So I was having some fun with my Dra-Gro-Nauts lately, attacking for 30 with just the cards from a Brainstorm, removing Gush, Ancestral Recall and Time Walk for an impressive 2 damage from a creature that makes me die against Oath, and so on. And then something struck me: what the fuck was I doing? Seriously, I was not playing Yawgmoth’s Will, the best card in the format, in a deck that hopes to play as much as spells as possible. After hitting myself, hard, I started looking into an improvement to the deck’s former version.
The next steps were fairly easy to make; removing the Lavamancers, adding Yawgmoth’s Will, adding Demonic Tutor and as a final touch: Duress. I never really liked the Dazes and Misdirections, and Duress makes way more sense in a deck where most spells are played in the first mainphase.
Thus, I now present the UBR version of Dra-Gro-Nauts:
UBR Dra-Gro-Nauts, by Kasuras4 Polluted Delta
2 Flooded Strand
3 Underground Sea
3 Volcanic Island
5 Island
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Lotus Petal
1 Black Lotus
4 Wee Dragonauts
2 Echoing Truth
1 Misdirection
2 Fire/Ice
2 Lava Dart
3 Duress
4 Force of Will
1 Mystical Tutor
4 Merchant Scroll
1 Demonic Tutor
1 Vampiric Tutor
1 Time Walk
1 Yawgmoth’s Will
1 Stitch in Time
1 Ancestral Recall
1 Gush
4 Sleight of Hand
4 Brainstorm
I’ll start with the mandatory link to the previous version, since there are a few important thoughts and ideas there:
http://www.themanadrain.com/forums/index.php?topic=26867.0A highlight on the most important comments and ideas:
It is an aggro deck running a lot of removal, Force of Will, a way to potentially kill the opponent in 1 turn and has a lot of synergy; I don't see why this deck shouldn't be given a shot. Or do you mean that I should add more colors?
Edit: now that I'm awake, Lava Dart combined with Dragonauts does more damage than Gush in Psychatog: 7 vs 6,5. Eat that you flapless vampire!
It totally lacks synergy with everything you play in your opponents turns, the castingcost is horrible (you can't drop him rregularlyturn 1 like with Quirion Dryad) and it's doesn't get to keep the +2/+0 which makes it quite hard to keep constant pressure.
I’ll leave these comments to what they are for the moment but will comment on them in the various other aspects of this thread.
Indivdual Card AnalysisCreaturesI removed the Lavamancers because I’d much rather draw spells instead; 1 spell does 2 damage anyways, spells find other spells and most spells find counters. They’re also bad against Oath and not synergistic with Yawgmoth’s Will.
I am in doubt on whether I should add a Psychatog or replace a Dragonauts with it, or just not put Psychatog in at all. He seems good, but I have a feeling that Dragonauts are just better in most matchups. Perhaps in the sideboard. Haven’t tested it yet, so I can’t give a final answer on this issue.
Also looking into Dark Confidant as an addition: he seems strong, but I wouldn’t know what to remove for him.
Hate/CountersI have really looked into the comment by TheAlpha on the fact that playing spells in my opponent’s turn doesn’t really grow the Dragonauts, which was indeed a problem. And since I was already going to play black for Yawgmoth’s Will and Demonic Tutor: Duress only made more sense. I’ve gone down to 3 because in the end: I will often be topdecking or be in control, in either situation I want to draw draw spells; I only really want Duresses in my opening hand and 1 showing up in the rest of the match. This also opens another slot for another cantrip or tutor.
I have chosen Lava Dart over Darkblast because Darkblast is anti-synergic with the deck’s objective and Darkblast is useless against non-creature decks. Darkblast is anti-synergic with the deck’s objective because the deck is not based on cards in the graveyard and wants to draw cards: every draw you dredge could have been another, better, spell. Lava Dart does its job, killing Welders, just fine and together with Fire is sufficient to battle fish. I am currently running 2 Lava Darts because they’re useless against non-creature decks and because I can’t search for them with Merchant Scrolls. Ices can and Fire/Ice is superior to Lava Dart in most cases, unless you need that extra 6 damage for R and a mountain.
Misdirection acts as the 5th Force of Will and is fantastic as a 1-of, just 1 is sufficient because I also run 7 Tutors. No Counterspell or Mana Drain because I’m never holding UU open; this deck is very different from Hulk Smash and traditional GAT because of the Dragonaut’s nature of only being efficient when I play my spells in the first main phase. I felt that I’d much rather have additional draw instead of these cards: they’re often useless and remain in my hand for the entire match.
In General About the DeckOn the DragonautsAn important issue touched in the UR version was why one would want to play a version of this deck over Gro-A-Tog with Quirion Dryads. The first important reason for that is that Quirion Dryad does not fly, so it can’t fly over the DSC. Neither can a Dryad win in a single turn; granted, Psychatog could, but Psychatog doesn’t fly either. Second, bounce is the most common form of hate against big creatures; and that will hurt Dryad a lot more than the Dragonauts. Of course, someone bouncing it while attacking sucks for both, but getting your 10/10 Dryad bounced sucks a lot more than your 11/3 Dragonauts bounced because you have invested a lot more cards in that big Dryad. Also: I feel that red as a color is superior to green because red offers stronger artifact destruction in the form of Shattering Spree, Gorilla Shaman and Rack and Ruin, and that’s just the tip of the iceberg. The most important reason why green would be better than red is Berserk, but that requires you to play Cunning Wishes as well and I think that the sideboard Berserk is more fitted for Hulk Smash type decks because it leads to 1 play while I feel that a Gro is more a deck where you want to play the beat stick early and ride it to victory in the course of turns. Compare this to Hulk Smash where the Psychatog is in play when the match has already been won.
The Manacurve17 Lands
05 x 0
16 x 1
10 x 2
06 x 3
00 x 4
06 x 5
I have really tried to keep the manacurve as varied as possible because of the danger that Chalice of the Void is to Gro-style decks: while there are a lot of things with a casting cost of 1, the 2 Echoing Truths and 6 of the Tutors are 2 and the 5 kill mechanisms are 3. This to achieve that 1 Chalice of the Void set at any number won’t prove to be fatal: if set at 1, I can tutor for answers to it, if at 2: I can still play all my important cantrips and the kill itself. Not to mention that Chalice won’t be a major pain anymore if the Dragonauts already hit play because the Dragonauts don’t really care that much whether a spell resolves or not.