Certain people have been harassing me to write a primer on the Highlander format. Well, I don't write primers. I will however answer any questions those of you might have and provide a brief briefing on the basic fundamentals.
Section One: WTF is Highlander?Highlander is a format much like Type 1 in that is uses every tournament-legal card ever made and has a restricted list. In fact, the only difference between Type 1 and Highlander IS the restricted list. While Type 1 has a restricted list managed over there by the DCI that you have to check from time to time, Highlander's restricted list is a bit simpler: every card that is not a basic land is on the restricted list.
The same banned list is used for Highlander as Type 1.
Neither Portal nor Unglued are legal.
Section One-bee: Combo!?!?!?!Right now you're most likely thinking that with access to only one Force of Will and one Mana Drain, combo will run rampant. You're thinking that combo decks are essentially just a pile of restricted cards anyway, and the restriction placed on counter-magic just evens the playing field. Well, let's take a look at a current combo list, shall we?
Waterbury 9-11-04
SECOND PLACE
Carl Winter
4 Death Wish
1 Burning Wish
4 Brainstorm
4 Duress
1 Tinker
1 Memory Jar
1 Wheel of Fortune
1 Timetwister
1 Demonic Tutor
1 Vampric Tutor
1 Mystical Tutor
1 Windfall
1 Ancestral Recall
1 Time Walk
1 Mind's Desire
1 Necropotence
1 Yawgmoth's Bargain
2 Hurkyl's Recall
1 Tendrils of Agony
1 Demonic Consultation
1 Lotus Petal
4 Dark Ritual
2 Elvish Spirit Guide
1 Black Lotus
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Mox Diamond
1 Chrome Mox
1 Lion's Eye Diamond
1 Mox Jet
1 Mox Ruby
1 Mox Pearl
1 Mox Sapphire
1 Mox Emerald
1 Tolarian Academy
1 Glimmervoid
1 Underground Sea
4 City of Brass
4 Gemstone Mine
Notice any four-ofs? Tendrils (and the Storm mechanic in general) is seriously hurt by the lack of Dark Ritual. Yes, you can still run one and you can replace another with Cabal Ritual, but you still only have 2 Rituals (and one costs twice as much). Furthermore, this deck's manabase gets bitchslapped like a crackwhore trying to hold back money. What are you going to replace 3 Gemstone Mines and 3 Cities of Brass with? Yes, we have Undiscovered Paradise, but you still need to come up with 5 more lands that produce one of any color.
Even beyond that, you need disruption. 1 Duress, 1 Cabal Therapy, 1 Xantid Swarm, you say? Well...fair enough, that's not too bad a disruption base, but you also have to contend with that lack of Brainstorms and Wishes.
You can't really replace Death Wish with anything because there are only two cards that fetch sorceries from the sideboard. Essentially, the rules of Highlander took a giant, steaming crap on that strategy.
To replace Brainstorms, you COULD run the cantrip suite of Brainstorm, Opt, Sleight of Hand and Serum Visions....but they don't lend very well to a quick goldfish, despite improving the most important aspect of a winning Highlander deck, which is...
Section Two: CONSISTENCY!Consistency kills. Consistency wins. That's what this format is all about. The more redundant your deck is, the better it will be. One of the most important things is your mana base. A lot of people build mono-blue counter decks and mono-red burn decks when first approaching Highlander. These decks are about consistency and redundancy as they contain many differently-named cards that produce nearly identical effects and their mana bases can't be screwed up, which is a sound strategy when you know absolutely nothing about the format. Fortunately for you, if you have functioning ocular orbs or an interpreter reading this for you, you know something about the format. That's not to say that "counterspells" and "burn" are bad strategies, just that I'm going to hook you chumps up with a little style.
Section Three: Strategies and SkeletonsNow we're going to take a look at some consistent and synergetic strategies and some skeletons that support these strategies.
One of my personal favorites: Reanimator
Reanimation:
Animate Dead
Necromancy
Dance of The Dead
Life/Death
Reanimate
Exhume
Diabolic Servitude
Corpse Dance
Doomed Necromancer
Coffin Queen
Living Death
Recurring Nightmare
Zombify
etc..
Search and Dump:
Buried Alive
Intuition
Careful Study
Frantic Search
Entomb
Survival of The Fittest
Thirst For Knowledge
Breakthrough
Tolarian Winds
Wheel of Fortune
Windfall
etc..
This is a really good strategy when going unpowered as mana buddies such as Llawnmower, Fyndhorn, Birds of Paradise and Utopia Tree elves make for good Recurring Nightmare sacrifices as well as mana accelleration. Season to taste with stuff like incarnations or Joblin Welder and artifact men or throw a Worldgorger Dragon in for combo potential.
Of course, the Paper to Reanimator's Rock is Black/White Control as it has infinite creature removal and some sexy-as-hell graveyard cleaners:
Creature Removal:
Innocent Blood
Diabolic Edict
Chainer's Edict
Pox
Mutilate
Death Cloud
Swords To Plowshares
Exile
Chastise
Wrath of God
Vindicate
Humility
etc..
Graveyard Removal:
Coffin Purge
Cremate
Ebony Charm
Morningtide
HAUNTING ECHOES!!! (just kidding (sorta))
Withered Wretch
Carrion Beetles
etc..
Win The Game:
Sacred Mesa
Mobilization
Eternal Dragon
etc..
Graveyard abuse is a very common thing in Highlander, so if you're one of those mindless scumbags who mindlessly plays Null Rod in Type 1 and you're upset that you can't run 4 in your Highlander deck, just mindlessly hose the graveyard instead.
Finally, I give you the list that I used to win the Highlander tournament at Waterbury 04-24-04. It's the deck that took me undefeated through all 4 opponents that I faced and gave me the title of "Highlander World Champion".
Counters:
Mana Drain
Counterspell
Force of Will
Mana Leak
Draw/Search:
Ancestral Recall
Fact Or Fiction
Mystical Tutor
Brainstorm
Opt
Sleight of Hand
Impulse
Merchant Scroll
Timetwister
Time Walk
Regrowth
Sylvan Library
Demonic Tutor
Vampiric Tutor
Tainted Pact
Removal:
Balance
The Abyss
Moat
Swords to Plowshares
Chainer's Edict
Fire/Ice
Dismantling Blow
Gorilla Shaman
Fireball
Powder Keg
Mind Twist
Bombs:
Future Sight
Yawgmoth's Will
Phyrexian Grimoire
Morphling
Manas:
Black Lotus
Lotus Petal
Sol Ring
5 Moxes
City of Brass
Undiscovered Paradise
Glimmervoid
Tolarian Academy
Island
Underground Sea
Underground River
Tropical Island
Volcanic Island
Tundra
Polluted Delta
Flooded Strand
Wooded Foothills
Windswept Heath
Bloodstained Mire
Strip Mine
Wasteland
Dustbowl
Mishra's Factory
Section Four: Bad Cards Can Be Good!Not much to this section other than keep your eye out for otherwise crappy cards like Tainted Pact and Phyrexian Grimoire. They're bad in Type 1, but very good (especially Pact) in Highlander. Disrupt, anyone?
All things considered, the inherent inconsistency of the format sets the fundamental turn back to about five or so. This is what makes Highlander so fun; not only is it skill-testing and underexplored, but it's also very slow compared to what we're used to in Type 1 (unless of course you just crawled out from under a rock and haven't put a Mox on the stack since before there even was a stack) which lets you play out your game plan. Granted, Johnny Combo might go off on turn 1 once in a great while, but as long as you or your opponent aren't cheating, it will be very rare.
If you have any questions, please feel free to post them and I'll answer them as soon as I can and to the best of my ability.