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Author Topic: Djinn Oath By me  (Read 2818 times)
BruiZar
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« on: February 12, 2006, 03:33:55 am »

This is my way of abusing the Djinn. I will have card explanations below.
Reasons for Djinn:
Extract: Usually the kill card in the deck, it allows you to get rid of will/wish/tinker/DSC/timewalk/recall/salvagers/tendrils/and all other broken restricted cards, paired with illuminatus this is i win, the turn Djinn comes into play.

Recall Timewalk: Again, strong on its own, stronger with djinn

Swords to Plowshares: Much better than wrath of god =) Clears the board vs goblins or fish.

Duress: Becomes a very cheap mind twist

Crop Rotation: If you have djinn out, you can crop rotate all your lands for wastelands and screw your opponent

Thoughtcast: Strongest drawspell after recall, U draw 2 cards, UU Draw 4 cards, UUU Draw 6 cards. Use academy to get blue mana

Blessing: Only one, because you can cast it twice and use itself to shuffle it in the library, or brainstorm it away.
On to the list:

MANA/THOUGHTCAST ARTIFACTS
1 Mox Pearl
1 Mox Jet
1 Mox Sapphire
1 Mox Emerald
1 Mox Ruby
1 Black Lotus
1 Mana Crypt
1 Sol Ring
8

DENIAL/DISRUPTION
4 Extract
4 Force of Will
4 Mana Leak
2 Swords to Plowshares
2 Duress
16

DRAW
4 Brainstorm (Maybe 3 storms, 4 thoughts?)
3 Thoughtcast
1 Gush
1 Ancestrall Recall
9

OATH COMBO
4 Oath of Druids
1 Gaea's Blessing
2 Djinn Illuminatus
7

MISC BROKEN
1 Timewalk
1 Crop Rotation
1 Demonic Tutor
1 Yawgmoth's Will
4

LAND
4 Forbidden Orchard
1 Tolarian Academy
4 Wasteland
1 Strip Mine
1 Tropical Island
1 Tundra
1 Underground Sea
2 Flooded Strand
1 Island
16

I am thinking of adding a mainboard living wish to wish up a angel of despair, but im not sure yet.

Sideboard:
Undecided, but it contains angel of despair vs the stax match up
Will also contain shattering spree and bounce


From the other thread:
"The trick is realizing that Akroma/Razia kills 2 turns after the first gets Oathed out if the opponent hasn't dealt damage yet.  They kill a turn earlier than Djinn does if they have dealt 2 damage to them.  This is without the help of other cards like Berserk.  Innovation is good, but you must make sure it isn't inferior to what's currently available."

Berserk does nothing and should not be included. 3 damage per turn works fine if your opponent doesnt have any kills left.
« Last Edit: February 12, 2006, 03:57:26 am by BruiZar » Logged
Evenpence
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« Reply #1 on: February 12, 2006, 04:23:31 am »

Thoughts which will  be echoed:

Thoughtcast sucks.  You don't have enough artifacts in the deck for this to be good in your opening hand, and it's win-more.  Impulse is 10x better because it digs deeper to get you Oath.

Where is your bounce?  Currently, this deck dies to Chalice at 2.

Where's Vampiric Tutor?

Gush?  ...Why?
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« Reply #2 on: February 12, 2006, 05:04:21 am »

You should run Regrowth to get back Time Walk.  Why aren't you running more Fetchlands?

I think you should substitute the 3 Thoughcast, 1 Gush, and 2 StP for 1 Vampiric Tutor (finds Oath, finds Time Walk/Extract once Djinn is going to be down), 1 Imperial Seal (same), 1 Mystical Tutor (same), 1 Regrowth and 2 Cunning Wishes.

Wishboard:

Funeral Charm (again, Mindtwist)
Swords to Plowshares (wrath/balance against aggro)
Echoing Truth (utility)
Reclaim (to get back Time Walk).
Hurkyl's Recall/Rebuild (utility against Stax)
Misdirection (protection of Oath/Djinn)
Berserk (if at all it should be run here with Cunning Wishes to get it).

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BruiZar
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« Reply #3 on: February 12, 2006, 05:47:08 am »

I did not include vampiric / seal on purpose. I don't think it is neccesary. Grabbing a tutor which will give me a solution or win card the next turn is not something i want. I want to win right here right now. Besides that, it has bad synergy with djinn because you cant replicate it since you have to shuffle.

I dislike fetch especially when playing with oath, when I hit a blessing all the fetches are back in my deck cluttering my top decks.
I'm thinking of adding more basics though. Maindeck shattering spree looks good too.

I dont have much space in the deck left. I like funeral charm alot since it deals with welders aswell so duress definately has to make way for those. Rebuild should be included aswell and regrowth should definately be in aswell.

I'm not that fond of cunning wish because its so expensive. When djinn hits the board I dont need to protect my spells anyway since i can just replicate them so often that they wont be able to counter them all. The only thing i need to save fow's for is resolving oath and countering swords to plowshares. The problem i have with thoughtcast is that it automatically makes me more vulnerable for chalice since I have to play lots of artifacts, which I dont like. Reclaim and misdirection are both pretty good sideboard choices.

The deck posted above is a first draft so I appreciate your efforts on maximizing its efficiency.
« Last Edit: February 12, 2006, 05:56:56 am by BruiZar » Logged
Evenpence
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« Reply #4 on: February 12, 2006, 06:14:30 am »

The point of Seal/Vamp is to get Oath so you can get Djinn.

When you hit a blessing, you should already be winning, so it doesn't matter what your topdecks are.  (Fetches also don't decrease your topdecks all that badly, I mean, how many are you going to break?)

Brainstorms + Fetch is much better for intially finding the Oath.

The point of the deck should first and foremost be to get Oath out, and then to worry about how to abuse the Djinn.  Against Angel Oath, this deck should have a hardy advantage due to the Extracts/Djinn ability.

The Extracts also do well against Gifts, which should be one of your worst matchups without them.

5c Stax is going to tear you apart, though.  If you can remove the burning wish/tendrils, storm combo shouldn't be all that bad.

I'm thinking 5c Stax and Belcher are going to be very tough for this deck to win through.
« Last Edit: February 12, 2006, 06:18:16 am by Evenpence » Logged

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« Reply #5 on: February 12, 2006, 06:29:10 am »

In my opinion, you should definitely go up to at least 2 Islands for the deck. Against decks that pack wastes, you wont be able to rely on duals to stick around to replicate spells.
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« Reply #6 on: February 12, 2006, 07:55:37 am »

Moved to Vintage Improvement for obvious reasons (such as lack of matchup analysis and metagame elaboration).

- Bram
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« Reply #7 on: February 12, 2006, 12:40:45 pm »

So why is this deck better than any other Akroma/Razia Oath deck?  I don't see any advantages.
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« Reply #8 on: February 12, 2006, 06:43:09 pm »

I guess I'm also missing the point exactly. I can't remember a game I've played with Oath when I've lost after I Oathed. You're basically taking out some search to add in a combo win. You also need to combo out--if you Oath with nothing in hand or a light manabase you are giving them another 4-5 turns to kill you or lock you down. Sure you can replicate Timewalk--but with hasted flying 6/6s you auto-win off Timewalk anyway. If it didn't take other maindeck changes--if you could just Oath up the Djinn and combo out from a standard Oath deck then sure, but not given the changes you need to make to pull it off.
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« Reply #9 on: February 12, 2006, 08:07:19 pm »

So what do you do if they have their win condition in their or in play already?

Isn't playing extract good enough on it's own?

If you're looking for an immediate win card, shouldn't you run something more like lightning bolt instead of extract, which in numerous situations does not win the game immediately? Especially when you are giving them tokens which the djinn can't really block if you moxe to attack with him?

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BruiZar
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« Reply #10 on: February 13, 2006, 02:22:47 am »

extract is immensely powerful on its own as it allows you to see every card in your opponents deck. vs oath you can just extract their akroma/razia and that would be the end of them. Sure you need cards in your hand for this to work, but with drawspells that cost one blue mana and net you more than 1 card which are replicatable, digging shouldnt be a problem. impulse might also be a good choice i'd have to test.

when you extract your opponent and see no tinker in their deck but you do see a dsc that can save your ass right there. same goes for the rest of their power cards. It will result in you stalling the game for a few turns in which you can dig for the combo.

Besides that, all your spells become uncounterable (except for stifle) after the first copy.
why do you need a 2 turn clock when you can remove your opponent from the game?

Again, i have to test this, but i can imagine quiet a few games going croprotation orchard, oath tutor regrowth crop rotation academy tap academy extract 4 or 5 cards.
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« Reply #11 on: February 13, 2006, 06:51:38 am »

Affinity only lessens mana cost when you play Thoughtcast. You still have to pay 4U to make a copy.
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Moxlotus
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« Reply #12 on: February 13, 2006, 09:59:57 am »

Quote
Besides that, all your spells become uncounterable (except for stifle) after the first copy.
why do you need a 2 turn clock when you can remove your opponent from the game?
 

Why do you have to remove your opponent from the game when you have a 2 turn clock with no need of additional cards?
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Harlequin
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« Reply #13 on: February 13, 2006, 12:13:27 pm »

Affinity only lessens mana cost when you play Thoughtcast. You still have to pay 4U to make a copy.

That is not nessisarily true... but it doesnt work the way you want it to.
I'm fairly sure this is the way it would work...

Lets say you control a mighty 6 artifacts.
You cast Thoughcast and intend to replicate it once.
Cost of spell: 4U
Additional Cost: +4U
Combined Cost of this spell: 8UU
Combined Effect of this Spell:
"Affinity for Artifacts
 Draw 2 cards
 When you play this spell, put one copy of it on the stack"
Affinity applies: -6 (the spell sees 6 artifacts in play)
Final cost: 2UU
Final Effect:
 you put "Draw 2 cards" and "Draw 2 cards" on the stack (add 1 to spell count for the turn)

Although "multiple instances of Affinity stack" you'll notice that the orginal spells effect only has one instance of affinity.
« Last Edit: February 13, 2006, 12:15:58 pm by Harlequin » Logged

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BruiZar
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« Reply #14 on: February 13, 2006, 12:37:55 pm »

Why do you have to remove your opponent from the game when you have a 2 turn clock with no need of additional cards?

Well, if you can remove your opponent from the game that turn, isnt that much better than giving your opponent 2 turns to respond?

Why win 2 turns later when you can decide the match right now
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Harlequin
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« Reply #15 on: February 13, 2006, 12:47:02 pm »

Also ... dont think Gush will = draw deck for free.

Gush cost: 4U
Additional Cost from replicate +4U
Combined Effect:
 "you may return 2 islands rather than pay Gush's mana cost
   Draw 2 cards
   when you play this spell, put a copy of it on the stack"
Payment of the spell:
Choice 1: pay 4U+4U = 8UU
Choice 2: return 2 islands to not pay original casting cost + 4U for replicate additional cost = 2 Islands + 4U


This works for the same reason that Trinisphere and sphere of resistance affects Force of Will (when you pitch).  Alternate casting costs only work twoards the original cost of the spell, and therefor do not apply to things like Replicate, spheres, Buyback, kicker, etc etc etc.

Addmitily this would be a pretty cool deck if you could say ... Ill play gush, chose to replicate it 20 times casting cost is 80+(Ux20) ... ill return two islands to draw 40 cards and skip the 100 mana casting cost.

« Last Edit: February 13, 2006, 12:51:02 pm by Harlequin » Logged

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BruiZar
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« Reply #16 on: February 13, 2006, 12:55:22 pm »

Hm too bad that replicate doesnt work the way i wanted it to. Didn't realize the rules work differently.

Thanks for pointing it out to me
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Moxlotus
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« Reply #17 on: February 13, 2006, 01:01:47 pm »

Why do you have to remove your opponent from the game when you have a 2 turn clock with no need of additional cards?

Well, if you can remove your opponent from the game that turn, isnt that much better than giving your opponent 2 turns to respond?

Why win 2 turns later when you can decide the match right now

Because you need an addtiional card for it to work and you can't remove enough win conditions from decks like Fish or Stax.
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