*See ADDENDUM at end of post*
Hello everyone,
This is my first post in the Full Member forum and I’m writing to share my experience in UW/b Fish with a card that has yielded some important results for me. That card is the ugly twin brother of Vintage’s most insolent green enchantment. I’m referring to the less notorious but likewise capable Oath of Ghouls. I will describe the card, my history with it, and the thought sequence that led me to give it a shot in a customized Fish build aiming to amplify its effect. Then, I will describe the deck I’m currently using, illustrate the interactions of the cards I’ve chosen, present the sideboard procedure for each significant match-up, and analyze my testing results. I hope you find this a worthwhile read.

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Oath of Ghouls (Exodus)

Enchantment
At the beginning of each player's upkeep, if there are more creature cards in that player's graveyard than in any of his or her opponents' graveyards, the player may return target creature card of his or her choice from his or her graveyard to his or her hand. [Oracle 2002/03/01]
(Note that under the current errata scheme, Oath of Ghouls does not “target” any player.)
BackgroundLong before Squee, Goblin Nabob entered the world with his defining mechanic of inborn immortality, Wizards of the Coast released a set hailed as its most daring in years. If Urza’s Saga is the first thing that comes to mind, then think back a few months to its predecessor, a harbinger of unraveling power restraint. Exodus, released in the late spring of 1998, pushed the envelope far beyond anything that could have been imagined by a generation of Magic players reared on Fallen Empires, Chronicles, and Homelands. Recurring Nightmare emerged right alongside Survival of the Fittest and an armada of abusable Spikes. Cataclysm stepped up as a pseudo-Balance and Oath of Druids forever changed the way we think about prohibitively priced creatures. Coat of Arms converted Llanowar Elves into Juzám Djinns. Months and years beyond, designers continued to mine the set for sleepers, like Mind over Matter and Sphere of Resistance. Even its weenies, Soul Warden, Carnophage, and Skyshroud Elite, became staples in aggressive decks before the harsh realities of modern Vintage rendered them obsolete. Then, a few months after its release, Urza’s Saga arrived and upended the entire power template of the game. Amid the flurry of explosive new ideas and designs, many cards were inevitably lost in the fray.
At the time, I, like many other players, was using a U/G Tradewind Rider-based disruption deck. It took a few turns to set up during which it was vulnerable to some prevalent hate. In particular, a deck like my brother’s loathsome B/R compilation always knew how to cripple me right at the root. “Bolt the Bird, Strip the Tropical, Dark Ritual, Hypnotic Specter...” That ruined the day over and over until I decided to get “techy.” I experimented with Oath of Ghouls. Like a mini-Yawgmoth’s Will for permanents that keeps on giving, everything he got rid of kept coming back. After he ran out of gas, I’d chump block his Specter or Juzám with the same exact Birds of Paradise every turn until my more controlling deck perpetuated its own inevitability. Life loss ceased being an issue when a recurring Spike Feeder took center stage. Hymn to Tourach was laughable. Then, in a last ditch effort, he’d double-Bolt my Tradewind Rider only to see it come back the very next turn. Oath of Ghouls was my backbone of resilience to removal and fast, large creatures. It was a card that took games I shouldn’t have had a prayer of winning and turned them around decisively.
Of course, none of that mattered when fall came around and 4 Windfalls and 4 Tolarian Academies dethroned everything. Then Wizards banned a lot of cards, ripped the soul out of my precious Mirror Universe, and did a lot things that they now criticize Trinisphere for; they made the game “un-fun.” We both sold everything and barring a brief rekindling of interest during Scourge, we didn’t look back until the end of 2005.
Now, on my way up the curve of learning how Vintage really operates these days, I built a zillion weird fledgling decks that capitalized on some of the cards printed from Mercadian Masques and onward that I found interesting. One in particular was a throwback to the glory days of Oath of Ghouls, Survival of the Fittest, Argothian Enchantress, and Quirion Ranger. I threw in some Spore Frogs and Voidmage Prodigies because it never hurts to have a recurring Fog or Counterspell. Some Spike Feeders for life gain and a Nezumi Graverobber were there to imbalance the benefit yielded by the Oath (I hadn’t even heard of Withered Wretch at the time). Naturally, from an experienced perspective, the deck was a disaster and its mana base was an embarrassment. But it would randomly beat Tier 1 decks from time to time, most likely because Uba Stax was the deck I encountered most and Quirion Rangers, Birds of Paradise, and graveyard removal inadvertently ended up foiling that essential strategy.
A little while ago, I brought out the deck for fun versus some Drain deck and again ended up haphazardly winning the match against all odds. Stranger things have happened, but it made me scrutinize the central premise of the deck more closely. Having moved on to UW Fish, Flame-Vault Gifts (R.I.P.), and Oath of Druids, it occurred to me that one of those has a fundamental weakness against heavy removal and large/evasive creatures. Oath of Ghouls to the rescue? That is the question presented by the remaining balance of this post.
I played around with several different configurations before settling on the one listed below. I do not suggest that this is the “best possible” optimization of the deck, but it is however the one I have found most effective for my play-style at the moment. It is the version I have tested most thoroughly and with the most favorable results. Hence, I consider it “final” for the time being, but absolutely open to critique or suggestion.
DeckOath of Ghouls v. 2.3
by BPK
Land (17):
4 Tundra
3 Underground Sea
3 Polluted Delta
3 Flooded Strand
2 Island
1 Library of Alexandria
1 Strip Mine
Acceleration (5):
1 Mox Sapphire
1 Mox Jet
1 Mox Pearl
1 Black Lotus
1 Lotus Petal
Enablers (6):
4 AEther Vial
2 Oath of Ghouls
Non-creature Disruption (5):
4 Force of Will
1 Tormod’s Crypt
Creatures (25):
4 Dark Confidant
4 Meddling Mage
4 Children of Korlis
3 Voidmage Prodigy
2 Jotün Grunt
2 Ninja of the Deep Hours
2 Waterfront Bouncer
2 Gilded Drake
2 Stern Proctor
Overpowered (2):
1 Ancestral Recall
1 Time Walk
Sideboard (15):
2 Serendib Efreet
1 Darkblast
1 Chain of Vapor
1 Hurkyl’s Recall
1 Rebuild
1 Copy Artifact
1 Extract
1 True Believer
1 Tormod’s Crypt
1 Magus of the Unseen
1 Yawgmoth’s Will
1 Wasteland
1 Kami of Ancient Law
1 Hibernation
DiscussionFirst, let me say that I believe both diversity and redundancy play important roles in designing a given deck. Accordingly, I’ve integrated both concepts into the main list under the following principle: I will use multiples of a card where that card’s effect is generally cumulative. For instance, if I have two Dark Confidants in play, I access two extra cards. Likewise, two Meddling Mages prohibit two separate cards that I know or anticipate my opponent is playing. By contrast, I would usually rather not see more than one Waterfront Bouncer or Jotün Grunt during the course of a typical game. And I would prefer to draw one Oath and two creatures rather than three Oaths. That said, while there may be a seemingly excess diversity of card choices in the maindeck, behind that there is actually a redundancy of purpose. For instance, although I haven’t included four Waterfront Bouncers or four Gilded Drakes, I have included four “methods of dealing with quick/overpowered/problematic creatures” by choosing two of each. The difference here is that while a second copy of either is conventionally useless, having one copy of each is advantageous. To compare, if I wanted four cards to arrest my opponent’s mana base, I could either include four Crucible of Worlds or four Null Rods. Neither of those lock pieces has an aggregate effect so drawing duplicates of either is moot. However, by running two of each, I would augment the chance that the second lock piece drawn would benefit me by serving a unique (though still fundamentally mana-denying) function, rather than wastefully replicating the first. Hence, I find it more effective to run units of doubles in place of four-of’s for cards whose objectives are primarily the same but whose methods are distinct.
On the other hand, I prefer my sideboard to be as diversified as possible. Given the wide variety of archetypes comprising the Vintage metagame, I’m aiming for cards that are effective against a multiplicity of different threat categories. For a general Type One field, I value the flexibility of carrying several different singletons. In a metagame with any particular flavor, indeed I would advocate adjusting both the maindeck and sideboard accordingly.
Before discussing individual cards, I should stress that this is deliberately a very creature-heavy deck. There are few things an instant or sorcery can accomplish that can’t be reproduced by a creature with or without an AEther Vial. By running Vial and Oath, naturally I want to maximize the utility of both. Cutting a Gilded Drake for a Swords to Plowshares or some comparable instant is contrary to that premise. While it may be axiomatic that creatures are regarded as “slow” by Type One standards, it’s important to remember that this principle contemplates their “speed” in terms of capacity to deal damage. However, when chosen correctly, their ability to affect the game state is largely instantaneous. If I’m running four AEther Vials, I would expect to get more out of it than pumping out a Savannah Lions at end of turn.
The CardsLands: There’s nothing particularly remarkable about the mana base, except that from playing it heavily, my opinion is that it’s at that breaking point where, if anything, it errs slightly on the side of having too much mana. But were I to remove a single mana source, having tried running 16 lands, it would revert to erring on the side of too few. Given this is a three-color deck and mana denial strategies are everywhere, I’ve chosen the more mana-friendly configuration. At any rate, this deck needs very little to operate, but it is generally necessary to have two mana sources (or one and a Vial) by the second turn. Although mana denial is not my governing strategy, I’ve included a Strip Mine because it is frankly a strong card. Likewise, the Library of Alexandria really shines in here with nine ways of restocking my hand (4 Confidant, 2 Ninja, 2 Oath, 1 Ancestral). And as commonly known, left unmolested, it tends to be an auto-win versus control or the Fish mirror if a Wasteland cannot be found. While piloting this deck, I really want to draw a lot of cards.
Acceleration: My last dilemma here was whether to include Sol Ring, Lotus Petal, or another land. I’ve gone with the Petal because that extra colored mana is really a boon in this three-color build and it enables more frequent relevant Turn 1 plays.
Enablers: I’ll start with AEther Vial. I wasn’t around during the release of Darksteel, but I can imagine that the Vial’s strengths and weaknesses were pretty well dissected here on The Mana Drain. Thus I probably don’t have many unprecedented insights to share. I use it mainly to eschew counters, to cheat mana costs, to nullify bounce, and to Vial sinister things out at instant speed. It is useful if I’m using the Ninja’s ability, rescuing my own creatures with Waterfront Bouncer, or if Oath of Ghouls is online. Of course, it skirts a lot of common lock pieces like Chalice of the Void, Erayo’s Essence, Counterbalance, and Sphere of Resistance. I should add that an untapped Vial is also handy with Memory Jars showing up all over the place. It also gives me a much stronger Stax match-up than Null Rod based Fish. As much as I love having the Vial in play, I am not wholly reliant on resolving it, but it literally brings a lot to the table. There’s not much more to add except that the good players will always Force of Will a turn one AEther Vial if possible and it is definitely the correct play.
Now, as for the Oath of Ghouls, it is quite possibly the strongest card in this build. But, unlike Oath of Druids, it’s rarely something I want to see in multiples and can be completely moot in those rare openings without a single creature. Additionally, it’s subject to the same kind of graveyard hate played against Gifts, Long, Dragon, Ichorid, and so on. I acknowledge that there will be games where the game ends so quickly that it’s superfluous. There’s no mistaking the fact that this is a mid to late game card that realistically comes online on the third turn at the soonest. Nevertheless, I posit that its immense strength following the early game justifies the inclusion of two copies.
These are factors that I consider its greatest strengths. It is an enchantment, so it’s the permanent type least likely to encounter any maindeck answers. It’s favorably priced at an easy

. It yields card parity after one activation and card advantage after each subsequent use. This produces card quality as well as quantity. When Oath of Ghouls “replaces itself” after one use, it cannot be directly compared to drawing one random card from a Library of Alexandria that has been Wasted. If I’m recovering a creature from my graveyard, it is there for a reason. Either my opponent deemed it threatening enough that he/she countered or destroyed it, or I chump blocked a larger creature which is probably still in play and needs to neutralized a second, third, or indefinite number of times. Hence there’s a significant quality factor to the card advantage granted. Notably, Oath of Ghouls offers gradual recovery from any removal outside of Swords to Plowshares, deflating menaces like Massacre, Pyroclasm, Smokestack, Diabolic Edict, Triskelion, Fire/Ice, Lava Dart, Rolling Earthquake, and Balance. Of particular importance is the fact that the Oath interacts acutely well with any creature that generates a benefit in exchange for self-sacrifice. Reaping that benefit every turn, whether it be a recurring Voidmage Prodigy or Children of Korlis, gives Fish a late game inevitability that it has traditionally lacked.
Next, it’s important to consider the effect Oath of Ghouls has on the opponent’s play-style. Because it’s such an unknown right now, opponents regularly misapprehend its magnitude and misplay accordingly. Frequently, it slips through an opponent’s counterwall because he/she underestimates the future value it endows or because he/she is unfamiliar with my deck, considers my card choices naïve, and doesn’t realize I’m holding the precise foils to his/her Tinker or Enigma based strategy. Conversely, an opponent who has seen Oath of Ghouls executed a repeated number of times in game one will usually overreact, believing it to be far more indispensable to the deck’s victory strategy than it actually is. As a consequence, I often find myself in the following favorable position for the remainder of the match:
My opponent just sideboarded three Tormod’s Crypts against a straight up Fish deck.It's hard to imagine anything as bizarre as staring at a hand full of Dark Confidants and Meddling Mages and having an opponent try to bait a counterspell with a Crypt. I’ve seen opponents overextend against the Oath by sideboarding in extra Naturalizes, Leyline of the Voids, and Ray of Revelations, cards that are generally just as pointless against this build as they would be against any other Fish deck. While Oath of Ghouls offers to take Fish to a new level of resilience, its loss is assuredly not fatal. The deck is still going to operate as any Fish build would, extending the game as long as possible for its slow poison to kill.
So those are its strengths in a nutshell. I’ll address its interactions with specific creatures below.
Non-creature Disruption: Unfortunately, Force of Will is a necessity. Sure, I would prefer an environment where games reliably stretched out enough to play one-for-one Mana Drains or Counterspells in every blue deck, but those days are long since buried. The maindeck Tormod’s Crypt replaced Withered Wretch for several reasons. Although I want to maintain a high creature count to abuse the enablers, the Wretch has a fairly prohibitive casting cost and many times, I simply want to deactivate my opponent’s graveyard as soon as possible. Against any deck that lacks graveyard manipulation, the Crypt is at least marginally useful by ensuring Oath of Ghouls yields an asymmetrical benefit. Then, of course, I sideboard it out.
CreaturesDark Confidant: Library on legs. Arguably the best creature available.
Meddling Mage: His exploits are well chronicled and need no further elaboration. Rightfully earns his esteem as king of the hill, along with Dark Confidant. He works well with Oath of Ghouls for the following basic reasons. Opponents hate him, he’s a lightning rod for countermagic/removal, and no one wants to see him coming back every turn.
Children of Korlis: The best walking answer to Tendrils of Agony right now for

. A Time Walk against Colossus, Angels, and Ichorid. Nullifies all combat damage or life loss if recurred with Oath of Ghouls. Enables quick Ninja attacks. Can be used in multiples to generate life gain. Gives the option of easing the bruises when the Dark Confidants become uncomfortably bloodthirsty. Probably the best 1/1 for

creature in the metagame right now.
Voidmage Prodigy: I’ve never been a big fan of Voidmage until recently. There are a few things about him that I am guilty of having overlooked in the past several months and his value to me can now be summarized as follows. Voidmage Prodigy is more than a walking counterspell; he is a walking
uncounterable counterspell. The distinction is critical because it makes him highly effective as a defensive control measure. Tinker is countered. End of discussion. If he’s returning on my upkeep via Oath of Ghouls then the game has gotten phenomenally difficult for any strategy that revolves around resolving a few copies of some crucial “bomb” like Yawgmoth’s Will, Oath of Druids, or Goblin Welder. Further, his Morph ability is more functional than I’d initially anticipated. It usually misleads the opponent into mistaking him for Exalted Angel, it eschews Darkblast, carries shock value, and it slithers by an otherwise constricting Chalice of the Void. That said, four Voidmages tend to be excessive because without an AEther Vial, casting more than one usually compromises mana that should be left on reserve for his ability. Additionally, only one is genuinely necessary because in a pinch, I can sacrifice any of the other Wizards (Dark Confidant, Meddling Mage, Stern Proctor) in lieu of losing him. Given the very controlling nature of this Vial build, including Voidmage Prodigy is almost a no-brainer.
Jotün Grunt: Amazing in most match-ups. Has an even greater utility here by sweeping an opponent’s graveyard clean of creatures if the Oath resolves. It’s hard to find a negative thing to say about the Grunt, but occasionally he can’t be played for lack of graveyard volume and having multiples in play usually pulls the plug on their combined life support.
Ninja of the Deep Hours: While I love drawing cards, I am only running two Ninjas because I already have four Confidants and I only have four early 1/1 creatures. Without the Ninjas, I find I’m not drawing enough consistently and I value his ability to reset Jotün Grunt, Stern Proctor, Dark Confidant (when life gets too low), and Meddling Mage. Once in a while, post sideboard, I have taken control of an opponent’s artifact creature with Magus and added insult to injury by using Ninjutsu to return it to his/her hand. But I never want to see two or three of them in any given opening. Combined with four Force of Wills, the Confidants are already biting me enough, so I’ve kept the Ninja count at two.
Waterfront Bouncer: An extremely versatile constituent of the deck that serves as a response to Tinker/Oath/Animate targets, a vital tool versus Fish/Aggro, and a gatekeeper for the Oath of Ghouls. While his “drawback” of discarding a card means I usually won’t want to see more than one, it dumps creatures into my own graveyard to control who is Oathing and what’s returning. Likewise, with an Oath in play, his drawback is negated because the discarded creature returns indefinitely. Finally, its synergy with Gilded Drake borders on comical. For those unfamiliar with the mechanics, it works as follows. I play the Drake and steal an opponent’s creature. Then I use the Bouncer to return the Drake to my own hand and rinse, wash, repeat as necessary. The net loss is one card from hand (which may return) and the net gain is an opponent’s Darksteel Colossus, Razia, Boros Archangel, Dimir Cutpurse, Auriok Salvagers, Werebear, and so forth. If AEther Vial reaches two counters, then the entire operation costs

and is immune to countermagic. Naturally, achieving this combo is not necessary to win, but again, it should help to illustrate why I have gone with two Bouncers and two Drakes instead of having four copies of either.
Gilded Drake: At the urging of a friend, Gilded Drake was the last card I added to this build and seeing it in action has made me a believer. Almost every deck has something that makes playing this card pay off exponentially, some being more obvious than others. With proper timing and ideally an AEther Vial, stealing something even as innocuous as a Dark Confidant could swing the dynamic of a combat standstill in my favor, very often leading to a kill the next turn. It expands my repertoire of answers to a resolved Tinker or Oath of Druids. It tends to be regarded as a “sideboard” card so playing it maindeck gives the advantage of surprise. And again, its interaction with Waterfront Bouncer is sheer sadistic glee. Gilded Drake is among the best devices I could have hoped for in this build.
Stern Proctor: You might be wondering who on earth this guy is or what he’s doing here. Here’s his information:

And again, for anyone who’s having difficulty displaying images:
Stern Proctor (Urza’s Saga)

Creature - Wizard
When Stern Proctor comes into play, return target artifact or enchantment to its owner's hand.
1/2
He’s not very exciting at first glance.
In the very early stages of developing this deck, I tried Stern Proctor on a liberal whim, expecting it to be faintly useful but generally substandard. I was wrong. He is Chain of Vapor in a Vial with a 1/2 body for good measure, but without giving any opponent a free bounce and without the ability to target non-artifact creatures. His preferred targets are Darksteel Colossus, Oath of Druids, Chalice of the Void, Smokestack, Trinisphere, Sundering Titan, Pithing Needle, and Null Rod. With AEther Vial, the list expands to include Animate Dead, its cousins, and anything targeted by a Goblin Welder. What I like about him, aside from the surprise factor, is that his effect is instantaneous unlike classic Fish creature-based responses to Tinker targets, like Stormscape Apprentice and Waterfront Bouncer. He’s nearly indispensable in the Stax match-up and I appreciate having the maindeck capability to address any unusual threats that arise, like Solitary Confinement or Moat. I prefer using him over an instant bounce spell because almost half the time I have a Vial in play that immunizes the bounce from any countermagic. If necessary, his ability recycles in three different ways: Waterfront Bouncer, Ninja of the Deep Hours, and Oath of Ghouls. And then afterwards, Stern Proctor becomes the first Wizard off the plank when Voidmage Prodigy petitions for a sacrificial lamb. Because I found myself so frequently in situations where I wanted to topdeck the Proctor, I retained him and added an additional copy without any regret.
Overpowered: Ancestral Recall and Time Walk. No comment required.
Sideboard: I’ll discuss the sideboard briefly in the abstract and animate my choices further below as they relate to strategies for specific match-ups. Serendib Efreet is an effective maneuver against the Fish mirror, decks with mid-sized creatures, or decks that will attempt to snuff me out on the premise that my creatures are small and defenseless (I’m looking at you, Granite Shard). Further, they carry the exact power and toughness necessary to give me the perfect padding for casting a Gilded Drake if need be. I board them in so often that they’re almost maindeck. Darkblast is likewise primarily geared towards the Fish mirror. The Dredge mechanic plays so well with Oath of Ghouls that I might consider maindecking it if combo abates and I run four Underground Seas.
Chain of Vapor, Hurkyl’s Recall, and Rebuild comprise a standard suite of bounce spells at varying casting costs to evade Chalice of the Void. Copy Artifact and Magus of the Unseen allow me to reap the benefits of any attractive artifacts my opponent has invoked, either by cheating mana costs, via Mishra’s Workshop, or otherwise. While their timing and execution are less forgiving than the above bounce suite, they offer greater rewards when resolved. In addition to “borrowing” Crucibles, Juggernauts, and Colossi, Magus eats Loti, Petals, and untapped Mana Vaults, and plays Old Man of the Sea for

versus Workshop Aggro, Affinity, and any Fish build running Mishra’s Factory. Occasionally, copying my own Mox Sapphire or AEther Vial is the critical play in determining who emerges victorious in a Smokestack or Tangle Wire based battle of attrition.
Tormod’s Crypt and Extract prey on decks with limited win conditions or decks that are ultra graveyard dependent. True Believer serves an assortment of functions, like negating Tendrils of Agony, Gifts Ungiven, Mindslaver, Brain Freeze, Intuition, Disciple of the Vault, Stroke of Genius, blocking Goblin Piledriver, or quelling any “stupid black deck” whose main avenue of removal is Diabolic Edict. Although the Believer is so useful that I’m tempted to include him in the maindeck, his

casting cost combined with certain limits on his utility (including not being able to Ancestral myself while he’s in play) relegate him to the sideboard.
Yawgmoth’s Will is a curious inclusion. I am certainly not playing a Will deck. With limited acceleration and so few instants and sorceries, I stand to benefit very little, if at all, by playing Yawgmoth’s Will. If anything, I am playing an “anti-Will” deck. But I sideboard it for a few reasons. First, it is mainly a tool against Stax. When I resolve it, I am not looking to win the game immediately as many other decks are. Rather, the mere act of bringing back a Lotus Petal, a Mox, a fetchland, an AEther Vial, and a small creature are enough to counteract the Stax game plan and consequently deliver the win in due time. Secondly, there are decks packing so much removal that I like having the opportunity to capitalize on Will’s “Ooops, now I win” factor and hence will side it in with discretion. 4-Color-Control and UR Fish with Grim Lavamancers, Gorilla Shamans, and Fire/Ice are good examples of the types of decks to which I’m referring.
Kami of Ancient Law is here mainly for Oath of Druids and Dragon. I might side him in versus anything running Erayo or Counterbalance as well. Likewise, he’s a good blocker for pro-blue Goblin Piledrivers. It’s important to note that he innately recurs with Oath of Ghouls. Finally, Hibernation plays a number of different roles. It is an instant for

that returns all green permanents to their owner’s hand. Hibernation is an important inclusion for the increasingly prevalent Madness/Threshold match-up which is traditionally not good for Fish, especially with the target-proof Nimble Mongoose. I would expect to see Simic Sky Swallower from Oath post-sideboard and this answers both him and the Oath. Then it’s also pretty handy against anything Gro, like Vinelasher Kudzu and Quirion Dryad. It staves off anything “stompy” and goes in against any errant decks abusing Fastbond, Choke, or Elves. So that is the sideboard in a nutshell.
Cards That Did Not Make the CutWasteland: Hard mana denial is not my objective here. The decks where I would most want to use Wasteland (Gifts and Pitch Long) play around it anyway, so I would prefer having a smooth colored mana base rather than the increasingly diminished clout of Wasteland. Nevertheless, I sideboard one to supplement my mana base versus other denial strategies (Fish and Stax) and for Bazaar of Baghdad.
Martyr of the Frost: Martyr of the Frost is a new Wizard from Coldsnap. He’s a 1/1 for

that sacrifices for

to counter target spell unless your opponent pays X, where X is the number of blue cards you reveal from your hand. There’s something attractive about an uncounterable Mana Leak that comes down on the first turn. And although he has great synergy with Oath of Ghouls and Voidmage Prodigy, when I dropped Sol Ring from the main list, keeping colored mana open in the early game for Martyr of the Frost just wasn’t cutting it. I will say however that he may have potential in other Fish builds. Very frequently, he extinguished Ancestral Recall and he does buy some time when it matters most, the early game. Capable opponents aren’t going to Tinker or cast any comparable bomb when an uncounterable Power Sink for an indeterminable amount of mana (anywhere between zero and seven) is sitting on the table.
Brainstorm: I’m not running Brainstorm. I love Brainstorm in Gifts, Oath, Slaver, Long, or just about any other deck running blue. However, when it comes to Fish, there are two contrary schools of thought debating its merits. The first can be summarized simply as “OMG, it’s Brainstorm, how could you not!?” The second considers that there’s not much value to spending precious

's to swap a Meddling Mage and a Tundra with a Voidmage Prodigy and a Flooded Strand, when Dark Confidants and Ninjas should have one’s hand well-stocked to begin with. Without further risking the breach of any Pandora’s Box, I’ll just close by saying I adopt the latter position.
Stormscape Apprentice: I have a lot of respect for this guy. He neutralizes a lot of hazards for a very minor early investment. He’s also a Wizard for Voidmage to feast upon and a good dive board for the Ninja. Stormscape almost made the cut but a few things kept him on the lonelier side of the velvet rope. First, when it matters most, other cards do his job and do it better: Gilded Drake, Waterfront Bouncer, and Stern Proctor. Secondly, with the resurgence of Darkblast and Fire/Ice, I prefer creatures with higher toughness where possible. Finally, breaking his soft lock is too easy for the exact opponents against whom he is employed because they either win by Time Walking twice or by Wasting my Tundra.
Null Rod: Not in 3-Color Vial Fish.
Daze: Anyone who’s played Daze probably has a love-hate relationship with it like I do. There are times when it’s utterly amazing and times when you want to rip it to shreds. It’s no fun to lose a game because your opponent resolved a Mana Crypt. I also lack the hard assaults on my opponent’s mana base to really make it relevant. Hence, I’d rather play something that’s very useful 85% of the time over Daze which is incredible 25%, good 25%, and useless the other half. Although my quantitative analysis is crude, that should roughly explain why I don’t run Daze.
Stifle: Simply by virtue of being a Fish (or Fish-like) deck, I gain the advantage of illusory Stifles and Wastelands that I am not actually running. I believe Stifle is a very strong card but I don’t have room for it without compromising the utility of AEther Vial and Oath of Ghouls by mitigating the high creature count.
Demonic Tutor: Like Brainstorm, this is a fantastic card in most decks. But here, there simply aren’t any bombshell Tutor targets whose function can’t be replicated by one of the next cards I should be drawing from Ninja/Confidant/Library. I don’t have the sorcery-speed

to spare for an Ancestral Recall or a creature that, absent Vial, will probably be countered because I now lack the mana to both bait with a threat and then play it. Vampiric Tutor alleviates some of these concerns but again relies too heavily on AEther Vial to ensure a viable Tutor target. At most, I could see boarding Demonic Tutor for Library of Alexandria in a control heavy metagame. But it seems suboptimal to be tutoring for cards that don’t singlehandedly decide the game, like Gifts Ungiven, Oath of Druids, or Future Sight. Redundancy and draw should instead outweigh the need for tutors here.
Icatian Javelineers: If I kill something, I risk that my own Oath will begin operating against me. I strongly prefer Children of Korlis as my one-drop. Javelineers may be good choice for a field crawling with Welders and Dark Confidants.
Umezawa’s Jitte: Removal, life gain, and a fast clock is a tempting offer. But it requires a creature where I’d rather have two creatures than one and one Jitte. It bows to Null Rod, is easily disrupted, and it’s too slow against Long, Gifts, or Stax to really make a difference. It’s even slower without Sol Ring. I’ve cut it for now but may consider reevaluating the Jitte somewhere down the line.
The above is a non-exhaustive list of the most conspicuous cards I considered but ultimately rejected for various reasons.
Sideboard Procedure and Match-up OverviewFirst, let me establish that I have not yet entered this deck in a major or local tournament. Time Spiral is not even legal at this point. However, I am at a transitory period right now where I’m in town and fortunate enough to have had a good amount of discretionary time for the past few weeks. Accordingly, I have tested this build online in literally dozens of games and matches, perhaps close to one hundred (including each evolutionary stage of the build). I have saved all pertinent game logs except where a system disconnect error terminated the match and would be happy to honor any reasonable request to review some.
I am aware that anecdotal evidence and the skewed MWS sample may distort any conclusions drawn from online testing. I am refraining from giving match-up “percentages” or making any bold claims about the strength that Oath of Ghouls brings to this Fish build. What I can say is that the majority of my matches have engaged players who hold themselves out as “experts” or having a connection to the TMD community. Their play-skills have mainly supported this. And the decks I’ve encountered have been, in my opinion, largely representative of today’s prevailing competitive Vintage decks.
That said, rather than stirring up controversy with raw numbers, I am going to discuss the major features of each match-up, how I generally sideboard, whether I find the match to be favorable, and why.
They are, in no particular order, as follows:
Gifts Ungiven (Meandeck)Disposition: Favorable
Sideboard: +1 True Believer, +1 Tormod’s Crypt, +1 Extract, +1 Magus of the Unseen, +1 Chain of Vapor, +1 Hurkyl’s Recall, -1 Meddling Mage, -1 Waterfront Bouncer, -1 Jotün Grunt, -1 Lotus Petal, -1 Voidmage Prodigy, -1 Force of Will, on the play. On the draw, same but +1 Force of Will, -1 Underground Sea.
Meandeck Gifts is a power-house in this field having both an enviable storm combo match-up and a respectable resilience to Stax. Nevertheless, Fish preys on Gifts like no other deck in the format. I expect to lose every counter-war here. Instead, I’d rather avoid them altogether. To that end, AEther Vial is incredible in this match-up. Because Meandeck Gifts recites such a linear and predictable strategy, the goals here are very easy to identify and, barring limp draws, generally quite attainable. There are two obvious things that I don’t want to happen. I don’t want to be beaten down with Darksteel Colossus and I don’t want to feel Tendrils of Agony after a Yawgmoth’s Will or Rebuild. Before an opponent cements a decision to choose either avenue, just about every card in this build is a must-counter. There are over a dozen combined preemptive and reactive responses to each of their win conditions as well as a dense draw-engine. Notably, Meddling Mages are actually not as incredible in this match-up as they are in others. Although they draw counters, once resolved they are never safe from Chain of Vapor or having an opponent simply opt for the alternative win. Unless I have multiple answers for either in my hand, I name “Tinker” in the early game and “Yawgmoth’s Will” any time after that.
I try to avoid casting Ancestral Recall without double Force/Voidmage backup and I’ve learned the hard way never to put it back in their library with Jotün Grunt. They will Scroll for it again and end up casting it three times total, post-Will. This is a match where Gifts is the beatdown and I play control. It’s also the one match-up where I regret having included slightly too much mana because any land or Moxen beyond the first four are horrible topdecks. Post sideboard, Oath of Ghouls really shines vis-à-vis recurring tutorable mass removal like Pyroclasm and Massacre. Magus steps in for a Bouncer and occasionally I’ll throw in Copy Artifact as well (which, once resolved, cannot be Pyroblasted or Red Elemental Blasted because it is every ounce as indestructible as the Colossus). The strongest cards here are AEther Vial, Gilded Drake/Stern Proctor, Voidmage Prodigy, Oath of Ghouls, and Tormod’s Crypt. The non-win conditions that alarm me the most on their end are Black Lotus, Mox Jet, Mana Crypt, Rebuild, Ancestral Recall, and Chain of Vapor.
Oath of DruidsDisposition: Slightly Favorable
Sideboard: +1 Chain of Vapor, +1 Kami of Ancient Law, +1 Hibernation, -1 Children of Korlis, -1 Tormod’s Crypt, -1 Jotün Grunt (same but +1 Extract, +2 Tormod’s Crypt, and -2 Children of Korlis, -1 Oath of Ghouls for combo Oath).
An early resolved and protected Forbidden Orchard + Oath of Druids is as problematic for me as it is for any non Tendrils or Bazaar-driven archetype. My escape valves are Gilded Drake for the win, Stern Proctor/Children of Korlis for a Time Walk, Stern Proctor + Ninja for a double Time Walk, and Waterfront Bouncer if time permits, which it frequently won’t. Against aggro Oath, I might be able to squeeze by if I can get the Children of Korlis recurring each turn with the black Oath, but this is a major strain on resources and shuts down fetchlands and Dark Confidants unless I topdeck another Children. AEther Vial helps a lot here because countering them once could seal my fate. So could Time Walk. It’s far from ideal.
Fortunately, Oath is its own worst enemy. The other 70% of the time, I’m playing a more proactive role in Oath of Druids prevention. AEther Vial ushers in the Meddling Mages and Voidmage Prodigies to ensure their enchantment never resolves. (Maybe more Oath players should start running Show and Tell…) Gilded Drakes, Waterfront Bouncer, and Stern Proctors provide some security in case it does. Dark Confidants and Ninjas mine for answers. The situation is slightly different versus a Tidespout Tyrant, Academy Rector, Auriok Salvagers, or Eternal Witness build and play style will vary accordingly. Nevertheless, the match is considerably favorable when an early Oath/Orchard hasn’t resolved and highly unfavorable in the less frequent instances where it does. In sum, it’s slightly favorable overall. The most valuable cards here are Gilded Drake, Stern Proctor, Meddling Mage, Voidmage Prodigy, and AEther Vial. The biggest threats are an early Duress and, naturally, Oath of Druids itself.
Uba StaxDisposition: Moderately Favorable
Sideboard: +1 Chain of Vapor, +1 Hurkyl’s Recall, +1 Rebuild, +1 Copy Artifact, +1 Magus of the Unseen, +1 Wasteland, +1 Yawgmoth’s Will, +2 Serendib Efreet, +1 Tormod’s Crypt, -4 Children of Korlis, -2 Voidmage Prodigy, -1 Waterfront Bouncer, -1 Meddling Mage, -2 Force of Will, on the play. On the draw, same but +2 Force of Will, an additional -1 Voidmage Prodigy, and -1 Time Walk.
I throw the book at Uba Stax. The theme is answers over counters because their deck is designed to elude the latter. Counters are primarily only necessary to keep a turn one Trinisphere, Smokestack, or Chalice of the Void from locking you out of the game on the draw. Uba wins against arrogant decks that try to ignore it, but when you engage it head-on, often you can prevail. It’s conventionally not a good match-up for Fish, but this build has several distinct advantages. First, it’s Vial Fish, so “Island, AEther Vial” on the first turn begins the game with Fish at a huge advantage. This is partly because Null Rod has fallen out of style in the latest Uba Builds. Secondly, because I recognize how brutal of a match Uba Stax can be, I’ve dedicated a lot of space in my sideboard to cards with strong applications here. I have more of an edge post sideboard, having many cheaply priced silver bullets like Hurkyl’s Recall and Chain of Vapor. Copy Artifact on Crucible of Worlds is ideal. Magus of the Unseen with Smokestack in play is as comical as the Drake/Bouncer trick outlined above. “Borrow your Karn, kill your Chalice, sacrifice Karn to the Smokestack…” Uba’s predictable technique of switching to heavy weenie removal or Workshop Aggro is kept in check by Serendib Efreet, Jotün Grunt, Gilded Drake, and an assortment of bounce/copy. Oath of Ghouls enables chump blocking and offsets Smokestack and other destructive artifacts. Note that post-sideboard, even after a net loss of five creatures, I am still running more than most Fish builds run at their maximum. Energy Flux and Kataki are precluded by my own affinity for Vials/Moxen. Also, Darkblast is not needed here because at least five cards sided in directly disrupt the Welder at instant speed without having to fetch an Underground, not to mention the maindeck answers. It’s sometimes better to Drake him than to Blast him. Finally, having a high permanent count means I can usually keep up with an Uba Mask outside of a Tangle-lock or Bazaar. Dark Confidant, Ninja of the Deep Hours, AEther Vial, Jotün Grunt, and Stern Proctor are the MVP’s here. Tangle Wire, Uba Mask, and anything with a

casting cost (Duplicant, Triskelion) are the biggest nuisances. This is one match where my role is predominantly aggressive.
Fish MirrorDisposition: Slightly Favorable
Sideboard: +2 Serendib Efreet, +1 Darkblast, +1 Chain of Vapor, +1 Hurkyl’s Recall, +1 Wasteland, -3 Children of Korlis, -1 Voidmage Prodigy, -1 Tormod’s Crypt, -1 Oath of Ghouls.
Given the diversity among Fish builds, it’s difficult to generalize with any reliable accuracy. Typically, the determining factor is who gets Dark Confidant online first and post-sideboard, who gets Dark Confidant, Darkblast, both, or Jotün Grunt. Other random factors inhere like “Did your Confidant reveal Force of Will twice?”; “Is AEther Vial or Null Rod running the show here?”; or “Why is your Meddling Mage naming Swords to Plowshares?” Hurkyl’s Recall is included for Null Rods and the Umezawa’s Jittes that tend to come in after boarding. Serendib Efreet circumvents the “war of the gifted weenies” and aims right for the throat. He is a must-counter. Wasteland augments my own mana base and shoots at theirs if necessary. The reason I categorize this match-up as slightly favorable is simply because I run a higher creature count than any Fish build with which I am familiar. Hence, I am more likely to bring an insurmountable swarm of guys to the table while the opponent is clumsily deciding whether to Stifle my Confidant, my Vial, or my Delta. As mentioned previously, I’ll bring in Magus of the Unseen against any build running Mishra’s Factories. The most important cards here are Dark Confidant, Jotün Grunt, Oath of Ghouls (pre-sideboard), and Waterfront Bouncer. Things I hate to see most are Grim Lavamancer, opposing Confidants, Darkblast, Null Rod, Faerie Conclave, Fire/Ice, and Gorilla Shaman.
Control SlaverDisposition: Even
Sideboard: +1 True Believer, +1 Darkblast, +1 Tormod’s Crypt, +1 Chain of Vapor, +1 Hurkyl’s Recall, +1 Yawgmoth’s Will, +1 Serendib Efreet, -3 Children of Korlis, -1 Meddling Mage, -1 Force of Will, -2 Waterfront Bouncer.
This is a difficult and unpredictable match-up where both decks contain a vibrant variegated mélange of aggression, countermagic, removal, and draw. What Control Slaver gains over its other Drain kinsmen is that by deigning to acknowledge the opponent and surveying the board, it usually succeeds by conquering. Unlike the Gifts match, there is no set-in-stone playbook to neutralize this deck. Even my sideboard strategy is mercurial and influenced by their chosen win conditions and frankly, how the preceding games played out. I like True Believer because he stops the almighty Mindslaver, preferably after they have invested a considerable bevy of resources into finding and activating it, only to see this inopportune creature glide out of a Vial. I will run Darkblast against Slaver where I wouldn’t against Stax because their Welders are far more dangerous and Gorilla Shaman is a wrecking ball. Tormod’s Crypt isn’t the golden bowl it is in the Gifts match-up, but it’s still a nontrivial nuisance for

. Meddling Mage is likewise less reliable here because of Slaver’s threat diversity. A good rule of thumb is to call “Thirst for Knowledge.” Countermagic is weaker because they have more and a better draw engine, as well as Goblin Welder to eschew Force of Will.
On the other hand, Jotün Grunt is stronger here because my role is more aggressive versus Slaver than versus Gifts. In addition to leveling Yawgmoth’s Will, he also excises Welder targets. These games frequently extend long enough for me to likewise reap some mileage out of Yawgmoth’s Will, so I’ll board that in as well. Gilded Drake on Goblin Welder repeatedly offers the critical escape from an impending inevitability. Library of Alexandria borders on heroic. Occasionally, the structure of their build will necessitate keeping the Children (Burning Slaver) or bringing in Magus of the Unseen, Rebuild, or Kami of Ancient Law (The Abyss). Serendib Efreet goes in when, for any reason, I’m compelled to play the aggressor or diversify my threats. Overall, this match requires a lot of concentration, contemplates more variables than any other, and can sincerely go either way. The best tools here are Oath of Ghouls, AEther Vial, Voidmage Prodigy, Jotün Grunt, Library of Alexandria, Dark Confidant, and Gilded Drake. Triskelion, Tinker, Thirst for Knowledge, and Mindslaver are the biggest hazards.
Pitch LongDisposition: Slightly Favorable
Sideboard: +1 True Believer, +1 Extract, +1 Tormod’s Crypt, +1 Wasteland, -1 Gilded Drake, -1 Stern Proctor, -1 Waterfront Bouncer, -1 Underground Sea, on the draw. Same, but +1 Underground Sea and -1 Wasteland on the play.
Despite the fact that my entire maindeck resembles a nonstop hate-parade against prevalent “Enigma” strategies, an experienced Long player can pilot the deck through just about any adversity. Children of Korlis and Tormod’s Crypt are key to pulling through those first two turns. AEther Vial is impeccable from Turn 2 onwards, especially with an opponent who Windfalls, Chain of Vapors, Timetwisters, and uses Memory Jar. Necropotence is far less threatening than it should be because passing the turn is exactly what I covet. Meddling Mage will always name Tendrils of Agony because it’s the only prohibition they absolutely must alleviate before winning. With a Children of Korlis, True Believer, or another Mage in play, then there is the luxury of naming Chain of Vapor in game one and Tinker or Massacre onwards. Creature control can be reduced but never completely sided out because Darksteel Colossus, Pentavus, or some other monstrosity are likely to make cameos in the latter two games. There is a good chance of Fish stealing the game if it lasts any longer than two turns. Grim Long is a much better match because Xantid Swarm only stops four Forces of Wills and the high creature count renders this build largely immune to any non-first turn Duress.
Nevertheless, no matter how you prepare, losing the dice-roll risks an auto-loss, even with Force of Will, as your Magic: The Gathering deck scoops helplessly to an opponent’s Solitaire. I feel very tense throughout this match because it is so volatile. The strongest players are Children of Korlis, AEther Vial, Force of Will, Voidmage Prodigy, Tormod’s Crypt, and Meddling Mage. The most vexing early cards to see on the other side of the table are Dark Ritual, Black Lotus, and Demonic Tutor.
IchoridDisposition: Favorable
Sideboard: +1 Tormod’s Crypt, +1 True Believer, +1 Kami of Ancient Law, +2 Serendib Efreet, +1 Extract, +1 Wasteland, +1 Darkblast, +1 Chain of Vapor, -4 Force of Will, -2 Oath of Ghouls, -1 Gilded Drake, -1 Voidmage Prodigy, -1 Meddling Mage.
I rate this match as favorable because it’s evenly paired in game one and swings heavily in Fish’s favor post-sideboard. This match can be thought of as a showdown of good v. evil. The white cards are absolutely vital in draining that black swamp. Meddling Mage should always name Balance, Dread Return, or Cabal Therapy, because there’s nothing else Ichorid casts beyond the first turn that is of any consequence. Gilded Drake is at least marginally useful with Vial online, to grab an Ashen Ghoul at a key moment where three damage is the difference between losing this turn and winning the next. But it’s the Children of Korlis and Jotün Grunt who really bring home the bacon here. Each Children of Korlis should net anywhere between 9 and 15 life, negating an opponent’s investment of between two and four black creatures (and

+ a Gemstone counter or 1 City damage for the Ashen Ghoul). Jotün Grunt banishes Ichorid back to the bottom where he won’t reappear until the Ichorid player is on the verge of drawing into his own demise. Then, of course, he blocks everyone else. Force of Will is completely pointless because, Balance aside, there’s nothing to counter and Force is always named with Cabal Therapy. Stern Proctor can clean up any Chalices or Needles that slip by. There are enough creatures in this deck that chump blocking to survive is a viable advent for the coming of Jotün Grunt. Post-sideboard, Wasteland hits Bazaar, Darkblast and Chain of Vapor are Healing Salves, and the True Believer and Kami are unabashed chump blockers. Their abilities are marginally more useful than the Voidmage Prodigy and Meddling Mage they replace. The MVP’s here are Children of Korlis, Jotün Grunt, Serendib Efreet, and Tormod’s Crypt. Biggest threats are Bazaar of Baghdad, Ashen Ghoul, Ichorid, and Balance.
Bomberman Disposition: Slightly Unfavorable
Sideboard: +2 Serendib Efreet, +1 Extract, +1 Chain of Vapor, +1 Magus of the Unseen, -2 Children of Korlis, -1 Voidmage Prodigy, -1 Stern Proctor, -1 Oath of Ghouls.
I hate this match. Auriok Salvagers creatures are a combat standstill, horrifically disruptive, and make any of their toolkit artifacts an auto-loss. After Trinket Mages deliver their silver bullets, they make creature exchanges an unfair trade because they have already expended their utility while I’m still relying on mine to draw cards or counter spells. The match improved somewhat with the addition of Gilded Drake, whose goal is to steal the Auriok Salvagers. Serendib Efreet enhances the aggressive methods I adopt here and eschews Engineered Explosives with two counters. I board out an Oath of Ghouls not because it isn’t strong against this deck, but because they have such easy access to their own Tormod’s Crypt. On a similar note, I keep my singular maindeck Crypt but don’t board in an extra because the Salvagers get around it too easily. I might bring in Kami of Ancient Law if they run Counterbalance and Darkblast if they are playing “Bob-erman” (Bomberman with Dark Confidants). This is the one match where Null Rod would benefit me more than AEther Vial. The most valuable cards here are Jotün Grunt, Dark Confidant, Waterfront Bouncer, Ninja of the Deep Hours, and Force of Will. Biggest threats are Auriok Salvagers, Trinket Mage, Engineered Explosives, Pithing Needle, and Mana Drain.
Worldgorger DragonDisposition: Slightly Favorable
Sideboard: +1 Tormod’s Crypt, +1 Extract, +1 True Believer, +1 Chain of Vapor, +1 Wasteland, -3 Children of Korlis, -2 Gilded Drake.
The biggest advantage Dragon has is its shock value. During game one, nothing about Polluted Deltas and Brainstorms screams “Dragon” until someone drops a Bazaar or a Deep Analysis. I think most good Dragon players know this and use it to their advantage. Once the cat is out of bag however, the tables turn. After I know my opponent is playing Dragon, if I don’t see an early Bazaar, I name “Intuition” with a Meddling Mage. It’s not realistic to try locking out each of the three enchantments, Animate Dead, Dance of the Dead, and Necromancy. There are a lot of strong players in this match, particularly with the sideboard inclusions. Against Dragon, I am thankful for AEther Vial, Waterfront Bouncer, Stern Proctor (with Vial), Voidmage Prodigy, Force of Will, Tormod’s Crypt, Jotün Grunt, Strip Mine and Dark Confidant. I fear most a turn one Bazaar coupled with Black Lotus or Mox Jet, a chain of Deep Analyses, and Stifle.
GoblinsDisposition: Slightly Unfavorable
Sideboard: +1 Darkblast, +1 True Believer, +1 Kami of Ancient Law, +1 Chain of Vapor, +1 Serendib Efreet, -2 Voidmage Prodigy, -1 Stern Proctor, -2 Force of Will on the play. On the draw, same but +1 Force of Will and -1 additional Voidmage Prodigy.
This should be a worse match-up than it already is but, as in the Ichorid match, Jotün Grunt and Children of Korlis go a long way in keeping me alive. I veer towards answers rather than card-disadvantage counters post-sideboard. Goblin Piledriver or Goblin Warchief are the usual targets for my Mages unless they are playing Food Chain Goblins, in which case I name Goblin Ringleader. If my opponent is approaching five mana, then Siege-Gang Commander is a must stop. For an R/G build that I anticipate to bring in Choke, Hidden Gibbons, Artifact Mutation, or Root Maze, Hibernation is always a sideboard option. Hurkyl’s Recall and Stern Proctor serve the same role for Chalice, Vial, or Null Rod builds. I actually keep the Tormod’s Crypt in because one of my best chances for victory rests on mining the Oath for creatures every turn. True Believer gives no utility aside from being non-blue and able to allay the Piledriver. I find myself winning this match more often than not, but the manners in which it occurs lead me to believe that I have just been lucky. In theory, this should be and has been a nightmare match for any Fish decks I’ve piloted. My friends here are AEther Vial (for any non Null Rod based mana denial), Jotün Grunt, Children of Korlis, Oath of Ghouls, and Gilded Drake (Kiki-Jiki and Goblin Sharpshooter being the ideal targets). The biggest pressures are handling quick Goblin Lackeys, Goblin Piledrivers, Goblin Ringleader/Food Chain, Siege-Gang Commander, and Gempalm Incinerator.
Affinity/RavagerDisposition: Favorable
Sideboard: +1 Magus of the Unseen, +1 Hurkyl’s Recall, +1 Rebuild, +1 Chain of Vapor, +1 Copy Artifact, +1 True Believer, +2 Serendib Efreet, +1 Darkblast, -1 Tormod’s Crypt, -4 Force of Will, -1 AEther Vial, -1 Voidmage Prodigy, -2 Gilded Drake
This probably doesn’t count as a “Tier One” deck. Nevertheless, it seems to appear in every field like a plague of locusts and refuses to die. The match is slightly favorable game one, excluding developmental difficulty or a Cranial Plated Ornithopter that I somehow can’t eradicate. Post-sideboard, it’s extraordinarily favorable. The reasons should be self-evident from the card list itself, except for True Believer, whose role is to nullify Disciple of the Vault.
That concludes my summary of the most prominent competitive match-ups for the Oath of Ghouls based Fish deck. I will close with the following questions:
1. Is Oath of Ghouls serving an important purpose by compensating for Fish’s inherent weakness against heavy removal and large creatures, or is it merely a superfluous addition to a build whose real strength is the synergy of its other components?
2. Would you consider piloting this deck at a local tournament? Why or why not? What changes would you make to optimize the list or adjust it for your local metagame?
3. What, if any, other applications might Oath of Ghouls serve in the design of a revivable or new pseudo-archetype? Are there better methods of exploiting it?
I invite further discussion welcome any feedback. Thank you for reading,
-Brian Kelly (BPK)
ADDENDUM (2/5/07)
Since I'm aware that readers from around the globe view this forum for insights on deckbuilding (and there are many great minds here indeed), it's my responsibility to keep you aware that this deck is no longer current and is probably not viable in today's Vintage metagame. Why not?
For starters, Fish exists as a deck representing the anti-strategy to the most prevalent power-fueled decks of the day. Although the archetype does eventually deal lethal damage with creatures, its relative clock to almost every major player in the field (aside from Stax) is slow and forces Fish into a defensive position. Building a great Fish deck requires a careful mix of proactive and reactive disruption to stall the game state long enough for a team small creatures to invoke the Grim Reaper. In order to do this, Fish bears more responsibility than any other deck to understand the metagame and construct an optimal and flexible mix of anti-strategies. You must know your enemy and understand that most of your enemies do not care to know you; they simply want to kill you as aggressively and quickly as possible.
At the time this list was compiled and used, the major existing threats were almost exclusively based on Tendrils of Agony, Darksteel Colossus, flying Angels, Worldgorger Dragons, opposing Fish, Ichorid, and Stax lists which were mostly not running Null Rod. All of this was accounted for in the list presented here that used the leverage of Oath of Ghouls where necessary to even out rough edges. Hence the modest success I saw with the build in late fall of 2006.
But much has changed since then. Bomberman, an admittedly unfavorable match-up, is on the rise. Gifts has veered away from Colossus and incorporated Empty the Warrens as its second kill. Oath of Druids is using Tidespout Tyrant and Simic Sky Swallower more and more often. Ichorid has gained Dread Return. Slaver may be beginning to rebound. Stax is flirting with Null Rods again. Almost every Fish list is now running its own Jotun Grunts, which was not the case many months ago. Pitch Long and Gifts are both mutating and evolving, and many decks are appearing as hybrids of the theory behind both. This is much different than the largely homogenous lists of mid/late 2006.
For that reason, I would not recommend playing this list today because it is no longer equipped to handle everything on the radar to the degree it was last year. I would go even further and caution against playing any Fish list that runs Vials right now because the metagame is too fractured. Until it settles and definite champions emerge spawning card-for-card emulators nationwide or worldwide, a predictive and reactive deck like Vial Fish is not the optimal choice. If I had to make a personal recommendation for an anti-strategy deck, I would run a Tyrant Oath of Druids list with heavy prison elements, Merchant Scrolls, Echoing Truth, and Intuition. For those interested in Fish, there are several active threads in the Open and Improvement Forums here that you should have no trouble finding; the archetype itself is very popular these days.
Overall, I found the card Oath of Ghouls itself to be impressive in the utility and resilience it brought to the Ubw Vial Fish repertoire. I'm also honored by the 1.5 Legacy adaptation in the forum and wish it success. The card itself still has vital untapped potential and when the time is right, it will be revisited. Identifying and addressing the latest round of threats will come in time and I'm confident Vial Fish will again enjoy another well-earned window of viability. Until then, thanks to everyone for the dialogue and I hope you enjoyed reading.
-Brian Kelly (BPK)