Edit; Changes (10.7.2006)
-4 Tainted Pact
+4 Infernal Tutor--
Ever since False Cure was released, it has been considered a bad card. It may have been included in many less competitive casual decks built around common lifegain, but rarely if ever in anything more serious. I believed in the card's latent ability, and explored the possibilities, browsing through life gain cards, and found a way to forge it into a working deck. The decklist has gone through some revisions since it's original form, and below is it's current state. The constraints are that of Vintage, and the aim is to be as efficient as possible in it's goal in winning the game by loss of life gain. Any recommendations that do not include removing False Cure from the deck are welcome.
False MedicineSpells (38)
4 False Cure
4 Skyshroud Cutter
4 Reverent Silence
4 Duress
4 Cabal Therapy
4 Night's Whisper
4 Infernal Tutor
1 Necropotence
1 Demonic Tutor
1 Yawgmoth's Will
1 Vampiric Tutor
1 Regrowth
4 Pernicious Deed
1 Powder Keg
Manasources (22)
4 Dark Ritual
1 Lotus Petal
4 Bayou
4 Bloodstained Mire
2 Swamp
2 Snow-covered Swamp
4 Wasteland
1 Strip Mine
--
The win condition is simple: cast False Cure and allow the enemy to gain life using Skyshroud Cutter and Reverent Silence. Using one False Cure it is neccessary to use 4 of either of those cards. The life gain (or loss) is an alternate casting cost, and can not therefore be countered, which has often lead to many an unwary enemy's demise when they have thought they can let False Cure resolve and counter whatever comes after. It should also be noted that the alternative casting cost requires a forest to be in play, which explains the use of Bayous.
5 cards does not, perhaps, sound that appealing for achieving victory, even though only BB is needed manawise. However, let's take a look at False Cure's wording:
"Until end of turn, whenever a player gains life, that player loses 2 life for each 1 life he or she gained."Now, when I cast two False Cures instead of one, the effects stack and the enemy will lose 4 life for each 1 life gained, resulting in greatly increased efficiency (3 times). With two, therefore, only 2 lifegain cards are neccessary, and with three, only one. This reduces the amount of cards needed to four.
The rest of the deck is built around the combo by disruption, removal and tutoring. As hardly any other non-land permanents are played, Pernicious Deed fits perfectly. Duresses and Cabal Therapies serve to buy time and enforce False Cures.
Cards considered or suggested:Invigorate - too inefficient and unneccessary. Skyshroud Cutter would need haste to make enough use of it, and a card providing that cannot be justified.
Dark Confidant - would be kickass for card drawing, but does not mix with Pernicious Mr. Deeds.
Innocent Blood - sideboard stuff. I've tried this in main, and it's faired well against aggros, but it hinders ability in control matchups.
Laquatus's Champion - an interesting option, but a reanimator could go for something better aswell, and this is not a reanimator.
SummaryThe goal of the deck is to play the winning combo which requires 4-5 cards out of 12 total in the deck. It has 11 drawing and tutoring cards, which constitutes slightly less than 1/5 of the deck, or 2/5 with the combo included. There are 8 (13.3%) disruption cards, and 5 (8.3%) for permanent removal.
It is possible to get a first turn win with a hand like this: Bayou / Bloodstained Mire, Dark Ritual, Dark Ritual / Lotus Petal, False Cure, False Cure, S. Cutter / R. Silence, S. Cutter / R. Silence. With an eight draw, with Duress or Cabal Therapy enforcement (two rituals). With one ritual and two lands, the same can be done in two turns (with a first turn Duress / Cabal Therapy preferably). Of course, getting an opening hand like this is not probable, only possible.
That's it. I look forward to your suggestions.
