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Author Topic: Domain (5-colour control) deck. Plz post help.  (Read 1664 times)
Mox Tadpole
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« on: February 27, 2004, 06:09:31 pm »

Alrite, I'm not posting a primer here or anything.  In fact this'll be my first post.  I'm a newb to type 1 magic, I've only been playing for about 3 months so i'm still trying to get my hands on decent cards.

I'm a control player (with the exception of the fact that i don't like counterspells too much :P) so I'm a big fan of Nether Void, Pox, Keeper, etc.  I can't afford to play keeper right now though, so I've decided to make a type 1 version of a deck that was around when odessey and invasion block were in standard.  The deck even sees some play in the current extended, although its hardly tier 1 material.

The premise of Domain is to get one of each basic land out into play, giving you "domain."  Almost all the cards in the deck have great synergy with domain and allow you to maintain control of the board until you can slap out some kind of win condition.  The deck also is similar to keeper in that you have to search through the deck for answers to your opponent's threats so if you don't know how to run it, you're probably going to lose :P.

Anyway, this is a really sketchy decklist that I've come up with since I haven't done any playtesting and because I haven't been able to get a few cards that i'm missing (many of these cards are obscure and considered crap rares, but most people are glad to part with them):

Land: (24)
1x Windswept Heath
1x Bloodstained Mire
1x Polluted Delta
1x Wooded Foothills
1x Flooded Strand
2x Plains
1x Mountain
1x Swamp
3x Forest
4x City of Brass
8x Island

Spells: (36)
1x Burning Wish
1x Mirari's Wake
1x Overgrown Estate
1x Mystical Tutor
2x Pernicious Deed
3x Global Ruin
3x Brainstorm
4x Harrow
4x Cunning Wish
4x Evasive Action
4x Worldly Counsel
4x Counterspell
4x Collective Restraint

Sideboard: (15)
1x Naturalize
1x Disenchant
1x Terminate
1x Krosan Reclamation
1x Ordered Migration
1x Fire/Ice
1x Global Ruin
1x Allied Strategies
1x Capsize
1x Death Grasp
1x Enlightened Tutor
4x Defense Grid

That's the deck.  Basically just maintain control using whatever you can, keep wishing for more answers and then eventually a win condition such as Ordered Migration of Death Grasp.  Post your thoughts and any ideas on how to make it far more powerful and type 1 viable!

EDIT:  Here's the original decklist I found:

http://boards1.wizards.com/showthread.php?s=&postid=552083#post552083
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« Reply #1 on: February 27, 2004, 07:16:29 pm »

The problem with this deck is that it can't really maintain control, or any real form of pressure against type 1 decks.  My suggestion is that if you don't really have money and want to play control, is to scrap this deck and try an unpowered version of Gay Fish, or even Parfait.  Of course, if this is merely casual, then go right ahead with this idea..
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« Reply #2 on: February 27, 2004, 10:41:57 pm »

Are you aware that dual lands count for domain?
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Mox Tadpole
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« Reply #3 on: February 28, 2004, 01:53:47 am »

Quote
The problem with this deck is that it can't really maintain control, or any real form of pressure against type 1 decks.


That has been an enormous problem for me when i playtested it.  The original variant used 4 cunning wishes, and 4 burning wishes so it was much easier to wish for control cards.  However, tutors may be a better solution for the lack of wishes in the deck.  The control elements themselves need some work, as they depend so much on domain being out.  Dual lands are a better option (see third quote below).  It is fun to see most players pissed off when they only have one land, especially when they run all mono-colour decks, but usually a global ruin comes out too late to win me the game.

Quote
Of course, if this is merely casual, then go right ahead with this idea...


The thing is, I'm trying to make it more competitive (hopefully without having to add power), a sol ring might be of use in this build.  Post any ideas you have, I know there are other domain players out there! :P

Quote
Are you aware that dual lands count for domain?


Yes, I am aware, but they're also targets for nonbasic removal.  And also incredibly expensive in enough multiples to play in this deck.  But I like the idea, and I'll probably incorporate them into the deck.  Although its difficult to decide which ones I should play...  should i play 4-ofs of 3 or 4 dual lands, or lets say 1 of each of the ten dual lands and then fetch for certain ones i need?

EDIT:  Do dual lands actually work with harrow, or are they only basic lands while in play?
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« Reply #4 on: February 28, 2004, 02:44:54 am »

Duals are never basic. A tropical island is a "forest" and an "island"   but it is neither basic, nor a basic forest, nor a basic island.

harrow says get basic land, so it won't work. Fetch lands say get an island/forest/etc so it will work.

Big difference.


If you all dual out the deck, you will have spent $200 on an unplayable deck. Try a different route Smile
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« Reply #5 on: February 28, 2004, 02:51:05 am »

However, you'll have a bunch of dual lands, which get used EVERYWHERE.
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SpenceForHire2k7: only spelled right
SpenceForHire2k7: <= world english teach evar
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Mox Tadpole
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« Reply #6 on: February 28, 2004, 03:22:53 am »

Yeah, It looks like this deck will have to stay in extended.  Or just die.  Whatever.  Lol, thank god the only cards i got for it so far were the fetches :P.
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