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dicemanX
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« Reply #1 on: November 08, 2002, 07:06:59 pm » |
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IV. Card Choices
Because of the various approaches one can take to constructing the Worldgorger Dragon deck, there is in all likelihood no single optimal build. However, there are still optimal card choices you can make. In this section, all of the possible card choices for Dragon decks will be discussed (for main deck and sideboard), with a rating given for each card (either excellent/good/average/poor). In section V, example builds will be given.
The cards are broken down into various categories: combo pieces, tutors/search/card drawing, disruption, and mana sources. A number of cards qualify for more than one category, so they might be listed more than once. Such cards have typically very high ratings, so deserve serious consideration when building the deck.
A. Combo pieces
i. Cards that put creatures into graveyard
There are two types of such cards. The first type searches out the creatures from your library and puts them in the graveyard. There are only three cards that do this: Buried Alive, Entomb, and Intuition. The rest of the cards provide the means for getting a drawn creature into the graveyard, such as Wheel of Fortune, Bazaar of Baghdad, Read the Runes etc. This might seem like a very narrow set of cards to use because you will not draw your creatures very often. However, they are listed here because they are usually very flexible cards, and can provide card drawing or function as win conditions.
Buried Alive – This card allows you to put both a Worldgorger Dragon and either Ambassador Laquatus or Aerial Caravan into your graveyard to set-up the two card combo. It also usually serves to clear your library of all creatures at once, which improves your draws. The drawback to this card is the fact that it is a 3-cc sorcery, but as long as you don’t rely on this card completely you can minimize this down-side. Rating: excellent
Entomb – Another high-quality card that puts a Worldgorger Dragon into the graveyard, at instant speed and only one mana, while often functioning as a kill card when you’re going off as well. It also helps you remove cards from your library that are no longer useful (such as a Buried Alive or other Entombs etc), since Entomb can search out any card, not just creature cards. Rating: excellent Intuition – A must in any Dragon deck, this card has multiple functions. It can put Dragons in the graveyard, it can serve as a regular tutor for any card that you have three copies of in your library, and it functions as your kill card when you’re going off. You must use two Dragons in your deck for this card to be effective. Rating: excellent
Wheel of Fortune – This puts a Dragon in the graveyard only when you’ve drawn one. This is an excellent inclusion in a Dragon deck as it helps you to draw more cards; despite its symmetry, it is the combo deck that will benefit most from refilling the hand. Only useable in the 5-color version, unfortunately. Rating: excellent
Windfall - Similar to Wheel, but weaker as it doesn't work very well if opponent has few cards in hand. It still merits consideration if you are not running red in your build. Rating: average
Read the Runes - This puts a Dragon in the graveyard only when you’ve drawn one. This card is also very flexible. It can allow you to have a net gain of cards if you sacrifice useless permanents or discard any creature cards; it also helps to cycle through your cards much faster to set up your hand, and it can serve as a kill card as well. A must have. Rating: excellent
Frantic Search – Similar to Read the Runes, except that it limits the amount of cards you can draw and cannot be used as a kill card. Untapping up to three lads is marginally useful, given that this can be used at instant speed anyways. It’s restricted to boot. Rating: poor
Careful Study – Similar to Read the Runes and Frantic Search, but likewise limited in terms of the number of cards you can draw and the fact that it cannot be used as a kill card. Rating: average
Vodalian Merchant - Not only can this put a drawn Dragon into the graveyard, but it also serves as a win condition. Because it's a creature it can also protect your Worldgorger against Diabolic Edict, while giving you the option to (chump) block. The downside is that if he is killed after coming into play, your no longer have the option to draw the game in desperation by animating a Dragon. Rating: good
Bazaar of Baghdad – Similar to Read the Runes. The upside is that it is re-usable and could conceivably find you a kill card when you’re going off - Bazaar comes back untapped with each cycle, so you can use it multiple times. It’s a kill card if you have either Ambassador Laquatus or Aerial Caravan in your deck, as you can mill yourself repeatedly when going off. Bazaar could be excellent with multiple Squees, but its often difficult to find room for them main deck. The downside is that Bazaar costs you a land drop, and is vulnerable to Strip Mine and Wasteland. Rating: good-excellent
Compulsion - Like the Bazaar, it serves many purposes, including being a win condition. The upside is that it is much less vulnerable to removal, but the downside is that it is slower. Compulsion is particularly good with Squee, however, if you choose to run them in your deck. Rating: good-excellent
Anvil of Bogardan – A colorless way of getting a drawn creature into the graveyard, while allowing you to rapidly cycle through your deck. The symmetry might be a potential problem, however. Rating: poor-average
Jalum Tome – A non-symmetric version of Anvil of Bogardan, but it costs three to put into play and has an activation cost of two. It improves your card quality, and functions as a kill card, so it has excellent flexibility. Might or might not be more effective than Bazaar of Baghdad – it’s a tough call. Rating: good-excellent
ii. Cards that animate the Dragon
Dance of the Dead – only 2 cc, and increases the Dragon’s toughness by one. This might be very significant against a deck like Sligh, which cannot use a Fireblast + Lightning Bolt to kill the Dragon and end the combo. Rating: excellent
Animate Dead – Exactly like Dance of the Dead, except toughness is not boosted. However, Animate Dead can be more useful when you might want to animate a non-Dragon creature (the Caravan, or a Verdant Force; see below). Rating: excellent
Necromancy – This is a three-casting-cost enchantment, which makes it potentially a little slower as you will need three mana to go off – you only theoretically need two mana to go off with the Dance of the Dead or Animate Dead. However, Necromancy can be played as an instant, forcing a control deck to counter on their turn, or allowing you to get around Planar Void or Ankh of Mishra post SB. Rating: good-excellent
iii. The kill cards when you’re going off
Before I list the cards, I want to clarify what exactly constitutes a "kill" card. While something like Stroke of Genius or Ghitu Fire actually win the game for you, I consider the game over if you are able to draw every card in your deck, or if you have the means to find the kill. This is why cards like Aerial Caravan and Read the Runes (mass card draw) , Bazaar of Baghdad (search card for Caravan/Ambassador), Entomb and Intuition (instant speed tutors that find the kill cards) are listed here. Also, don't forget that cards like Bazaar of Baghdad, Cursed Scroll, Scrying Glass, and any other kill card that's a permanent in play, can be used an unlimited number of times when you're going off. This is because the pemanents all leave play and come back untapped. Here is the complete list:
Aerial Caravan – This is a non-counterable way of drawing your whole library when you go off, provided you have a pain-free source of blue mana on the table. It’s a creature to boot, having excellent synergy with cards like Buried Alive, Read the Runes, multiple Entombs. A virtual must-inclusion in any Dragon deck. Rating: excellent
Ambassador Laquatus – A non-counterable win condition, having the same synergies as Aerial Caravan. The upside of the Ambassador is that he will win you the game single-handedly; the Caravan still requires that you play a kill card to finish off the opponent. Also, the Ambassador is excellent against Orim’s Chant or Abeyance, as the Animate on Worldgorger will be the last spell you will have to cast to win the game, provided that the Ambassador is already in the graveyard or has a way of getting there (via Bazaar). Another advantage to the Ambassador is that he can mill the library with only colorless mana, which allows you to play him in mono-B builds. The downside to the Ambassador, compared to the Caravan, is that he cannot handle Gaeas’s Blessings very well, which are played by Oath decks. Furthermore, the Caravan can actually be cast or animated providing a very useful draw effect; the Ambassador’s ability in such scenarios is virtually useless. Rating: excellent
Intuition – Intuition can fetch any instant kill card when you’re going off, which can include cards like Entomb, Cunning Wish, Read the Runes, etc. You can also Intuition for either the Ambassador or Caravan and another non-Dragon creature (if you choose to run one). Rating: excellent
Entomb – Provided that you’re running the Ambassador or the Caravan, the Entomb can fetch those kill cards when you’re going off. Rating: excellent
Cunning Wish – These are usually played if you do not want to include a main-deck kill card like Stroke of Genius, relegating it to the side board instead. Wishes are highly flexible, allowing you to fetch disruption or answers from the side board as well. They are absolute must-haves in your deck. Rating: excellent
Read the Runes – You can draw your whole library with this card when going off, keeping whatever cards you need by sacrificing all the permanents that you have on the table. Rating: excellent
Scrying Glass – Provided that your opponent has at least one colored-card in hand, you can use this card to draw your entire library when going off (the Glass returns to play untapped after each cycle). If your opponent doesn’t have any colored cards in hand, chances are that he’s playing a non-control deck which you should be able to defeat regardless. Furthermore, the Glass gives you much needed card drawing and gives you a peek at the opponent’s hand to scan for any creature/enchantment removal. A highly flexible card. Rating: excellent
Bazaar of Baghdad – This is a kill card if you use either the Caravan or the Ambassador in your deck by repeatedly milling yourself until you get one of them in your graveyard. Rating: good-excellent
Compulsion - Similar to Bazaar. Rating: good-excellent
Jalum Tome – Similar to the Bazaar or Scrying Glass - you can either use it to cycle through your deck to find the kill or eventually drop a Caravan/Ambassador into your graveyard. The problem is that it doesn't net you card advantage outside of the combo and its more vulnerable than Compulsion (as all artifacts are compared to enchantments) Rating: good
Vodalian Merchant - A win condition that offers Edict protection and serves occasionally as a chump blocker - remember, it's ability triggers every time it leaves and re-enters play when you're going off, so it has a similar function to cards like Compulsion and Bazaar of Baghdad. It's two-toughness also helps to block Ophidians vs mono-U, which could be very important. Rating: good
Cursed Scroll – Allows you to win when going off by dealing damage, provided that you have at least one card in hand. It also doubles as creature removal or an alternate route to victory, which makes this card potentially very useful against certain decks. For instance, it can be used to kill most of suicide-B’s creatures after they whittle down your hand with their hand disruption and stop you from going off early. Very flexible card. Rating: good (or excellent depending on the deck you’re facing)
Whispers of the Muse – You can use Whispers to draw your entire library when you go off. However, it’s cantrip ability is virtually useless – if you cast Whispers to draw a card, you are trading a kill card for a random top-deck. Compare this to Read the Runes, for instance. Rating: poor
Stroke of Genius – Generally a poor main deck choice, as it lacks flexibility. You cannot even cast it if you draw it if it’s your only kill card in the deck an you have no graveyard recursion. This is better off in the SB while using main deck Wishes instead. Rating: poor
Ghitu Fire/Flaming Gambit – See Stroke of Genius. You have to have a red source of mana in play when you go off to boot. Flaming Gambit has good synergy with Intuition, as you can cast it from the graveyard as an instant due to its flashback cost. However, it becomes a very poor kill condition if your opponent gets a creature on the table before you can go off. Rating: poor
Magma Mine – Again, not very flexible. Much worse than Cursed Scroll, for instance. Rating: poor
B. Tutoring/search/ card drawing
i. Tutoring
Demonic Tutor – A no-brainer. Rating: excellent
Vampiric Tutor - A no-brainer. Particularly good against suicide, allowing you to hide your card on top of the library. Rating: excellent
Mystical Tutor - A no-brainer. Particularly good against suicide, allowing you to hide your card on top of the library. Rating: excellent
Intuition – A highly flexible card, as described above. Another no-brainer. Rating: excellent
Cunning Wish – A fantastic tutor for specific cards in the sideboard, including disruption cards and/or Entomb, Read the Runes etc. A must have. Rating: excellent
Merchant Scroll – It’s not an instant, so it cannot be used as a kill condition. The Scroll is never bad if you’re running Ancestral Recall, and can help you track down an Intuition or Cunning Wish. A tough call on this one. Rating: good (maybe excellent)
Lim-Dul’s Vault – Excellent tutoring power, but the mana requirement is a bit harsh. It’s generally weaker than either the Mystical or Vampiric Tutors, so the question is whether you want a third, less reliable tutor that puts a card on top of the library. Rating: average
ii. Search
Impulse – A cantrip that gives you a limited search is always a good inclusion. However, Impulse is a bit weaker in the Dragon deck compared to other search cards such as Read the Runes, which can function additionally as kill. It lacks flexibility, but it is still very useful nonetheless. Rating: average
Tainted Pact – Like Impulse, but could potentially search deeper into your library. The trade-off is that you can hit the same spell twice and draw zero cards as a result. Nevertheless, the Pact can be a decent choice in mono-B. Rating: average
Brainstorm – Lacks flexibility, and can be quite poor if you do not combine it with your few shuffle effects (tutors, Entomb, and fetch-lands). Impulse is probably better. Rating: poor-average
Frantic Search/Careful Study – As mentioned above, not as flexible as some of the other choices. Rating: poor
Bazaar of Baghdad – Very flexible, but vulnerable as mentioned above. It has very limited search function, but this comes at no cost and can be included in the mono-B version. If you run Squees, then Bazaars could be very strong, although Squees could be wasted slots if you don't draw into a Bazaar or if you cannot keep it on the table. However, Squees could power your Compulsion or Jalum Tome, so it might be a wise idea to include multiple copies of such cards in your deck along with Bazaar. Rating: good-excellent
Compulsion - Excellent with Squee as mentioned above, without the vulnerabilities to removal compared to Bazaar or Jalum Tome. Otherwise, its a decent search card that doubles as a win condition. Rating: good-excellent
Jalum Tome – It’s a bit slow against fast aggressive decks because it takes a while to use it for it’s searching ability; it’s much more effective against slower decks. However, it might still be strictly worse than Scrying Glass, since it doesn’t give you card advantage. Compulsion might also edge this one out. Rating: good
Time Walk – Included in the search category, because it helps you to dig one card deeper while both accelerating and/or re-setting your mana. However, Time Walk could actually have a drawback in this deck: if you see it in your opening hand, it is effectively a placeholder for the next card in your library that you don’t get to see. This can affect mulliganing decisions, as a Time Walk does not help you with evaluating your starting hand. Still, you cannot underestimate the potential strength of this card. Rating: poor-excellent
iii. Card Drawing
Ancestral Recall – No brainer. Rating: excellent
Wheel of Fortune – Combo decks usually break the symmetry of this card, as they can usually win very quickly after replenishing their hand. This has the added bonus of putting creatures into the graveyard if you’ve draw them. Wheel is also an excellent card to fetch with Vampiric and Mystical Tutors against heavy hand disruption decks such as Suicide. Rating: excellent
Timetwister – This might seem quite surprising, but in fact Timetwister is often another no-brainer. Replenishing you hand, even if it means re-shuffling your graveyard into your library, is often a game-winning play. Plus, Timetwister also helps out against Suicide (particularly if you’re not even running a 5-color build so you cannot include Wheel), and helps you reclaim any lost win-conditions (if all your Cunning Wishes end up in the graveyard, for instance, because they are countered or Duressed away). Rating: excellent
Windfall - A replacement for Wheel of Fortune in Decks that don't run red mana. Very decent card, although a bit conditional - if opponent dumps his hand, this will be a dead card. Rating: average
Read the Runes – Excellent card drawing and win condition in one card. A virtual must-have in any Dragon deck that includes U. Rating: excellent
Scrying Glass – Another excellent draw card and win condition. Rating: excellent Deep Analysis - A great card to fetch with any excess Entombs. However, Entombs will function as win conditions at times (unless you cast an early Buried Alive), so they might not be so expendable. Also, this card can be a bit weak if you actually draw it. Still worth considering, although I'd probably want to play a Read the Runes over this. Rating: average-good
Necropotence – If the mana base supports this card, it’s a virtual no-brainer. Perfect for mono-B builds, as they are bound to run Dark Rituals. Not as good in the U/B or 5-color versions, which run fewer black sources and no rituals (usually). Rating: good-excellent
Yawgmoth’s Will – This is strong if you play lots of pro-active disruption (see below), but it is nevertheless a bit too conditional and won’t give you the type of card advantage as Keeper could generate, for instance. Rating: poor-average
Whispers of the Muse – Since you will require six mana to start generating card advantage, this will not help you very much against any deck. Rating: poor
Stroke of Genius – This is a poor card drawer, as it will most likely have to be saved to function as your win condition. Very inflexible as a result. Rating: poor
C. Disruption
Dragon can use either reactive or pro-active disruption. Reactive disruption includes cards like counterspells and Red Elemental Blasts, while proactive disruption involves using cards like Defense Grid, Duress, or Abeyance to pre-empt your opponent’s plans. Since the choice of disruption and the number used is deck-dependent (i.e. what colors you use) or metagame dependent (i.e. what types of decks you will face or what hate cards you have to contend with) , this section does not offer card ratings. Reactive disruption has the advantage of stopping anything, including buying you time against aggro, or stopping hate cards from entering play. The downside is that it’s very difficult to protect your combo early with reactive disruption, as you might not have the mana to force through your combo against a control deck on your turn. Pro-active disruption helps to get around that problem, as you can cast your disruption cards first and then combo them out. However, this type of disruption doesn’t help you to buy time in some instances, and it cannot always deal with hate cards (a Duress cannot stop a top-decked Tormod’s Crypt, for instance). The other problem with pro-active disruption is that it cannot take advantage of a “squeeze play”: for instance, if opponent has two blue mana open with two Counterspells in hand, then a single Duress will not be sufficient, because it doesn’t force them to tap mana. The disruption choices will be discussed in the final section of this primer.
i. Reactive disruption
Force of Will –A free counter is always an excellent inclusion, but you might find yourself lacking a non-important blue card to pitch. Also, you have to watch out and make sure that you are running enough blue cards to make FoW more useful. Around 15-18 blue cards is usually recommended.
Mana Leak – Your best counterspell, particularly if you are running a fully powered Dragon build so that a Mox and land gives you first turn counterspell ability.
Mana Drain – The ultimate counterspell in this deck, helping you to power your more expensive spells. However, the double UU casting cost is a major concern, so it’s not an automatic inclusion.
Red Elemental Blast – Purely a metagame call, this is the cheapest counterspell, in terms of mana and card efficiency, against counterspell-based control decks. However, it lacks any flexibility.
ii. Pro-active disruption
Defense Grid – More of a metagame call, the Grid can be cast as quickly as the first turn to hose counterspell strategies and stop certain creature/enchantment removal spells such as Diabolic Edict or Disenchant. The down-side is that Grids are vulnerable to Powder Kegs, and they are not guaranteed to stop counterspells for long – in fact, opponents can cast Force of Will when they reach three mana. Nevertheless, Grids are a powerful option to deal with control decks, as they can stop counterspells long enough for you to win the game. 3-4 Grids are a virtual must-inclusion in many metagames that feature, strong, fully-powered control decks.
Duress – Your cheapest and one of the most effective disruption spells, and let’s you peek at an opponent’s hand to evaluate whether or not it’s safe to go off. It’s also an excellent choice against other combo decks. However, it doesn’t let you use the aforementioned “squeeze-play”.
Cabal Therapy – This is excellent only if you are running a full complement of Duresses and Scrying Glasses to see your opponent’s hand. It is particularly good at cleaning out multiple copies of the same spell – for instance, using Therapy to nail three Swords to Plowshares against Parfait after you peeked at their hand would be a marvelous play. The down side is that it is weak without Duress or the Glass.
Unmask – Weaker than Duress, but might be included if four copies of Duress are used. Still, finding a black card to pitch to this early might be problematic, so this spell might be a little too conditional - especially since you might invest two cards only to find that your opponent doesn’t have anything important in hand and top decks something thereafter. You cannot underestimate a free disruption spell, though.
Mind Twist – A very serious consideration for fully powered U/B and 5-color builds. It helps to clear out any hate cards in opponent’s hand before going off, but it’s difficult to do this to a player playing counterspells, unless you can get a very early Defense Grid into play.
Abeyance – This is limited to the 5-color version, but it is one of the strongest proactive disruption spells available to you. It stops just about every hate card (including cards like Tormod’s Crypt, Elvish Lyrist, Aura Fracture, Swords to Plowshares, Disenchant, Edict, etc). If you are running Cunning Wish, you can even fetch it out of the sideboard.
Orim’s Chant – It’s cheaper than Abeyance, but it doesn’t stop activated abilities on permanents, like Seal of Cleansing or Elvish Lyrist, which could be a potentially serious shortcoming. On the other hand, it can buy you a turn if you use it on your opponent’s turn to stop them from casting any threats.
D. Mana sources
Despite the low average casting costs of most Dragon builds, it is still important to include enough mana sources to power the deck. For non-mono-B builds, 24-26 permanent mana sources are recommended. Mono-B can get away with less permanent sources, substituting 4 slots with Dark Ritual for acceleration instead. The Rituals are not recommended if you run other colors, unless you are going for sheer speed. For the U/B and 5-color versions, every land should ideally produce both U and B. The following are automatic inclusions in the non-mono-B builds:
Black Lotus Mox Jet Mox Sapphire Mox Pearl Mox Emerald Mox Ruby Sol Ring Mana Crypt
As for the lands, the following are your options for the B/U version:
Swamp (only if you run Polluted Delta) Island (only if you run Polluted Delta) Underground Sea Underground River Polluted Delta
The following are used in the 5-color version, in addition to the lands listed above:
Gemstone Mine Undiscovered Paradise City of Brass
Two examples of mana bases are given in the decks section.
E. Sideboard
The sideboard is highly variable, and should reflect the metagame. However, you should have answers to most of the problematic cards for Dragon, especially graveyard removal cards and creature/enchantment destruction. Furthermore, much of the disruption discussed above could be put into the sideboard initially; conversely, some of the SB cards listed here could be main-decked.
Stroke of Genius – If you use Cunning Wish as your kill card, this is the first inclusion in the SB.
Powder Keg – Your best answer against the most frequently side boarded card against you: Tormod’s Crypt. It also handles other problematic cards like Ankh of Mishra, Elvish Lyrist, Obstinate Familiar, or cards that help other decks outdraw you or outrace you like mono-U’s Ophidian, Sligh’s 1 cc creatures etc. I would strongly consider four Kegs in the SB.
Nevinyrral’s Disk – Like the Powder Keg, but more expensive. However, Disk helps you deal with Planar Void, Aura Fracture, Humility, or any other enchantment that might shut down your combo.
Pernicious Deed – This is a faster and more selective form of Nevinyrral’s Disk. However, it’s also more difficult to cast.
Rushing River – An excellent catch-all that you can wish for. It can bounce two problematic permanents at once.
Verdant Force – This can be a very good answer against Planar Void, provided you can get a Verdant into your graveyard before the Void makes it into play. Verdants are also practically an auto win against two problematic decks: mono-U and Suicide. They can turn your deck into a two card combo: Entomb (for Verdant) + Animate Dead/Dance of the Dead. Might even be a main deck inclusion. Verdants are the creature of choice because they not only survive The Abyss and potentially Edicts as well, but they allow you to attack while creating tokens to hold off the opponent’s creatures.
Hypnotic Specter - While Verdants are excellent in partially transforming your Dragon deck into reanimator, Specters can also do this while being castable as well. Their purpose is obviously not beatdown, but to disrupt control decks. Even if Specters are countered if you cast them, you can repeatedly try to bring them back with your Animate cards. Their effectiveness increases the more Animate spells you run and if you run Dark Rituals in your build. Consider siding in four Specters against control decks like mono-U.
Phyrexian Negator - Like the Hypnotic Specter, this is a castable creature whose primary purpose is beatdown, not disruption. Another interesting strategy to try vs control, as once again you can try bringing back Negators with Animate spells if your opponent counters them or destroys them somehow. Academy decks often try to bring in these these guys vs control, but they are definitely much better in Dragon with all of the animate effects. Again, they are more effective with main deck Rituals and a high Animate spell count.
Mana Short – For non-5-color decks, this is a very good substitute for Abeyance. It could even be better in some instances, initiating counter wars on the opponent’s turn.
Other potential inclusions (discussed above):
Force of Will Mana Leak Duress Defense Grid Red Elemental Blast Abeyance Orim’s Chant
V. Decklist Examples
This section includes some sample builds, which are mostly comprised of highly flexible cards that received an excellent rating in the card choices section above. There doesn’t seem to be an optimal build for the time being, so Dragon players have some flexibility as far as what cards are included and in what numbers. Plus, it might be a wise idea to keep changing the build from tournament to tournament to keep your opponents guessing. I will include an example of a mono-B build and two 5-color builds, complete with side-boards, followed by a brief explanation of the deck and the choices made. Section VI will deal with specific match-ups, and how each build stacks-up against top-tiered T1 decks.
***5-color Dragon***
2x Worldgorger Dragon 1x Aerial Caravan
3x Entomb 3x Buried Alive
3x Intuition 3x Cunning Wish 1x Read the Runes 1x Scrying Glass
4x Animate Dead 3x Dance of the Dead ----------------------------- 24 combo cards 10 creature “buriers” 7 animate effects 11 win conditions (without help from Caravan)
1x Demonic Tutor 1x Vampiric Tutor 1x Mystical Tutor 1x Timetwister 1x Wheel of Fortune 1x Ancestral Recall ----------------------------- 6 tutor/card drawing
1x Abeyance 3x Defense Grid 3x Mana Leak ----------------------------- 7 disruption
1x Black Lotus 1x Mox Jet 1x Mox Sapphire 1x Mox Pearl 1x Mox Emerald 1x Mox Ruby 1x Sol Ring 1x Mana Crypt
4x Underground Sea 4x Underground River 4x Gemstone Mine 2x Undiscovered Paradise 2x City of Brass ----------------------------- 24 mana sources
SB:
1x Stroke of Genius 1x Rushing River 1x Abeyance 3x Red Elemental Blast 4x Powder Keg 2x Verdant Force 1x Defense Grid 1x Read the Runes 1x Scrying Glass
This deck is on the low end of the number of permanent mana sources, but in exchange it is very quick with an average goldfish kill of 3 turns. There are many 3-ofs in this deck, because of Intuition, and to preserve maximum flexibility by including many different types of spells. The deck also has very good redundancy with respect to its combo pieces. There are 61 cards, because it’s impossible to cut down this deck to 60 without losing an essential card. The sideboard is well stocked to deal with Tormod’s Crypt (four Kegs are included), and Verdant Forces are present for the Suicide and mono-U match-ups. The Abeyance, REBs, and Rushing River are included to add to the disruption count via Cunning Wish. The Wishes can also be used to get card drawing in the form of Read the Runes. Notice that the Buried Alives could be removed in favor of a fourth Entomb and a fourth Intuition (while dropping the card count to 60), to convert the deck into the three-card combo only. However, this will make the deck less consistent and increase the average number of turns it takes to go off.
***Gorgercombo.dec by Roland Bode (22.09.2002)***
2 Worldgorger Dragon 1 Aerial Caravan
3 Cunning Wish 3 Intuition
3 Buried Alive 4 Entomb
4 Necromancy 4 Animate Dead 3 Dance of the Dead --------------------- 27 combo pieces 10 creature "buriers" 11 animate effects 10 win conditions (if Buried Alive is not used)
1 Demonic Tutor 1 Vampiric Tutor 1 Ancestral Recall 1 Time Walk 1 Necropotence
1 Abeyance 1 Deep Analysis --------------------- 7 tutor/draw/disruption
1 Black Lotus 4 Dark Ritual 1 Sol Ring 5 Mox 4 Gemstone Mine 4 Undiscovered Paradise 4 Underground Sea 3 Underground River ----------------------- 26 mana sources
SB: 2 Abeyance 1 Whispers of the Muse 4 Duress 4 Hypnotic Specter 1 Hoodwink 1 Stroke of Genius 1 BEB 1 Mana Leak
This deck, built by Roland Bode, focuses on winning as quickly as possible by running Moxes and Rituals to maximally speed up mana production, while also maximizing the redundancy of the combo pieces. It attempts to overwhelm control by running 11 animate effects, 4 of which can be cast at the end of opponent's turn to bait counterspells. It's extremely light on disruption as a consequence, relying on just a single main-deck Abeyance and Wishable disruption in the side to deal with any potential disruption that the opponent can muster. A risky strategy perhaps, but it must be admired for its dedication to winning as fast as possible. The SB is partly transformational, primarily directed against control decks. Specters and Duress can be brought in to attack the control player's hand before attempting to go off. If Specters are countered, they can be readily brought back with the numerous animate cards that this deck runs. The SB Whispers of the Muse is designed to get around Misdirection, although it would be likely replaced by Read the Runes in an updated version of this deck. Hoodwink is a card that can get rid of any troublesome permanents that cannot be stopped by Abeyance, such as Ivory Mask or Planar Void. It's one mana cheaper than Rushing River, although the River handles two permanents at once. One card this deck would have no way of stopping is Meddling Mage, so it might be advisable to run some Red Elemental Blasts or Kegs in the SB. Kegs will also help against cards such as Tormod's Crypt and Ankh of Mishra, while the REBs are effective against conterspell-based strategies.
***Mono-B Dragon***
2x Worldgorger Dragon 1x Ambassador Laquatus 1x Verdant Force
3x Animate Dead 4x Dance of the Dead
4x Buried Alive 4x Entomb
4x Scrying Glass 3x Cursed Scroll -------------------------------- 26 combo pieces 8 creature “buriers” 7 animate effects 11 non-Ambassador win conditions
1x Demonic Tutor 1x Vampiric Tutor -------------------------------- 2 tutors
4x Duress 4x Cabal Therapy -------------------------------- 8 disruption
4x Dark Ritual 1x Black Lotus 1x Mox Jet 1x Sol Ring 1x Mana Crypt 14x Swamp 1x Wasteland 1x Strip Mine -------------------------------- 24 mana sources
SB:
4x Powder Keg 4x Nevinyrral’s Disk 4x Defense Grid 2x Necromancy 1x Crosis, the Purger
alternate SB:
4x Phyrexian Negator 3x Hypnotic Specter 3x Powder Keg 3x Necromancy 2x Defense Grid
This mono-B version is slower than the 5-color version, but packs more disruption and runs more solid card drawing in the form of Scrying Glass. Cabal Therapy is a solid choice here, with a combined total of eight Duresses and Scrying Glasses. The three win conditions included in this deck are Cursed Scroll (effective against creature decks), the Glass (which you can use repeatedly under Worldgorger to draw cards until you hit Entomb, then Entomb for Ambassador), and of course the Entomb itself. A Verdant Force is included in the main-deck, as it allows for very quick Entomb + Animate wins. Combining Dragon and reanimator strategies can be quite effective. The SB includes Disks and Kegs to clean up any permanents that hit the table, especially Tormod’s Crypt, Planar Void and Seal of Cleansing. Grids and Necromancies are for control decks – Necromancies can start counter wars at the end of opponent’s turn, while also being effective at contending with Planar Void if you fail to draw a Disk. The Crosis is a recurring Mind Twist that can be animated, and is typically brought in versus mono-U decks.
The alternate SB presents another way to fight control decks or problematic cards like Tormod's Crypt: you can side out most of your combo cards and bring in the Negators and Hypnotic Specters to try and beat down the control deck quickly. If the creatures are countered or destroyed, no problem - you will have 10-11 Animate cards (after bringing in the Necromancies) to keep recurring your beasts.
Notice that this deck is very easily converted into a powerless version, just by substituting the Mox and Lotus with basic Swamps.
VI. Match-ups
coming soon…
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