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Author Topic: [Primer] Nether Void  (Read 3171 times)
HuntedWumpus
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« on: March 14, 2004, 02:28:28 pm »

This is my first try at this. so here it is.

The Nether Void Primer

Part 1:
Construction: Before I begin with the actual card choices lets give the basic Idea of the deck a going over. Nether Void, at its center specializes in black’s innate ability to be a thorn in one’s side. Disruption via discard effects, land destruction, and the ever scary thought of seeing a Pernicious deed or Nether Void hit the table. With that said we have yet to include the ability to have main-deck graveyard kill with Withered Wretch, additional hand disruption with Hypnotic Specter, or bludgeoning with rocks (Aka Nantuko Shade). Without further mumbling I give you . . . Nether Void.

Nether Void

8 Swamp
4 Bayou
1 Llanowar wastes
2 Bloodstained Mire
4 Wasteland
1 Strip Mine
1 Dustbowl
1 Mox Jet
1 Black Lotus
4 Dark Ritual
4 Sinkhole
4 Duress
4 Hymn To Tourach
3 Pernicious Deed
3 Nether Void
1 Demonic Tutor
1 Yawgmoth's Will
1 Necropotence
2 Skeletal Scrying
4 Nantuko Shade
3 Withered Wretch
3 Hypnotic Specter

Sideboard
2 Planar Void
2 Contagion
2 Chains of Mephistopheles
2 Choke
3 Diabolic Edict
3 Naturalize
1 Pernicious Deed

Mana Base:
8 Swamp
4 Bayou
1 Llanowar wastes
2 Bloodstained Mire
4 Wasteland
1 Strip Mine
1 Dustbowl
1 Mox Jet
1 Black Lotus
4 Dark Ritual

Looking at the overall base, the twenty-seven mana producing cards, one could say that the amount of black sources is too low, an illusion. The deck vary rarely is black screwed. Void is designed to draw enough mana to open explosively, employing Ritual, lotus, and Jet to accelerate. It is important for the pilot of void to know how to manage a mana base such as this. Fetching for Bayou is not always the right play, and often is very costly when played poorly. You will probably notice mishra’s factory is missing from the deck. This is addressed under beatings. I will not go over the land kill here, they will be featured in Disruption. Moving on.


Disruption:
4 Wasteland
1 Strip Mine
1 Dustbowl
4 Sinkhole
4 Duress
4 Hymn To Tourach
3 Pernicious Deed
3 Nether Void

Lets begin with land kill. Nether Void always features the nine LD cards (4 sinkhole, 4 wasteland, 1 Strip mine). Were not playing total land kill here so don’t try for it. It’s about keeping opponents off balance. Example, against GAT trying to keep them off green is the way to go. One, it keeps them searching for more green, because they  need dryad, and all the time they the dryad wasn’t on the board is time she was not gaining counters. Now, in this build we feature one of the strongest and most commonly forgotten cards, dust bowl. Again, your goal is not to keep them on no land with this card, first we don’t have enough land to do that, and your committing tons of mana to this task. Ill say for the last time, it’s about keeping them off balance.

Next item on the list is hand disruption. You know why people don’t like playing against void?. . . Land, ritual, duress, hymn to tourach. The duress’s are your best friend. Simply stated, Duress can win games. Be careful about casting a Hymn, if you are feeling the misdirection, then be wary. Keeping hand quality and size down is an ancient and well proven magic strategy. In many match’s its important to open strongly in this area, as well as keeping it a constant factor in the opponents mind.

Now onto the goods. First up Pernicious deed, the strongest single card in the deck. Its presence in the deck is disruption, because it’s a must counter for so many decks. There Is no need for a fourth deed in the main-deck. One reason being, like void, you don’t want to see one in the opening hand 9:10 times. Generally you aren’t going to deed twice either. The fourth deed lives In the sideboard where it should. Nether Void, the namesake of the deck is the last item on our list of disruption. The void is closing the door on your opponent. The most optimum way to use void is disrupting early, lay a treat(s), and then when the opponents is down, and you have establish a quasi board control; seal the game with void.

Brokenness and Good Things:
1 Demonic Tutor
1 Yawgmoth's Will
1 Necropotence
2 Skeletal Scrying

Wait!, something missing. Where is the Demonic consultation. That’s right, your not blind. Consultation is always played as a last ditch effort to save yourself. Using it as a tutor is not a good play, nor is it worth it. Therefore I cut it in favor of cards that win, and help. Instead of a card built on saving one’s ass. With that said, I also choose against Vampiric tutor, because it doesn’t synergize well in here.  The Demonic tutor is standard fair, and can be used of course for a deed if needed, and works great as utility.  The Yawgmoth’s will and Necropotence are basic, hence I will not go into detail about those. Skeletal Scrying is my own touch to the deck and an MVP in many tournaments. The card is incredible, and makes it much easier to have three deeds. Worst-case scenario it cycles, and it only gets better and potentially refills an entire hand. Be careful early on about what you’re removing, don’t forget you may draw into the yawg will. I have had an very expansive amount of testing with scrying and I give it an A+ on card qualitly. Just run it.

Beatings:
4 Nantuko Shade
3 Withered Wretch
3 Hypnotic Specter

Where is our good friend negator? Well he’s gone, want a reason? Fire/Ice. This card is running overly rampant in so many many places, and he makes negator very scary to run. He is hard to side in against control because they all have fire/ice to deal with him. Mishra’s factory has also become sub optimum.  To the shades, well, they are a strong whipping. You drop a shade, and people, especially control, start to think differently. He is hard beating and gets four slots. The Wretch, WOW, a really solid card. First off he shuts off dragon combo, and is really solid during the game as a use for untapped mana. Its just mean to make peoples yawg will useless using his ability. In essence he is a 2/2 for BB and has an awesome ability, Solid. Hypnotic Specter is the last of the beating and has been standard fair for a long time. His effect changes the play of any deck until they can remove him. Hippie is a heavily feared card, and deserves three slots. The last card that I’ve fooled around with is blurred Mongoose. He is solid and I still throw him in every once and awhile for hippie just to mess with folks. He works good, but is not optimum right now. First off he messes with the mana base, which is very fragile if altered to much, and secondly there are to many wastelands. Granted it is incredible under void, but the deck is not meant to be always have void on the board.

Sideboard:
2 Planar Void
2 Contagion
2 Chains of mephistopheles
2 Choke
3 Diabolic Edict
3 Naturalize
1 Pernicious Deed

Granted this is going to change heavily from deck to deck, but there are several that should almost always be present. First is Naturalize, Naturalize is needed against many arctypes and is a staple board card. Generally three is the number to have, unless your meta is heavy on artifact based decks, where four might be the choice. Second is the fourth deed, there are going to be times where you want it. Another is Diabolic edict, two to three is the right number. The last card that should be in the board is Chains of Mephistopheles, it helps with the control match.

The rest of the sideboard I will leave up to your meta. Some good choices are planar void(usually over ground seal), Choke, Masticore, Contagion, Null Rod, Dystopia, Chainer’s edict, blurred mongoose, sylvan library, and dustbowl. But ill Let you determine what suites your board best.

Part 2:
Basic Play tips and Theory.


Now that construction and chard choices have been made its time get some play experience. Lets walk through a very entertaining match for both players. I will walk through basics for game strategy, and thinking in the aggressive control mindset.

Example Nether Void Vs Grow-A-Tog:

The Match for the Void player is a very entertaining and winnable match 70% of the time. Against Grow the main concern is keeping the board clear (on their side) of critters, and the opponent’s hand size down. These will allow for void to safely play an aggressive match against GAT. It is very important to keep aggressive against GAT, letting the game go too long will almost always result in loss of board control and loss of games.

Keeping the board an open range for the shade beating can be accomplished fairly simply. First, use early game land kill to keep GAT off a green Land source. This will keep them off balance and constantly looking for green. This search for green will in turn make the dryad threat much lower, because of the delay in her hitting the board. Remember, grow isn’t really about Tog, its about that bitch in green. When the dryad does hit play the shade army can usually take her out via the opponents need to block (“I’ll chump with dryad” . . . HAHA). If things go bad, and deed becomes the option then be sure to precede the casting with duress or hymn. Also beware of the main board stifle, or the cunning wish when using the deed. Lastly, don’t commit to heavily to the board, especially early game. This makes deeding much less painless.

The oldest and best way to keep blue based decks, such as GAT under control is with hand disruption. Use the hippies and the eight other discard spells to keep them constantly loosing cards. Combine with keeping them off balance via land D, this tactic will often throw them very far off track.

Another huge tip is to use the wretch. Especially against Hulksmash and GAT. They love building up grave yards for Yawg will and the Tog. Use any spare mana on the wretch and constantly be checking for huge grave’s. This also makes a tog blocker a lot easier for shade to run over.

Side boarding against GAT is pretty mean. I usually bring in the Chokes, Chains of Mephistopheles, Contagions, and Diabolic Edicts. I don’t bring in the last deed because the plethora of other creature hate does a better Job. Trimming out cards will depend heavily on the individual build, however cards to think about taking out in moderation are: 1-2 sinkhole, 1 hymn, 1-2 skeletal scrying, 1 Dustbowl, 1 necropotence, 1 nether void, 1 hippie, 1 deed?

Example Nether Void Vs Workshop Based Builds:

I’ve grouped together all workshop based decks in this section because play against them is pretty standard. Workshop presents a very hard match for void.  There are several key points that if accomplished can lead to victory.

First, keep the frigging Workshops off the board. Workshop builds like to be speedy in the begging and have tons of mana throughout the game. These are both aspects that Void doesn’t like dealing with, but can play against using the proper tools. Void includes nine land destruction cards not including the dustbowl, so the odds are in our favor for dealing with the four workshops. Nether void packs no additional land hate in the board, but the arsenal in the main deck is sufficient.

Next comes dealing with the welders. This is a fairly easy operation; game one deed and hymn to tourach are the only ways of doing so but far more options come later. However if the welders cannot be kept of the board, then take away the targets. Grave yard control is very potent against many workshop based builds, severely hurting their ability to function.

Lastly against Workshop based decks is the proper use of Pernicious deed. I see a lot of players trying to use deed against Triskelion or even higher casting cost artifacts. Except in dire need, hopefully just the first game if ever, that is not the correct usage of deed. A deed for 1-2 is much better and takes out the stuff that helps out the workshop player’s and leaves our beatings alive. Deed can be a very key card against these decks and needs to be addressed properly.

Finally an overview of side boarding against the workshops. Adding Edicts and contagion is very solid. Contagion is pimp against welder, and edicts is good to have around in this match as insurance. I would also add Planar Void to shut of welders, and really hurt them. Naturalize is an obvious addition because of the nature of the artifact heavy opponent. The last deed varies against opponents but should be given consideration against these decks. Cards that can be trimmed are similar to against GAT.

More sections with additional match analysis and more coming soon!!
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HuntedWumpus
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« Reply #1 on: March 16, 2004, 11:40:18 am »

Well ive finished writing the next portion of my primer. Before i post it, i would be greatful for some constructive criticizm from some More experianced primer authors. Please no comments on the deck its-self from ive got a 9 page post for that. Im looking for advise into things i should have included in the first part, formatting, and such.


Second Part inculding match analysis, play tips, alternate builds, and sideboarding for the meta is coming soon
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johnstown713
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« Reply #2 on: March 16, 2004, 07:54:42 pm »

Where are the null rods?  Aren't they totally necassary at least in the board?
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« Reply #3 on: March 16, 2004, 08:59:21 pm »

It's very good overall, but there are two things that are bothering me:

First, if the punctuation was cleaned up a little better (capitalization, spelling, etc.) it would be more aesthetically pleasing,

and second, it seems too... "personal", for lack of a better word. An example would be:

Quote
Were not playing total land kill here so don’t try for it.


It's a true statement, but I feel that it would be better worded if it was expressed with more backup, something like "There aren't enough resources in the deck to completely deny the opponent mana, so the key is to cripple a single color long enough to kill them."

Also, if you make decisions in the deck, try to explain them more thoroughly, and back them up with facts as well as opinions. For example, when talking about Withered Wretch:

Quote
The Wretch, WOW, a really solid card. First off he shuts off dragon combo, and is really solid during the game as a use for untapped mana. Its just mean to make peoples yawg will useless.


If I knew nothing about Void, it seems that there would definately be a better choice than Withered Wretch; after all, he only helps in matches against Dragon. Although some may recognize the alternate uses of the Wretch, it's important to explain why it's worth including even if it's not as strong in other matches.

</nitpicking>

Other than that, it's a very good report, I hope to see the second part soon.
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HuntedWumpus
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« Reply #4 on: March 17, 2004, 11:34:34 pm »

@ Firebird: THanks, thats exactly what i was looking for.

@Johnstown713: I specifically asked not to include responses about the deck build at this point. Im looking for another discussion. Please see my other void post for that. I will however entertain this one response. . . People that fear null rod's have smokestack. Smokestacks  own null rod and me if it cant be dealt with. I'de rather have the easier fitting natuaralize and better running deck.
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HuntedWumpus
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« Reply #5 on: March 18, 2004, 01:12:20 am »

The first 1/2 of part two has been added to the primer. Instead of adding one bulky chunk, i will add one of these smaller 1-3 page(in ms word) chunks daily. Maybe it will keep the intrest level a bit higher.

Still looking for criticism on the overall primer style and format. Also at this point i will take and answer questions on the content of the primer, but i dont intend to start to much discussion here . . . Yet, there will be a time after the entire primer is done for that.
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colder
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« Reply #6 on: March 18, 2004, 09:28:38 am »

Hey dude.  Good job on writing up a primer - I think it was about time that this deck got a good, updated primer written up on it.

As for a critique on the primer:  it looks like you've got some broken sentences and run-on statements that detract from overall readability.  You might like to use some more text formatting (bold & underline), and also change the layout of your discussion on card choices.  For example: when discussing creatures, you have the creature listing followed by a long string of text discussing both inclusions and exclusions.  That might become more readable if you break it down into line items for each creature, followed afterwards by a breakdown of line items for creatures that aren't included.

Like this:

-------------------------------------------------------------------------------------
Creatures
4 Nantuko Shade
3 Withered Wretch
3 Hypnotic Specter

Nantuko Shade: blah blah blah blah past performance, blah blah blah blah good, blah blah blah blah bad, blah blah blah blah why he makes the cut overall, blah blah metagame calls.

[other creatures]

Other Creature Choices
Phyrexian Negator: blah blah blah blah past performance, blah blah blah blah good, blah blah blah blah bad, blah blah blah blah why he doesn't make the cut,, blah blah metagame calls.
-------------------------------------------------------------------------------------

One more thing:  I think that when discussing mana sources, the LD lands (Wastelands, Strip Mine, Dust Bowl) shouldn't be included in that list.  Those lands belong under Disruption, IMO, because that's their primary use.  I can't remember the last time I relied on them primarily for mana until the late-game, when I've already got the upper hand and have nothing else to do with them.

Hope this helps!   Smile
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« Reply #7 on: March 18, 2004, 02:11:45 pm »

Add paragraph breaks to some of the very long ones. (I.E. Gat example and disruption one)
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« Reply #8 on: March 18, 2004, 03:41:08 pm »

What is new here (or that you did not bite from me) that I haven't already written (more eloquently) about HERE??
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« Reply #9 on: March 18, 2004, 06:15:42 pm »

Use some bold and paragraphs to make it more readable.  Right now it is okie, but when the matchups or the other sections come, it can be more confusing.  

Anyway, I think your primer will be sufficiently distinct from JACO so ignore him.  Just try to get the matchups up so we can read about it?  Good luck!
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« Reply #10 on: March 18, 2004, 11:00:18 pm »

Ive added some of your tips to the primer. I have re-written the Gat match up section. Its was crap, and I've added a section on the workshop based deck match. More still to come
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