TheManaDrain.com
October 24, 2025, 12:22:15 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Dandan.dec  (Read 1718 times)
The Grim Reaper
Basic User
**
Posts: 144



View Profile
« on: May 21, 2005, 10:13:08 pm »

This is a casual deck based around the idea of really pissing your opponent off by making all of their lands into islands. Place land enchantments on all thier lands and use the land-conversion creatures during their upkeep. Beat down with amazingly efficient creatures for the win! Obviously, this deck is completely useless against decks that use islands, so I have a sideboard which contains volcanic islands and tons of blue-hate.

This deck NEEDS some sort of card draw but I can't find anywhere to fit it in. I might remove Veiled Serpant but it's so damn good here. It also might be a little bit land light, I'd like to get up to 18 lands with a couple more fetches.

Another thing I'd like to fit in is some sort of removal. I have no idea where to start so i'd like some help here please.

Dandan.dec

Land

Island 12
Polluted Delta 4

Optimized Creatures


Seasinger 4  Creature - Merfolk 1UU 0/1 When you control no islands, sacrifice Seasinger. You may choose not to untap Seasinger during your untap step. T: Gain control of target creature whose controller controls an island as long as you control Seasinger and as long as Seasinger remains tapped.

Reef Shaman 4  Creature - Merfolk U 0/2 T: Target land's type becomes the basic land type of your choice until end of turn.

Tidal Warrior 4   Creature - Merfolk U 1/1 T: Target land becomes an island until end of turn.

Dandan 4  Creature - Dandan UU 4/1 Dandan can't attack unless defending player controls an island. When you control no islands, sacrifice Dandan.

Manta Ray 4  Creature - Fish 1UU 3/3 Manta Ray can't attack unless defending player controls an island. Manta Ray can't be blocked except by blue creatures. When you control no islands, sacrifice Manta Ray.

Veiled Serpent 4   Enchantment 2U   When an opponent plays a spell, if Veiled Serpent is an enchantment, Veiled Serpent becomes a 4/4 Serpent creature. It can't attack unless defending player controls an island. Cycling 2 (2, Discard this card from your hand: Draw a card.)

Countermagic


Counterspell 4   
 
Force of Will 4   
 

Island Ho!

Lingering Mirage 4  Enchant Land 1U   Enchanted land is an island. Cycling 2 (2, Discard this card from your hand: Draw a card.)

Sea's Claim 4  Enchant Land U   Enchanted land is an island.

Phantasmal Terrain 4  Enchant Land UU   As Phantasmal Terrain comes into play, choose a basic land type. Enchanted land's type is the chosen type.

SB
4 Volcanic Island
4 Red Elemental Blast
4 Pyroblast
3 Something that owns Blue

Creature Analysis


Dandan
The Heart and Soul of the deck. Two mana for a 4/1 beatstick with no downside here. Good stuff.

Seasinger
This is the only deck on the planet that can make efficient use of this card. She allows you to steal any dirty little creatures which your opponent is able to cast.

Tidal Warrior + Reef Shaman
Complement the enchantments which change lands into islands.

Manta Ray
Unblockable 3/3 for 3. Enough Said.

Veiled Serpant
Three mana for a 4/4 with no drawback is nothing to laugh at. The condition which must be met is hardly troublesome. Very good.

---------------------------------------

So basically this deck needs 3 things:
-Removal
-Draw
-Increased land by two? Testing seems random, sometimes I can't draw a third land while other times I get flooded Sad

Any advice is always appreciated, please enjoy my original deck!

-The Grim Reaper
« Last Edit: May 21, 2005, 10:15:33 pm by The Grim Reaper » Logged
asmoranomardicodais
Basic User
**
Posts: 318


View Profile
« Reply #1 on: May 22, 2005, 12:38:55 am »


More than 16 land! I know you know this, but it should be twenty in this deck minimun.

Secondly, You don't need all that change into island stuff. Some are okay, but the shaman are good enough for most of the time. Run the mirages, and drop the other eight.

Use the extra slots from that to fit in brainstorms, or AK, or FoF, or impulse

Use Quicksilver Fountain. Enough said.

Blue has no disruption, as I have sadly found. Only thing to use is capsize.
Logged
The Grim Reaper
Basic User
**
Posts: 144



View Profile
« Reply #2 on: May 22, 2005, 02:19:45 am »


More than 16 land! I know you know this, but it should be twenty in this deck minimun.

Secondly, You don't need all that change into island stuff. Some are okay, but the shaman are good enough for most of the time. Run the mirages, and drop the other eight.

Use the extra slots from that to fit in brainstorms, or AK, or FoF, or impulse

Use Quicksilver Fountain. Enough said.

Blue has no disruption, as I have sadly found. Only thing to use is capsize.

I think 18 lands would be the ideal number here, there are only 12 spells which cost 3 mana, and nothing any higher.

The enchantments are far superior to creatures in terms of island conversion. The creatures allow my opponent to play instants in response to their abilities being used every upkeep. This doesnt happen with say, phantasmal terrain.

That being said, I will DEFFINITELY consider Quicksilver Fountain as a replacement to one set of four. Thank you for bringing this card to my attention, as it greatly helps the soft lock! The only downside is the 3cc, but that can be altered by adding more land.

The problem with brainstorm, impulse, and AK is that they are simply cantrips 99% of the time. FoF is too expensive for this deck.

With the soft lock in place, perhaps Meditate could be used? Losing a turn wouldn't really matter that much with say, a Quicksilver Fountain in play.
Logged
asmoranomardicodais
Basic User
**
Posts: 318


View Profile
« Reply #3 on: May 23, 2005, 11:32:35 am »

Brainstorm is VERY powerful with fetchlands, like you have here. Play it, put two cards on top you don't want, and shuffle with a fetchland. Congrats, you've got an ancestral!

Impulse is also very very good, becasue although it's not card advantage per se, it digs four cards in. There is nothing worse than drawing unneeded land for two turns, and impulse solves that.

But, if you don't like that, try sensei's divining top.
Logged
The Grim Reaper
Basic User
**
Posts: 144



View Profile
« Reply #4 on: May 24, 2005, 10:22:40 pm »

Brainstorm is VERY powerful with fetchlands, like you have here. Play it, put two cards on top you don't want, and shuffle with a fetchland. Congrats, you've got an ancestral!

Impulse is also very very good, becasue although it's not card advantage per se, it digs four cards in. There is nothing worse than drawing unneeded land for two turns, and impulse solves that.

But, if you don't like that, try sensei's divining top.

What do you think I should remove for some card draw?
Logged
asmoranomardicodais
Basic User
**
Posts: 318


View Profile
« Reply #5 on: May 24, 2005, 10:28:01 pm »

2 reef shaman, 1 tidal warriors, 1 phantasmal terrain

I know you feel like that'd be taking away from the combo, but if you replace that with card drawing, you'll still find the same amount or more of combo pieces.
Logged
dandan
More Vintage than Adept
Full Members
Basic User
***
Posts: 1467


More Vintage than Adept


View Profile WWW Email
« Reply #6 on: May 25, 2005, 02:01:28 am »

Luckily Wizards just printed a 2cc Blue card that lets you draw 3 cards and with your mana curve you probably won't have to discard anything.

I heartily recommend adding the Brainstorms as you have a low low amount of land. Brainstorm and fetchies are good and Brainstorm, fetchies and lots of conditional cards makes your conditional cards less bad. Having said that I would still want a minimum of 20 mana sources and 4 Brainstorms.



Logged

Playing bad cards since 1995
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.032 seconds with 20 queries.