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Author Topic: Worldgorger Dragon.dec  (Read 2532 times)
Anonymous
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« on: December 16, 2002, 03:47:15 pm »

MD:
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
1x Demonic Tutor
1x Vampiric Tutor
1x Necropotence
4x Duress
4x Cabal Therapy
4x Dark Ritual
1x Sol Ring
14x Swamp
3x Wasteland
1x Strip Mine

SB:
4x Powder Keg
2x Nevinyrral's Disk
4x Defense Grid
3x Necromancy
1x Crosis, the Purger
1x Phantom Nishoba

If you can't tell, this is Mono-black Worldgorger Dragon.  This version is very close to DicemanX's monoB version in the primer.  DO NOT just tell me to splash blue (or any color for that matter) as I will add blue to the deck if I think it is necessary, which it isn't, which I don't think it is right now.  My meta is a lot of random aggro, janky Sligh decks, creature-theme decks, ect...  Out of about 30 people, only 2-3 play control.  Any kind of anti-Sui tech would be nice, as there are several people playin that.

     
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Shock Wave
Guest
« Reply #1 on: December 16, 2002, 06:30:38 pm »

Hi there, welcome to TMD! Good to see people trying different variations of Dragon, it really is an interesting deck with so many possibilities. Here are my areas of concern I'd like to point out:

1. Why are you running 4 Scrying Glass? How do these help you against aggro?

2. By the same token, why are you running Cabal Therapy, especially since you have no way to play the flashback?

3. You only have 4 animate effects, and only 3 tutoring effects (including Necro, which doesn't really count). This is asking for trouble.

4. What do you if you draw your dragon(s), or even worse, your Ambassador?

I understand that you are hoping for the intended synergy between Cabal Therapy, Duress, and Scrying Glass, but in an aggro dominant environment these hardly seem as the correct solutions. Also, take into consideration that you don't have an abundance of mana to fuel a Scrying Glass with.

Remember your goal vs. aggro: animate ASAP and win! There is little room for deliberation in this matchup as opposed to the control matchup, where you may have to seize your window of opportunity to go off. Keeping this in mind, these are my recommendations:

1. Replace the Scrying Glass(es) with Tainted Pact.
2. Replace the Cabal Therapy(ies) with a combination of Animate Effects, Demonic Consultation, and a few Zombie Infestations.
3. Cut a Cursed Scroll and run another phat creature or two.

* Demonic Consultation is very iffy in this deck, but it does provide you with a way to hit the panic button if absolutely necessary.

With a combination of added Animate effects and phat creatures, you could play the deck as Reanimator/Dragon, which seems to fit your metagame quite well.

Hope this helps.
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Anonymous
Guest
« Reply #2 on: December 17, 2002, 09:36:23 am »

1. Scrying Glass wasen't meant to help in the aggro match-up, it was made to have synergy with the infinate mana combo, letting me draw into an Entomb.  Also has synergy with Cabal Therepy.

2.  In fact, I CAN pay the flashback, with Saproling tokens if I need to.  Otherwise, it can be a situational card, as I can sac Worldgorger in responce to it being targeted with Swords to Plowshares.  In order for your opponent to remove all your peramnents from the game, he must time it at a point where I can sac Dragon.

3.  Actually, I have 7 Animate effects in the deck.

I really do not like Tainted Pact.  You really have to build a deck to support the card, which I am not.  It also removes cards from the game, and if I reveal a Dragon/Ambassador with it, I have to take it into my hand unless I want to risk that the other won't be hit with Swords.

Zombie Infestation is a great idea for when I draw into a Dragon.  Before, I used Scrying Glass to draw to 8 cards, than discarding Dragon.
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Sylvester
Guest
« Reply #3 on: December 17, 2002, 12:11:57 pm »

Therapy is a sorcery.

Tainted pact can NOT be bad. The worse that can happen is, it thins your deck and make you much closer to drawing the card you need. I'm ready to play consult, but I can sort of understand not playing it. Pact, however, is completely different. In your example, pacting would have resulted in:
1. 1 more win condition in your hand
2. That much less draw between now and the card you're looking for.
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Anonymous
Guest
« Reply #4 on: December 17, 2002, 12:42:36 pm »

Last Rites may be a good way of discarding the dragon from your hand, and is probably better than therapy in this deck.
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Shock Wave
Guest
« Reply #5 on: December 17, 2002, 01:40:17 pm »

Quote
Quote 1. Scrying Glass wasen't meant to help in the aggro match-up, it was made to have synergy with the infinate mana combo, letting me draw into an Entomb.  Also has synergy with Cabal Therepy.

Scrying Glass does let you draw your entire deck, but is extremely conditional. Your build runs *4*, and you mentioned that you play in an aggro-dominant environment. Anytime you run 4 of any card, it is very possible that you can draw 2 or sometimes 3 in your first hand. You will struggle against aggro with this build simply because of the lack of tutoring power. What are you going to do with any of these cards versus an aggro deck: Cabal Therapy, Scrying Glass, Duress ? These cards, not to mention cards that are essential to the build of the deck (animate effects) are absolutely useless in your first hand. Combine this with the fact that you have no method of deck manipulation, and you're in tough against a first turn weenie drop.

Quote
Quote 2.  In fact, I CAN pay the flashback, with Saproling tokens if I need to.  Otherwise, it can be a situational card, as I can sac Worldgorger in responce to it being targeted with Swords to Plowshares.  In order for your opponent to remove all your peramnents from the game, he must time it at a point where I can sac Dragon.

This statement is incorrect. During the infinite mana loop, there is not one point where a sorcery may be cast, and thus you cannot flashback the Cabal Therapy to save your Dragon. Even if you could, you would still remove all of your permenants from the game, as a result of the Dragon leaving play.

Quote
Quote 3.  Actually, I have 7 Animate effects in the deck.

My bad, I overlooked the Animate Deads. Well, even better then. You have room for more Zombie Infestations, a card which I would consider running 2 or 3 of. You could even add in a few Squees. This is actually not a bad idea, with all the burial effects that you are running.

Quote
Quote I really do not like Tainted Pact.  You really have to build a deck to support the card, which I am not.  It also removes cards from the game, and if I reveal a Dragon/Ambassador with it, I have to take it into my hand unless I want to risk that the other won't be hit with Swords.

Tainted Pact is perfect in a deck of this nature, you are really underestimating the potential of the card. You would never pact unless:

a) you have at least 1 Dragon in the graveyard
b) have a Zombie Infestation in play, in case you draw your Dragon or Ambassador
c) are absolutely desperate

Remember, you have 8 burial effects! The odds of you drawing one compared to a pact are 2:1. You should be able to bury your combo creatures and then pact consistently.

Here is the build I would run:

4 x Dance of the Dead
3 x Animate Dead
4 x Buried Alive
4 x Entomb
2 x Cursed Scroll

2 Worldgorger Dragon
1 Ambassador Laquatus

-----------------------
20 Combo

2 Squee
3 Zombie Infestation
-----------------------
5 Token Generator

4 x Tainted Pact
4 x Bazaar of Baghdad
1 x Demonic Tutor
1 x Vampiric Tutor
1 x Necropotence
-----------------------
11 search/draw

4 x Duress
-----------------------
4 Disruption

4x Dark Ritual
1x Sol Ring
15x Swamp
-----------------------
20 Mana Source

Total: 60 cards

Sideboard
-----------------------
4 x Necromancy
4 x Defense Grid
4 x Verdant Force
1 x Crosis, The Purger
1 x Phantom Nishoba
1 x Crater Hellion

Notes:

- this deck is by no means tested, but I do have quite a bit of experience with Dragon and thus feel warranted in posting an untested build

- Seph: The real weakness a mono-b Dragon has is that there is no way for it to remove something along the lines of a Seal of Cleansing, Planar Void, etc. Taking that into consideration, I strongly suggest you tinker your sideboard to accomodate this weakness. It looks good so far, but I think against a deck with heavy disenchant/RFG effects, your only hope is to bury your creatures quickly (vs. Planar Void) and play your Deck as Reanimator.
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Anonymous
Guest
« Reply #6 on: December 17, 2002, 01:57:11 pm »

Since you are all being so insistant, what should I cut to put in Tainted Pact?  I won't cut Therepy for it, as I still want a total of 8 disruption spells.  I don't know what else I should cut, other than maybe 1 Dragon, to make it less likely that it'll be removed from the game.  If I run Pact, I can get rid of Necropotence, though I was considering cutting that anyway for Swamp #15.  The other possibility is 1 Scroll.  I could cut all the Scrying Glasses for 4 Pacts, as they are an instant and in almost all cases, a win condition in themselves.

I will never play Demonic Consultation in this deck, it just has the potential of screwing me over way to much.  Last Rites is a nice card, but it having 3cc is what will keep me from using it.  I can either wait till turn 3 to cast it, or spend off a Ritual that can be used for more useful spells.  Buried Alive is 3cc, but overall more useful in the deck, warrenting its use.

Should I replace the Therepy's with Hymn to Tourach's?  It is, in many cases, the better of the 2 disruption spells.  It'll also let me start with explosive first turns with Ritual+Duress+Hymn.

Maybe this as a possible decklist?:

Tainted Dragon Ver. 2.1

MD:
1x Worldgorger Dragon
1x Ambassador Laquatus
1x Verdant Force
1x Visara the Dreadful
3x Animate Dead
3x Dance of the Dead
4x Buried Alive
4x Entomb
4x Tainted Pact
2x Cursed Scroll
1x Demonic Tutor
1x Vampiric Tutor
1x Necropotence
2x Zombie Infestation
4x Duress
4x Hymn to Tourach
4x Dark Ritual
1x Sol Ring
7x Swamp
7x Snow-Covered Swamp
3x Wasteland
1x Strip Mine

SB:
4x Powder Keg
2x Nevinyrral's Disk
4x Defense Grid
3x Necromancy
1x Crosis, the Purger
1x Phantom Nishoba

Visara is used as another phat creature, as per the suggestion of Shock Wave.  The good thing about it is that against say, a Burn deck for example, I can sub it out for any of the other good animate targets in my SB.  The problem with running only 1 Worldgorger is Extract, but since I am running enough phat creatures, I could beat them in anyway.  Besides, I don't that that anyone will be running Extract, as it is useless against Sligh, which is about 60% of the meta anyway.  Infestations were put in to dump Dragon or any of the other creatures that I could draw.  When I test this version, I might put in another one if I draw creatures to much.  Thanks to Tainted Pact, I felt confident that I could cut 1 animate effect and 1 Scroll, and they are an adequate replacement for the Scrying Glasses.  The addition of the Snow-Covered Swamps should be obvious enough, as they make my Tainted Pacts more consistant.  I cut the Cabel Therepy's since I don't run Scrying Glasses anymore.  And in most cases, although costing more, Hymn is usually the better disruption spell.

As far as a land base goes, I may put in some Onslaught sac lands as deck thinners/shufflers.  That would change the land base from this:

7x Swamp
7x Snow-Covered Swamp
3x Wasteland
1x Strip Mine

To this:

5x Swamp
5x Snow-Covered Swamp
4x Bloodstained Mire
3x Wasteland
1x Strip Mine

I'm using Mire's since they're cheaper =)

Any thoughts on these newest changes?  Should I make the above changes to the land base?  Thoughts, anyone?
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Anonymous
Guest
« Reply #7 on: December 17, 2002, 02:53:14 pm »

if your metagame is so aggro intensive, try this version, and run sideboard tech against the few control

4 WorldGorger
4 Magma Mine
4 Whispers of the muse
4 meditate
1 stroke of genius
4 animate dead
4 dance of the dead
4 buried alive
4 entomb
4 dark ritual
1 Demonic tutor
1 vampiric tutor
1 mystical tutor
1 FoF
7 solomoxen
4 gemstone mine
4 underground sea
4 undiscovered paradise


against anything but control this deck is just dirty.  I built this right after the combo came out.  the mines and the stroke are the kill obviously, and if you don't have a mine out, just keep whispering/meditating until you find the stroke.

SB would be the answers to control

4 FOW
4 pyroblast
4 hydroblast
3 defense grid

try it out, hope it works
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Anonymous
Guest
« Reply #8 on: December 17, 2002, 03:07:55 pm »

I forgot that Therepy wasen't an instant, sorry about that little problem.

I know that I don't have that much protection against heavy ammounts of removal, but I pack enough disruption to get rid of StP and such.  Ivory Mask and Humility, threats on the board and not sitting in the hand, can be rid from the world with Nevinyrral's Disk, and I should probably cut at least 1 Necromancy to make room for 1 more.  I don't think that running the Squee+Infestation engine is worth making the room for Squee and the third Infestation.  With a Planar Void on the table and no answer cards in hand, I can play Infestation, Necro up a bunch of cards, and dump them all to beat my opponent in.  I don't think Squee is worth it though.  And you forgot about the Snow-Covered lands for better Pacts =)

Your version looks solid, though 4 Necromancy in the SB is overkill.  The only card it really helps against is Planar Void, and unless my meta was A LOT of monoB decks, I wouldn't play 4.  Personally, I don't really like Bazaar, as it costs you a land drop, and losing that equals lossing speed.  I haven't played it in a Dragon.dec before though, so I guess I don't know the card that well.

One more possiblity to help against spot removal is to splash green for City of Solitude, but I think that would screw up the mana base way to much.  There is no Onslaught sac land (I don't like the CiP tapped thing on the Mirage sac lands) for green and black, and City would be the only thing to splash for.  Take into account that most decks I'll be playing against are mono-colored and probably running 3-4 Wastelands...  it just doesn't work.  Come to think about it...  I could run Living Wish, but the mana base would suffer for the above mentioned reasons.  Wish has good synergy with Infestation, as I dump the creature I grab right when I get it, animating the next turn.  It's an idea I'll toy with over the next few days.  If anyone knows a graceful way of implamenting green, please tell me and I'll try it out.

BTW Shock Wave, keep posting, you give great advice =)

NST2SHN - Like I said, I won't add any colors.  My meta is about all mono-colored with lots of Wastelands.  With the version you posted, I would end up mana screwed in alot of games.  4 Dragons is overkill, and only necessary if playing Jester's Cap's is a habit no one can break around where you play.  Playing Stroke maindeck is a poor choice, even with all your draw cards.  It would be better to play Cunning Wish with Stroke in the SB.  IMO, FoF is to slow for a Dragon.dec, which usually wants to pull off a 2nd-3rd turn kill.  And for future reference, I have no Power 9.

         
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Shock Wave
Guest
« Reply #9 on: December 17, 2002, 07:22:34 pm »

Well, you can go 1 of 2 ways with a mono-b Dragon build. You can go with heavy disruption (Duress, Therapy, Hymn, etc) or you can attempt to overwhelm your opponent with threats generated from the Bazaar/Squee engine. I would prefer to go with a combination of both methods. I really dislike Hymn To Tourach in this deck, as the deck does not have anything to further impede the recovery from a Hymn (the way Suicide or other decks have).

I prefer Bazaars as opposed to Wastelands simply because I don't believe you have the appropriate tools to effectively attack your opponents resources. There is a huge difference between running Hymn/Duress/Waste and running Hymn/Duress/Sinkhole/Waste/Hypnotic (the way suicide black does). You can't make the most of the disruptive approach, and thus I think it is more appropriate to use the draw engine. You can employ all the necessary elements, and those elements also provide solutions to problem situations Dragon decks frequently find themselves in.

Quote
Quote I don't think that running the Squee+Infestation engine is worth making the room for Squee and the third Infestation.  With a Planar Void on the table and no answer cards in hand, I can play Infestation, Necro up a bunch of cards, and dump them all to beat my opponent in.  I don't think Squee is worth it though.  And you forgot about the Snow-Covered lands for better Pacts =)

Your version looks solid, though 4 Necromancy in the SB is overkill.  The only card it really helps against is Planar Void, and unless my meta was A LOT of monoB decks, I wouldn't play 4.  Personally, I don't really like Bazaar, as it costs you a land drop, and losing that equals lossing speed.  I haven't played it in a Dragon.dec before though, so I guess I don't know the card that well.

Yeah I made that decklist off the top of my head, but I would run a build very close to what I listed. There were a few small omissions, the Snow-Covered lands, etc. but the main idea would remain unchanged.

Keep in mind that Necromancy and Disk are your ONLY answers to hosers like Planar Void, so you should have a combination of these answers in your sideboard, depending on what is prevalent in your metagame. The Bazaar engine can be very strong in Dragon, I suggest you give it a shot.


Test away, and be sure to post your results...

 
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Anonymous
Guest
« Reply #10 on: December 17, 2002, 08:51:19 pm »

Speaking of testing...  Does anyone know how to get Apprentice working on Windows XP?

Do you think it would be worthwhile to run Sinkhole over Hymn?  It costs the same and could probably mess an opponent in the long run.  On the other hand, Sinkhole can't get rid of a Tormond's Crypt in the opening hand like Duress/Hymn can.  It can however, keep your opponent from StPing Dragon because of no lands or just being tapped out.  I'll find some way to get Apprentice working and try out both cards.

I would rant some more, but my friend is bitching for me to test my deck against his Parfait.  Keep posting =)
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Anonymous
Guest
« Reply #11 on: December 18, 2002, 09:45:23 am »

Not tryin to obnoxiously double-post, but I'm just puttin down my latest version...

Tainted Dragon Version 2.2

MD:
2x Worldgorger Dragon
1x Ambassador Laquatus
1x Verdant Force
3x Animate Dead
3x Dance of the Dead
4x Buried Alive
4x Entomb
4x Tainted Pact
2x Cursed Scroll
1x Demonic Tutor
1x Vampiric Tutor
3x Zombie Infestation
4x Duress
4x Hymn to Tourach
4x Dark Ritual
1x Sol Ring
4x Swamp
4x Snow-Covered Swamp
3x Bloodstained Mire
3x Polluted Delta
3x Wasteland
1x Strip Mine

SB:
4x Powder Keg
3x Nevinyrral's Disk
4x Defense Grid
2x Necromancy
1x Crosis, the Purger
1x Phantom Nishoba


The changes I made from 2.1 were fairly simple.  I did decide to put in sac lands, but I bumped up the sac land count from 4 to 6.  I put in a second Worldgorger as well, I really don't even like the thought of Extract.  Necropotence is gone, making room for a third Zombie Infestation.  Necro has really bad synergy with Infestation, as a Dragon discarded will be removed from the game.  Tainted Pact and Tutors are good enough card advantage, and Necro is bad against my Sligh-happy metagame anyway.  I tinkered the SB a bit, cutting a Necromancy for a Disk.  Worst comes to worst, I'll put a MD Death Wish as a panic button.  Still bad against Sligh, but in the long run, I won't be using it against Sligh but against annoying decks like Parfait, which stall my combo and start tossin around Ivory Masks and Humilities.

And yay for me, I got Apprentice working.  I'll start testing MD Sinkholes later tonight, but I'm going to LOTR: The Two Towers, so I might end up doing it tommorow.  Maybe I'll just wait till Christmas with all my f***ing finals.  I'll post results.  Right now, I'm looking for more ways to enhance the mana base to make Pact better, but I'm not sure what to do.  Maybe Cabal Coffers or Lake of the Dead.  Both can provide extra speed by producing a lot of mana, but the great thing about monoB Worldgorger is it's stable mana base.  And Lake makes you sac a Swamp, which if I don't draw enough lands, could end up being a problem.
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Shock Wave
Guest
« Reply #12 on: December 18, 2002, 03:19:25 pm »

I like your most recent build, although as I previously stated, I don't think Hymn To Tourach fits well.

Quote
Quote but the great thing about monoB Worldgorger is it's stable mana base

The trade off between the mono-b and multi-colour Dragon decks is that you're trading a stable mana base for a deck with more tools and overall flexibility. Although it maybe appropriate for your metagame, in a diverse and competitive environment, it would be imperative to run a second colour as well.
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Anonymous
Guest
« Reply #13 on: December 20, 2002, 01:08:01 am »

I absolutly agree with you Shock Wave, I know that (usually blue) as a second color is quite important in more Sui (not that I do to well against Sui anyway...) and control oriented metagames.  Combo thrives in near-pure aggro metagames anyway, so I thought mono-black a good choice.  I'm in an end-of-semester crunch in high school, so I can't test now.  I even just finished a much-to-long assignment.  I recently added Unmask instead of Hymn, cut an Infestation and a Buried Alive for 2 Nevinryll's Disk (spelling?).  I'll test these changes, along with Hymn and Sinkhole.
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dicemanX
Guest
« Reply #14 on: December 20, 2002, 02:14:23 am »

The original deck that I posted in the primer had a lot of synergy, but was meant more for a mixed metagame. Shock Wave was right to criticize the choice of Scrying Glass in an aggro heavy metagame. While the Glass had good synergy with Cabal Therapy, your inclusion of Zombie Infestations means that you should definitely consider putting some Therapies back in the deck, as now you have a way of paying the flashback cost. I would consider them superior over Hymns.

Nevertheless, I must say that I don't like the idea of Infestations at all. The only way that you can be seriously slowed down is if you draw BOTH Dragons, or if you draw that Ambassador. However, I would not sacrifice a whole three slots just to worry about such scenarios, especially since you still have a way out of them. If you put 4 Therapies back in, remember that you can always target yourself with a Therapy to discard a drawn creature. This is not a bad play at all vs aggro, as you probably will not need to rely on your pinpoint discard that much anyways. So, consider putting some win conditions back into the deck in place of the Infestations - Cursed Scrolls are a fine choice, but then I wouldn't run any fetch-lands (especially with my proposal for the SB). The Scrolls, by the way, are an excellent choice against Suicide if that deck gives you trouble.

For the control match-up, should you encounter one, I would heavily consider 4x Negator or 4x Hypnotic Specter, or even both. They might be a superior choice over Defense Grid in a deck with Rituals. Even if they counter your quick beats, you can put your animate spells to good use, so they give you fantastic synergy. I would consider for the SB:

4x Powder Keg
2x Necromancy
4x Negator
2x Hypnotic Specter
3x Nevinyrral's Disk

To support such a board, I would replace all of the fetch-lands with swamps to give you a good chance of ramping yourself up to three mana.
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Anonymous
Guest
« Reply #15 on: December 20, 2002, 09:34:18 am »

Diceman, you have to remember that the layout of the deck changes drasticly with the addition of Tainted Pact over Scrying Glass.  I wouldn't use the Infestations in the deck if I didn't use Pact.  With Pact, since it has the potential for great deck thinning and finding the cards you want, Infestation is more for when I find a creature with Pact than when I draw it.  Besides, I can discard anything, not just creatues, so it all works out, though it makes me think I should put Necropotence in the deck.  If all else fails, you can draw yourself to low life and beat the opponent in with Zombies.  As for your SB, it's easy to get 3 mana anyway with the Rituals and sac lands anyway.  The sac lands are made to have synergy with Tainted Pact.  I like that card to much now to give it up now.  I definatly agree with the Infestation + Therepy thing, so I'll be trying that out.  I do like Negators and Hippys as anti-control tech, and I'll ask around to see if anyone knows of any true control decks where I play.  I do object to taking Crosis and Phantom Nishoba out of the SB, as they are, respectivly, great anti mono blue or black, and great anti Sligh tech.  Sligh is easily the most common deck where I am, so Nishoba is a great card.  Even if I don't score a kill with it, it'll give me plenty of time to set up the combo.
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dicemanX
Guest
« Reply #16 on: December 20, 2002, 02:23:28 pm »

When I build Dragon decks, I try to keep to three types of cards: mana, combo and disruption. This is why I wouldn't advocate a card like Zombie Infestation which doesn't contribute to the combo except in unlikely (from a statistical point of view) specific situations. ZIs, on the other hand, are excellent if you would run more creatures, like Nishobas and/or Crosis. There is nothing wrong in my opinion in merging Reanimator and Dragon strategies.

Nevertheless, rule #1 is for you to go with what works best for you in your metagame. If ZI is kicking ass for you, and you never regret drawing it (instead of, say, a win condition like Scroll), go with it. The same goes for # of mana sources and the # of fetch lands that you run. Since you are only running 18 lands (and that count might be decreased if you use your fetch-lands to cast other things early), if you don't draw into a ritual the Hyppie or Negator might be sitting in your hand for too long while you wait to get yourself to 3 mana.

With respect to Crosis in the SB: Either run him main or don't bother SBing him at all. There is a very good chance that mono-U will bring in BEBs post SB, so why use a creature that is vulnerable to removal? If you animate a Verdant against mono-U that should be game anyways - you don't really need the overkill by raping their hand as well. Verdant is also your main man against Suicide - Crosis can be terrible if they draw into Chainer's/Diabolic Edict, while Verdant survives all of their removal except if they have a Diabolic (and NOT Chainer's) Edict on the spot.

The Phantom Nishoba, however, is always a great idea if there is a lot of Sligh in your area. In fact, why not run him main? If you run ZIs, then the more main deck creatures you run the better off you are.
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Shock Wave
Guest
« Reply #17 on: December 20, 2002, 03:27:09 pm »

Quote
Quote Nevertheless, rule #1 is for you to go with what works best for you in your metagame

The recommendations I made were totally relative to Sephiroth's metagame, I'm sure you know that   . The reason I suggested ZIs is because mono-b Dragon desperately needs an alternate win condition, considering the fact that it can get hosed so easily. Also, in an aggro metagame, 2/2 critters can't be that bad. They can chump block at the least, and buy you some time.

Personally, I would never play mono-b Dragon simply because it is extremely vulnerable in comparison to b/u Dragon. However, if I absolutely had to go with mono-b, I would play it as Reanimator/Dragon or ZI/Dragon, just to give the deck an alternate method of winning.

BTW, good call about the Cabal Therapy! I never thought about targetting yourself...
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Anonymous
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« Reply #18 on: December 20, 2002, 04:09:11 pm »

If I were to compete in a more-control oriented metagame, I would definatly change it B/U Dragon.  I traded blue for consistancy as its an aggro meta anyway, so I'll still do well.  I don't even know what counterspells I would put into B/U Dragon.  Force of Will of course, probably 2 MisD's, but I don't know what else.  Mana Drain is always nice, but it taking 2 blue sources is not so great, and I don't already have them, so I would take a while to get them.  Maybe Force Spike or Mana Leak?  I will try MDing some of the previously SB creatures, and I'll see how it goes.  The problem that I see is that Dance of the Dead is half of my animate effects coming in at 3 of them, and you need to pay to untap a creature with Dance on them.  As well, I would need to cut the Disks to make room for the creatures, as they have bad synergy with a more ZI/Dragon/Reanimator strategy anyway.  I was thinking about taking out 1 Therepy and using 1 Death Wish as a panic button, but that won't be reflected in this version I post here.  This is new version -

Tainted Dragon/Reanimator Version 2.4

MD:
2x Worldgorger Dragon
1x Ambassador Laquatus
1x Verdant Force
1x Crosis, the Purger
1x Phantom Nishoba
3x Animate Dead
3x Dance of the Dead
3x Buried Alive
4x Entomb
4x Tainted Pact
2x Cursed Scroll
1x Demonic Tutor
1x Vampiric Tutor
3x Zombie Infestation
4x Duress
3x Cabal Therapy
4x Dark Ritual
1x Sol Ring
4x Swamp
4x Snow-Covered Swamp
3x Bloodstained Mire
3x Polluted Delta
3x Wasteland
1x Strip Mine

SB:
4x Powder Keg
3x Nevinyrral's Disk
4x Defense Grid
2x Necromancy
2x Phyrexian Negator

Enjoy, and keep making suggestions =)

And BTW, The Two Towers totally kicked ass, greatest movie ever.
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