to discard in response to the destruction of survival and be off again next turn with a 2/1 body on the field. Able to recur any lost card that you had or just a creature you pitched to Survival. Amazing card. Goblin Sharpshooter Your main weapon against aggro decks. Lets you get rid of a lot of mean things that want to wreck your fun. Also very useful against mirror match. One goblin sharpshooter is fun, two is better. Mass creature removal. Viridian Zealot The solution to all your artifact and enchantment problems. Bettter than Elvish Lyrist or Uktabi Orangutan .
Survival of the Fittest I have no idea as to why this is used. Could anyone explain this to me? Hint: this deck is all about acceleration, card advantage, and utility creature selection. Squee, Goblin Nabob One of the first cards you should be survivaling for, the reason being that Squee lets you have an additional survival target every turn. Can also be used as a chump blocker when needed as a sort of desperation measure. Genesis Genesis simply rocks in this decks. Around turn two three-ish, you can get it into your graveyard and do all sorts of neato tricks. You can recur Viridian Zealot again and again. You can lock your opponent out with Spore Frog. This card really shines in this deck. Anger Anger is used primarily to speed the deck up. It should be your first priority to get it into your graveyard so you can start putting Rofellos down. It's a staple in any good Survival deck for a reason. Troll Ascetic Troll is a great creature. It's especially effective against Landstill. It's also a good early drop if you can't find Survival. Flametongue Kavu Another amazing creature. Very efficient for the cost. You can see why it was overused in IBC. Tutorable removal for cheap. Ravenous Baloth You should go get this immediately when playing aggro. It helps you stay alive against goblins plus it recurs with Genesis. And don't forgot it beats for four. Deranged Hermit Used to create massive squirrel advantage. Especially nice when combined with Genesis for recurring fun. One of your best cards, your winning card to go to when you want to beat your opponent down with lots of squirrels (and who doesn't?). Shivan Wurm Bounces Deranged Hermit, Flametoungue Kavu, or Eternal Witness, and only costs 3RG for a 7/7 Trampler. Need I say more? I think that pretty much sums up the card choices. Alternative Card Picks Quiron Ranger This card is very useful in this deck, and completely absurd when combined with Rofellos. Just replace a Llanowar Elf with this if you want to utilize its power. Spore Frog In an aggro heavy meta, this is irreplaceable. Absolute gold in most of these matchups for locking up your opponent. Burning Wish Very versatile. Many builds are now running this. Improves a lot of bad matchups. That said, many players (including myself) do not run this card. RGSA has answers to almost every situation if played correctly. Uktabi Orangutan /Elvish Lyrist If you see an unusual amount of artifacts or enchantments needing to be destroyed real quick, you could replace something with these. I wouldn't suggest it, because this deck really needs its slots. Duress/Cabal Therapy Splashing black for these can weaken your decks manabase a lot. If you're in a combo heavy meta, it is definitely necessary. Go for it. Otherwise, don't do it. Masticore Lots of fun taking on your opponent's army and single-handedly blowing them to pieces, albeit mana intensive. Great in creature heavy meta. Still, Goblin Sharpshooter is really about the same for its purposes. Sideboard Explanation Sideboards differ widely depending on meta. These are some commonly accepted choices. Null Rod Affinity and combo hate. Hurts those pesky extended noobs who try to play ravager. Naturalize Always have four of these in your sideboard. There is almost no place this isn't useful. Artifact/Enchant hate for when you need extra.
Choke /Blood Moon Hate out the dirty, dirty blue players. Duplicant Good as fatty hate. Works against decks like Angel Stompy and other random fat. Pyrostatic Pillar A card to combat Solidarity. You may want to maindeck four if you know you'll be facing a lot of Solidarity. Playing the Deck Survival is all about playing reactively to your opponent. Get survival, drop a crit, get Anger, get Rofellos, next turn Squee followed by Genesis. Congrats, you win. If they have beaters, show them the power of Flametongue Kavu. If they have a mass of creatures use Sharpshooter. Use witness to protect everything. These are just some paths to victory, each game plays out a little bit differently. Matchups
I would rate this deck very good against control (5/5), good against aggro (4/5), average against aggro-control (3/5), and very poor against combo (1/5). Combo just mops the floor with this deck. Landstill 60/40 your favor You basic plan is to get an early Survival or Troll. Try to get Genesis into the graveyard quick to wear down their counters. Post board get some non-basic hosers and you're set. Easy match. Solidarity 75/25 their favor Very difficult. Game one they wreck you, unless they are a horrible player. Game two bring in your hate and hope they don't find Cunning Wish. If your meta is Solidarity heavy, you might consider Duress or [CARD]Cabal Therapy , or maindeck Gaea's Blessing . Even with hate, the matchup is still about 60/40 solidarity's favor. Angel Stompy 60/40 their favor This match is going to be ugly. They have all kinds of ways to kill you. Their creatures and lifegain are devastating. Game two you can side in Duplicant, but it might not make much of a difference. Hope to not see this deck. Vial Goblins 60/40 your favor Not a bad match at all. Once past the early rush they go into topdeck mode and you can clear the board with Sharpshooter and gain life with Ravenous Baloth. Post board you can bring in Spore Frog lock on them and Blood Moon. Good matchup. U/G Madness 50/50 Flametongue Kavu and Sharpshooter pretty much win here if you can get them, but the counters and blockers madness has can make things tough. Basically, if you resolve survival you win. If you don't, things should still be smooth sailing unless they get Wonder . Bad decks (burn, 10 land stompy) 80/20 your favor These are the decks you eat for lunch. They lack disruption and don't have many threats. RG really loves to face jank. Just play these matches on autopilot.
Iggy Pop 75/25 their favor Very difficult to stop. The increased popularity of Iggy Pop recently is not healthy for RGSA. If you find yourself facing this deck often, consider putting Tormod's Crypt or Phyrexian Furnace in your sideboard. Unfortunately, even with hate, this deck is tough to stop. Why play this deck? It's a hell of a lot fun to play. It has decent matchups and kills any random jank you happen to meet. It isn't too difficult to learn, and it's very flexible. Try it, it just might be the deck for you.
This concludes the RGSA deck primer. -Saffi ("Grim" over at mtgthesource.com)
Primer and deck list submitted by Saffi_Eriksdotter
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4 years ago ::
Nov 22, 2006 - 8:18AM
#6
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T-ZTES (The Epic Storm)[decklist|primer]Spoiler:
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TES - The Epic Storm
Sample Decklist: Lands 4 City of Brass 4 Gemstone Mine 2 Undiscovered Paradise 1 Tomb of Urami
Creatures 4 Xantid Swarm
Spells 4 Lion's Eye Diamond 4 Lotus Petal 4 Chrome Mox 1 Ill-Gotten Gains 4 Burning Wish 2 Tendrils of Agony 4 Dark Ritual 4 Cabal Ritual 4 Infernal Tutor 4 Plunge into Darkness 1 Diminishing Returns 4 Rite of Flame 1 Empty the Warrens 4 Brainstorm
Sideboard SB: 1 Ill-Gotten Gains SB: 1 Tendrils of Agony SB: 1 Diminishing Returns SB: 3 Empty the Warrens SB: 1 Tranquility SB: 2 Shattering Spree SB: 4 Dark Confidant SB: 1 Earthquake SB: 1 Duress
Primer: Spoiler:
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Alright, where to begin? This article is here to teach you everything there is to know about The EPIC Storm. The EPIC Storm was created by me Bryant Cook, along with my team The EPIC Syndicate, as an attempt to make a valid storm based deck. The mechanic Storm was first printed in the set Scourge; storm copies the spell that is cast for how many spells are played before it that turn. You may be saying,”…And I care why?” You see certain cards with the mechanic storm can be used as win conditions - such as the win conditions Tendrils of Agony and Brain Freeze. When The EPIC Storm was created the only valid win condition for sorcery speed combo was Tendrils of Agony. This means you’d need a storm count of ten to kill someone with Tendrils of Agony. This is accomplished by playing zero casting cost artifacts, acceleration, and tutors. Innovation on The EPIC Storm really started with the release of Cold Snap and Time Spiral; these two sets gave The EPIC Storm the endurance it needed to survive with cards such as Rite of Flame and Empty the Warrens.
General History One of the initial problems of The EPIC Storm was that reaching a storm count of ten was impossible with your 7 card hand; to solve this problem we knew we had a few options. Either A) Add draw to the deck, B) Add tutors to the deck or C) Add “Win now” cards to the deck (Ill-Gotten Gains and Diminishing Returns). To help us we decided to utilize tutors, eventually we did all 3 options in separate time frames. The preliminary list of the deck contained only tutors. Although this solved the problem of reaching a storm count, then there were no “Bombs” or a real reason for tutors to be in the deck. With the addition of Diminishing Returns and Ill-Gotten Gains the deck had strong tutor cards outside of Tendrils of Agony. Draw was added much later in the evolution of The EPIC Storm; the deck in its infancy went through millions of changes and cuts.
The deck ran different ways of producing mana until Cold Snap came out and the inclusion of Rite of Flame was added, making the deck even faster while freeing up slots in the main deck. With the ever exciting release of Cold Snap I was ecstatic along with other members of EPIC; this set gave The EPIC Storm the cards it needed to man handle the control match-up. With the Addition of Grapeshot the deck had a way around a troublesome card Meddling Mage, while gaining another win condition. Grapeshot was the card that shined out to me personally, then was cut later in time. Then Adam Barnello (Mr. Nightmare) of the EPIC Syndicate advised me to test Empty the Warrens. I was skeptical at first and then astonished; this card allows you do ridiculous things to the Threshold match-up while allowing you to combo out more easily. At this point in time there were debated slots in the deck and this is when draw option A was included with Brainstorm.
Choosing The EPIC Storm “Why play The EPIC Storm?” It’s a logical question. I sure won’t pick up a deck without good reason. The EPIC storm has something that other combo decks just don’t have – no, not good-looks - but being both fast yet stable. Most combo decks trade one for the other or settle for a slower average win while having both. You’re probably still thinking “…And why do I care?” am I right? There’s one blistering fact about The EPIC Storm that separates it from the rest - its ability to not care about all the hate thrown at it. The deck can win through the million obstacles put in its way. I would list the millions of hate cards that people play but more than likely I would forget one and people will assume I lose to it so I won’t. However if the deck is piloted by a strong player the deck can fight through anything.
Many combo decks have to face the dreaded Meddling Mage, but with The EPIC Storm the Meddling Kids aren’t truly scary. The EPIC Storm has options that other storm based combo decks don’t have and one of them is simply winning with another card; between Tendrils of Agony AND Empty the Warrens, you should never have a problem with Meddling Mage. Another option is the multitalented card Burning Wish; you’ll Burning Wish for Earthquake or Rough/Tumble to deal with multiple chants from Mages. The last and probably weakest option is going to be Cabal Pit. I call it the weakest because you almost never want to tutor for a land and therefore “miss” your land drop to kill something pesky. However being a land has a side effect of being uncounterable which is good enough for its inclusion.
Finally my reason to play The EPIC Storm is the fact it is challenging to play and I dislike decks that you can play on “Auto-Pilot.” This deck takes time and practice to learn how to play correctly and it can only increase your playskill. That may turn people/players away, but decks that require skill to play are generally thought provoking and complicated and if someone can’t handle it they shouldn’t have mounted the bull anyways. If you’re prepared to grab the bull by the horns and are ready for the long run continue reading.
The Deck Breakdown
The Mana Base Since The EPIC Storm is a four color deck it cannot run on dual lands which means we will need an alternative source of many colors of mana. Lands such as City of Brass, Gemstone Mine and Undiscovered Paradise are key factors to The EPIC Storm for their ability to produce any color of mana. “But why is more than one color important?” Well you see being able to cast first turn Xantid Swarm then second turn Plunge into Darkness is a key factor, this is one of many examples. Not being able to cast cards in the deck due to them being different colors can often hinder your ability to win fast. Tomb of Urami was added to the deck after a lot of consideration because it gets around Pyrostatic Pillar and Chalice of the Void. Then again it’s never a bad idea to just go beat down.
Are eleven lands really enough? Believe it or not eleven lands is plenty with twelve artifact mana producing cards and twelve ritual effects, eleven lands works out perfectly.
Tutors and Draw To play The EPIC Storm you must play tutors since the deck is (duh!) tutor based. This goes back the beginning with reaching that special storm number… what was it again? I believe it was ten. Let’s get onto the point. Tutors are what make this deck go round and without tutors that suit this deck, you’ll never reach a storm of ten. You need certain tutors for this deck because not all tutors work the same way as one another. Tutors such as Infernal Tutor synergize with other cards in your deck.
Infernal Tutor is one of the most synergistic cards in the deck as you may or may not know. The card has incredible synergy with Lion’s Eye Diamond, Rite of Flame, and Ill-Gotten Gains. Lion’s Eye Diamond let’s your Infernal Tutor have Hellbent. This is accomplished by putting Infernal Tutor on the stack and using Lion’s Eye Diamond to discard your hand. Rite of Flame is also savagely good with Infernal Tutor, finding another Rite of Flame to increase your mana and increasing storm count is never a bad idea. Infernal Tutor with Ill-Gotten Gains may not seem like a “Combo” or very synergistic to you but it’s the only tutor in the deck that can come back reliably with Ill-Gotten Gains without causing too much harm. You see Burning Wish removes it’s self from the game and Plunge into Darkness can be very risky.
Burning Wish may be the most powerful tutor of Legacy; I’m aware this is an opinion but the card has no drawback and is very powerful and versatile. The card allows broken turn one and two wins, while only increasing power in the middle to late game. It lets you access answers for problems that might occur with answers such as Shattering Spree, Tranquility, Earthquake or Rough/tumble and Empty the Warrens. While Burning Wish is not able to comeback with Ill-Gotten Gains it can however keep bringing back Ill-Gotten gains. This is important for ramping up your storm count; the more storm the better off you’ll be. The most tutored for cards off of Burning Wish are Diminishing Returns, Ill-Gotten Gains, Tendrils of Agony, and finally Empty the Warrens.
The most thought provoking card in this deck is Plunge into Darkness. This card is the most frequently mis-played cards in the deck for many reasons. People often don’t know when to cast Plunge into Darkness, or how much life to pay with Plunge. All of your questions will be answered AND you’ll learn how to play it correctly!
Plunge into Darkness has no one proper time to play it; it has many opportune times based on the hand you’re given. Here’s an example.
It’s turn one on the play; your opening hand consists of Chrome Mox, City of Brass, Rite of Flame, Plunge into Darkness, Forbidden Orchard, Ill-Gotten Gains and Infernal Tutor. You have a few options here when it comes to Plunge into Darkness. Option A) Play a Land, pass the turn. Next turn play the other land, Plunge during their end step. Option B) Play a Land, play Chrome Mox (Removing: X) then casting Plunge into Darkness during your opponent’s end step. These two are the choices you’ll be deciding on, the question is “What’s more optimal?” Well Option A) is kind of slow, but is more stable While Option B) Lets you attempt to win turn two, and is slightly less stable. The correct choice is Option B) why though? With The EPIC Storm you will want to win as fast as possible if you have no idea what they’re playing. Now that you know one example, start practicing more and more until your arms get tired of shuffling. Practice makes perfect, don’t forget it.
Now for the never ending question, “How much life do I pay with Plunge?” I hope this finally answers your questions so that my migraine will go away. “Well… how much do I pay?” it’s a simple question with many complicated answers. To correctly understand how to play Plunge into Darkness you will need to know many things. First off, what is your opponent playing? What turn is it? What is my life total? Am I winning next turn or now? Is Burning Wish in my hand? Is there anything I don’t want removed? How much mana do I have and of what colors? Am I using Plunge into Darkness as a set-up card or tutor? Lastly do I have another Plunge into Darkness? These are the questions you will need to be asking yourself in that order if you want to play The EPIC Storm correctly.
If your opponent is playing Vial Goblins you generally pay less life than you would pay against Solidarity. This is because of goblins somewhat speedy starts. Goblins’ speedy starts are often irrelevant because The EPIC Storm is much faster, but slow hands do occur. Well, how much is “less life than against Solidarity?” There’s no answer for this because of what turn you are casting Plunge; if you are casting Plunge into Darkness as a set-up during the end step card of the goblin player’s turn one ask yourself, “Do I have another tutor in hand.” if no; you’ll be going anywhere for 8-10 depending on your life total, looking for a better tutor or a “Win now” card. If yes, is that tutor Burning Wish? You don’t want to remove too many cards from the game with Plunge into Darkness; you’ll end up removing important cards such as the “Big Five” which are Lion’s Eye Diamond, Tendrils of Agony, Empty the Warrens, Diminishing Returns and Ill-Gotten Gains. These cards are the most tutored for cards in the deck. You often don’t want to remove them from the game because you’ll need a Burning Wish to have access to them again. Keep track in your head what turn you will be combo-ing out. If you are casting Plunge into Darkness as a set-up card and you’re not winning on your next turn or turn one I’d recommend doing it for 3-4. Using Plunge into Darkness as a tutor is probably the easiest thing about the card since you are looking for a specific card or another tutor to find that card. Just remember what color mana is in your mana pool and be very wary of your life total. This applies for other match-ups also.
Against Solidarity you can generally Plunge into Darkness for as much as you’d like since they deal you zero damage. But don’t forget about the “Big Five” while doing it; you may be cursing yourself later if you go too far into your deck. I know this seems so short compared to the information given to you on goblins but most of the details I gave you cover most match-ups. Although during this match-up Xantid Swarm is relevant so casting Plunge into Darkness during your own turn would more than likely be more optimal.
When your opponent is playing Threshold you want to always play Plunge into Darkness during the end step as a set-up card. When you do, only pay 3-5 life; you rarely cast Plunge as a tutor against Thresh since if they make you fizzle you are more than likely going to lose. The same things listed under goblins all apply here, but now you have to worry about counter magic as well.
Brainstorm is a very different card when it is played in The EPIC Storm. Brainstorm’s ability to fix somewhat unplayable hands into turn two hands and its ability to be incredibly flexible is why it was chosen to be in The EPIC Storm. “When do I brainstorm?” There are two opportune times to Brainstorm. Obviously one time is turn one; I mean C’mon who doesn’t want to see if they can win turn one? This changes if your opponent is playing swamps, discard is generally a bad match-up and you don’t want valued cards lost. The other opportune time to cast Brainstorm is with a Plunge into Darkness or a Burning Wish on the stack and then sacrificing Lion’s Eye Diamond. I don’t highly recommend trying to win off of Brainstorm and Lion’s Eye Diamonds. Not only is it terribly vulnerable but extremely risky.
Acceleration Whether it’s Dark Ritual or High tide, acceleration is another key factor to any storm based deck. Without acceleration the deck cannot begin to “go off” so to speak, because you’ll be sitting there with a handful of dead cards. Cards such as Dark Ritual, Cabal Ritual, and Rite of Flame all have something in common. And what is that? Besides the fact that they’re all in this deck… It’s that they all produce more mana than their cost. They add mana to your mana pool so you can continue to ramp that storm count and continue casting spells. Dark Ritual is pretty much a given in this deck, but Cabal Ritual is a little bit different. People can forget when casting Cabal Ritual that it’s not Dark Ritual; by this I mean that they try casting it for a black or they forget about its ability threshold! Rite of Flame is a little different than Dark Ritual or Cabal Ritual because it messes up peoples math when it comes to combo-ing because it produces red mana and not black. Keep in mind that for each Rite of Flame in the graveyard, the card produces an additional red; the expression the more the merrier is actually true.
“This can’t be the only acceleration, can it?” You’re absolutely correct, there’s no way The EPIC Storm could possibly be consistent with only twelve “Ritual” effects. We need something else; but what? “Artifact mana?” Exactly; With The EPIC Storm artifact mana is just as important as “Ritual” mana if not more important. Cards such as Lion’s Eye Diamond, Lotus Petal, and Chrome Mox are very crucial to The EPIC Storm because they are a free means of ramping up that storm count while producing mana.
The card Lion’s Eye Diamond is very tricky card with this deck, because it has the ability of being Black Lotus or the ability to lose you the game. “Well, which one is it?” It all depends on how you play your cards with Lion’s Eye Diamond. Many people forget about using Lion’s Eye Diamond properly and by this I mean many things. People often forget that you MUST sacrifice Lion’s Eye Diamond before passing priority you may be saying. In order to use Lion’s Eye Diamond you have to do it before your opponent gets a chance to have priority to do anything or your opportunity at winning that game was more than likely loss. “Well why can’t I do it after my opponent says it resolves?” Here is why: after both players pass priority, a spell resolves and priority isn’t passed back to you. This isn’t the only thing people mess up; many people forget that you can put more than one spell on the stack then use Lion’s Eye Diamond. Putting multiple spells on the stack and then using Lion’s Eye Diamond is the best way of squeezing the juice out of it. For example, you have a Burning Wish on the stack, Lion’s Eye Diamond on the stack and a red, four black mana and an untapped City of Brass. In hand is Plunge into Darkness, Brainstorm, and Diminishing Returns. To do this correctly before passing priority you must in response cast Plunge into Darkness, then respond with Brainstorm, respond to that by sacrificing Lion’s Eye Diamond. That gives you the best means of abusing Lion’s Eye Diamond, while the order of Brainstorm or Plunge into Darkness may not matter but Burning Wish must be the first spell since it is a sorcery.
After Lion’s Eye Diamond there’s Lotus Petal and Chrome Mox. There’s not much to be said about Lotus Petal, but Chrome Mox has a few things to be said on it; if you ever have a hand of 3 or 4 Chrome Mox, mulligan. “Why Chrome Mox?” Chrome Mox’s inclusion was decided on the fact that this deck needs all the mana it can get. “Is the card disadvantage worth the one mana?” Actually yes it is; you see Chrome Mox requires you to remove a card. Chrome Mox is extremely helpful when trying to be Hellbent with Infernal Tutor when you don’t have a Lion’s Eye Diamond. “What if I imprint Xantid Swarm and can’t cast anything?” This is your own fault. I will say it again and again and people won’t listen, think before you act with this deck it will only help you. I’ve never gone to time in the round because I’ve had to think about a play - neither will you. Even if there is a Mox Emerald on the table you can still tap it for a green; meaning you play cards that have 1 before the black or red.
Protection The EPIC Storm plays protection much like any other deck out there, but there’s something different about The EPIC Storm’s protection than most decks. The EPIC Storm plays protection that lasts through different effects. Cards like Duress and Cabal Therapy only take away cards from one hand; while cards such as Xantid Swarm allows you to go off completely unhindered. Cards like Ill-Gotten Gains and Diminishing Returns changes the game state by giving both players completely new hands which those Duress’s and Therapies were completely wasted. With Xantid Swarm they can’t even cast any of the cards that were given to them by Ill-Gotten Gains or Diminishing Returns.
Huge threats You may be wondering, “What am I accelerating and Tutoring into?” You see every storm based deck needs a card to be better than others and win you the game. The EPIC Storm has several of these to make your life easier, they are; Diminishing Returns, Ill-Gotten Gains, Empty the Warrens and last and foremost Tendrils of Agony. Why are these important? Without a way to gain a massive storm count by either Diminishing Returns or Ill-Gotten Gains combo-ing out in the early turns would be incredibly harder; making the deck less consistent.
Let’s first start out with Diminishing Returns. Legacy’s Time Twister has an amazing level of power that is indescribable but I’ll do my best to try. “Why Diminishing Returns? I mean it costs UU?” Its mana cost makes up for the cards ability to simply win games. “What are some common ways of getting UU?” You could always take the slow route of using two lands to tap for U. Lotus Petals also work very fine, but the big one is Lion’s Eye Diamond and a tutor effect to cast Diminishing Returns. “When is the appropriate time to cast Diminishing Returns?” The right time to cast Diminishing Returns is when you can’t win off of Ill-Gotten Gains or if your opponent has something that will disrupt you. Another time to cast Diminishing Returns is when your opponent plays graveyard hate. “Doesn’t removing ten cards hurt?” Well, define “hurt.” The deck is very dense with threats that removing ten cards often doesn’t hurt unless you are terribly unlucky and remove all Burning Wishes, both Tendrils of Agony, and the Empty the Warrens.
Ill-Gotten Gains is a card that is so terribly easy to play I wonder how people mess it up. The key to playing Ill-Gotten Gains is being able to create up to six mana and having a tutor effect. But what are your prime targets? The most optimal targets for Ill-Gotten Gains are two Lion’s Eye Diamond and Infernal Tutor/Burning Wish. Against what decks is Ill-Gotten Gains better than Diminishing Returns? Goblins and non-blue decks. You see Stifle and cards like free counters (Daze, Force of Will) can be very troublesome if your opponent recurs them.
The win conditions for The EPIC Storm are pretty simple: Tendrils of Agony and Empty the Warrens. When casting Tendrils of Agony you will need a storm count of ten and for Empty the Warrens on turn one you will need a storm count of five without blockers six with blockers per turn.
Playing the Deck Playing The EPIC Storm may not be as easy as it seems; get to ten spells and win, right? No. The EPIC Storm is much more difficult to play; because of this I will walk you through a few games. Keep in mind the two sample games are completely random hands.
Opening hand one (on the play): Cabal Pit City of Brass Rite of Flame Chrome Mox Burning Wish Infernal Tutor Empty the Warrens
Turn One: Cabal Pit, Chrome Mox (Imprinting: Empty the Warrens). Tap both mana sources Infernal Tutor revealing Rite of Flame. Turn Two: [Draw: Lotus Petal] City of Brass. Play Lotus Petal, Tap Chrome Mox play Rite of Flame one then play Rite of Flame two(RRRR), cast Burning Wish -> Diminishing Returns(RR). Tap City of Brass, sacrifice Lotus Petal (RRUU untapped Cabal Pit) Cast Diminishing Returns. Removing ten from the game: City of Brass Gemstone Mine Tendrils of Agony Tomb of Urami  Xantid Swarm Burning Wish Cabal Ritual Brainstorm Forbidden Orchard Infernal Tutor
Drawing seven: Gemstone Mine Xantid Swarm  Lion’s Eye Diamond Lion’s Eye Diamond Plunge Into Darkness Rite of Flame Chrome Mox
Play Chrome Mox (Imprinting: Rite of Flame), play Lion’s Eye Diamond, play Lion’s Eye Diamond. Tap Cabal Pit, tap Chrome Mox; cast Plunge into Darkness in response sacrifice both Lion’s Eye Diamond (RRRBBB) (Your life total is currently seventeen) [Pay sixteen life with Plunge into Darkness] Plunge into Darkness cards: 3x Brainstorm 3x Lotus Petal 2x Chrome Mox 2x Dark Ritual 2x Plunge into Darkness Lion’s Eye Diamond Burning Wish Cabal Ritual Diminishing Returns [Selecting: Burning Wish, Removing: The rest] Casting Burning Wish-> (RBBB) Tendrils of Agony for twenty two.
Opening hand two (on the Draw): Cabal Pit Lotus Petal Dark Ritual Cabal Ritual Cabal Ritual Empty the Warrens Lotus Petal [Draw: Brainstorm] Turn one: Cabal Pit, Lotus Petal; sacrifice Lotus Petal, Brainstorm (Lotus Petal, Tendrils of Agony and Diminishing Returns) (Putting back Tendrils of Agony and Empty the Warrens). Play Lotus Petal, Lotus Petal then Dark Ritual, Cabal Ritual, Cabal Ritual off of Cabal Pit. (BBBBB possible UU) Cast Diminishing Returns Removing ten from the game: Tendrils of Agony Cabal Ritual Xantid Swarm Forbidden Orchard Lion’s Eye Diamond Infernal Tutor Chrome Mox Chrome Mox Burning Wish City of Brass
Drawing seven: Plunge into Darkness Plunge into Darkness Plunge into Darkness Burning Wish Dark Ritual Cabal Ritual Tendrils of Agony
Play Dark Ritual and Cabal Ritual (BBBBBB), If you so choose cast Plunge into Darkness; Tendrils of Agony for twenty two, twenty four, or twenty six.
Match-ups against “The Big Three”
Threshold/Gro (45%-55%) Dependant on the list and Player. Key Factors: - Do I have Xantid Swarm? If so play it as quickly as possible. - Try and win as fast as possible. - Does my hand have a Tendrils or Warrens? - How am I winning? Am I using Diminishing Returns or Ill-Gotten Gains? Am I using Empty the Warrens or Tendrils? - Do I have the double Tendrils option? - How many turns do I have left? - Keep in mind what Meddling Mage is chanting. - Do they play a singleton Engineered Explosives? - Do they play Stifle? - Lastly, this is the most important question; can you read a bluff? Reading your opponent is HUGE when trying to figure if you’re brave enough to win turns one–two.
Sideboarding -3 Plunge into Darkness -3 Cabal Ritual +2 Empty the Warrens +4 Dark Condifant
Solidarity (50%) Key Factors - Do I have Xantid Swarm? If so play it as quickly as possible. - Try and win as fast as possible. - Win before they get three islands. - Do they have mana for Remand? - Don’t be afraid to be aggressive. In this match-up you can afford to be since they don’t have Daze or Counterspell.
Sideboarding -1 Cabal Ritual -1 Diminishing Returns +2 Empty the Warrens
Goblins (70%) Key Factors - Aim to keep a hand with more acceleration than tutors. - If your hand generally has more than one piece of protection (Swarm) mulligan. - Try and win as fast as possible - If keeping a one land hand, be hesitant to play that land unless combo-ing out that turn. - Chrome Mox is pretty good in this match-up as an unkillable mana source that dodges wasteland and port.
Sideboarding -4 Xantid Swarm +2 Empty the Warrens +1 Dark Confidant +1 Shattering Spree
Here are major tournament reports that should help you: http://mtgthesource.com/forums/showpost … ostcount=1 Bryant Cook's (Wastedlife) 1st place finish http://mtgthesource.com/forums/showpost … tcount=393 Florian Fischer's(Flod0) 1st place finish http://mtgthesource.com/forums/showpost … ostcount=1 Brandon Adams's (Emildn) 4th place finish http://mtgthesource.com/forums/showpost … ostcount=1 Bryant Cook's (Wastedlife) 15th place finish http://mtgthesource.com/forums/showpost … ostcount=1 Jesse Krieger's (Krieger) 16th place finish
Here are articles that include The EPIC Storm: http://www.starcitygames.com/php/news/a … 13782.html By Chris Coppola
All in all The EPIC Storm is a very powerful storm based, up and coming deck that you should get your hands on. With the current Metagame the way it is, The EPIC Storm is a great foil while being blast to play. Hope you enjoyed the article and would like to hear your thoughts.
Primer and deck list submitted by wastedlife official thread on wizards: http://boards1.wizards.com/showthread.php?t=780505 Thresh -U/G/r Thresh[decklist|primer]Spoiler:
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U/G/R Threshold
Sample Decklist: 10-12 Creatures 4 Nimble Mongoose 4 Werebear 2-4 Fledgling Dragon /Flametongue Kavu /Burning-Tree Shaman (more on this later)
11 Cantrips 4 Mental note 3-4 Serum Visions 4 Brainstorm
9-10 Counterspells 3-4 Daze 2 Counterspell 4 Force of Will
10-12 Burn/Removal 2-4Magma Jet 4 Lightning Bolt 4 Fire/Ice
18 Land 3 Flooded Strand 3 Polluted Delta 4 Tropical Island 4 Volcanic Island 2 Island 1 Mountain 1 Forest
Sideboard Options Pyroclasm /Pyrokinesis BEB REB Arcane Laboratory Engineered Explosives Null Rod Naturalize
Primer: Spoiler:
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This is the version of Threshold that plays red in the place of white. There are a few reasons to play this version, but the largest is a heavy presence of goblins or other threshold decks. It tends to beat the mirror (UGw) and is awesome against goblins. It's combo match is slightly worse with the loss of Meddling Mage, but if there is a combo heavy meta you can run Burning Tree Shaman to discourage fetch lands and make Salvagers a near nonissue.
Alright, I realize that this list isn't precisely 60 cards, but I left room for metagame calls.
I'll do my best to illustrate the card choices.
As far as creatures go, I don't think that this deck wants any less than 4 Mongooses or Werebears. They are simply too good against the aggro match, and it seems like whoever has the most creatures stick wins the mirror (duh). The Dragon/FtK/BtS slot is totally up to you. I was running the Burning Tree Shaman because he makes wasteland really hurt, and Rishadan Port lock looks less and less inviting for the goblins player. It is also unbelievable against multiples of manlands, or Rifter. No need to get into Psychatog or Wild Mongrel synergies I hope... The Flametongue is really good against the mirror, as it kills Werebear/meddling mage/jotun grunt/other Ftks. I'm not a huge advocate for it, altough the single Red in the casting cost is enticing. I wouldn't consider using this unless you are expecting many midrange type decks AND goblins. Finally, Fledgling Dragon is almost the worst part of any of it. It's strong suit is that it flies, but Mystic Enforcer does too, and it tends to kill this and live, as you seldom have enough Red mana to make a huge dent. This is nice to lock up a game, but often seems to be just a win-more card than anything.
Cantrips
I run fewer cantrips in this version than in the white version for two reasons. The first is that without Meddling mage, portent loses its ability to nerf a few draws for an opponent, and its kind of underwhelming when ALL it does is shuffle or leave a library. The second is that many of your removal spells can double as cantrips. There isn't a whole lot else to say on the subject of cantrips. You don't have to use the one's I have here, these are just a suggestion, but for the love of God, don't drop Brainstorm or Mental note. Just saying...
Counters
The counters can vary again on what you're expecting. There has been no end of discussion on the amount of Dazes to run, but I'm an advocate of the 4. Worst case scenario you can very comfortable dump it to Force of Will, and it is really good at giving you thresh. I have Dazed my own spells in order to squeeze in extra damage. The actual counterspells can go up to three, but I don't know if I would recommend it. You really just don't need that many, in my opinion. Force is a 4 of.
Removal.
Your removal spells are the reason that this deck can run fewer cantrips. Magma jet nukes a blocker and scrys two, and fire/ice can cantrip as well. The lightning bolt can be dropped for more cantrips, but I have burned an opponent out, especially if you opt for the Burning Tree Shaman route.
Land
There isn't really a whole lot of discussion here. I like to be able to run at least one basic of each color, so I can't totally roll over and die to Wasteland, but that's totally up to you. You can run whatever fetchlands you want. I just like to have the blue ones for good synergy with daze, but Wooded Foothills is just as good here. Probably don't want any more than 18 Lands and at least 6 fetchlands, as they fill the graveyard well.
Strategies.
Thresh is a deck that changes its strategy more than any other deck does through its array of Cantrips. Early game it can play the control deck and grab counterspells with the cantrips and then drop creatures to block the smaller rush after the original rush is over. It can also go aggro against other control decks, as its creatures tend to be much more efficient and big.
Against... Aggro-
Grab Removal and Counters early. Fire/Ice is good here. No, really. After you slow down the initial rush with counters and kill off the creatures you don't counter, drop threshed creatures to block theirs and likely walk away happily from. You may want to wait until turns 4 or 5 to start playing creatures, unless you're alright with trading lackey for 'goose. Your choice, but I'd rather kill the lackey. Your sideboard should have more removal to grab, and I highly recommend Pyroclasm. Its alright against UGWR thresh, as it kills their little creatures, and is a total house against goblins and pikula.dec. Pyrokinesis is another option, but I like pyroclasm better. It could even take a lightning bolt slot or Magma Jet slot in the Main.
Combo-
This match shouldn't be a big problem, even without Mage. Grab early counters, and then attempt to put them on a clock. Counter hand sculpting spells, and keep pressure on. Hopefully you can try and convince an opponent to go off before a decent hand can be found. Board in Arcane Lab, or whatever you feel the need for.
Control-
You are the aggro deck here. Grab your creatures early with the cantrips and swing for the trees. Point the burn at your opponents head and just counter the relevant stuff, i.e. things that mess with your creatures. You want to get threshold as quickly as possible and attack soon. It isn't the end of the world if your opponent recovers from a rush at 3 or 4 life, as you can top a few burn spells to end the game, but try and get in your creature damage as soon as possible.
Alright. I realize that this isn't the greatest break down of what to do in what situation, and if there is a huge clamoring for more UGr Thresh matches, let me know, and I'll try to do one for each tier deck. There is a far more advanced discussion going on at the LMF at www.mtgthesource.com so feel free to check that out as well.
Primer and deck list submitted by Myojin of Tickled Cheddar -U/G/w Thresh[decklist|primer]Spoiler:
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UGW Thresh
Sample Decklist:
4 Flooded Strand 2 Polluted Delta 2 Windswept Heath 3 Tundra 3 Tropical Island 1 Plains 1 Forest 2 Island
// Creatures 13 4 Nimble Mongoose 4 Werebear 4 Meddling Mage 1 Mystic Enforcer
// Spells 29 4 Brainstorm 4 Serum Visions 4 Mental Note 4 Daze 4 Force of Will 2 Counterspell 4 Swords to Plowshares 2 Pithing Needle 1 Engineered Explosives
// Sideboard 15 1 Mystic Enforcer 1 Engineered Explosives 3 Jotun Grunt 2 Naturalize 2 Armageddon 2 Tivadar's Crusade 4 Hydroblast
Primer: Spoiler:
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What is ThreshGro?
Why, it's the evolution of Turbo Xerox the philoshophy of this deck came from Alan Comer. How did he do it? Alan Comer showed that if you run a high amount of control, and a low quantity of lands, with the help of cheap cantrips and library manipulation allow him to constent throughout the game.
The deck later evolved, and added Quirion Dryad to the deck, which became absurd, as Gush was also legal at the time. The original purpose for Gro in the era was to beat Trix. The deck splashed White for Meddling Mage , Mystic Enforcer , and Swords to Plowshares just to have a better combo match up, and more control to handle decks like Sligh.
In Legacy, Gro was taken more seriously when Cavern Ninja from the Source won a Mox Jet. He analyzed the flaws of the deck, and decided that the reason why the deck did terrible was because of Quirion Dryad.
Later, Ben Goodman, Pat McGregor, and Lam Phan (Also creator of Vintage Bird Sh*t) Top 8 GP Philly. Many have taken Threshold more seriously around this point.
// By Ben Goodman // Lands 17 3 Windswept Heath 3 Flooded Strand 4 Tropical Island 3 Tundra 1 Plains 1 Forest 2 Island
// Creatures 11 4 Werebear 4 Meddling Mage 3 Mystic Enforcer
// Spells 32 4 Brainstorm 4 Serum Visions 3 Sleight of Hand 4 Predict 3 Daze 2 Counterspell 4 Force of Will 1 Disrupting Shoal 4 Swords to Plowshares 3 Pithing Needle
// Sideboard 15 2 Engineered Explosives 3 Nimble Mongoose 3 Armageddon 3 Tivadar's Crusade 4 Hydroblast
Then in GP Lille, Threshold also made 3 of the Top 8, but Threshold won the whole event.
// By Helmut Summersberger // Lands 18 4 Flooded Strand 4 Polluted Delta 4 Tropical Island 3 Tundra 3 Volcanic Island
// Creatures 12 4 Nimble Mongoose 4 Werebear 4 Meddling Mage
// Spells 30 4 Brainstorm 4 Serum Visions 4 Mental Note 4 Daze 4 Force of Will 3 Counterspell 3 Lightning Bolt 2 Fire // Ice 2 Pithing Needle
// Sideboard 15 1 Naturalize 4 Chill 2 Divert 3 Wasteland 2 Red Elemental Blast 3 Tormod's Crypt
Because of these results, Threshold has became a deck to beat.
Many have made their own twists on the deck, the two most famous variants of White Thresh are,
// By Dan Spero // Lands 18 4 Flooded Strand 2 Polluted Delta 2 Windswept Heath 3 Tundra 3 Tropical Island 1 Plains 1 Forest 2 Island
// Creatures 13 4 Nimble Mongoose 4 Werebear 4 Meddling Mage 1 Mystic Enforcer
// Spells 29 4 Brainstorm 4 Serum Visions 4 Mental Note 4 Daze 4 Force of Will 2 Counterspell 4 Swords to Plowshares 2 Pithing Needle 1 Engineered Explosives
// Sideboard 15 1 Mystic Enforcer 1 Engineered Explosives 3 Jotun Grunt 2 Naturalize 2 Armageddon 2 Tivadar's Crusade 4 Hydroblast
Dan Spero is also quite known for writing tournament reports with this deck. He also knows this deck quite well, and is considered to be quite skilled. This deck brings in the most aggressive side of this deck.
// By Alix and Jesse Hatfield // Lands 17 3 Polluted Delta 3 Windswept Heath /Wooded Foothills 3 Tropical Island 4 Tundra /Volcanic Island 1 Forest 3 Island < | |