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Author Topic: [Deck] Highlander-Oath  (Read 1084 times)
Covetous
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« on: January 31, 2005, 08:53:34 am »

I really enjoy playing Highlander (i.e. only one of each card in your deck), and building Highlander decks.  I first got interested seeing Jeff Anand's Highlander deck in action.  My deck started as a carbon copy of his deck, but it has evolved substantially since then.  I recently added in Oath of Druids as an engine to power out your fatties.  Of course, I only have one Oath in the deck, so I can't be completely dependent on it.  Thus, I only run creatures that I have other ways of getting into play (i.e. Tinker or hardcasting).  The deck is really fun to play and also very powerful.

The deck is still evolving, but overall there are two routes that I can take with the deck, either adding in countermagic or more removal.  There are advantages and disadvantages to each strategy:

Counters:  Being able to prevent spells from resolving is pretty good, I hear.  Countermagic in a way can act as removal by preventing offensive permanents from hitting play.  It can also prevent your opponent from dealing with your threats.  However, with only room for 4 counterspells in the deck, I don't think it's legitimate to depend on them.  And, if you can't depend on your countermagic, what's the point?

Removal:  Being able to remove threatening permanents from play is useful, obviously.  On top of this, the deck has some removal anyway, so adding more would also allow me to add in more card draw, which is good because it allows me to find Oath sooner and more consistently.  The problem with this route is that it cannot ever prevent anything from hitting play or resolving, so spells that would piss me off or permanents that I can remove can be problematic.  

So, I'm going to show the base of the deck, then the open slot options, then explain a few choices:
//Win Conditions:
exalted angel
platinum angel
morphling
darksteel colossus
//Engine:
oath of druids
gaea's blessing
scroll rack
//Graveyard Recursion and Dirtiness:
gifts ungiven
recoup
regrowth
yawgmoth's will
//Removal:
balance
pernicious deed
swords to plowshares
cunning wish
//Tutors:
demonic tutor
mystical tutor
vampiric tutor
tinker
merchant scroll
//Search:
tainted pact
impulse
sleight of hand
serum visions
brainstorm
//Draw:
skeletal scrying
night's whisper
ancestral recall
thirst for knowledge
//Power:
time walk
timetwister
//Mana:
8 solomoxcrypt
5 fetchlands
underground sea
tundra
tropical island
volcanic island
bayou
scrubland
city of brass
glimmervoid
forbidden orchard
island
library of alexandria
underground river / undiscovered paradise (still undecided)

//Basic SB:
powder keg
diabolic edict
terminate
razormane masticore
disenchant
orim's thunder / dismantling blow
funeral pyre
coffin purge
tormod's crypt / cremate
fact or fiction
mind twist

The last 4 maindeck slots can be either:
Counter:  Mana Leak, Mana Drain, Force of Will, & Counterspell or
Removal:  Vindicate, Engineered Explosives, Opt, & Deep Analysis

The last 4 sideboard are also up for debate, and can contain disruption (duress, unmask, misdirection, prohibit, etc.), removal (vindicate, EE, the abyss, etc.) or other sneaky things (i.e. conditional but useful wish targets such as enlightened tutor or argivian find).

Some interesting card choices:
Gifts Ungiven/Recoup:  Thanks Team CAB--Gifts is a huge bomb.  Imagine getting Regrowth plus the 3 pieces of blue power, or any other ridiculous combination.  The amount of graveyard recursion in this deck makes Gifts even more broken than it would otherwise be.
Merchant Scroll:  Fetches any number of good cards like A. Recall, Gifts, etc.--it's a great but often underrated card, at least in this deck.
Tainted Pact:  The more I play with this card, the more broken it is.  It can occasionally be weak, but often removes 4 land, 3 moxen and something else useless from your deck in the process of fetching you a bomb.  The amount of reshuffling the deck has makes removing chaff even more powerful.
Cunning Wish:  This is just fun, but also powerful because it can fetch Funeral Pyre when Oath is in play, any other removal, FoF, etc.  You could easily replace Wish with a specific answer, but I like the flexibility.  
Timetwister:  This card allows the deck to do stupid things like Time Walk 3 or 4 turns in a row, and allows incredible amounts of recursion in general.  It has great synergy with the Oath/Blessing engine and allows you to recycle your deck after removing chaff using cards like Tainted Pact and Skeletal Scrying.
Scroll Rack:  This card is needed because of Oath (to topdeck creatures and Blessing), but is also very very powerful, especially with the amount of shuffling and search the deck has--setting aside 5 lands/moxen/useless cards to get 5 more useful cards is incredible in a deck with this many bombs.  
Exalted Angel:  Hardcastable, powerful, gains life.  Null Said.
Morphling:  Hard to kill and can block large things, but might be replaced with Pristine Angel, who would serve the same purpose with less mana investment each turn.
Darksteel Colossus:  He's big.  Really big.  And Tinkerable.  He just wins games.
Platinum Angel:  Up for debate, but not losing can be good.
Razormane Masticore:  Used to be maindeck, but seemed weaker than the other 4 creatures in the deck.  Good in the SB for aggro decks as another win condition.

I would appreciate feedback about which plan (removal vs. counters) people would recommend, and about specific maindeck and sideboard choices.  Thanks.
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Aeneas
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« Reply #1 on: February 09, 2005, 02:16:17 am »

It doesn't seem much has been done to encourage the Oath aspect of this deck.

In addition to the Funeral Pyre in the board, you can run a Crop Rotation in the main to ensure activating the Oath.

To help find the single Oath copy in the deck, I would consider maindecking the Enlightened Tutor or put it in the board at the very least.  It can also doubt as removal by fetching you Pernicious Deed.
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