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Author Topic: [Deck] A.O.A.dec : Giving combo an aggro out  (Read 2565 times)
Jhaggs
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« on: February 23, 2004, 02:01:08 pm »

A.O.A.dec  (Academy, Oath, and Agony) : by Jhaggs

MANA 23
1   Sol Ring  
1   Black Lotus  
1   Mox Emerald  
1   Mox Jet  
1   Mox Pearl  
1   Mox Ruby  
1   Mox Sapphire  
4   City of Brass      
4   Gemstone Mine      
1   Glimmervoid      
1   Tolarian Academy      
1   Lotus Petal  
1   Mana Crypt  
1   Mana Vault  
1   Lion’s Eye Diamond
2   Chromatic Sphere

ENGINE 6
4   Oath of Druids  
1   Academy Rector
1   Gaea's Blessing  

ACCELERATION 5
4   Dark Ritual    
1   Fastbond    

DRAW 7's   7
1   Necropotence    
1   Yawgmoth's Bargain
1   Mind's Desire
1   Wheel of Fortune
1   Timetwister
1   Memory Jar  
1   Windfall

ANTI-CONTROL  6
4   Cabal Therapy
2   Duress            

DRAW AND SEARCH 11
1   Ancestral Recall    
4   Brainstorm    
1   Vampiric Tutor    
1   Time Walk  
1   Demonic Tutor
1   Yawgmoth's Will  
1   Tinker
1   Windfall
     
KILL 2
1   Death/Burning Wish    
1   Tendrils of Agony  

Side Board 15
1 Morphling
4  Xantid Swarm
1  Verdant Force
4 Force of Will
2 Stifle
1 Chain of Vapor
1 Tendrils of Agony
1 Diminishing Returns


Introduction

The motivation behind creating this version of a draw 7 deck was to not only establish a control element in an aggressive combo deck but to also take advantage of an emerging aggro meta.  This deck shares numerous similarities with other more prominent decks, Long.dec, twister.dec, Rector Agony, and Oath.  However, there are several important differences in which I feel enable A.O.A. (combo) to have more success in matchups that were previously difficult/

The kill condition of this deck is to cast 9 spells in one turn and then cast Tendrils of Agony for the kill as the tenth spell.  The entire deck functions around this premise in order to accelerate this process.  This deck is slower then  twister.dec but it definitely has different control elements thru Duress and Cabal Therapy and a more direct route to Yawgmoth’s Bargain/Necropotence.

The engine of this deck can be seen on two fronts.  First, the numerous Draw & Search spells allow for a constant cycling through the deck.  By being able to constantly refill your hand, you obtain the ability to cast a high volume of spells on a single turn while you are able to search for Tendrils.

The second engine in this deck is the relationship between Oath of druids and Academy Rector.  Oath is a low casting cost “creature search engine” by itself.  Academy Rector is a medium casting cost creature, which is a search engine for Yawgmoth's bargain, arguably the most powerful card in magic.   It is important to note that once Yawgmoth's bargain hits the table, your chances of winning increase exponentially as you can exchange your life for cards at instant speed.  

The reason that Oath of Druids and Academy Rector were selections for this deck is that they can essential act as "draw 7" spells in that they are stream lining towards Yawgmoths Bargain.  Yawgmoth's Bargain is the preferred draw engine above every other Draw 7 spell.  Its only drawbacks are its high casting cost and its limit of 1 per deck.  Oath/Rector attempt to eliminate both of these problems   What the Oath/Rector presents is a replacement for a card like Diminishing Returns as scene in standard draw7.dec.  While these blue spells allow you to draw multiple cards, Oath/Rector allow you to resolve Yawgmoth's Bargain, which in turn, usually allows you to win immediately.  Further, Oath of Druids can be further utilized after sideboarding.

Currently, I feel that considering the rise of aggro in the 2004 meta, having a resolved Oath of Druids in play is extremely advantageous due to the fact the your opponent has creatures in play already or will at some point, have to cast a creature in order to win.   Academy rector is a prime creature to use as a chump blocker, have it die, which means Bargain will come directly into play.  Further, having a Rector in play can also force your aggro opponent to sit still, fearing that if he attacks you will block with Rector.   Either situation favors the combo player.

Oath of Druids also makes matchups that were once incredibly difficult for Combo decks (WMUD, Stax, Trini-stax, ect) due to Sphere of Resistance and now Trinisphere, much more manageable in games 2 and 3.  Utilizing a transformational Sideboard can turn the table in favor of A.O.A.  Being able to put Verdant Force directly into play against these artifact lock components is extremely advantageous, especially since the mana requirement is only 2 (for the Oath).

The control element of this deck is also attractive.  Main decking  2 to 3 Duress and 4 Cabal therapy grants you cheap casting cost spells that fuel Tendrils as well as early game disruption.  Cabal therapy's flashback synergy with Academy Rector provides instant speed sacrificing of Academy rector, which in turn can set the table for Yawgmoth's Bargain or Necropotence.

A.O.A.’s Cousin Decks

Most of you are well aware of these decks already but I felt their inclusion relevant to demonstrate the thought process of A.O.A.  BY looking at previous builds and how they operate you can get a better sense of where I’m coming from and it charts different designs and engines of other top Vintage builds.

Lets take a look at Twister.dec by Stephen Menendian to compare and contrast similar versions of a Tendrils kill deck.

http://www.themanadrain.com/forums/viewtopic.php?t=15006

Twister (posted Feb. 5th, 2004)

Lands:
4 Gemstone Mine
4 City of Brass
2 Glimmervoid
1 Tolarian Academy

Acceleration:
1 Fastbond
4 Dark Ritual
4 Elvish Spirit Guide
Mox Jet
Mox Ruby
Mox Pearl
Mox Sapphire
Mox Emerald
Lotus Petal
Black Lotus
Lion's Eye Diamond*
Sol Ring
Mana Crypt
Mana Vault

Mana Fixers:
3 Chromatic Sphere

Setting up/Protecting the Combo:
4 Brainstorm
4 Force of Will (they are Awseom111!!one)
1 Ancestral
1 Time Walk

Draw 7s Extraodinare:
3 Diminishing Returns
1 Tinker
1 Memory Jar
1 Windfall
1 Wheel of Fortune
1 Timetwister
BORKEN!!!PWNED!!!
1 Mind's Desire
1 Necropotence
1 Yawgmoth's Bargain
1 Yawgmoth's Will

Tutors:
1 Vamp Tutor
1 Demonic Tutor
(no Mystical or Consult)

Finishers:
1 Tendrils of Agony
1 Burning Wish


In twister.dec there are some immediate things that jump out at you.  First, the 3 Diminishing returns are 3 big draw spells included in the MD.   A.O.A. replaces these  spells, with 4 Oath of druids.  Twister explodes on turn 1 or 2 because of it is riddled with mana sources that fuels its “business” spells which cycle through the deck.   Unlike A.O.A, it is not as dependant on resolving Yawgmoth’s bargain because of its increased redundancy in other draw spells.  Twister.dec epitomizes how powerful type 1 can really be.  It creates mana and draws cards at an incredible rate.  Very few can consistently pilot a deck of this complexity.

The second big difference in decks is that twister.deck runs 4 elvish spirit guides as well as 3 Chromatic spheres.  These mana sources not only add to your ability to cast multiple spells they also help fix the color mana base of the deck.  This is a big plus with twister, which allow it to explode with more consistency in turn 1 or 2 than A.O.A.  A.O.A. cannot run Elvish Spirt Guide because it would interfere with the Oath of Druids Searching for Rector.  ESG is a fantastic source for mana which is needed to fuel an onslaught of draw spells.  A.O.A. attempts to reduce the need for “extra” mana by creating a direct route towards Yawgmoth’s Bargain, a draw engine which requires no mana.

The third difference is found in Force of Will.  Due to Diminishing returns, the count of blue cards in the deck is 16, a solid number that makes FOW feasible.  A.O.A. touts only 13 blue cards, making FOW much harder to cast for free.  Also, A.O.A. must run Cabal Therapy in order to remove Rector from play.  If Therapy wasn’t needed to kill Rector, Force of Will would take this spot.  It is important to note that I do SB 4 F.O.W. for the control matchups.  

Now lets take a look at a version of an Oath of druids deck to explore why the Oath engine is relevant in A.O.A.  I will use Kowal’s Oath from Queequeg’s primer as I believe it is the most recent successful tournament version.

http://www.themanadrain.com/forums/viewtopic.php?t=9090&postdays=0&postorder=asc&start=0

Oath  (posted Jan. 20th, 2004)

4x Oath of Druids
2x Gaea's Blessing
1x Morphling
1x Spike Weaver

4x Mana Drain
4x Force of Will
2x Mana Leak
1x Daze
1x Misdirection

4x Brainstorm
4x Accumulated Knowledge
2x Deep Analysis
1x Ancestral Recall
1x Fact or Fiction
1x Sylvan Library

1x Intuition
1x Regrowth
1x Time Walk

2x Back to Basics

1x Mox Emerald
1x Mox Sapphire
1x Black Lotus
4x Tropical Island
2x Wooded Foothills
1x Windswept Heath
2x Polluted Delta
1x Forest
7x Island
1x Strip Mine
1x Library of Alexandria

IN this Oath Primer thread Queequeg describes why and when an Oath deck should be a consideration:

"Why an Oath Deck?

Oath of Druids is a metagame deck. In just the same why that Suicide Black and Ankh Sligh are metagame decks, that is to say it is a deck tailored for a particular metagame. In suicides case this is a field dominated by control strategies, whilst for Oath it is a metagame dominated by aggro. In fact if you play in any environment where aggro decks proliferate then Oath is the deck that will see you with a lot success. Oaths weakness comes when faced with control decks and those running few or no creatures. In these circumstances Oath will have to side against these matches, if every other match is OSE then Oath is not the right choice for your field. As a consequence Oath decks tend to shift in popularity with the changing field of Type 1 and with this its status as a Type 1 deck will shift also. In essence Oath can only be considered a viable deck in any field where Aggro makes up the largest percentage of decks to beat. "

This is pretty much the basis for why I decided to build A.O.A.  Inside my meta, I see a lot of WMUD, Trini-Stax, Fish, Madness, TnT, and goblin SLigh.  I do have a Hulk, and on occasion Keeper decks that I compete with but for the most part my meta is aggro for right now.  I am the only combo player right now.  My opponent’s early creatures will trigger Oath, which inevitably will put into play Academy Rector.  With a Cabal Therapy in the graveyard, the Rector fishes for Bargain which means the game is in your grasp.  I do have matchups where Oath is completely useless, namely the control games (Keeper & Hulk).  However, you still have a great chance in combo-ing out in game 1 and the SB provides tremendous flexibility for games 2 and 3.

Oath of Druids is utilized best when it can cycle towards a powerhouse creature.  Recently, Darksteel Colossus has been thrown out as a possibility to replace morphling as the kill condition of choice inside normal Oath decks.  However, dissenters have claimed that having a creature that is uncastable, like the Colossus, is ill advised in case you draw into him.   In my view, Academy Rector is an ideal Oath target because it can kill just as fast as a big beat down creature if not faster by allowing you to combo out.  Why Oath for Morphling or Colossus when you can just Oath for Rector and win right then an there!  Again, sac-ing Rector leads to Bargain, which can spell an immediate victory.  Another benefit of Rector is that it is very castable.   One white and 3 colors is manageable inside A.O.A.  Even if you draw into a rector without an Oath in play, you can still try to resolve it from your hand.

Taking another look at Kowal's Oath build, we can see the inclusion of Gaea's Blessing.  Experienced players realize that this sorcery isn't merely dragon hate but instead, it is the necessary recursion card that has synergy with Oath of Druids.   With the blessing, you would often have both Yawgmoth's Bargain and Necropotence in the graveyard through Oath’s milling of your own deck until it can find Academy Rector.  Queequeg writes:

"Gaea’s Blessing is used to create a recursion effect after Oath-ing. During your upkeep when Oath resolves if Gaea’s blessing is revealed and is placed into your graveyard the Gaea’s Blessing’s trigger is placed on the stack, which resolves and reshuffles your graveyard back into your library. Even If a creature is not revealed and you Oath your entire library Gaea’s blessing will still trigger providing it has been revealed.

The significance of this recursion effect is; 1) it stops the Oath player from milling this entire library once he/she has exhausted their creature supply, 2) It gives the player to opportunity to redraw played cards, 3) It gives the option to re-oath creatures that have passed into his/her graveyard.

The ratio of Gaea’s Blessings run to creatures directly effects the frequency of the recursion effect. If for example 1 Blessing is run to 3 creatures, then when you Oath you are more likely to reveal a creature before the Gaeas Blessing, hence you will commonly leave a large graveyard after Oath-ing. Other recursion effects like Regrowth, Holistic Wisdom, and Flashback can exploit this situation. However the possibility of drawing Gaea’s Blessing requires more than 1 be run in the deck. As a result 2 Gaea’s Blessing’s are run as standard in most Oath Builds. "

I do not MD 2 blessings and it is risky because it is something that you don’t want to draw on your initial 7.  When I do, I usually mulligan because a hand of 7 cards that includes Blessing is exactly the same as just having 6 cards.

Now lets move onto a standard Rector build to further examine A.O.A.  Here is Rico Sauve's build for Rector.  

http://www.themanadrain.com/forums/viewtopic.php?t=11889

Rico Suave
Rector-Tendrils (posted August 5th, 2003)


Engine Cards (10)
4 Academy Rector
1 Yawgmoth's Bargain
1 Future Sight
1 Necropotence
1 Timetwister
1 Frantic Search
1 Mind's Desire

Disruption (8)
4 Duress
4 Cabal Therapy

Utility (11)
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
4 Brainstorm
1 Yawgmoth's Will
1 Time Walk
1 Ancestral Recall
1 Balance

Kill (2)
2 Tendrils of Agony
   
Mana (29)
2 Flooded Strand
3 Polluted Delta
2 Scrubland
4 Underground Sea
3 Gemstone Mine
1 Tolarian Academy
4 Dark Ritual
1 Black Lotus
1 Lotus Petal
1 Mox Sapphire
1 Mox Pearl
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mana Crypt
1 Sol Ring
1 Mana Vault

SB:
1 Island
3 Blue Elemental Blast
2 Seal of Cleansing
2 Plaguebearer
3 Defense Grid
3 Hurkyl's Recall
1 The Abyss

I wanted to include Rico's deck because he clearly has a solid background with the Rector/therapy relationship and I have read a lot of his thoughts on how/why this deck functions.  Rico writes:

"Cabal Therapy has revolutionized the concept of Rector decks.  It has been stated before several times, but it basically is the crux of the deck in combination with Rector.  Being able to strip away a key spell from your opponent's hand in addition to being a means of killing Rector is what has pushed this deck over the edge.   4 Therapy are absolutely necessary. "

Herein lies a major consideration for A.O.A. over some other type of draw 7 deck.  Therapy's duel use is unreal at times.  Being able to disrupt your opponent’s hand TWICE while sac-ing the Rector to grab Bargain is just disgusting.  Unless you have really played this combination out at length, it is impossible to truly understand how devastating this type of play is.  2 Duress and 4 Cabal Therapies can often times represent 10 disruption spells.  These black spells complement the aggressive style of the combo deck by being able to rip holes through control to combo out.  Further, they are 1 casting cost spells that can feed your kill condition, Tendrils of Agony.

Since Gencon (summer 2003), Rector has just been hated out, much like all combo decks at one point or another.  Randy Buehler of Wizards was even rumored to have mentioned a possible Rector restriction which further feed into the initial fear of rector deck.  Since then rector based decks and combo decks (Animate Dragon/Long.dec)  have been dealt with and ultimately became too risky to play due to the overwhelming hate.  Stifle, wastelands, Swords, Tormand's Crypt, Gorilla Shaman, (now) trinisphere, and others make these combo decks unreliable in top level metas.   However, A.O.A's Oath engine makes things a bit more interesting because it is a more stable way of getting Rector into play without having to spend mana for the casting cost or having to actually cast it.  The inherent recursion built into the engine with Gaea's Blessing is also a bonus which allows you to “reset” enabling you to cast an Tendrils without 9 played spells to gain life and then reshuffle your graveyard into your library.  By having the option to rifle through your deck, revealing Blessings can give this combo deck a second go-around if for some reason its first attempt to combo out was stifled by your opponent.  Of course, this isn't the most ideal situation but it does mean that you may have a second chance and/or cast a Tendrils that isn't at 10 spells.  

Unlike traditional Rector builds, A.O.A. tries a more aggressive approach in trying to get Academy Rector into play.  Top players are tentative in opting for a Rector based deck because of the large amount of available hate.  A.O.A. tries to overcome this by drawing as fast as it can while trying to get the Rector into play faster than the Rector builds have in the past.  By operating in a more explosive manner A.O.A tries to combat an opponent triyng to draw into a Tormand’s Crypt or a Coffin Purge as well as utilizing its MD therapies and Duresses.

The Mana Base      

Since A.O.A runs all 5 colors, access to every colored mana is critical.  Fetchlands and duel lands are just too slow in obtaining the colored mana that you need.  Instead, you have to resort to lands like GlimmerVoid, City of Brass, and Gemstone Mine in addition to the battery of artifact mana.  If you look closely, you’ll notice that A.O.A.’s manabase is exactly the same as twister.dec (excluding ESG and Chromatic Sphere and 1 glimmer void).  Since both decks need access to the same color mana, I’ll defer to the superior player’s mana base, Stephen Menedian.

Some that I test with have claimed that A.O.A. just does not run enough mana sources to function properly.  However, it is important to note that A.O.A. doesn’t need as much mana resources as a standard draw7 deck because it does not have to hard cast Academy Rector or Yawgmoth’s Bargain and it doesn’t run 3 diminishing returns.    

A Tranformational Side Board:

First let me attempt to explain what exactly a transformational sideboard is.  Basically, a player attempts to radically change his deck through a massive incorportion of a new theme via the Side board for games two and three.  Arguably the most famous example of this comes from Richard Mattiuzzo’s Animate Dragon deck that finished 4th at the 2003 summer GenCon.  Richard’s Dragon Sb was:

http://www.starcitygames.com/php/news/expandevent.php?Article=5456
GenCon SideBoard:
4 Illusionary Mask
4 Phyrexian Negators
4 Phyrexian Dreadnaughts
3 Tormond’s Crypt

For games 2 and 3 Richard had the option of really catching his opponent off guard.  Often times, the opponent will side in hate cards that can potentially be comepletely useless as the transformational sideboard player completely changes the outlook of the deck.  However, there is one glaring drawback from this type of Sideboard.  By dedicating so much of your Sideboard Slots for the one or two matchups that you will utilize the transformational sideboard for, it inevitably negates the use of your SB for all your other matchups.  This is a big gamble and you must be aware of what your meta is going to be, otherwise you could have a worthless SB.

For A.O.A. I feel a transformational sideboard is necessary for several crucial matchups that otherwise would be hard to combat.  I think Cssamerican was the  first to introduce this type of sideboard for a Rector based deck.

http://www.themanadrain.com/forums/viewtopic.php?t=11889

3 x Illusions
2 x Donate
4 x Force of Will (depends on whether already maindecked)
1 x Intuition
1 x Rushing River/Chain of Vapor
4 x Open meta slots

In my transformational sideboard, I am able to forgo the illusions/donate route for the arifact.dec matchups by once again calling on Oath of Druids.  Through Druids, I can cycle into Verdant Force and put him directly into play.  This is a monster of a creature to be able to have in play against decks that run the sphere/wire/stack/trini locks.  Plus, I can also remove cards like the MD tendrils and others to make room for 4 Force of wills.  The Academy Rector SB had to dedicate 5 slots for the trix combo.  In A.O.A.’s version, we don’t have to do that.  Instead, we can just use Verdant to help against artifact.dec and leave the other slots for other matchups.

Here is my transformational Sideboard for right now.

1 Morphling
4  Xantid Swarm
1  Verdant Force
4 Force of Will
2 Stifle
1 Chain of Vapor
1 Tendrils of Agony
1 Diminishing Returns


I use various creatures to help out against certain matchups.  Verdant for artifact decks, Swarms for the control match up, and I am trying out Morphling against control/aggro like U/R Fish.  The FOW can also be SB when need as well as Stifle.  Hurkyl’s is nice to have in the board when you MD Death Wish over Burning wish to enable you to recast artifacts.  Finally, it is always nice to have another wishable kill condition and draw 7 spell in the Board for more redundancy.

While testing with Long and other Tendril variants I investigated how certain combo decks dealt with the  tough artifact lock matchups.  Once I was testing with Oath in the MD, I re-read dicemanX’s Dragon primer, where I rediscovered Verdant Force.  DicemanX writes:

http://www.themanadrain.com/primers/dragon.htm

Apart from the removal, the SB features Verdant Forces. The Forces are in there because, when Animated, they are near auto-wins against certain decks such as wMUD, Suicide, Sligh.

Other Card Considerations

Future Sight:  This would have been nice to add considering its synergy with Rector and Fastbond.  It can also help if you are low on life and can’t uber break Bargain  However, space in the deck is tight and since I have a lot of draw effects I decided against it.

Elvish Spirit Guide:  This would have been a great accelerator to use but I could ill afford to have it conflict with Oath of Druids.

Crop Rotation:  I have cut this, brought it back, and cut it again.  Its great to grab Tolarian Academy but its rough on A.O.A to have to sac a land that can produce gree/red/white.

Krosan Reclaimation:  This seems like a natural fit but there just isn’t room.

Cabal Ritual:  Here is a link to a thread that thefram started.  http://www.themanadrain.com/forums/viewtopic.php?t=14992&highlight=cabal+ritual  In this build Helm really helps out with ritual.  I must admit that Cabal Ritual is extremely enticing and I will probably try this spell out again.  However, A.O.A is such a tight build right now that I’m not sure where to add in the new accelerations.

Match Analysis (my meta)

*I would have gone into more depth out what I specifically SB in and out for various matchups but I still vary right now and I am always switching things up.  The match breakdown is just to sample what my meta is and how I approach certain match-ups, but is in no way the constant way I approach games 2 & 3.

Control

In reviewing the control matchup, I feel it’s best to review some of Stephen Menendian’s comments in a couple of his articles about Long.dec.

http://www.starcitygames.com/php/news/expandnews.php?Article=5820

One caveat to this is: Don't try and force every hand to win early. It is easy to set your expectations for this deck so high that you want every hand to look like a turn 1 win. If you do that, you will be distorting this deck's capabilities and increase your chances of stalling. You do not actually need to win against every deck on turn 1, or even turn 2. In fact, some of our games against Tog demonstrate that slow play (meaning slowing down the game for a turn or two before "going off") may actually pay a large reward.

http://www.starcitygames.com/php/news/expandnews.php?Article=5856

And here is a point that is perhaps the most important of all: The Long.dec player may want to slow down the game to its advantage or speed it up depending on what it has. Simultaneously, you want to get the Tog player in a position where they have to be the one making difficult decisions. If that happens, you are controlling the tempo of the game and that creates a much greater chance of error on the part of the Tog player, since they are working with imperfect information.

These are really important points to hallmark for your control matchups.  You have a little time to set things up against control because they just aren’t pecking at your life like an aggro matchup would.  Keep in mind that against an aggro opponent, lost life can equal a loss in cards drawn of Bargain.  Here,  

For the first game, you really want to make good use of your disruption.  Of course, setting up your therapies with an early duress is always nice but that isn’t always the case.  Keep in mind that you can go off at any given moment so you really want to be cognicent that when you are able to win, you have disruption to make a clearing.  Hulk is definitely the hardest match up.  I highly suggest you read Menendian’s articles on how Long approaches Hulk for some great insight.  In games 2 or 3 I like to side in Force of Will and a Xanid Swarm to have a more of a control base.  Oath is usually SB out and I try to play A.O.A. like a straight draw7 deck.  


Artifact.dec

In the 1st game, it is definitly winnable with early disruption and by making smart decisions.  Wishing for recall tends to help out as well.  However, the spheres make things rough to win Tendrils.  For games 2 & 3, SB in Verdant Force.  Once Verdant hits its usually game.  I aggressively mulligan for oath or a way to get to it.  A first turn Oath is devastating against and early Welder.

Fish
The aggro control matchup is suprisingly tough.  Your opponent’s aggro competent helps and hurts you.  It’s great because it leads to an early rector, but if you have suffered too much life loss, its tough to draw a lot off bargain.  For this match up I have been boarding in morphling for additional support.  Oathing into both Morphing and Rector really helps.  Also, it allows me to cast an early Tendrils that is less than enough for the kill in order to draw more cards if need.  Oathing again will trigger blessing and allow you to reshuffle Tendrils back into the deck.  Or you can just kill with Morphling if you can.

TnT
Their early beatdowns equals and early rector from druids.  Draw and combo out.

Sligh
If you are playing against goblins, mull into oath and you’ll win through the early the rector.  Sometimes if you stall, you can lose too much life to effectively bargain.  If you must, SB some creatures and then go to work.  Keep in mind that once Verdant hit the table you will never be able to Oath Again.



Further Analysis



Questions on A.O.A.

1.   Why did you introduce a heavy green element to draw7.dec?  Green is the most powerful color in magic J  Seriously though, it really helps improve the artifact matchups.  I was tired of rolling over and dying to specific cards that end your game.  These cards are things like Sphere of Resistance, Null Rod, Chalice of the Void, ect.  Oath grabs the creatures that you need, whether its Rector or Verdant and puts it into play for free.  Verdant Force ruins the prison decks and it has allowed me to play combo inside my meta effectively without worrying about losing to the artifact lock on turn one.  
   
      2.   If you want to go the combo route why not just play dragon or twister which are much more streamlined?  Does’t the Oaths interfere with the combo theme?  This is a fair question.  I just wanted to try something different, to see if I could improve on an archtype espically with tough matchups.  I have never actually seen anyone try the Oath/Rector engine which I found very suprising.  It wasn’t until Rico Sauve PM me an old team build of his that I saw that some else had tried this out.  These cards have tremendous synergy in realtion to combo decks and so far I haven’t seen too much interference of the Oaths when I try to combo out.  

      3.  Why not just play draw7.dec and SB in the Oath’s and Verdants?  One of my buddies that I play test with advocates this a lot.  He thinks I should just SB in Oath/Force for the atifact matchups and stick to a traditional long.  Again, the appeal was trying out a new engine AND since I routinely play against decks where Oath would trigger early I just felt the MD Oath’s made sense.
 
Closing

If you made it this far, thanks for reading.  I decided to write this thread after I was combinging some notes that I had on the builds in this thread.  I thought it would make for a good read considering the disccusions of late about t1 innovation.  Please son’t hesistate to chime in and give your advise and/or opinion.

James

EDIT:  I am currently testing to see if I can get away with 1 Rector as opposed to playing with two.  The problem with one rector is that you may Oath Bargain while you are trying to the Rector without triggering Blessing.  Only more testing will show if this is a problem but I want to see if I can get a way with it.
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« Reply #1 on: February 23, 2004, 03:28:19 pm »

I see allot of problems with the deck. The first one is how uphill the match up versus the everlasting control decks. A simple counter or Duress on the Academy Rector or Oath of Druids is catastrophic. Not to mention the weakness of storm effects with Stifle being used in not to mention control but hybrid decks like Landstill, Fish and Voidstill (heh Rob). This deck as I believe tried to state is cake versus aggro. So isn't Wormfang Manta and Vanishing. Now I am not trying to "make fun" I am being a critic. Now although it may make some imaginary sense that when you take Oath, Tendrils and Rector and place them in a deck you get all the strengths of each. But you don't. By adding all three together you can make hands less stable, which is critical for combo to survive. Everything that trashes Oath, Tendrils and Rector still trashes the deck. Instead of strengths the combo deck supposedly got it was churned into weakness. You have to worry about graveyard hate (which is very popular right now with Dragon, Welders and slaver flying about), counter hate and Stifle/ storm hate. It is just my thoughts, although it is important for decks to branch out into new forms for the environment, I just think you took it the wrong way.
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« Reply #2 on: February 23, 2004, 03:36:46 pm »

I think that this is an interesting take on the Rector / Tendrils combo.  I've been playing a version of R/T for some time now with great success.  So I'm experienced on its build and how to play it.

I think that 1 or 2 Rectors is the right number.  However, I'd up the GB's from 1 to 3.  Cut the 2 Duresses.  The reason is, that in addition to the point that you made about milling past the YB w/o hitting a GB.  I 'd be concerned about milling through the TOAs, YW, and DW/BW, as well.

I'd rather be safe than sorry when Oathing.  But, I'm cautious when it comes to "milling cards".  I won't play Demonic Consultation or SOV even!
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cssamerican
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« Reply #3 on: February 23, 2004, 04:23:58 pm »

Thanks for the credit Smile
I am curious, why even mess with Oath of Druids? Combo decks especially Rector combo, love Aggro enviroments without the need to clutter the maindeck with Oath of Druids. And in an Aggro/Prison enviroment I would play with the Trix kill. Against Aggro having the ability to gain 20 life is nice, and against Prison decks it allows you to play your moxes immeditatly before a Sphere comes down. And since the kill only requires you to play two spell (Illusions of Granduer and Donate) you can play around a Sphere. The other nice thing about the Trix kill is you run Force of Will so you have the ability to say no to a Sphere. I know no one play Rector Trix anymore, but in the enviroment your describing it should be a force to be reckoned with.
The only cards that were really bad for Rector Trix were Tormod's Crypt (Never maindecked) and Coffin Purge (Any deck that played Cunning Wish) and both of these cards will still be bad for your build. But I bet (At least until people caught on) you can steal a lot of matches with Rector Trix. And as far as people saying the same hate is used for Dragon they are on crack! All instant based hate other than Coffin Purge was pretty much useless against Rector because of the hand raping it could do, and all permanent based hate other than Crypt doesn't do jack against Rector Trix. All the Trix play has to do is dig until he finds his bounce spell. The only reason Rector Trix faded was because Dragon and Long were faster.
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« Reply #4 on: February 23, 2004, 05:14:49 pm »

cssamerican,

Quote
Thanks for the credit Smile


No problem.  I was researching the ways that Tendrils based decks would combat sphere of resistance.  When I came across the rector threads in the archieves I read your idea of a transformational SB and thought it was pretty interesting.  It led on the path to Verdant Force which I instantly started trying out .

Quote
I am curious, why even mess with Oath of Druids? Combo decks especially Rector combo, love Aggro enviroments without the need to clutter the maindeck with Oath of Druids.


This is really a concept deck based around Oath and Rector that seemed to fit well in my group.  My buddy that I play test alot with has brought up your point on numerous occasions.  I felt that because I have yet to see Oath & Rector on anywhere forum or being played anywhere, it was worth at least trying out and reporting what I had done.  

Quote
And in an Aggro/Prison enviroment I would play with the Trix kill. Against Aggro having the ability to gain 20 life is nice, and against Prison decks it allows you to play your moxes immeditatly before a Sphere comes down. And since the kill only requires you to play two spell (Illusions of Granduer and Donate) you can play around a Sphere.


With Oath, you don't really have to play around anything.  You just have to cast it and then start winning.  Force is amazing in this situation and it makes the matchup extremely winnable.  The biggest drawback about SB in the granduer/donate package is that it takes up 5 slots in the SB.  I wanted to shy away from this plan if I could, even though the TRIX mechanic works in the artifact matchup.

Quote
The other nice thing about the Trix kill is you run Force of Will so you have the ability to say no to a Sphere. I know no one play Rector Trix anymore, but in the enviroment your describing it should be a force to be reckoned with.


Very true.  FOW is nice against a sphere, but with Oath it really dosen't matter all that much.  You just need to resolve the Oath and then go to work.  Ironically I still will SB in FOW for this matchup:  Here is something along the lines of how I would sb for the artifact matchup

+1 Verdant
+4 FOW

-1 Tendrils
-1 Rector
-1 Fastbond
-1 Bargain
-1 Memory Jar

Quote
I know no one play Rector Trix anymore, but in the enviroment your describing it should be a force to be reckoned with.
The only cards that were really bad for Rector Trix were Tormod's Crypt (Never maindecked) and Coffin Purge (Any deck that played Cunning Wish) and both of these cards will still be bad for your build. But I bet (At least until people caught on) you can steal a lot of matches with Rector Trix.


I think the suprise is out of the bag so I won't be stealing anymore matchups Smile  Rector Trix would be great in my enviroment, no question about it.....I just wanted to see how this mechanic would work out and to get some feedback from the community.  Since Rector left the enviroment so did purge.  Coffin purge really seemed to leave the SB's except those plyers who ran 3 wishes and still feared rector.  I imagine coffin purge may make a return, but crypt is still found everywhere.  I SB in stifle whenver I suspect crypt play.  Crypt is pretty dangerous.

Quote
The only reason Rector Trix faded was because Dragon and Long were faster.


I was always really disappointed to see Rector Agony leave the Meta so quickly.  It seemed as if it just really wasn't completely teched out and researched.  Long and Dragon are much faster so why not just play them.  That argument is one that can definitly be made to attack A.O.A.  I am merely attempting to present  I different way of looking at how combo can approach ceratin matchups.
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« Reply #5 on: December 05, 2004, 07:33:18 pm »

I'm a little skeptical. Perhaps I'm missing something, but other than having a Cabal Therapy in the graveyard, you have no way of protecting your Rector from Swords to Plowshares or any sort of bounce. While I do appreciate that this deck would kick the living piss out of aggro decks, and probably be quite good against other combo, shouldn't some adjustments be made?

First off, I would try to find a sacrifice engine for the Rector that you control, other than Cabal Therapy. If you Oath, and hit a Blessing, you won't be able to flash Cabal Therapy back. If you Oath and don't hit a blessing, you could easily cripple your ability to combo out. Adding more Blessings would guard against that quite well, but it would hinder your ability to use Cabal Therapy consistently after an Oath.

Second, Forbidden Orchard needs to be played. I would take out three Gemstone Mines and a Glimmervoid for four of them. You might want to play Crop Rotation, too, as it's a solid tutor for Orchard early on, and for Academy when you're trying to go off.

Other than that, this is a really solid, creative deck, and I like your sideboarding strategy of taking out the more crucial combo elements and adding Verdant Force.

How has the Illusions/Donate idea been working, though?
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« Reply #6 on: December 05, 2004, 07:35:48 pm »

Don't bump TEN MONTH OLD threads. Warning issued. Closed.
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