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Author Topic: LUPOATH3 Oath of Druids2 Gaeas Blessing3 Exploration3 Mul...  (Read 7202 times)
Lupo
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« on: December 24, 2002, 08:58:47 am »

LUPOATH


3 Oath of Druids
2 Gaeas Blessing
3 Exploration
3 Mulch
1 Regrowth
1 Crop Rotation
2 Naturalize

4 Brainstorm
1 Timewalk
1 Ancestral Recall
1 Mystical Tutor

3 Powder Keg
1 Black Lotus

1 Morphling
1 Spike Feeder
1 Spike Weaver

4 Wasteland
1 Stripmine
4 Rashidan Port
1 Library of Alexandria
1 Forest
1 Island
4 Tropical Island
2 Windswept Heath
1 Polluted Delta
4 Mishras Factory
4 Petrified Field
2 Deserted Temple
1 Yav Coast
1 Celaphid Coliseum

SB:

3 Arcane Lab
3 Null Rod
1 Oath of Druids
2 Tormods Crypt
2 Bottle Gnomes
2 Naturalize
2 Spreading Algae


Here is the current version of a deck that I have been building for a little over a year now.  My job and other non-magic responsibilities have kept me from doing any serious play testing outside of my friend’s kitchen, but I keep up on my reading and have a solid grasp of all the major archetypes around, both the contents and the play style associated with them.

The major motivation for this deck was an article I read a while back (I think it was on Star City, but do not quote me on it) calling mulch the green fact or fiction.  Now, this is a horribly incorrect statement, the only way that these cards are alike is that they can both trigger a Gaea’s blessing.  The article aside, one of my associated bet me that I could not make a real deck using that card; I took the bet and set to work.  The original versions of the deck were nothing like what you see above, I actually posted on BD a few times only to have Oscar think so little of the deck that he moved it to the casual players board off the serious one (I still remember that Wink.  I do not know if I can really blame him all that much, I was trying to use Jalum tome and a bunch of green silver bullets.

Onto the deck, the key to the decks power is its hunger for mana and its ability to be very efficient with its land, if there comes a time where you are not tapping out every turn; there is a good chance that you are not doing something right.  The deck loves motion, your hands should always be moving, shuffling, oathing, mulching, recurring.  The deck is all about action, now, onto the cards:

Oath of druids:  This was somewhat of a late addition, but once I played with it, I knew immediately that it had to be a core part of the deck, the addition of brainstorm has allowed me to go down to three, but for a long time I was packing a full compliment of Oath’s.  Aside from its obvious ability to single handedly shut down most creature based strategies, the oath serves another very important function in the deck that many people (including myself) over look, that when oath triggers gaeas blessing, it goes on the stack and there is a window to sac a petrified field to bring back any land in your graveyard, essentially meaning that it lets you grab your strip mine before it gets reshuffled.

Gaea’s Blessing:  The most action packed card in the deck, the synergy with oath/mulch is obvious and it allows for recursion of all the interesting land that your opponents will have to read as you use them.  Easily one of the keys to the decks power.

Exploration:  In earlier versions of the deck this card was far more important and at one time there were 4 explorations plus a fastbond, but with the addition of blue and the finesse that it added to the deck, there is not as much a need to use the brute force of this card and overwhelm your opponent with mishra’s and wastelands.  That is not to say that this card is not important, there are very few cards in the deck are more pleasant to see in your opening draw than an exploration, it gives you the tempo that you need to get a jump on your opponent, it is equally devastating again all three major deck types (aggro, control, combo), as it gives you a chance to use a wasteland and continue your mana development at the same time.  The real power of exploration though comes when you are in your end game and finally get your strip mine (a wasteland will do just as well if playing against a deck of nonbasics) and have the power destroy 3-4 of your opponents land in the same turn.  Without an exploration, the petrified fields will REALLY slow you down, almost to the point where the loss of tempo will not be worth the extra early wasteland and you are better off just using it for mana.

Mulch:  Where it all began, the card in this deck is usually an Ancestral as you will usually hit three lands with it.  The addition of brainstorm to the deck has very much increased the power of the much as it lets you set up for a good one by allowing you to leave either a blessing or land on top of your library to hit with the mulch.  The nice part about this is that many people will not know how good the card is in the deck and will usually let the first one through without a counter, be warned after they see you pick up three cards, they will be looking to stop you from casting it again.

Regrowth:  Duhhhhh, its restricted, its green, it held a spot in keeper for many many years, more explanation is not necessary.

Crop rotation:  Again, its restricted for a reason (fine so they restricted it because of academy, which has nothing to do with this deck, but still…) works as a shuffle effect for brainstorm, gets you strip mine/factory/LOA, pretty much does lets you get whatever you need.  I know there is card disadvantage, but when you do play it, it should get you something will easily compensate.  Use it conservatively, when I have observed others using my deck, this is one of the biggest mistakes that I have seen, people crop rotating too early and sacking lands that they should not.  Do not hesitate to sit on this card until it is good and ready to swing the game for you.

Naturalize:  Not added to the deck until the addition of brainstorm, as there are too many matches where it was just a dead card.  As a small side note I greatly applaud R&D for putting this card out, green needed it and I think it is a great addition to the game.  The function is obvious; I usually hold them as long as I can just in case a Blood Moon or B2B rears its ugly head as they can really ruin your day.

Brainstorm:  These have been the most recent addition and in my opinion give the deck what it needs to be discussed and posted on this forum.  The synergy that it has with so many of the cards in this deck is blatant; I am actually kicking myself for not seeing the blatant need for them sooner.  They do it all, they dig for what you need and they get rid of what you don’t.  The storm has been included in every oath based deck that has ever achieved notoriety, and this one (aside from the notoriety) is no different.  They are so valuable that I expended the effort to find 4 foil ones from MM (no easy task).

Ancestral, Timewalk, Mystical Tutor, Black Lotus:  See Regrowth

Powder Keg:  The smart mans card.  The kegs are really there to eat your opponent’s moxes.  They often are and can be used to stop an early creature rush, or if playing keeper or something similar, can be used to kill a morphling in a bind, but be careful when you pop that first counter on it, there is no looking back then and if you are in a position to live to the mid/late game, you will be much better off killing your opponents moxes then there ½ casting cost critter.

Morphling, Spike Feeder, Spike Weaver:  The traditional Oath posse makes its expected appearance again here, I had been running two feeders and a morphling for a long time, but I gained a true appreciation for the weaver in the last extended season as I was a champion of Oath of druids and he saved me many a time.

Now comes the real meat and potatoes of the deck, the land.  It makes up a solid 50% of your deck as to keep your mulches profitable and it your primary route to victory.  Land can not be countered and that is the real secret to the deck,  most decks will have some way of controlling mana (all good type one decks have some way to do it), what makes this special is that you have a diversified array of threats all coming from your lands, and an opponent packing little more than a few wastelands will not be able to stop everything that your lands will be able to throw at it, and they will probably make an error in the way they use them as there will have such a choice as to what to nullify, that there is a good chance that they will make the wrong decision.

The main idea of the deck is to control your opponent’s mana.  Use your lands to deny them theirs.  There are many tricks to do above and given that I am already on 4 pages, I can’t go into them all.  The ports, wastes, and strip are your main tools for keeping your opponent very bored during their main phase.  The fields and temples give you opportunities to re use them; the factory provides kill and defense, with the sac lands getting you your G/U sources while providing you a shuffle effect for brainstorm.  The sac lands should be played as they are in keeper, don’t sac them until you absolutely must, they are not there to thin the deck.  The Coliseum is the newest addition to the deck; it was added as a replacement for the one Tefiri’s response that I was running.  I could not afford to leave one blue and one colorless open to sit on the response, so it had to go, and given that threshold is a joke to achieve, this should be useful, as well as upping the land proportion for mulch.

The board is open, as I said, I have never used this deck much outside of the kitchen table, so I can not speak as to the sideboard all that much, so do not take it as a well tuned one (unlike the deck)

Now for some talk on match ups.

Keeper:  Theoretically the collection of the most powerful 60 cards out there (75 now that it uses wishes).  The match against keeper is always a fight, but the big variable in the match is whether or not the keeper player has access to a tefiri’s response, if they do, you can pretty much pack’em up and move onto the next came, the 4 for 1 it provides (kill my card, save yours, plus draw 2) is often too much to overcome.  I do not know what Wizards was thinking when they made this blue and costed it the way that they did.  If it had to be made at all, I would have made it 2 green, blue does not deserve this.  Aside from that you can do pretty well here, the mana control will really hurt them and your best bet is try and lock down on a specific color, blue would be nice but it is not likely, so you can choose a supporting color based on the situation.  Your goal should be to get through one card drawing spell, one mulch or one maximized brainstorm should usually give you enough threats to take over the game.  Their two biggest threats against you are mind twist and balance, as it is very difficult to play in fear of both.  I have found it best to just commit to the board and dump your hand and if they catch you with a balance, you at least know they will have no morphling and no hand.

Sligh/Sui Black – Get an early oath/keg win the game, don’t and things become much more complicated and if you hope to win, you had better be a great player and make the most of all your resources.  Their biggest advantage is their use of primarily basic lands, which will render your wastelands useless.  The perk is that they do not run many, so if you can recur strip mine a few times it should be crippling.

Combo – Here is a BIG problem with the deck.  You lose.  Last time I was at NG NY I had the deck and Mike P absolutely annihilated me with a power artifact Monolith deck.  I thought that I had some decent draws; he won both games with no land on the table, as he was able to get one use out of his lands before I could take them away, and that was enough.  I got housed.  I have been putting a lot of thought into the board as far as ways to stop the combo menace and the arcane lab seems to be a perfect solution, as a combo deck will be very hard pressed to win with one of those on the table.

TnT:  Now this deck is interesting.  I have only played against it about 5 times as we have not bothered to toss one together for the house, but the few games I have played, I dominated, looking at it, it seems like a good matchup for you, they must play out creatures, which will let your oath run wild and they also are very vulnerable to mana disruption and powder keg (keg for one is often devastating).  I would like to play this one more to see if my results were a just a series of good draws or if TnT is truly a very good match up for me.

Dragon or Mask:  I simply have no idea as I have never played against them or put much thought into them.

So that is about it, my brain child in just 5 short pages.  I have tried a few times to get some discussion going about the deck, but I have had little success.  Hopefully this time will be different and we can generate some good feedback.

Michael Lupo
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Necropotenza
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« Reply #1 on: December 24, 2002, 09:40:26 am »

Hi, I really liked the deck and I think I'm going to try it for a while.
I think that you'll be having lots of problems to beat mono-colour control decks such as BBS or Parfait, though. You won't be able to disrupt that much their manabase to put in play your key permanants and keep them on the board IMO.
Just my thoughts  
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MoreFling
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« Reply #2 on: December 24, 2002, 05:27:02 pm »

my parfait would have this deck for lunch, so feel free to convince people to play it Smile

Personally, I've always liked TurboOath, and with that I mean a Horn of Greed-Exploration Engine.
oh well.....
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theorigamist
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« Reply #3 on: December 24, 2002, 10:55:08 pm »

Even though Mulch is certainly not the green Fact or Fiction, you should have Fact in there somewhere.
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Mon, Goblin Chief
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« Reply #4 on: December 25, 2002, 06:04:19 pm »

Well, if Brainstorm is that good in the deck, you'd probably like a reusable one that works every turn and can function as an additional Ancestral against combo and Control. In short, I'd like a Sylvan in there.
Maze of Ith seems worth testing (SB?), also, as it is a land and works well with Oath.
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theorigamist
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« Reply #5 on: December 25, 2002, 11:24:08 pm »

What would you take out for Sylvan Libraries?  Maybe -2 Brainstorm for 2 Sylvans.
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ScaldMonger
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« Reply #6 on: December 25, 2002, 11:51:57 pm »

Hey, first off i think 1 sylvan would be a great addition, second....I personally have played against you and I know the true power of the deck. As for TNT (which im currently playing), you should run through it. The oath engine alone makes for a good fight against TNT, and with the addition of the mana screw the deck dishes out, I don't think any amount of mox/lotus power will save it. I plan on putting together Parfait and will test it myself against ur deck , Ill post results when I'm done.

Good luck and the deck looks much deadlier than last time I saw it =)
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MoreFling
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« Reply #7 on: December 26, 2002, 02:27:43 am »

@Lupo : Have you played this deck at a tournament yet, or will you in the close future ?
Be sure to write a tournament report, since I'll be interested in hearing about it.

Sylvan Library does seem like a perfect addition to the deck.
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Lupo
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« Reply #8 on: December 26, 2002, 09:10:09 am »

I had a sylvan in the deck a long time ago; it was cut for one reason or another, although looking at it I would have to say that you are right.  The addition of the fetch lands and the increased amount of shuffle effects do beg for the return of the Syl.  I will work one back in.  Possibly lose one brainstorm for it.  If it works out well, I could up it to two by taking out one of the naturalizes.  The newest addition to the deck is the Ceph Col.  I was pondering an impulse in its place.  Do you think this may be appropriate to cut for the syl.  That is one of the flex slots that I have been tooling around with.

Sorry to report that I have not played in a torney with the deck since before I added blue to it.  Work and womanizing usually keep me away from the NGNY type one torney's on Friday nights.  I always say I will try and make it over, but something usually comes up.  I will continue to try and get over there though, and will gladly post results if I do.

I have considered a Fof for the deck but never given it any heavy thought because of the casting cost.  4 is quite a lot to ask, and for the card advantage the Fof would provide, it seems like another mulch would be just as effective, and if I was shooting for the digging aspect, and Impulse would accomplish 4/5 of the digging with 1/2 of the cost.

LUPO
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Lupo
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« Reply #9 on: December 27, 2002, 09:55:13 am »

I did some testing with the Syl last night.  After some playing, it is very clear that brainstorm is far far better for the deck.  While they are similar in their digging capacity, it is the replacement power of brainstorm that gives it its real edge.  The power to get a Blessing or Morphling out of your hand and back into your deck is priceless, unfortanetly the sylvan simply can not do that.  The fact that it doe not replace itselfg without atleast 4 life is also a negative.  Not to knock the power of the Syl, but I think that for this deck, it just does not fit
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Lupo
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« Reply #10 on: January 06, 2003, 04:14:46 pm »

Got to play against TnT the other day, and I think that I actually weakened the matchup against it with the most recent revisions.  Looking back, I think that my advantge came from my ready access to powder kegs as an answer to the goblin welder.  I played and was unable to deal with the welder, and not even an active oath was enough to stop it from wreking me.  For this reason I think that I need to get the fourth keg back into the deck, I think that the Ceph Coll will be the card to go.

Any thoughts?
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ReplenishedGuy
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« Reply #11 on: January 17, 2003, 11:19:30 am »

Well, this is an interesting version of an Oath.  I've tested my Oath deck out alot in places, so I might be able to give you some suggestions.

First of all, I guess you don't have moxen, eh?  They would be good  .  Well, I gues you don't want counters in there, but I would take out the Yav Coast to add another Wooded Foothills or Windswept Heath, I don't think it matters.  
    
     If you do have more power, or maybe even without, I'd suggest Impulses in there.  Impulse would be good in here, because it looks like you could use alittle more drawing in here.  I would run something like 4 Brainstomr and 2 Impulse if you want to keep some.  AS for Brainstorm, I've found that you can't really rely to much on shuffling, and shouldn't try to make up for it.  I think Merchant Scroll could be used here, too, for the Ancestral or something else (but you don't have counters....er....)  

     You should also try to make room for 1 more Oath if you can manage it, because you need to find it fast, although you're focused on land controll, so I don't know if that would work.  I would recommend Sylvan, but I don't know what decks you're trying to beat in a tourny (if you go).
Sylvan sucks against aggro, while I like it otherwise.  I would put in at least 1 or 2, so you can skip drawing a creature if you were going to so you can Oath it later.
    
     Oh, and for Fact of Fiction, you should probably use it.  4 mana, hell, it's a good card   .  Use it again with Regrowth! I love it!  

As for Sideboard, I have some ideas, but just that: ideas.

Maybe consider woodrippers, ophidians definetly (for that keeper/parfait matchup), and more feeders, weavers, and morphlings for different decks, too.

The Combo matchup isn't nearly as hard as Keeper and Parfait, from the looks of your deck, but I'll take your word for it.  For that Keeper and Parfait, as someone said in another post, that you should sidboard into a limping bbs deck.  

Hope all this helps,

ReplenishedGuy

NOTE: Sorry if my spellings alittle off, my sister got some popcarn in the damn keyboard  

 
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j_orlove
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« Reply #12 on: January 25, 2003, 08:46:08 pm »

If TnT is an issue, you could always SB that evil, evil Woodripper.
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Lupo
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« Reply #13 on: January 27, 2003, 12:52:13 pm »

A few responses to what our replenished associate had to say about the deck.  The lack of moxen/other power was intentional, the idea is to be able to get the most out of the powder kegs, against both control and aggro, and that means being able to keg for zero against control to cripple their moxes and things, and if you are dependant on moxes of your own, then that strategy becomes ineffective.  The land that you would have to remove for the moxes would also make the Mulch's less effective

When Onslaught first came out I did remove the Yav coast for an additional Sac land, but the idea was that I wanted to be able to get the most out of the Brainstorm/shuffle synergy, and it costs a blue mana to get it started, and while the sac lands can get me access to a U, they can not physically give me one, I felt a lot more comfortable once I added an additional U to the deck, the G is just a bonus.

I also want to make a point about Legions.  I am sure that most of you have seen the new set and I wanted to ask about ***.  Is this guy going to see any play?  He seems OUTSTANDING for Sui Black and would spell imminent doom for a lot of the top decks in T1, all of which make heavy use of the graveyard (YagWill, Tnt, Oath, Threshold ...).

My question is this, will these guys make decks like mine obsolete??

Mike
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Lupo
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« Reply #14 on: January 27, 2003, 12:53:20 pm »

Withered Wretch was the card I was referring to above.  I forgot the name and only remembered to look it up after I had clicked post.

Sorry
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