TheManaDrain.com
November 22, 2025, 07:02:08 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: Dragon by DicemanX - TheManaDrain original primer  (Read 15259 times)
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« on: July 08, 2004, 07:50:14 am »

By Peter Olszewski (DicemanX)

I. The Worldgorger Dragon combo deck : what is it?
II. Why play Dragon Combo?
III. Building the Dragon deck : what are the best cards to play?
IV. Dragon Builds
V. Match-ups
Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #1 on: July 09, 2004, 03:26:11 am »

I. The Worldgorger Dragon combo deck : what is it?

The Worldgorger Dragon combo deck came into existence after Judgment, the third set in the Odyssey cycle, became legal in all formats in the early part of 2002. It revolves around the abilities that trigger when a Worldgorger Dragon is animated from the graveyard using an enchantment such as Animate Dead. When the Dragon enters play this way, all other permanents leave play, including the Animate Dead. This causes the Dragon to return to the graveyard, causing all removed permanents to return to play, untapped. The Animate Dead returns as well, and can re-target the Dragon and thus begin the process all over again. During each loop, the lands that leave play can be tapped for mana prior to their departure, and they come back untapped so that an endless supply of mana can be generated. These loops cannot be stopped (causing the game to be a draw), unless the Dragon player can target another creature with the Animate Dead, or if he can use instant effects to kill his opponent after generating large amounts of mana. The kill of choice for a long time was either Stroke of Genius, Ghitu Fire, or Magma Mine, until players started discovering new possibilities. Some experimented using other targets for Animate Dead, such as Ambassador Laquatus or Aerial Caravan, which could respectively either mill the opponent completely, or draw every single card in the library to find the kill card. Although many builds and strategies of this combo deck have emerged, there is often a big difference in opinion with respect to determining the most optimal build.
Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #2 on: July 09, 2004, 03:28:12 am »

II. Why play Dragon Combo?

Combo decks typically have three types of cards: combo pieces, search and/or card draw, and disruption (cards with the ability to "protect" your combo). A fair way of comparing combo decks would be to examine both the amount and quality of these three card types. Other important criteria would be a combo deck's speed, vulnerability to various forms of hate, and the stability of the mana base.

Worldgorger Dragon decks typically have the following advantages:

1. Redundancy of combo pieces.
The fastest combo decks tend to have the most redundancy when it comes to their combo pieces. If there is a limit on the number of combo pieces that you can run, the average time it takes for the deck to combo the opponent increases - you will typically have to spend precious turns tutoring or drawing cards to set up your combo. Decks such as Dutch Tendrils (TPS) or Neo-Academy have the ultimate form of redundancy, as the decks revolve around generating lots of mana and usually massive card drawing. Dragon decks are not too far behind, having multiple ways of getting the Dragon into the graveyard, multiple ways of animating the Dragon, and multiple ways of finishing off the opponent once an "�infinite" amount of mana is generated. As a consequence, the Dragon deck is one of the fastest combo decks in T1.

2. Casting cost of combo pieces
Apart from the redundancy, another important consideration for a combo deck is the casting cost of its combo pieces. Dragon decks use very inexpensive cards to go off, including cards like Entomb at one mana, various Animate cards at two or three mana, or Intuition or Buried Alive at three mana. With a bit of mana acceleration, which could include something as simple as Dark Ritual, it is theoretically possible to go off on turn 1, perhaps turn 2; even without any acceleration, it is possible to pull off the combo on turn 2. Such feats do not even require particularly remarkable initial hands - this fact makes Dragon decks especially fearsome.

3. Flexibility of combo pieces
This is where Dragon combo decks really shine. Many of their combo pieces, especially the kill cards, have other potentially important functions such as tutoring power, card drawing, and creature destruction. This allows Dragon decks to have an incredible amount of flexibility, allowing you to contend with a wide variety of T1 decks. The flexible combo pieces will be discussed in more detail below.

4. Number of available slots for disruption cards
Disruption is important for the combo deck to contend with control decks running counterspells and with decks using "hate" cards that can disrupt your combo. The more disruption you can run, the better you can protect your combo and the more chances you have of going off sooner. This is where Dragon decks outshine Academy and long.dec � they can simply afford more slots dedicated to disruption so they have more chances of success, especially against control decks.

5. Reliability of the combo & time required for kill
If you go off with the Dragon deck unimpeded, you win immediately and 100% reliably. This gives you a slight advantage over decks like Academy and long.dec which always have the possibility of running out of gas while going off. Also, long.dec and Academy are very difficult decks to play, which can cause play mistakes to crop up more frequently in the later rounds of a large tournament. Dragon, on the other hand, does not require you to make too many complex decisions, so it's much easier to pilot it to consistent finishes.

6. Ability to go off on opponent's turn
This is a huge point against control based strategies. Dragon is the only combo deck that can win with instants on your opponent's turn, or at least start counter wars on their turn. No other combo deck can do this.

7. The cost of building the deck
Worldgorger Dragon combo decks are one of the least expensive competitive combo decks to build, as they run fairly well without any power. This makes Dragon an excellent choice for those budget players who want to try playing something other than budget-aggro or aggro-control.

Disadvantage to running Worldgorger Dragon decks:

1.Vulnerability to hate cards
Because Dragon decks rely on a creature that needs to be animated from the graveyard with an enchantment, they are vulnerable to creature removal, enchantment removal, and graveyard removal. This is a particular problem if the opponent knows when to destroy your Dragon. When the Dragon comes into play via an animate spell, its "permanents leave play" ability goes on the stack. If it is destroyed at this point, its "permanents return to play" ability goes on the stack. This causes the "permanents leave play" trigger to resolve last, which means that you will lose your permanents! Any form of removal might seem like a death knell for this deck, but the situation is not as hopeless as one might think. Enchantment removal is very scarce in most T1 metagames. Also, there are few top level decks that run significant amounts of creature removal spells that are capable of destroying the Dragon once it enters play. Those decks that do run such removal are often slow decks in any case, so they allow you to play around this form of disruption. Finally, graveyard hate is usually present in sideboards to some extent of most high level decks. Nevertheless, most decks will not devote more than 1-3 graveyard hate cards in their SB, which allows the Dragon deck to remain very competitive.  This deck can be hated out severely, but it still has a lot of tools available to survive and prosper in any metagame.
Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #3 on: July 09, 2004, 03:50:04 am »

III. Building the Dragon deck : what are the best cards to play?

Because of the various approaches one can take to constructing the Worldgorger Dragon deck, builds may vary from person to person to quite an extent. However, there seems to be a most optimal build at the present time, which is presented below in the decks section. Despite the large amount of choices one can make, there are what could be considered "optimal card choices". 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). The idea behind this is to allow the reader to pursue alternate builds if he has certain budget limitations, or if he�s feeling particularly adventurous and wishes to experiment with other approaches. Also, the idea is to give a list of choices that apply to T1.5, not just T1.

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 and lacks flexibility. 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: provided that you�re running the Ambassador or the Caravan, the Entomb can fetch those cards when you�re going off. It also helps you to remove cards from your library that function as card drawing (Deep Analysis). 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:  by fetching 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) when you go off. Intuition is one of the best cards to have in Dragon, due to its incredible flexibility. 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. Combo decks usually break the symmetry of this card, as they can usually win very quickly after replenishing their hand. Wheel is also an excellent card to fetch with Vampiric and Mystical Tutors against heavy hand disruption decks such as Suicide. The downside is the R requirement : red doesn't add very much to Dragon outside of Wheel.. 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: 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

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 lands 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

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 to put the kill cards in your graveyard. Bazaar also has a limited search function, but this comes at no cost apart from a land drop and vulnerability to Strip Mine and Wasteland. 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, so it might be a wise idea to include multiple copies of such cards in your deck along with Bazaar.  Rating: excellent

Compulsion
Like the Bazaar, it serves many purposes : putting creatures in the graveyard, giving you search capabilities  by cycling cards through it, or serving as a win condition when going off by searching out your win conditions once you generate tons of mana. 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, and helps you draw cards if your Bazaars are destroyed by your opponent's Wastelands. 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

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.  The Tome is similar to the Bazaar or Scrying Glass when going off - 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 it's more vulnerable than Compulsion. The problem is that the Tome is a bit too slow. Rating: good

Survival of the Fittest
A slow way to get your creatures into the graveyard, and it's dependent on having at least one creature in hand to begin with. Generally speaking, it's a very poor choice, but there could be some strong possible builds that utilize a larger number of creatures (like a combination of reanimator + Dragon that uses mana creatures).  If you can generate green mana when you go off, and if you have a creature in hand, then Survival can serve as a kill card, allowing you to fetch your Sliver Queen or Ambassador Laquatus. This will not work very well outside of builds devoted to making Survival work. Rating: poor-good

Vodalian Merchant
When it enters play it can put a Dragon in the graveyard. Merchant is a win condition that offers Edict protection when going off - remember, its ability triggers every time it leaves and re-enters play, 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. Otherwise, it serves as a chump blocker. Nevertheless, its minor ability outside of the combo makes it a generally weak choice for inclusion in the deck. Rating: poor

Undead Gladiator
A very slow method of discarding a drawn creature from your hand, but it allows you to cycle through your library to find your win condition if you go off during your upkeep. You can do this only with Necromancy. Otherwise, the Gladiator could be a way of drawing cards slowly over time. This is more of a budget build consideration. Rating: average

Hermit Druid  
With just one to two basic land in your deck, the Druid could be used to rapidly bury a Dragon along with the win condition. However, this plan is not always consistent, and the Druid is very vulnerable, especially against Sligh. It's difficult to make the Druid work in Dragon. Rating: poor-good

Zombie Infestation - This is a cheap discard outlet, and can be effective  if you are running up to 4 WGD in your deck, as well as 4 Squees. Its purpose is to give you an alternate win condition so that you're not reliant on just the combo. The downside is that it doesn't contribute to the combo apart from the discard effect, so it has some stiff competition from more flexible combo pieces. Infestation might be appropriate in some budget mono-B builds.

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. It's also an excellent card to stop your opponent from pulling off end-of-turn plays like fetching a land or casting an instant such as Fact or Fiction or Accumulated Knowledge. Of course, this can only happen if you're set to go off with a Dragon in the graveyard. One final advantage of Necromancy is that, at 3cc, it allows you to get around a Chalice of the Void set at 2. Rating: 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 permanent-based kill card can be used an unlimited number of times when you're going off. This is because the permanents 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, or Entomb. The downside of Caravan is that you need U mana when going off, and you also need to include an actual kill card itself, like Stroke of Genius or a Cunning Wish to fetch it. 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 Gaea�s Blessings very well. 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

Sliver Queen
When you go off with Dragon, the Queen allows you to use colorless mana to generate an infinite amount of 1/1 Sliver tokens. The big downside is that this extends the kill by a turn. The up-side is that the Queen makes a better reanimation target outside of the Dragon combo, and it gets around the occasional problem of Gaea�s Blessings which might foil your Ambassador from time to time.  Rating: good-excellent

Shivan Hellkite
The ultimate kill card. It kills on the spot and can kill creatures as well, which means it gets around potential problems such as Ankh, True Believer, or Gaea�s Blessing. It also makes an excellent reanimation target outside of the combo. However, the major problem is the red mana requirement when going off. This would be an automatic inclusion were it not for the downside. Rating: excellent

Intuition
See above. Rating: excellent

Entomb
See above. 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. When you go off with WGD and generate tons of mana, you can use Cunning Wish to fetch a Stroke of Genius from the SB and deck your opponent. Wishes are also highly flexible, allowing you to tutor up disruption or answers from the side board as well. A very strong choice. Rating: excellent

Read the Runes
See above. 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
See above. Rating: excellent

Compulsion
See above. Rating: good-excellent

Jalum Tome
See above. Rating: poor

Survival of the Fittest
See above. Rating: poor-good

Vodalian Merchant
See above. Rating: poor

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. The Scroll can also remove some nasty anti-Dragon creatures prior to going off, such as Withered Wretch, True Believer, or Elvish Lyrist. 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. Since you will require six mana to start generating card advantage, this will not help you very much in the card drawing department. Otherwise, its cantrip ability is virtually useless : if you cast Whispers to draw a card, you are trading a kill card for a random top-deck. 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 and 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, but only in instant-heavy builds. Particularly good against suicide, allowing you to hide your card on top of the library. Rating: excellent

Intuition
See above. Rating: excellent

Cunning Wish
See above. 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, but it's probably too slow. Rating: good

Lim-Dul's Vault
Decent tutoring power, but the mana requirement is a bit harsh. However, Vault does have fantastic synergy with Bazaar of Baghdad, as it can help stack your deck to amazing effect. Rating: average - excellent (in Bazaar builds)

Spoils of the Vault
This is an excellent cheap tutor, but is extremely risky to use. In some builds this could very well be suicidal, as you might lose critical combo parts when using it (like WGD or Ambassador). Also, losing too much life might spell your doom against fast aggro decks like Sligh. Spoils gains in reliability in decks that have a large amount of redundancy and that mix reanimator and Dragon strategies. One such build is presented in the budget T1 build section. Rating: good

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. The problem with such cards is that Dragon functions best as a massively redundant deck. Instead of adding search, it�s best to just include more copies of the combo pieces instead. Adding too much search results in wasting turns trying to find the right combo pieces, because Dragon has a limited amount of mana to work with. Rating: poor-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: poor-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
See above. Rating: excellent

Compulsion
See above. Rating: good-excellent

Jalum Tome
See above. 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. In fact, Time Walk really shines in Bazaar-Squee builds, where it could allow you to draw more cards if your Bazaar engine is going. Rating: poor-excellent

iii. Card Drawing

Ancestral Recall
Rating: excellent

Wheel of Fortune
See above. Rating: excellent

Timetwister
This might seem quite surprising, but in fact Timetwister is not a bad choice. 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: poor-excellent

Windfall
See above. Rating: average

Read the Runes
See above. Rating: excellent

Scrying Glass
See above. Rating: excellent

Deep Analysis
A great card to fetch with Entomb or Intuition. However, this card can be a bit weak if you actually draw it, as 4 mana is a tall order for Dragon. Still worth considering, even though it doesn't contribute at all to the combo. It could theoretically be used to win right away when used in conjunction with Ambassador Laquatus (rather than waiting for the opponent's next draw phase). However, this is usually of very minor importance, unless your opponent has a Necropotence in play and isn't drawing any cards. 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
See above. Rating: poor

Stroke of Genius
See above. 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 final form of disruption, usually saved for the sideboard, is removal : this gives you the ability to remove any permanents that impede you from going off.

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.

Last Rites
This is a discard spell that doubles as a way to discard your creatures from hand, and gives you the opportunity to remove multiple spells from your opponent's hand. The downside is that it's very costly at 2B, and isn't very efficient if you don't draw any creatures.

Mind Twist
A very serious consideration for fully powered 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 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. The down side is having to splash white, which is otherwise a weak color to include.

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.

Xantid Swarm
An excellent way of dealing with Instant-based Dragon hate, stopping everything from counterspells to creature removal (StP, Edict, Stifle) to instant speed graveyard removal (Coffin Purge).

Petrified Field
This is card is specific for Bazaar-based decks. It can be added in anticipation of heavy Wasteland use if your Dragon deck relies heavily on Bazaar.

iii. removal

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, Withered Wretch or cards that help other decks outdraw you or outrace you like mono-U's Ophidian, Sligh's 1 cc creatures etc.

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. Plus, it takes out everything in one fell swoop : if your opponent has multiple permanents stopping you from going off (Crypt, Ankh), then Powder Keg might not be sufficient.

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.

Chain of Vapor
Like Rushing River, but much cheaper.

D. Mana sources

Dragon functions best when full power is included. The reason is that there are many combo pieces at 2 and 3 mana, which means that acceleration is a must for this deck to kill quickly and consistently. The following are must cards:

Black Lotus
Mox Jet
Mox Sapphire
Mox Pearl
Mox Emerald
Mox Ruby
Sol Ring
Mana Crypt

A sufficient number of mana sources in Dragon ranges approximately between 21-26, depending on the amount of search/card drawing. For instance, Bazaar versions run fine with just 21 sources, while other versions heavy in 3cc combo pieces (Intuition, Cunning Wish, Buried Alive) need 25-26.  

Non-permanent sources of mana, such as Dark Ritual and Lotus Petal are usually excluded. This is because the deck runs a minimal number of mana sources, and consequently every source should ideally be permanent. This is especially important against control, where building up your mana base is essential. However, if power is unavailable because of budget considerations or because of the format (T1.5), then the following make for good choices:

Sol Ring
Mana Crypt
Dark Ritual
City of Traitors
Ancient Tomb
Jeweled Amulet

City of Traitors or Ancient Tomb help with the casting costs of Intuition, Necromancy, or Buried Alive, while Jeweled Amulet likewise helps out early with the 3cc cards. However, Jeweled Amulet is more of a T1.5 card, and functions best in builds that use Bazaar of Baghdad (which take away a land drop early in the game, making the Amulets decent choices for acceleration).
Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #4 on: July 09, 2004, 03:53:12 am »

IV. Dragon Builds

In this section I will list builds for both T1 and T1.5, with consideration for budget builds in both formats as well. Note that these are just example builds; there are many good card choices when constructing your Dragon deck, so it's impossible to exhaustively list all of the possibilities here. Therefore, some cards that received "excellent" ratings might not appear in these sample builds.

Generally speaking, there are two main approaches when constructing Dragon. The first way is to include a relatively large number of creatures and rely on discard effects (cards like Bazaar of Baghdad, Compulsion, Read the Runes, Jalum Tome, Last Rites) to get them to the graveyard. This approach can allow for the effective mixing of Dragon and reanimator strategies, as you can fill your main deck with Dragons and other non-combo creatures such as Verdant Forces. Build "A-i" is a prime example of this strategy.

The second approach is to rely solely on cards that fetch your creatures from the library and put them into the graveyard - these include Buried Alive, Intuition, and Entomb. This allows you to reduce the number of main-deck creatures to the bare minimum, creating more room for more combo pieces and disruption. That's the upside; the downside is that this is a less efficient strategy than the discard approach, and  also much easier to disrupt as you have to run more expensive spells. Build "A-ii" is an example of this approach.

A. Full Power, T1
----------------

i. Full Power Bazaar-WGD


While there are a large number of possible builds that could be assembled from cards that received a good-excellent rating above, one build in particular is considered ideal right now. It�s a build that abuses Bazaar of Baghdad, along with 4xSquee. What makes this build stand out in particular is the Squee-Bazaar card-drawing engine; this deck can use it to outdraw control decks and overwhelm them with disruption and combo pieces. Here is the build.

Vintage Dragon (build by Shock Wave and Dicemanx)

Combo pieces:

4x Worldgorger Dragon
1x Ambassador Laquatus
4x Squee

3x Animate Dead
2x Dance of the Dead
3x Necromancy

4x Intuition
4x Bazaar of Baghdad
3x Compulsion
-----------------------------
28


Disruption/Tutoring/Other

4x Force of Will
3x Duress
1x Ancestral Recall
1x Time Walk
1x Demonic Tutor
1x Vampiric Tutor
-----------------------------
11


Mana

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 Polluted Delta
2x Bayou
1x Tropical Island
1x Gemstone Mine
1x Swamp
----------------------------
21



SB:

4x Xantid Swarm
4x Pernicious Deed
3x Verdant Force
4x xxx

The last four slots are metagame dependent. The might include:

Stifle (vs Dragon or long.dec)
Tormod�s Crypt (vs Dragon or Hulk)
Chalice of the Void (vs combo or any control deck packing StP and Coffin Purge)
Reanimate (vs wMUD, which gets around Chalice set to 2 when trying to animate up a Verdant Force and is easier to cast under Sphere)

For other choices, see part II below.

This build utilizes Intuition, Bazaar, and Compulsion to get a Dragon into the graveyard. Consequently, there are 4 Dragons included in this build to maximize the probability of drawing one to discard to the Bazaar or Compulsion. Four Squees have been added in order to create a powerful draw engine. There is a mix of pro-active and reactive disruption here as well; this deck is quite mana shy in the early stages, so it relies on pitch-counters to protect the combo.  FoWs are also necessary in today�s metagame, as a few decks can literally win on the first turn or at least set up a hard lock. Duresses are also present as they help to check opposing hands for creature removal and clear the way for the combo. Duress is also an excellent tool in slowing down fast decks like combo or wMUD.

This deck operates in two modes. The first mode is pure combo mode � trying to combo out as fast as possible. This style of play is used when racing a deck like Sligh, wMUD or other combo decks like long.dec. The deck can combo out on turn three on average, with frequent turn 2 kills. Intuition is often used to fetch critical combo pieces, while Bazaar is usually dropped early to start cycling through the library looking for the combo, without regard to card advantage. If you�re losing cards when cycling, so be it. In this mode, card advantage is irrelevant, so the Squee-Bazaar engine plays a minimal part. Compulsion rarely plays a significant role either, but it can still come out early from time to time and let you drop a Dragon in the grave quickly.

The second mode is the slow-play card-advantage route. In this mode you take your time, set up your draw engine(s), draw cards and explode in one big turn once you�ve amassed your Duresses, FoWs, and animate spells. This mode of play is used against slower control decks that typically have countermagic and creature/graveyard removal, such as Hulk or Keeper. Intuition is usually played to fetch 3xSquee or 2xSquee and 1xWorldgorger, while your tutors often fetch the Bazaar of Baghdad. Even if you cannot overcome all of their removal with your disruption, you can use your animate spells instead. For instance, when going off, you can Animate your Dragon. If they StP it, you can Necromancy in response, and go off again. Alternately, you can hold back a mana source, put all mana into your mana pool, and cast Animate. If they kill your Dragon at instant speed, you can let it resolve, losing your all your permanents. Then you drop your mana source, and try to go off again with another animate spell. Note  that these plays might only work if you have multiple Worldgorgers in the graveyard. Because of the massive card advantage that you will generate over the course of the game, chances are that you will eventually punch through with disruption or multiple animates. Note that if you draw a Duress, it isn�t an automatic play; better to amass your disruption for one critical turn then to randomly cast it and waste it before you go off. Also, their card drawing doesn�t mean very much as long as you�re keeping pace. Since they can only hold seven cards at a time, drawing cards will only improve their card quality, not the total number of cards! Meanwhile, if you have Bazaar going, on your turn you can find yourself with 9-10 cards to their 7 when you are set to go off.  If they destroy your Bazaar(s), your Compulsion is an excellent back-up. In fact, if you only manage to find a single Squee early, you might be Compulsioning more often than using the Bazaar. Compulsion is very important part of your slow-play strategy, which  is why 3 are included in the deck. I would be wary of cutting them down to 2 or less, unless your metagame is light on control. Some players have chosen to cut one for a Deep Analysis, which I think is a mistake. Deep Analysis cannot function as a combo piece, and it will draw less cards over the course of the �long-game� than Compulsion. Since Wastelands are probably going to be more and more prevalent, it will be imperative to have multiple Compulsions in the deck.

While playing this deck is fairly straightforward, there are some �tricks� that the Dragon player needs to be aware of. The first is what to do in the event that the Bazaar or Compulsion is destroyed, or not drawn at all, while you hold Intuition(s) in hand (along with Animate spells). One possibility is to Intuition up 2x WGD and 1xAmbassador. Chances are that they will put Ambassador in your hand. You can then cast the Ambassador, then go off the following turn if you run out of mana. This gives you the added benefit of creating a chump blocker if need be, but don�t make this play if you suspect your opponent plays with StP. Alternately, if you have 2x Intuition, you can likewise fetch 2x WGD and 1xAmbassador. With Ambassador in hand, you can go off, then Intuition again as you�re going off for 3xSquee. Once you generate a million mana (you need blue mana),you can move the Animate to Squee to break the cycle, then hard-cast your Ambassador and mill them. They of course cannot kill your Ambassador in response, as they never get priority.

Other tricks help you get around certain problem cards. If your opponent plays an Ankh of Mishra or Necropotence, or has Gaea�s Blessing in his deck, then you can still win via Compulsion and Ancestral Recall. Just combo off with Compulsion in play (on opponent�s turn with Necromancy if Ankh is on the table), then dump Ambassador into the grave when cycling with Compulsion. Use Compulsion to track down an Ancestral, then cast it on them once the Ambassador has milled them. They will lose while either lethal damage (via Ankh) or a Gaea�s Blessing trigger is on the stack. You can even use Compulsion to track down FoWs to protect the Ancestral once you�re ready to cast it.

One final thing to remember is that you have the option to draw the game in case something goes wrong. To do this, all you have to do is animate the Worldgorger without any other creatures in either graveyard. Since you cannot break the loop by moving the animate onto another creature, the game is declared a draw. You might have to resort to this option when you are unable to win. For example, if your Ambassador is Extracted or Crypted/Coffin Purged away, or if your opponent has Gaea's Blessings and you cannot find your Ancestral, then a draw is your main hope. Alternately you might find yourself with a Dragon in the graveyard without a way to fetch the Ambassador because, for instance, your Bazaar was Wasted. Your opponent might be putting severe pressure on you, and you might have to bail out with a draw. The problem is what to do if you need to draw and there are multiple creatures in one or both graveyards. In such a scenario, you need two animate spells to draw the game. First, you cast one animate spell on any non-WGD creature in any graveyard. Then, you cast the second animate on the WGD itself. After the first cycle of the WGD loop, the first creature and the first animate spell return to play. However, that creature forgets that it was "dead", so it cannot be re-targeted with that animate - it just remains in play. Instead, you can use that first animate spell to target a new creature in any graveyard, repeating the process until you have retrieved every single creature in every graveyard. The end result is that you will have all of the creatures from all graveyards in play, plus the WGD loop is continuing. The first animate spell ends up in the graveyard, as it eventually finds itself with no targets. A draw will ensue if no player can break the cycle at this point. Just be careful with multiple Squees in your graveyard. Squee is a legend, so you cannot have more than one in play. This is rarely a problem, as you can retrieve all of your Squees during each of your upkeeps.

The sideboard � One place where this version really shines is the SB. It turns out through testing and tournament success that if a color is to be splashed in U/B Dragon, it should be green. The reason is that green offers two terrifying solutions for two types of Dragon hate cards � instant based (counterspells, creature/enchantment removal, graveyard hate, and Stifle), and permanent based (Ankh, Tormod�s Crypt, Sphere of Resistance, Seal of Cleansing, Withered Wretch, Planar Void, Blood Moon etc). Two cards are enough to completely handle both types of problem cards � Xantid Swarm for instants, and Pernicious Deed for permanents. All four Xantids are sided in against most control decks � resolving an early Xantid is pretty much game, just as it is game when Xantid resolves in long.dec against control. An added bonus is that you can use your excess Animate spells to bring back a Xantid if it was countered or killed via removal (Fire, for example). Against permanent-based hate, Pernicious Deed completely cleans up. It is sided in against decks like Stacker3, wMUD, Sligh, Parfait, Suicide, Sligh or any deck that you suspect might side in permanent-based hate. A resolved Deed is practically game, regardless of what hate they might be running, as it can clean up all problematic enchantments, artifacts and creatures in one fell swoop. It might still be advisable to run Powder Kegs in the open SB slots to complement the Deeds if you anticipate heavy permanent hate, as Kegs are easier to cast.

Apart from the removal, the SB features Verdant Forces. The Forces are in there because, when Animated, they are near auto-wins against certain decks such as wMUD, Suicide, Sligh. They replace Squees post SB in accordance with the aggressive play mode against such decks where Squees play a limited function. This gives you up to eight animate targets post SB, with four of them being the �slow kill�. Verdants are usually also near-auto wins versus URPhid and perhaps even Hulk. They are even brought in against Keeper to soak up the creature removal.  However, here they just serve as additional threats; they do not replace Squees in these match-ups! The Verdants allow you to use your Animate spells to �test the waters� and see if the opponent is holding creature removal, without worrying about losing all of your permanents. The precise sideboarding strategies will be given in the match-ups section of this primer. The remaining slots are variable, and depend on what you expect to face in the local metagame. Some possibilities have already been listed above and constitute my prime considerations � Stifles or Crypts for both the mirror and either long.dec or Hulk respectively, or otherwise 3xReanimate with a fourth Verdant  if I expect a ton of Chalice-wMUD.

ii. Full-Power, non-Bazaar WGD

Here is an alternate build, fully powered but without Bazaars.

Vintage Dragon II � classic speed build (Dicemanx)

Combo:

2x Worldgorger Dragon
1x Aerial Caravan

3x Animate Dead
2x Dance of the Dead
2x Necromancy

4x Buried Alive
4x Intuition
1x Entomb
3x Cunning Wish
---------------------------
22

Disruption/tutor/search

4x FoW
3x Defense Grid
3x Duress
1x Ancestral Recall
1x Demonic Tutor
1x Vampiric Tutor
---------------------------
13

Mana

4x Dark Ritual
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 River
4x Polluted Delta
4x Underground Sea
1x Swamp
----------------------------
25


SB:

1x Rushing River
1x Stroke of Genius
1x Read the Runes
1x Coffin Purge
4x Powder Keg
2x Verdant Force
1x Mind Twist
4x Stifle


Since Bazaars are a hot commodity right now not easily obtained, Dragon enthusiasts might have to search for non-Bazaar versions to play. This is one such build, which attempts to use the maximum amount of acceleration, including Dark Rituals, along with a large amount of disruption in order to force through the combo as quickly as possible.The kill method here is the superior Caravan for Cunning Wish and Stroke, although the Caravan is not absolutely necessary. There are only 2 WGD in the deck, since 4 are only necessary if you want to draw them. This deck doesn�t. This deck has Defense Grid as a way to fight control, to make up for the lack of a drawing engine. Also, the Cunning Wishes add some flexibility to the deck, as you can fetch removal, card drawing, or disruption. The SB plan is similar to the first build with respect to Powder Keg and Verdant Force, while a lot of Instants have been added to make the Wishes maximally useful. Mind Twist is there to remove instant-based hate that an opponent might hoard in their hand waiting for you to go off. This deck is not as consistent as the Bazaar build as it lacks a draw engine, but it�s still quite fast while packing lots of disruption.

B.  Budget T1
-------------

i. Budget Bazaar WGD


For those Dragon players on a budget, the following build is still competitive:

Vintage Budget Dragon (build by bebe, with some Dicemanx assistance/adjustments)

Combo:

4x Worldgorger Dragon
3x Verdant Force
1x Sliver Queen
1x Ambassador Laquatus
2x Squee

4x Dance of the Dead
1x Animate Dead
3x Necromancy

3x Buried Alive
1x Entomb
4x Bazaar of Baghdad
---------------------------
27

Disruption/tutor/search:

4x Duress
3x Cabal Therapy
3x Spoils of the Vault
1x Demonic Tutor
1x Vampiric Tutor
---------------------------
11


Mana:

1x Sol Ring
1x Mana Crypt
4x Dark Ritual
12x Swamp  
2x Ancient Tomb
1x City of Traitors
----------------------------
21


SB:

4x Null Rod/Chalice of the Void
3x Tormod's Crypt  
4x Powder Keg
1x Verdant Force
3x Reanimate


This is bebe�s build with my minor modifications. The idea here is to mix Dragon with reanimator. Animating a Verdant, as mentioned above, is already game over against a lot of decks, so their inclusion, along with Sliver Queen, makes a lot of sense against many decks in the field. Going the partial reanimator route is especially good against Sui, Sligh, and wMUD. Notice that Entomb is added to this build.  Also notice the Reanimates in the SB, once again included to fight against Chalice-MUD. Squees have been cut down in number because there aren�t that many ways to abuse them in this deck against control �there are no Compulsions, and no Intuition to fetch Bazaars if need be. The mana base is less vulnerable to Wasteland and Blood Moon, while the acceleration is sufficient to muscle out some quick kills. Three Spoils of the Vault have been added to help in finding Bazaar or other combo pieces; in this scenario, having search cards makes a lot of sense, as Bazaar is such a critical component in this deck. Spoils are less of a risk in the reanimator-Dragon hybrid since losing an Ambassador or your Dragons is not very crippling - you still have Sliver Queen and Verdants as back-up reanimation targets.

One last point is with the choice of Animate spells. Four Dances have been included to make it easier to find one with Spoils of the Vault. Furthermore, if you Dance up a Verdant, it can kill in two turns (if the Verdant and the tokens are unblocked). With an Animate Dead, it would take three turns. This can be important against control - you kill them a turn sooner to deny them an extra turn to find answers. However, there are a couple of downsides - you need mana during upkeep to untap your creature; furthermore, by Dancing up a creature you deny yourself a blocker against fast aggro decks like Sligh, which in conjunction with your Vault, can dish out heavy damage very quickly. If you face a lot of aggro, or decks like Suicide that can Sinkhole your precious few lands and prevent you from untapping a Danced creature, then 4x Animate Dead might be the way to go.

While this build is designed with the budget T1 player in mind, do note that this build is easily adapted to T1.5. For example, Crater Hellion's build is as follows:

+1 Buried Alive
+1 Animate Dead
+3 Defense Grid or Chalice of the Void
+1 Swamp

-1 Vampiric Tutor
-1 Demonic Tutor
-1 Sol Ring
-1 Mana Crypt
-1 Entomb
-1 Spoils of the Vault

This build features even more disruption in the form of Defense Grids, which is a fine metagame choice if control is rampant in your area. The cost of the extra disruption is the slightly weaker mana base, but the risk might very well be worth it.

ii. Non-Bazaar Budget WGD

For those that cannot afford Bazaars, here is a possible build that you can try:

Budget WGD (build by Morphon, with suggestions by DicemanX)

4x Worldgorger Dragon
1x Ambassador Laquatus
3x Verdant Force

4x Animate Dead
4x Necromancy

3x Buried Alive
1x Vampiric Tutor
1x Demonic Tutor
1x Entomb
4x Jalum Tome
2x Scrying Glass

4x Duress
4x Last Rites

4x Dark Ritual
1x Mana Crypt
1x Sol Ring
14x Swamp
3x Ancient Tomb
1x City of Traitors

SB

4x Defense Grid
4x Powder Keg
3x Tormod's Crypt
4x Null Rod

This build is mono-B, as it is debatable if blue adds anything significant to the deck. The Bazaars have been replaced by alternate discard outlets in the form of Tomes and Last Rites. Squees have been cut, as they are only marginally useful in this deck. Also, notice that Buried Alive is an alternate way of burying creatures. Like bebe's build, this deck mixes reanimator and Dragon strategies to good effect.

This is a mere example build; you have to experiment with what's available to you budget-wise and see how effective it is in your metagame.

C. T1.5 Dragon
--------------

i. U/B Bazaar WGD


Not surprisingly, one of the best 1.5 builds is very similar to the fully powered T1 build.


Vintage-Restricted Dragon (build by Shock Wave/DicemanX)


Combo:

4x Worldgorger Dragon
1x Ambassador Laquatus
1x Sliver Queen
4x Squee, Goblin Nabob

3x Animate Dead
2x Dance of the Dead
3x Necromancy

4x Intuition
4x Bazaar of Baghdad
3x Compulsion
-----------------------------
29


Disruption/tutor/search

4x Force of Will
3x Duress
1x Rushing River
3x Lim-Dul�s Vault
-----------------------------
11


Mana

4x Underground River
4x Polluted Delta
4x Underground Sea
1x Island
1x Swamp
2x City of Traitors/Ancient Tomb
4x Jeweled Amulet
----------------------------
20


SB:

3x Rushing River
4x Powder Keg
4x Verdant Force
4xTormod�s Crypt


This deck is similar to the powered T1 build. It can also operate in two modes (combo and slow play card drawing). It�s a bit slower of course because of the lack of good acceleration in the format, but since the format is slower as a whole, there is less pressure to combo so quickly. The Amulets are particularly effective in this build, since they give you acceleration while you spend a land drop to play the Bazaar. A start such as land-Amulet turn 1, Bazaar and combo turn 2 occurs with some appreciable frequency. Rituals are not played here because there is no Buried Alive in this build, and Amulets are more important than City of Traitors/Ancient Tomb because those lands compete with Bazaar for early plays. However, the deck is a bit land light, so it�s possible to cut a disruption spell (FoW most likely, since it�s not so essential in this format) for a third City/Tomb. This deck features a lone Sliver Queen because you need a win condition against Oath, which plays Gaea�s Blessing. The SB is also similar to the T1 powered build, except that Rushing Rivers have been added to deal with permanent-based hate in addition to the Kegs. It might be possible to splash green in this build for Xantids and Deeds, but it�s something that still needs to be tested.

ii. Mono-B Speed-WGD

Since T1.5 is much slower than T1, it is possible to throw caution to the wind and take a few risks to make the Dragon combo lightning-fast. This is achieved by running four copies of Spoils of the Vault in a mono-B version of the Bazaar build, and adding Elvish Spirit Guide for acceleration. This is very risky, but makes the deck extremely quick with an average goldfish turn of 2. That's insane for a relatively slow format.

Spoils Dragon (build by Phantom Tape Worm, with minor alterations including a green splash)

4x Worldgorger Dragon
1x Ambassador Laquatus
2x Sliver Queen

4x Bazaar of Baghdad
4x Buried Alive

4x Animate Dead
3x Dance of the Dead
2x Necromancy

4x Spoils of the Vault

4x Duress
4x Xantid Swarm

4x Dark Ritual
4x Elvish Spirit Guide
4x Bayou
4x Polluted Delta
8x Swamp


SB:

4x Pernicious Deed
4x Verdant Force
(4x Squee)
Xx ?? (metagame dependent)

The build was initially mono-B with four Squees, but this version splashes green and goes with Xantids over Squees. Running Xantids makes theoretically more sense in this deck, which relies more on pure speed to get past control and decks featuring Dragon hate. Since establishing your Squee-Bazaar draw engine might prove to be too slow against control given the scarcity of disruption spells in this version, it might be better to remove Squees altogether or shift them to the SB.
Logged
Toad
Crazy Frenchman
Adepts
Basic User
****
Posts: 2152


112347045 yoshipd@hotmail.com toadtmd
View Profile
« Reply #5 on: July 09, 2004, 03:59:19 am »

V. Match-ups

For this section, the primary focus will be on what is considered to be the strongest T1 build: the B/U/g Bazaar-Squee version. I will not restrict myself to specific deck list however, especially where the SB is concerned. Instead, I will list all of the top-level SB choices even if it takes us beyond 15 cards. I will also list possible alterations to the main deck. When discussing match-ups, I will try to identify which cards are key players. The idea is to allow Dragon players to either customize their main-deck/sideboard for their metagame, or choose a configuration that will maintain the maximum flexibility and allow you to deal with a wide array of threats.

Here is a starting list plus the extended sideboard:

Vintage Dragon (build by Shock Wave and Dicemanx)

Combo pieces:

4x Worldgorger Dragon
1x Ambassador Laquatus
4x Squee

3x Animate Dead
2x Dance of the Dead
3x Necromancy

4x Intuition
4x Bazaar of Baghdad
3x Compulsion
-----------------------------
28

Disruption/Tutoring/Other

4x Force of Will
3x Duress
1x Ancestral Recall
1x Time Walk
1x Demonic Tutor
1x Vampiric Tutor
-----------------------------
11

Mana

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 Polluted Delta
2x Bayou
1x Tropical Island
1x Gemstone Mine
1x Swamp
----------------------------
21


While the deck list is fairly tight, there is still a little room to maneuver here. It is possible to include main-deck removal either directly in the form of cards like Rushing River or Chains of Vapor, or indirectly through slower but more flexible options like Cunning Wish (while having removal, counterspells, and hate cards like Coffin Purge, or Stroke of Genius in the sideboard). Alternately, Lim Dul�s Vault is another powerful choice here. The Vault is usually a full turn slower than tutors like Vampiric or Demonic because of its casting cost, but its effect is very synergistic with Bazaar. The ability to stack your next five cards fits very well with the card drawer, especially since you can attempt to Vault up multiple Squees to get your draw engine going as soon as possible. And since Bazaar is such a key component in the deck, any additional tutoring power that can fetch Bazaar in the first place is always a welcome addition, especially in light of many recent decks packing a full complement of Wastelands. The problem with Wastelands also slightly diminishes the power of Intuition�s tutoring ability, as it is quite risky to tutor up a Bazaar while putting two others in the graveyard.

In order to make room for removal or for Vaults, the following cards are usually the first to go:

-1 Animate Dead
-1 Compulsion
-1 Intuition
-1 Demonic Tutor

It is relatively safe to cut some of these cards, as Vaults replace the loss of tutoring ability of Demonic Tutor and Intuition, and the fact that they can fetch multiple components of the Squee-Bazaar draw engine all at once diminishes the importance of running too many Compulsions. So why aren�t there 4 copies of Vault to begin with? This is because Vault still has non-negligible drawbacks. The casting cost is one of them, and in fact it is difficult to get UB if you�re planning to play a Bazaar early. The other drawback is that, like Vampiric Tutor, you lose a card for the tutoring effect. Over time, it is possible to find Vaults to be fantastic at times, and other times to be too slow and costly in terms of tempo and cards.

When considering which cards to cut, it is recommended that the disruption remain untouched, as it is important to have some balance in the number of combo pieces, tutors, and disruption that the deck runs. If you go too light on disruption, you might not have enough resources to push your combo through the opponent�s hate or disruption cards, regardless of how many cards you end up drawing with your draw engines. Nevertheless, it is quite possible to tinker with the disruption base itself without diminishing the total number of disruption cards. This is usually metagame dependent. The list presented above is designed for a general metagame; FoW and Duress are useful regardless of what decks you face. However, there are stronger choices against specific deck types. For instance, it is advisable to main deck Xantid Swarms against a control-heavy field, while main-deck Pernicious Deeds are excellent if you face decks with many problematic permanents. Not only will such a plan strengthen certain match-ups, it will also possibly free up important SB space.

Apart from metagaming with your disruption, you might want to alter the disruption base regardless. For instance, you might cut down FoWs to 3 and go with 4 Duress. FoW, while being the ultimate stopper, is not as good in this deck as a regular control deck when used defensively to meddle with the opponent�s own game plans. This is because you have few blue spells to begin with to pitch to Force of Will; secondly, anything you pitch will be of some major importance. If you use FoW against control, you will most likely pitch must-counter spells like Intuition or Compulsion. While FoW was of paramount importance when the much faster Long.dec was a threat, it is no longer absolutely mandatory to run this card. It still deserves major consideration given the fact that there aren�t too many better options. Mana Leak is, however, another decent option, as is Cabal Therapy. Leaks are better against permanent-based hate (like Null Rod, Ankh of Mishra, Sphere of Resistance, and Chalice of the Void etc). Therapies are better against instants like counterspells, Swords to Plowshares, Stifles etc. Why? Because hand disruption is poor against permanents as it cannot stop a top-decked permanent from being cast; on the other hand reactive disruption such as Mana Leak is not as effective against Instants, because you need to keep mana open in addition to the mana you use to combo off. Hand destruction spells are cheaper and can be used ahead of time (pro-actively), helping you to budget your mana. In conclusion, you must decide what disruption base is best for your own meta.

One final main deck consideration is to have a mixture of Dragon and reanimator by including Verdants and/or Sliver Queen in the main deck (cutting some of the cards listed above). Such main-decking of more win conditions presents a very interesting dilemma. The problem with this plan is that you need to cut business spells that facilitate even *getting* the opportunity to Animate that Verdant or Queen. Space is at a premium in this deck, and having extra win conditions is counter balanced by diminishing the number of combo or disruption spells, whichever would get cut. Even though Verdants are sided in almost every match, they are brought in to offset what the opponent sides in to try and stop you. Verdants are a great way of baiting extra removal brought in from the SB, or baiting graveyard hate like Crypts and Purges.  

Having said that, there is a countervailing argument for inclusion of Queens and Verdants. Right now, control is on the rise, and most control decks feature main deck creature or enchantment removal, or otherwise indirect removal like Stifle. This means that the abundant Animate spells that Dragon runs are "wasted" as they cannot be used early to bait countermagic for fear of losing all of your permanents when trying to animate a Dragon. This problem would be addressed by adding non-Dragon win conditions. There are two other minor points as well that have some significance. First of all, adding Verdants could free up some room in the sideboard. Secondly, you'll "combo off" slightly faster because of the extra redundancy in the total number of win conditions. However, this of course only applies to Verdants if they succeed in winning the game for you before the opponent finds an answer.

So, the final verdict is: run more main deck win conditions if your metagame is rife with removal. Otherwise, you can take the risk and reserve your Verdants for the sideboard. Furthermore, even if you expect heavy control, those decks cannot afford to run much removal in the first place, because it tends to be very weak against other control decks. A deck like Keeper might run only two Swords to Plowshares, maybe three at most, and perhaps one Disenchant spell. It could have access to more via Cunning Wish, but that's harder to pull off because it requires having four mana open to at least bluff having a Wish. A deck like Hulk usually runs no instant removal apart from what the Cunning Wishes could fetch. Because of the relative scarcity of removal in control decks game 1, you can take big risks and try to combo early to bait counterspells without slow-playing it. Sometimes you just have to throw caution to the wind if you want to be successful in T1 magic.

If, for some reason, your meta consists of mostly aggro or is heavy on artifact-prison, then Verdants also could be a big consideration. In this case, you could replace some or all of the Squees and perhaps one Compulsion to make room, as the draw engines are not so crucial against these decks. You should probably still retain at least two Squees (as seen, for example, in bebe's budget build in part 1) to have card drawing power against any control that you do manage to run into.

And now the sideboard:

3-4x Xantid Swarm
3-4x Pernicious Deed
3-4 Verdant Force
Xx Stifle
Xx Tormod�s Crypt
Xx Chalice of the Void

Other possibilities:

Coffin Purge
Reanimate
Plated Slagwurm
Sliver Queen
Powder Keg
Hurkyl�s Recall
Magus of the Unseen

The SB cards will be discussed when dealing with specific match-ups.

Before I discuss the match-ups, I just want to say a couple of things. First of all, Dragon doesn�t crush the field and its not the undisputed �best deck� in the format now that long.dec is gone. It can still be either hated out, and it can lose to other decks� primary strategies. It can succumb to Keeper�s disruption and Wastelands, to Fish�s heavy mana denial, to Stax�s and wMUD�s lock pieces, and even to Sligh�s combination of hate cards and fast aggro beatdown. However, Dragon has the tools to compete against all deck types, and probably doesn�t have a single bad match-up as long as there isn�t too much hate being played against it specifically. This makes it a very fine choice for a tournament. Because Dragon is so versatile and can beat anything, I will refrain from including win percentages or comments as far as which match-ups are favorable or unfavorable.  

I. Aggro

1. Goblin-Sligh

Sligh doesn�t normally present too much of a challenge pre-SB, unless they elect to pack some main deck hate. This match-up is just a race to the finish line. You will combo off faster than the time it takes for them to kill you. Be careful though; modern Sligh is so fast that they can kill you inside of three turns on occasion. Otherwise, they could use their Wastelands to either deny you mana or prevent you from going off with Bazaar. This match-up depends heavily on your starting hand. Lots of mana acceleration is very important, plus combo pieces or tutoring to allow you to combo off under four turns. You might have to mulligan aggressively here, as keeping slow hands is unacceptable in this match-up. Also, refrain from expending resources in establishing your draw engines. Card advantage is of minimum importance here. If you have to, drop Bazaar early and use it to search for combo parts. It�s OK to lose cards in the process, as long as you have enough in the end to combo out. Some Sligh decks might pack main-deck hate in Ankh of Mishra (as did the Ankh-Sligh decks from a while back) which might present some problems. The upside is that such decks are usually to slow for the environment, so it is doubtful you will see a lot of them. Because they are slow, this might give you enough time to get around Ankh if you failed to nab one with your Duress or FoW it. You can play Compulsion and go off with Necromancy on their turn, using Compulsion to find an Ancestral Recall and deck them with damage on the stack. Alternately you can just use Necromancy to draw the game on their turn if there are no other animate targets in either graveyard. Just be careful that they don�t have a way of getting a creature into the grave via a burn spell or sacrificing a Fanatic.

Plays to avoid:

1) Although you might have to play a Bazaar early for its search capabilities, avoid playing it at all if you don�t have to. Don�t present a Wasteland target, especially if you need Bazaar to win the game. On the other hand, if you have two Bazaars in hand, or are short on mana and don�t require Bazaar to win, you might want to play it to re-direct a Wasteland away from your other lands.

2) Avoid playing too many lands, or fetching out a Dual Land where a basic land would suffice. Always worry about a game-ending Price of Progress.

3) Avoid using an Animate Dead or Necromancy on a Dragon unless you have no choice or have disruption as back-up. Don�t forget about their Lightning Bolt + Fireblast combo that can kill the Worldgorger.

Pre-SB:

Key-cards � Dragon: Anything that helps you to combo off as quickly as possible; Intuition and Bazaar are often most important here

Key-cards - Sligh: Wasteland/Strip Mine, 1st turn Goblin Lackey and enough burn/creatures to win quickly

Post-SB:

-4 Squee
-3 Duress/FoW

+3-4 Verdant Force
+3-4 Pernicious Deed

Also possible SB choices: Powder Keg, Chalice of the Void

Post SB, your plan is similar except that Verdants give you additional win conditions. Incidentally, Verdants are usually better with Animate Dead instead of Dance of the Dead, as it can help to have an extra blocker when animating a Verdant. If using Verdants, it becomes even more important to ensure that you don�t get burned out by Price of Progress, as it will take more time to crash through for enough damage. The Forces are also a great way of getting around Ankhs, and can be used to bait Tormod�s Crypt if necessary. The Pernicious Deeds are excellent all-purpose sweepers, either destroying their hate cards or wiping out their aggressive starts, or both. Squees are typically cut because the draw engine is rarely critical here, while Duress usually gets the boot to make room for the �upgrade� to Deeds unless you suspect that the opponent is SBing in Red Elemental Blasts. In that case, it might be better to remove FoWs instead. Kegs are an excellent supplement to Deeds as they are easier to cast and they take out Crypts quickly, but it might be a SB luxury you cannot afford to devote space to. Chalice of the Void is another possibility, but it can be pointless or too slow if your opponent manages to get his business into play (particularly the Lackey or Shaman). This match-up turns from bad to worse post SB for Sligh.

II. Aggro-control

1. Suicide

This match-up depends on the sheer quantity of disruption cards in coming from Suicide�s first few turns, and whether they can disrupt you sufficiently to stop you from going off. If their Hymns hit your drawn creatures and Duresses don�t nail enough combo components, they can do little to stop you. They might instead try to stunt your mana development with Wasteland, Chalice for 0, Null Rod, and Sinkhole. Alternately, they could include nasty main-deck hate, such as Withered Wretch, Blood Moon (if red is splashed), or to a lesser extent Chains of Mephistopheles. The difficulty of this match up for Dragon depends on the quantity of hate cards Suicide runs, and how many of those cards it draws early enough. The first game might come down to luck, although Dragon gets a slight pull because it doesn�t need much, especially in terms of mana, to pull off the combo.

Pre-SB:

Key-cards � Dragon: Anything that helps you to combo off as quickly as possible; Intuition and Bazaar are often most important here

Key-cards - Suicide: Wasteland/Strip Mine, large quantity of early disruption cards

Post-SB:

-2 Squee
-3 Duress
-1 FoW
-1 Demonic Tutor
-1 Compulsion

+3-4 Verdant Force
+4 Pernicious Deed

Also possible SB choices: Powder Keg

Post SB, Deeds come in against all of Suicide�s permanent-based hate. If a Deed resolves, your board position is strengthened considerably, and you can accumulate cards to combo off as Suicide tends to be slow with putting on a clock at times. Duresses are removed because they tend to be weak against cheap permanent hate cards; Squees are also trimmed down as the draw engines are not very critical here, especially with so many ways to destroy Bazaar plus the anticipated Planar Voids and maybe even Chains of Mephistopheles from the SB. Verdant Forces are game enders, so they are an automatic inclusion. Dragon has a lot of hate to fight through pre- and post-SB, but with a Pernicious Deed or a quick Verdant in the graveyard it can catch Suicide with its pants down.

2. Fish

This match-up revolves around Fish�s ability to control Dragon�s mana base, or otherwise have enough disruption to slow Dragon long enough to win via beatdown. The card drawing in Fish might seem scary (Standstill, Curiosity), but despite it all they might still find themselves on the losing end because they don�t draw enough stoppers (FoW, Stifle). This match-up totally depends on the quality and quantity of Fish�s early disruption. The presence or absence of Stifle also influences the match heavily; without Stifle, Dragon has a free hand at attempting to animate a Dragon. Fish only has a meager 4 FoWs to stop you unless they can get mana open for their Voidmage Prodigy or otherwise control your mana to make their Dazes and Spiketail Hatchlings effective. Stifle�s strength against Dragon doesn�t mean that it will be an automatic inclusion in Fish, as it is a bit weak otherwise against other decks.

Apart from its counter base, Null Rod can be quite fearsome, especially coupled with Wastelands/Strip-Mine. Dragon only runs 21 mana sources, 8 of which are artifact based. However, if you get lucky and run into a streak of lands, their Rods and Hatchlings/Dazes could be rendered irrelevant. Your goal is to try and establish your card drawing engine while trying to go off at opportune moments if Stifle isn�t a possibility for them. You are racing against their clock, which can be surprisingly fast.

Plays to avoid:

1) Don�t play your artifact mana if you don�t need to. A quick Null Rod might render them all useless. Save them to pitch to Bazaar. Having said that, avoid pitching your lands to Bazaar early on. You might be in for a long tough fight, and you might need all the lands you can get.

2) Don�t automatically use your fetchland if they have one mana open, as you might walk straight into a Stifle. Do this only if you have plenty of mana and wish to bait the Stifle.

3) Duresses are precious � don�t squander them unless you are ready to go off or unless you fear Null Rod. They have few cards you need to Duress, so you might not catch anything important and they might later draw into something later with all of their card drawing.

Pre-SB:

Key-cards � Dragon: Lands, Duress, draw engine components

Key-cards � Fish: Stifle, Null Rod + Strip Mine

Post-SB:

-4 FoW
-1WGD
-1 Mana Crypt
-1 Animate Dead
-1 Demonic Tutor
-1 Compulsion
-1 Intuition

+3 Verdant Force
+4 Pernicious Deed
+3 Xantid Swarm

Also possible SB choices: Chalice of the Void, Plated Slagwurm

Fish depends on many permanents to fulfill the roles of proactive disruption (Null Rod, Wasteland) and reactive disruption (Voidmage Prodigy, Spiketail Hatchling). Post SB, they will even bring in Tormod�s Crypt, or possibly Blood Moon. Many Fish decks are also sideboarding Seal of Removal, but at least it tends to be inferior to Tormod's Crypt unless they leave their Null Rods in. All this permanent-based hate makes Pernicious Deed quite powerful and extremely important in this match-up, if you manage to cast it and get it past their Stifle. Don't forget that Fish also has instant based disruption � FoW and Stifle, and possibly even Blue Elemental Blast as a Dragon kill card. This makes Xantid Swarm an important card, but watch out for their active Grim Lavamancers. Xantids incidentally stop their instants even though they might be blocked � it is only their attacking that is relevant. Verdants also come in as they are near auto-wins against Fish, and because they are safer to try to animate compared to WGD because of Stifles. You could even try Plated Slagwurms if Fish starts relying on Seal of Removal instead of Crypts. Post SB you have effectively beefed up your disruption and introduced better win conditions, so the match-up improves slightly in your favor, but not by much. Chalice of the Void improves this match-up for Dragon if space can be made in the SB, as a Chalice set for 1 stops Curiosity, Blasts, Seal of Removal, and Stifle. Consider adding Chalices instead of the Xantids when SBing if you have them, but be wary of Chalices getting wiped out by Deeds.

To sum up, the down side is that Fish can really bring in a lot of hate against Dragon to make its life very difficult. However, Fish cannot afford to waste too much SB space for many Stifles, Crypts and Seals, because they need something against all of the control decks and prison decks that will most likely dominate the meta. How well Dragon does will be inversely proportional to how much hate Fish can run.

III. Control

1. Keeper

This match-up is very difficult for both sides. Chances are very good that Dragon will not be comboing off early too often, because as soon as a white source of mana (or a fetchland) appears on Keeper�s side there is always the danger of StP with FoW protection. You then have two choices: either throw caution to the wind and try to combo off as soon as possible (and risk losing all your permanents to StP), or slow play it by trying to establish your draw engine(s) and work towards going off all in one turn with a lot of disruption as back-up. Since a number of Dragon�s spells are instants, you might save them for the most opportune moments to cast them. For instance, if they tap out for end-of-turn effects, or maybe to use their fetchland ability, you can try to cast your spells in response. This is why Necromancy is a really good weapon against control. Not only does it get around Chalice of the Void set at 2, but you can combo off at instant speed, which limits your opponent�s options. A good control player will refrain from tapping out at any time against Dragon if there is a potential danger of instant speed effects.

If you choose to slow-play it, the game will usually revolve around your draw engines. Keeper�s draw �engines� are not as critical for two reasons: they are usually not as powerful as Dragon�s draw engines, and card parity is irrelevant to you. If they draw 2-3 cards a turn, then that is not too bothersome as long as you can keep up in the card drawing department. They cannot hold more than 7 cards at a time anyways. This means that when you go off, you will likely hold 8-10 cards to their 7 even if they�ve drawn more cards over the course of the game. Since they need to stop you from drawing cards, their Wastelands are very critical cards. If they don�t see them once you play a Bazaar, they could be in major trouble. Furthermore, any tutoring effects are a great way to win the Bazaar vs Wasteland war, and are typically must-counter spells. This means that extra tutoring power in the form of Lim Dul�s Vault is potentially key in this match-up. Beware of using Intuition to fetch Bazaars though; if they manage to destroy it, you�ve lost access to 3 Bazaars.

Bazaars by themselves aren�t always enough, as you might have trouble finding your Squees. This is why tutoring is very important in this deck, particularly Intuition and to a lesser extent Lim Dul�s Vault; it�s also why it can be very important for Keeper to counter these spells. You might have to fall back on Compulsion. Compulsion is mana intensive, but it�s a more efficient card drawer as it doesn�t rely on more than one Squee to generate card advantage.

Keeper might have additional tools to fight the combo and card drawing through main deck Chalice of the Void. Chalice is usually set for two, and stops not only most of the animate spells, but also the Compulsions and tutors. This can be a huge blow for Dragon, but the good news is that it doesn�t stop the combo completely. Plus, they neuter 4 of their disruption spells (Drains) while leaving your disruption untouched. Another potential problem is Isochron Scepter. If they imprint Mana Drain you might have quite a bit of trouble getting past it unless you can somehow amass enough spells and mana to go off in one turn. Alternately, if they imprint StP, it is annoying but less problematic. This is because you can still FoW the StP, or work around it with multiple animates and Dragons in the graveyard. Just save a mana source in your hand, and try to go off with one animate. If they Plow, put the rest of the mana into your mana pool, play a mana source, and try to go off again with another animate and the other Dragon in the graveyard.

Plays to avoid:

1) If you need to use Bazaar to find your Laquatus, be warned that Keeper can hold off until you have milled yourself and lost all of your cards in hand in the process. This means that Keeper could hold off casting its StP (or Cunning Wish for a hate spell) until you have nothing left in hand.

2) Don�t be quick to throw the Ambassador into the graveyard when Intuitioning or activating your Bazaar/Compulsion. Keeper runs Cunning Wish which can be used to fetch a Coffin Purge. This will prevent you from winning; you will have to try to draw the game instead.

Pre-SB:

Key cards � Dragon: Bazaar, Compulsion, Squee, Tutors (Intuition, Lim Dul�s Vault, Vampiric/Demonic Tutor), Necromancy

Key cards � Keeper: Wasteland/Strip Mine, StP, Chalice of the Void (if included, and if set at 2), Isochron Scepter (depends on what gets imprinted)

Post-SB:

-4 FoW
-1 Animate Dead
-1-2 Compulsion/Intuition/Demonic Tutor

+3-4 Xantid Swarm
+2-3 Verdant Force

Also possible SB choices: Stifle, Pernicious Deed, Magus of the Unseen, Plated Slagwurm.

Post SB, Dragon bring in Xantid Swarms to deal with all of the instant based hate. Swarms not only stop countermagic, StP, Stifle, Coffin Purge, or Disenchant effects, they also stop Isochron Scepter. If you can resolve and maintain a Swarm in play, you are almost free to do whatever you wish without being impeded. Even if they deal with the Xantid, you�ve either soaked up a valuable StP, or you can reanimate it if it was dealt with in any other way (via counterspelling, Balance, or Fire and Ice). The Verdants come in for a couple of reasons: they soak up creature removal effectively, and they allow you to otherwise bait counterspells with your excess animate spells. Slagwurms are even better if you find room for them, as they shrug off any removal completely. Animate spells are normally very poor counter-bait with Worldgorger Dragons versus any decks that have removal, as any creature/enchantment removal will result in heavy losses for you. Not so with Verdants. Since you�re running more win conditions and more powerful disruption post-SB, you can cut back a little on the tutoring effects or card drawing components.  Also, FoWs are usually cut over Duresses, because, as explained above, FoWs make for poor defensive disruption spells and you would otherwise be forced to pitch must-counter spells to them. On the other hand, Duress is amazing against any control deck that has removal, because seeing their hand allows you to assess whether they have critical creature removal in hand. After SBing, the Keeper-Dragon match-up doesn�t change very much, except that you�ve upgraded your disruption and now have a way to utilize your Animates early. Verdants allow you to not be so reliant on your draw engine, as you can end games early through Force beatdown instead before they can find their answers. Your SB plan is balanced by the fact that they will bring in more removal and graveyard hate, although the edge is with Dragon post SB.

It is also possible to consider Pernicious Deed as a SB option. This card is especially good if they have many problematic permanents, such as Scepters, Chalices, and Tormod�s Crypt. It�s unlikely that they will have Crypts over Coffin Purges, but there are exceptions. Another option is to include Stifles to stop Wastelands, Chalice, Scepter or Tormod�s Crypt activations, but it�s debatable if the cards that would be cut for Stifles would be too much of a loss of power or consistency in the deck. You cannot cut too many combo parts to include heavy disruption as that will diminish consistency, while cutting other disruption for Stifle might be a bad idea, as Stifle cannot deal with counters or StP. Finally, you might like to consider Magus of the Unseen if you are facing Keeper that has up to 4 Scepters and/or uses Tormod�s Crypt over Coffin Purge. This is a completely untested idea as Scepter Keeper isn�t too popular yet, but it�s worth it to keep this in mind for the future.  

If you face a lot of Keeper and other blue based control in your meta, running Xantids main deck to begin with is a very good idea.

2. Hulk

The Hulk match-up is almost identical to the Keeper match-up, except for a few minor differences. The major one is their lack of targeted removal. Since you don�t have to worry about Swords to Plowshares, you are free to cast your Animate Spells to bait counterspells without fear of reprisal. However, watch out. If Hulk starts main-decking Stifle then this will change, as Stifle is just as bad as StP for you. Hulk has some alternate tools that can cause you grief. If they manage to get a Pernicious Deed in play and have two mana open, they can effectively stop you from going off. If they manage to do this, you will have to fight against it in similar fashion as described above against Keeper�s StP. Getting a Deed into play is a bit problematic, as it might tap them out if played too early or cut into Mana Drain mana. Hulk also plays Cunning Wishes and multiple Coffin Purges in the SB, so it has access to more powerful graveyard hate game 1. Having enough time and mana to Wish up that hate might be also problematic, but it might put Dragon on a bit of a �clock� because of this dangerous possibility. Finally, Hulk can play the role of the combo deck; always be wary of the possibility of them comboing you out. You do not have as much time against Hulk as you do versus Keeper.

Your strategy is again to try to establish your draw engine(s), but you are more free to try to go off with an Animate effect without too much fear. With a combination of disruption and lots of animate effects, you might crash through without relying on outdrawing them. The battle will revolve around Wastelands and Bazaars as with the Keeper match-up, but there is that extra layer of complexity because Hulk always has to worry about you going off at any time, and likewise the Dragon player has to ensure that they don�t die to a Berserked Psychatog. If Hulk chooses to forego the full complement of Wastelands, then the struggle becomes much easier for Dragon. On the other hand, since Hulk is partially a combo deck, its explosive draw engine (Intuition+Accumulated Knowledge) is something to fear if it leads to a quick combo.

Plays to avoid:

1) If Hulk has four mana open, this presents a considerable threat to you if you want to test the waters and go off with an animate effect. Four mana is just the right amount to use Cunning Wish and have mana left over for Stifle or Coffin Purge.

Pre-SB:

Key-cards � Wasteland/Strip Mine, Cunning Wish, possibly Pernicious Deed

Key-cards � Dragon: Bazaar/Compulsion, tutors

Post SB:

-4 FoW
-1 Animate Dead
-1-2 Compulsion/Intuition/Demonic Tutor

+3-4 Xantid Swarm
+3-4 Tormod�s Crypt

Also possible SB choices: Stifle, Pernicious Deed, Verdant Force

As with any control deck, Xantids are absolutely key here. Xantids are a big problem for Hulk, because they have no good way to get rid of them once they enter play outside of the slow Pernicious Deed. No StP means that Xantids can be reanimated if they are countered early. Verdant Forces are eschewed in favor of Tormod�s Crypt. While Verdants are strong, they are not necessarily game winning � a Berserked Psychatog might still trample over a Force and any tokens in play, or at least hold a Verdant off and buy the Tog player some time. Crypts are effective because they minimize the damage from Coffin Purges, and they seriously hamper Hulk�s win condition. Stifles also deserve serious consideration as they stop Deeds and Wastelands, while Deeds can stop opposing Deeds and Psychatogs. It�s impossible to say what SB strategy is best, as each SB card is advantageous in its own unique way.

3. Landstill

Landstill is similar to Keeper in that you are facing countermagic, Wastelands/Strip Mine, and 1-casting-cost spells that can stop your combo (Stifle, or Swords to Plowshares if Landstill is splashing white). The good news is that Landstill isn�t very explosive, as it doesn�t run full power. The bad news is that Landstill runs Disks and more 1-cc combo stoppers, which might include up to 4 Stifles and some Chains of Vapor.� You have to avoid a Disk hitting their side of the table, which means you have to be very careful not to walk into Mana Drain. Otherwise the Disk might not hit play anytime soon, because Landstill cannot afford to tap too much mana against you. To have a chance against Landstill, you either have to get lucky and combo off early with some disruption back-up, or hope that you can establish your draw engine(s) and outdraw them before they can destroy your Bazaars or deal with your Compulsions. You have a bit of time as their kill conditions are very slow and mana intensive. Because of this, sometimes during the mid-game you can just focus on Animating the Ambassador instead of the Worldgorger to avoid losing your permanents. The Ambassador can mill them in no time while blocking a factory. Don�t do this if they splash white for StP.

Plays to avoid:

 1) Don�t walk into Mana Drain followed by Disk. Even an end-of-turn Intuition could be disastrous especially if you don�t have any follow-up on your turn.

2) When they play Standstill, don�t automatically break it at first opportunity. Try to wait and see if their hand gets refilled to seven cards, and hit them end-of-turn with an instant speed spell. Otherwise, you can use the Standstill yourself to use your Fetchlands safely or ride your Bazaar+ Squee engine if you�re lucky to get it going.

Key-cards � Wasteland/Strip Mine, Stifle, Chain of vapor, Nevinyrral�s Disk

Key-cards � Dragon: Bazaar/Compulsion

Post SB:

-2 FoW
-1 Intuition
-1 Time Walk
-1 Vampiric Tutor
-1 Demonic Tutor
+4 Xantid Swarm
+3 Verdant Force

 Possible SB choice: Pernicious Deed

 Landstill will bring in Tormod�s Crypts against you, and quite possibly Chalice of the Void as well to stop either your Animates or Moxes/Lotus/Crypt. This means that they will have a varied combination of instant-speed hate and permanent-based hate, a deadly combination. This means that Xantids and Verdants are the best way to try to fight Landstill. Pernicious Deeds are not bad either, as they can destroy Crypts, Disks and their win conditions, but they can be Stifled. Still, trading a Deed for a Stifle is not that bad, but involves a major investment in time, and leaves you open to Mana Drain which you would like to avoid if possible. If I were to consider bringing in 3 Deeds, I�d take out 2 FoWs and a Compulsion to make room. This is going to be a very difficult match-up, but you can take comfort in the fact that you have some very powerful tools at your disposal to win.

4. Stax/wMUD

This match-up is completely dependent on the prison deck�s starting hand. They have to either lock you quickly or deny you mana via Wasteland and Spheres, or stop your animates with Chalice. They have approximately 2-3 turns to do this. Even if they get certain lock components in place, it won�t always be sufficient enough to stop you. Even with starts like 2x Sphere, 1x Chalice, 1x Wasteland, you can recover if they don�t have any more gas to follow up their initial early-game lock. If they don�t have a good start, will be completely unimpeded when going off, and it only takes two mana for you to end the game. Plus, you still have FoW and Duress as ways to stop their spells, which makes their life even more difficult. So, pre-SB just sit back, relax, and see if the artifact-prison is lucky enough to draw exactly what it needs to stop you. It�s almost completely out of your hands apart from the disruption spells you might be holding in your hand. If you are not very much impeded, don�t bother setting up your draw engine, as it�s almost irrelevant  - go for the immediate kill. You�ll most likely want to Intuition for Dragon and Ambassador instead of three Squees to go with your Bazaar. Also, don�t be afraid of losing cards to Bazaar if you don�t have Squees in hand. You can frequently play Bazaar early and use it to hunt down the cards you need, as you don�t have a lot of time before they lock you eventually.


Pre-SB:

Key-cards � Artifact Prison: early multiple lock cards, Wasteland/Strip Mine, Chalice set for 2 to slow you down, or 0 if part of a lock strategy

Key-cards � Dragon: Anything that helps you to combo off as quickly as possible; Intuition and Bazaar are often most important here

Post SB:

-4 Squee
-3 Duress
-1 Time Walk

+3-4 Verdant Force
+4 Pernicious Deed

Also possible SB choice: Reanimate.

The SB brings in two nightmare cards against artifact-prison � the nigh unstoppable Verdant Force, and the ultimate sweeper in Pernicious Deed. The match-up doesn�t change very much (it still depends on their opening hand luck), except you now have a way to destroy their whole board if you squeeze a Deed into play early on. Deed is also important because they will bring in permanent-based hate against you, including Tormod�s Crypt, Blood Moon, and possibly Null Brooch. Verdants gives you up to eight creatures in your deck that you can animate for the win compared to just 4 pre-SB. On rare occasions Prison decks can contend with Verdants via recurring Powder Kegs and Smokestack, but those situations will be rare. Squees are cut because, as stated above, the draw engine is largely irrelevant. If they lock you, it won�t matter how many cards you draw. Duress is also cut because it is weak against top-decked permanents. Finally, Time Walk is cut because it is weak under Chalice for 2, Tangle Wire, or Smokestack. Plus, with the draw engine gone, Time Walk doesn't allow you to draw even more cards by taking an extra turn. Artifact prison often plays out its hand quickly, so Duress is rarely something you want to draw into unless it�s present in your opening hand. If artifact prison is prevalent in your area, then Reanimates are interesting SB options, as they get around Chalice set at 2 and reduce the mana requirement down to 1. This means it�s even easier to animate up a Verdant for the win. Still, Reanimate in the SB is a definite luxury, and the space it takes up might not warrant its inclusion. You might be better off considering cards like Hurkyl�s Recall or Magus of the Unseen. Magus stops Smokestack which buys you a ton of time, and it�s also a good way of dealing with Tormod�s Crypt and Null Brooch.

IV. Combo

1. Dragon Mirror

Not much to say here. It�s a pure race, plain and simple. Whoever draws more cards and has more disruption is usually the winner, both pre- and post-SB. This means that establishing your card drawing engine is important, but don�t lose sight of the fact that the opponent can combo you out quickly if left unimpeded. Necromancy is especially important in this match-up, as it can snatch away Dragons in the opponent�s graveyard at instant speed.

Plays to avoid:

1) Don�t be too hasty to bury your Dragon in your graveyard unless you can win right away. The opponent can use it to go off himself.

2) Having three mana open is key. It represents a possible Necromancy. Don�t needlessly risk going off if you don�t have to if you see three mana untapped on the opponent�s side.

Pre-SB:

Key-cards � Dragon: Bazaar+Squee engine, Duress+FoW, Necromancy


Post SB:

-2 Worldgorger Dragon
-3 Compulsion
-1-2 Animate Dead
-1 Swamp

+ up to 4 Tormod�s Crypt
+ up to 4 Stifle

Also possible SB choices: Xantid Swarm, Pernicious Deed, Verdant Force

The Compulsions are way too weak and too slow, especially since the Bazaars cannot be destroyed in this match-up. It�s also unnecessary to run so many Animate spells. All tutors must stay (to fetch the draw engine components, particularly Bazaar), along with all of the disruption. The Dragons are cut down to 2 (not 0), because you still want to leave yourself with an ability to combo out if you gain card advantage and have enough disruption to get past his disruption. This turns into a vicious battle of hate cards and card drawing � a war of attrition, where the victor will be the one that has the most hate cards and can draw most of them.

An additional plan that you can adopt in the mirror is to try and hate-out their hate. This can be done mainly by SBing in Xantids to stop their instant-based hate (and Necromancy). The risk in this plan is that Xantids do not interfere with the opponent�s combo-aspirations, so you are wasting main-deck slots for cards that don�t disrupt his attempts at winning or otherwise don�t help you with your card drawing. Xantids also don�t stop Crypts unless you have Stifle back-up. Alternately you can try SBing in Deeds. Deeds can stop them from comboing out and are a good way of dealing with Crypts, but they are hard to cast and involve tapping out early to maximize their effectiveness. If you can get away with sneaking a Deed into play, you�ve established good control over the board. Still, don�t get too confident, because Stifle can stop Deed in its tracks.

One final possibility is to ditch the Worldgorger plan (-4 WGD, maybe even �1 Ambassador, but then you cannot use opponent�s dragons to go off and win) and go for Verdant Force beat down. This will allow you to cast animates almost haphazardly without fear, but don�t forget that if you don�t succeed (because of the opponent�s Stifle on the animate or FoW),your opponent might reap the benefits and animate the Force himself.

Which of these strategies is best? It�s hard to tell, as each plan involves some risk. It might also depend on how many Stifles and Crypts you run in the first place, as not all Dragon builds will run 4 of each. This might leave you with enough room to try Xantids and/or Deeds.

2. Dutch-Tendrils (TPS)

Similar to long.dec, this tendrils deck relies on numerous cheap mana sources and card drawers to power out a quick Tendrils for 20+. They have little in the way to stop you outside of 4 FoWs, but you have to be very careful as they could combo you out very quickly, as early as turn 2. Game 1 is very similar to an combo vs combo match-up � it�s simply a race to see who can combo out first. You have a slight edge if they are forced to use their draw-7 cards and end up passing the turn. It�s hard to say who has the edge here, as both decks need a lot of luck to be the first to combo out.

Plays to avoid:

 1) Don�t automatically FoW their draw-7, even if it�s a Timetwister and you have a WGD in the graveyard. If they are unable to keep going, you could just win on the following turn. On the other hand, if they have tons of mana in play, then countering the draw-7 might be a wise idea.

 2) Don�t waste time by establishing your draw engine(s). Intuition for combo pieces, not Squees. You should likewise Bazaar aggressively, even if you end up losing massive card advantage.

Key cards � TPS: FoW

Key cards � Dragon: early disruption, Bazaar

Post SB:

-1 Squee
-3 Compulsion
-1-2 Animate Dead
-1 Time Walk
-1 Swamp
+ 4 Xantid Swarm or Deed (see below)
+ 2 Tormod�s Crypt
+ up to 4 Stifle

Other sideboard cards to consider: Chalice of the Void

 Post SB, you want to beef up your disruption while removing your slow Compulsions and some random 1-of spells. Deed is an excellent choice if you anticipate them bringing in permanent-based hate such as Tormod�s Crypt or Seal of Cleansing. Otherwise, if they bring in instant speed hate� (particularly Stifle), then Xantids are the way to go. You might have to wait until game 3 to SB properly. You can rely on Bazaars completely as you have no Wastelands to worry about.� You can consider siding out Squees completely, but the Squee-Bazaar draw engine makes more sense if you have lots of disruption to slow them down. If you can make room for Chalice in the SB, it would be an excellent choice to slow TPS down, whether you end up setting it at 0 or 1. It still comes down to luck post SB.

V. Aggro-Combo

1. Vengeur Masque

Vengeur Masque is a combo deck utilizing the Mask + Dreadnaught and Shapeshifter/Survival of the Fittest/Phage combos. They play some disruption spells and utility creatures to try to stop you, but the bottom line is that you�re simply much faster in this match-up. You can practically go off at will too, as they typically will not have creature removal or bounce. Their lone Withered Wretch, if they run one to begin with, could be the one serious threat, but getting it into play early enough might be a difficult task. You should have an advantage in game 1 in this match-up.

Plays to� avoid:

1) They might pitch some beefy creatures into their graveyard via Survival of the Fittest. Try to avoid the temptation of Animating up a Phage.

2) If they have a Shapeshifter and two creatures out (and Survival possibly), be wary that you don�t walk into their Tradewind Rider when you try to go off. You might have to risk it regardless, as they could quickly find Phage and end it next turn.

Key-cards � Vengeur Masque: quick combo pieces with disruption back-up

Key-cards � Dragon: quick combo pieces.

Post SB:

-1 Squee
-1 Intuition
-1 Compulsion
-1 Time Walk
+4 Pernicious Deed

Also possible SB choice: Xantid Swarm

Post SB, they will most likely bring in Tormod�s Crypt against you, and possibly some instant speed hate such as Naturalize or Stifle. To counter this plan, you can bring in Deeds, which also destroy their combo completely. FoWs stay in, because you want as much disruption as possible, and FoWs can readily protect your Deed if you tap out to cast it.� It is almost senseless to bring in Verdants, because even if you succeed in animating one you might still lose via Dreadnaughts. Still, you can think about trying one Verdant �just in case�. Focus on your combo kill. You can consider bringing in some Xantid Swarms, as they will deal with their FoWs and possibly Naturalize/Stifle while potentially serving as an emergency chump blocker vs Phage. I�d rather not bring them in until game three, once I know for sure that my opponent is running lots of problematic instants. This match-up should continue to be in your favor, as Deed is just as threatening to them as your combo.
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.138 seconds with 19 queries.