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wiley
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« Reply #60 on: March 05, 2009, 02:25:20 pm »

Sex.dec


The Basics:
The entire deck is built as a recursive engine to play and replay Time Walk over and over again while you walk over your opponent's face with beaters like Werebear and Eternal Witness.  The recur cards like Witness, Regrowth and Nostalgic Dreams have excellent synergy with the Intuition->Accumulated Knowledge draw engine as well.

Quote from: The Decklist(s):
Sex.dec
Marc Perez

LANDS (15):
1 Island
1 Forest
3 Wooded Foothills
3 Polluted Delta
4 Tropical Island
1 Underground Sea
1 Bayou
1 Volcanic Island

CREATURES (10):
3 Birds of Paradise
3 Werebear
4 Eternal Witness

OTHER SPELLS (15):
4 Force of Will
4 Intuition
4 Accumulated Knowledge
4 Brainstorm
3 Nostalgic Dreams
1 Demonic Tutor
1 Merchant Scroll
1 Ancestral Recall
1 Time Walk
1 Burning Wish
1 Echoing Truth
1 Regrowth
1 Seeds of Innocence
1 Gifts Ungiven
1 Mystical Tutor
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Mox Jet
1 Black Lotus
1 Sol Ring

SIDEBOARD(15):
2 Seeds of Innocence
1 Root Maze
1 Stifle
2 Tormod's Crypt
1 [c=fire]Fire / Ice
1 Cranial Extraction
1 Simplify
2 Chalice of the Void
1 Naturalize
2 Carpet of Flowers
1 Chainer's Edict

Other Notes, Matchup Info, etc.:

Relevant Links:
Talking About Sex With Marc Perez
Sex - cssamerican
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« Reply #61 on: March 05, 2009, 02:27:11 pm »

Sligh


The Basics:
Sligh is an aggro deck based around the idea that your mana should be used to its maximum extent every turn to further your threats and board position.  Usually full of efficient one drops like jackal pup and lightning bolt.  The various ways to metegame the deck are innumerable and so it is hard to pinpoint a certain list as being "the best", the one below is an example of a 'standard' sligh deck circa 2002 when sligh had its highest popularity.  Note that the printing of chalice of the void pretty much destroyed the deck, as a chalice set at 1 cut off a good half of the deck, including many of its answers to artifacts.

Quote from: The Decklist(s):
Sligh 2002
DKaps

LANDS (21):
16 Mountain
1 Strip Mine
4 Wasteland

CREATURES (12):
4 Goblin Cadets
4 Gorilla Shaman
4 Jackal Pup

OTHER SPELLS (27):
1 Mox Ruby
1 Black Vise
4 Chain Lightning
4 Cursed Scroll
3 Fireblast
1 Fork
4 Incinerate
4 Lightning Bolt
4 Price of Progress
1 Wheel of Fortune

SIDEBOARD(15):
4 Chimeric Idol
4 Dwarven Miner
3 Pyroblast
4 Red Elemental Blast

Other Notes, Matchup Info, etc.:

Relevant Links:
Sligh Mini-Primer
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« Reply #62 on: March 05, 2009, 02:27:59 pm »

Stasis
By Zerg0nator
*Copied from Deck-O-Pedia entry and reformatted

The Basics:
Stasis is probably the most "unfun" deck in Magic. Casual players all around the world lost teeth and acquired bruises for playing Stasis. Tournament players lost teeth as well and their opponents received lifetime DCI bans.

Well, maybe not quite as bloody as that, but lock decks are not fun. And stasis is the original lock deck. It started out way back in the day as a Stasis/Kismet combo with none other than Serra Angel as the win condition. Kismet made opponent's permanents come into play tapped and stasis made sure they don't untap. All you needed is to have 5 mana untapped to keep stasis on the board while serra did her job.

With the release of Visions set, some malicious bastard decided that attacking is so '95 and added Chronatogs to the deck. Thus stasis evolved into chronostasis. Chronostasis used the same Stasis/Kismet (or Root Maze) lock, but instead of attacking for the win, the stasis player kept feeding the chronatog at opponent's end of turn step, thus dodging the upkeep cost while the opponent slowly decked himself.

Here's a couple decklists, but keep in mind that stasis is not viable in any format today and if you play it in casual, you're risking to loose some teeth.

Quote from: The Decklist(s):
ChronoStasis

LANDS (19):
5 Island
2 Forest
2 Windswept Heath
2 Flooded Strand
4 Tropical Island
4 Gemstone Mine

CREATURES (4):
4 Chronatog

OTHER SPELLS (37):
1 Sol Ring
1 Lotus Petal
4 Force of Will
2 Misdirection
2 Mana Leak
4 Counterspell
4 Impulse
4 Brainstorm
4 Stasis
4 Root Maze
1 Black Vise
3 Null Rod
3 Powder Keg

SIDEBOARD(15):
3 Blue Elemental Blast
4 Propaganda
3 Back to Basics
3 Prohibit
2 Chain of Vapor

Stasis[/stasis]

LANDS (21):
15 Island
2 Plains
4 Tundra

CREATURES (4):
4 Serra Angel

OTHER SPELLS (35):
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
4 Stasis
4 Kismet
2 Force Spike
4 Counterspell
4 Mana Drain
4 Howling Mine
4 Swords to Plowshares
4 Power Sink
1 Ancestral Recall
1 Braingeyser

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #63 on: March 05, 2009, 02:29:37 pm »

Stompy
By Hi-Val
All info here was taken from Hi-Val's post on this thread.

The Basics:
Quote from: The Psychology of playing Stompy:
Stompy, in essence, is an agressive control deck. Not through Duress or Counterspell do you control your opponent's actions, but through sheer agressiveness of your own playing. With Stompy, the goal is to get a slew of creatures out as soon as possible. Swords To Plowshares can kill one creature, but it can't touch three on the first turn. You control your opponent by forcing them to ignore their own strategy and instead focus on dealing with yours, forcing them into a defensive stance.

Through countless testing, a handful of green creatures have come out on top in all fields. These creatures embody green's blazing speed and utility. Thus, these creatures show up in every good Stompy deck. Elvish Spirit Guide, Rogue Elephant, River Boa and Quirion Ranger are no-brainers.

But another emphasis in stompy is that old adage, "Waste not, want not". Every card drawn should be a threat. If the card doesn't work against certain decks or goes away after a while, it is simply not useful for Stompy. Therefore, we can rule out Mtenda Lion and Skyshroud Ridgeback, as they are shut down too easily or go away too soon to be useful. Two others that might not be apparent are Wild Mongrel and Basking Rootwalla. In the right deck, these cards plow through the opposition. However, Wild Mongrel just needs too much of a card commitment in Stompy where the emphasis is on making every card count, and the Rootwalla works best only when there is a Mongrel already out on play, and furthermore requires two mana a turn to make it on the level of the other creatures in the deck.

Some cards are constantly debated over their use in a Stompy deck. The Emerald Charm/Elvish Lyrist debate still rages on. The way it falls however is that the Lyrist is another creature that your opponent has to deal with whereas the Charm is not. Remember when I said that Stompy is an aggressive control deck? The Lyrist is essential to enchantment control because it forces your opponent to waste cards to get rid of it, or worse yet, not play a good enchantment for fear of it getting blown away. Your opponent knowing that you have enchantment control on the board is a good thing in this situation, as it forces them to change their strategy. The Charm, while it has uses, is simply not a good enough advantage. You want your opponent to know you have the upper hand, because instilling a healthy sense of fear in your opponent is another core concept of Stompy.

Another card debate that comes up is over Vine Dryad. To seasoned Stompy players who know their deck, the Dryad is essential. Some newer players point out that you lose a card when you cast it for free. Again, we hark back to the "making every card count" rule. If you have drawn an Elvish Spirit Guide and have no use for it, away it goes to throw out the Dryad. A similar situation arises when you are playing an opponent light on enchantments and you have a Lyrist in your hand. Suddenly it becomes useful. In a good stompy build, there are 46 cards that are eligible to be thrown out for the Dryad, and trust me, you do not need every card in your hand to win.

Let's take a closer look at the Vine Dryad's traits. First off, it has forestwalk. If by an odd fluke you end up in a mirror match, the forestwalk makes short work of the opponent. This ability is also useful against many T1 decks which use forests, such as The Rock and GrowAtog. Secondly, we see that it can be cast as an instant. This is a monumentally powerful ability, because if you are playing second, you can put it out during your opponent's turn and attack with it your first turn. This also allows a very quick recovery. If your opponent is packing mass destruction spells, you might want to hold it in reserve to drop out as a rebound creature. We come now to it's free casting ability. As mentioned before, you will always have a card you don't need in your hand, and the Dryad puts it to use. Also, we can refer to the beginning where I said that it is the quantity of creatures that counts, not neccessarily the quality. Three creatures is much better than two, if for no other reason than that your opponent has a harder time finding answers to all of them. But now we take a look at the two often passed-by abilities. The creature is 1/3. Sure, that 1 power doesn't pack much punch in itself, but it is one of the few creatures in your deck that can withstand a Shock all by itself. And Finally, we come to the casting cost. By costing 4, the Dryad puts itself far out of reach of a Powder Keg, and forces your opponent to expend neccessary resources to take it out with Pernicious Deed.

Bounty of the Hunt follows the same lines as the Dryad. It is a surprise creature boost for free, and because it can affect multiple creatures, it helps against Pyroclasm and Fire/Ice as well as countless other burn spells. It is better than Giant Growth in this build because it has an alternate playing cost that allows it to be played at any time.

At this point we talk about tactics. Stompy sacrifices its late game for an explosive early game. There are no other decks played today that can put out as many creatures as quickly as Stompy can, and that is because it concentrates its resources into a fast and controlling early lead. The goal is in the first turn, to put out as many creatures as possible. In the coming turns, then they are to be enchanted. Remember, enchantments don't have summoning sickness; creatures do. With a powerful early lead, you force your opponent into a game of catch-up, throwing their strategy out the window while they scramble for an answer to you. By dropping a Winter Orb, another neccessary card for Stompy, you halt them in their tracks. While fishing out answers for you, they have neglected their own strategy, and under the lock of a Winter Orb, can't move while you run roughshod over them.

This is not to say that Stompy will always win quickly or early. Those who claim that their deck wins by the fourth turn always are, plainly, fools. They must forfeit after their fourth turn if they haven't managed a win. Don't believe their lies. Stompy is perfectly capable of holding its own into the lategame, thanks to Winter Orb and a very steady stream of threats. It sometimes will take seven to ten turns to take out your opponent with even the best of Stompy decks. It takes persistence and patience, as well as good resource management to take your creatures into the midgame while only drawing a single card per turn. You must know when to attack and when to hold back for defense. Luckily, the Quirion Ranger simplifies the situation greatly by untapping attackers as counters to your opponent. You must know the exact right time to play a Bounty Of The Hunt or drop your River Boa, and only playtesting will tell you when.

Quote from: The Decklist(s):
Stompy
Hi-Val

LANDS (10):
10 Forest

CREATURES (32):
4 Vine Dryad
4 Quirion Ranger
4 River Boa
4 Elvish Lyrist
4 Rogue Elephant
4 Skyshroud Elite
4 Elvish Spirit Guide
4 Wild Dogs

OTHER SPELLS (18):
4 Land Grant
4 Briar Shield
4 Rancor
3 Bounty Of The Hunt
3 Winter Orb

Other Notes, Matchup Info, etc.:

Relevant Links:
Simple Mistakes In A Simple (?) Stompy - Oscar Tan
Stompy Mini-Primer
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« Reply #64 on: March 05, 2009, 02:30:27 pm »

Suicide Black


The Basics:
Suicide Black has a long and sordid history.  In the early days of magic it was one of the most popular 'budget' decks around.  With fast, heavy hitting creatures like flesh reaver and phyrexian negator , efficient hand disruption like hymn to tourach and mind twist and quick land destruction like strip mine and sinkhole this deck had a lot of power without eating your wallet.  Evolution over the years pulled it more and more away from a simple aggro deck to an aggro-control hybrid, including more disruption and fewer, more powerful and stable creatures like nantuko shade.

Quote from: The Decklist(s):
Suicide Black 2K9
Stephen Menendian

LANDS (20):
15 Swamp
1 Strip Mine
4 Wasteland

CREATURES (7):
4 Dark Confidant
3 Phyrexian Negator

OTHER SPELLS (33):
4 Chalice Of The Void
1 Lotus Petal
4 Null Rod
1 Necropotence
4 Dark Ritual
1 Demonic Consultation
2 Diabolic Edict
1 Vampiric Tutor
1 Demonic Tutor
4 Duress
1 Tendrils Of Agony
4 Thoughtseize
1 Yawgmoth's Will
4 Bitterblossom

SIDEBOARD(15):
4 Gate To Phyrexia
4 Leyline Of The Void
3 Extirpate
4 Spinning Darkness

Legend Black
Legend

LANDS (22):
1 Strip Mine
4 Wasteland
17 Swamp

CREATURES (16):
4 Nantuko Shade
4 Flesh Reaver
4 Phyrexian Negator
4 Hypnotic Specter

OTHER SPELLS (22):
4 Dark Ritual
1 Black Lotus
1 Mox Jet
1 Demonic Tutor
1 Yawgmoth’s Will
4 Duress
4 Hymn to Tourach
4 Sinkhole
2 Null Rod

SIDEBOARD(15):
4 Masticore
3 Contagion
4 Powder Keg
3 Dystopia
1 Sol Ring

Other Notes, Matchup Info, etc.:

Relevant Links:
So Many Insane Plays – Vintage On A Budget: Suicide Black 2K9
Suicide Black Primer (Part 1 of 2)
Suicide Black Primer (Part 2 of 2)
How I Made The Top 8 With Limp Black, Then Fell Prey To The Nantuko Conspiracy
The Many Shades Of Suicide
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« Reply #65 on: March 05, 2009, 02:31:08 pm »

Suicide Virus


The Basics:
Suicide Virus is one of Mike Long's failed creations that revolved around skull clamp and artificer's intuition, using clamps on the various 1/1s to race through its library.  As with many of Long's ideas the list was unrefined and given with an air of superiority (Long always claims that his decks will break the format wide open and cause the dci to restrict key pieces) which offended the majority of the community.  No one was able to make it work, though eventually Stephen Menendian proposed a refined list that he called the Arcborn Virus (it saw little to no play as well).

Quote from: The Decklist(s):
Suicide Virus
Mike Long
LANDS (12):
4 Seat of the Synod
2 Vault of Whispers
2 Glimmervoid
2 City of Brass
1 Gemstone Mine
1 Tolarian Academy

CREATURES (15):
4 Ornithopter
4 Disciple of the Vault
4 Myr Servitor
3 Arcbound Ravager

OTHER SPELLS (34):
1 Mox Jet
1 Mox Emerald
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Diamond
1 Chrome Mox
1 Lotus Petal
1 Black Lotus
1 Lion’s Eye Diamond
1 Mana Crypt
1 Vampiric Tutor
1 Mystical Tutor
1 Ancestral Recall
1 Fastbond
1 Crop Rotation
1 Mana Vault
1 Sol Ring
4 Skull Clamp
1 Burning Wish
1 Demonic Tutor
1 Time Walk
4 Artificer’s Intuition
1 Yawgmoth’s Will
4 Thoughtcast

SIDEBOARD(15):
1 Mind’s Desire
1 Balance
1 Mind Twist
3 Hydroblast
1 Zuran Orb
3 Duress
1 Engineered Explosives
1 Tendrils of Agony
1 Regrowth
1 Time Spiral
1 Overload

Other Notes, Matchup Info, etc.:

Relevant Links:
The Arcborn Virus
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« Reply #66 on: March 05, 2009, 02:32:05 pm »

Sullivan Solution


The Basics:
Sullivan Solution was a deck created by Adrian Sullivan in mid 2006 as a metagame deck perfectly positioned to fight the current kings of the hill.  The deck wasn't the strongest in the field, but it certianly was the deck that had the best chance of winning against anything in the meta.  It used cards like Erayo, Soratami Ascendant and Dimir Cutpurse to create a soft lock on the opponent, Dark Confidant to keep a steady flow of cards coming in and disruptive cards like Force of Will, Duress and Stifle to keep the opponent off their game.

Quote from: The Decklist(s):
The Sullivan Solution
Adrian Sullivan

LANDS (16):
1 Tolarian Academy
2 Flooded Strand
3 Polluted Delta
1 Strip Mine
4 Underground Sea
3 Wasteland
1 Island
1 Swamp

CREATURES (11):
4 Dark Confidant
4 Dimir Cutpurse
3 Erayo, Soratami Ascendant

OTHER SPELLS (33):
1 Black Lotus
1 Engineered Explosives
1 Lotus Petal
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Ancestral Recall
4 Brainstorm
1 Chain Of Vapor
1 Darkblast
4 Force Of Will
1 Mystical Tutor
1 Rushing River
2 Shadow Of Doubt
4 Stifle
1 Vampiric Tutor
4 Duress
1 Time Walk

SIDEBOARD(15):
2 Skullclamp
1 Energy Flux
3 Planar Void
1 Darkblast
4 Diabolic Edict
1 Hurkyl's Recall
1 Rebuild
1 Shadow Of Doubt
1 Massacre

Other Notes, Matchup Info, etc.:

Relevant Links:
Sullivan Library: The Sullivan Solution to Vintage
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« Reply #67 on: March 05, 2009, 02:33:30 pm »

Tezzeret


The Basics:
Tezzeret is a {U} x control deck that seeks to win by gaining infinite turns with Time Vault and Tezzeret, the Seeker/Voltaic Key.  The deck's namesake plays a key role in being able to tutor out the vault and then combo with it the following turn.  With such a compact and inexpensive combo the deck is free to run a robust and solid control suite with force of will, mana drain and a multitude of other disruption.

Quote from: The Decklist(s):
Composite Tezzeret Control
Stephen Menendian

LANDS (16):
2 Island
1 Snow-covered Island
3 Flooded Strand
1 Library Of Alexandria
3 Polluted Delta
3 Underground Sea
2 Volcanic Island
1 Tolarian Academy

CREATURES (1):
1 Darksteel Colossus

OTHER SPELLS (43):
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sensei's Divining Top
1 Sol Ring
1 Time Vault
1 Voltaic Key
1 Ancestral Recall
1 Brainstorm
1 Echoing Truth
1 Fact Or Fiction
4 Force Of Will
1 Gifts Ungiven
4 Mana Drain
1 Misdirection
1 Mystical Tutor
4 Thirst For Knowledge
1 Vampiric Tutor
2 Tezzeret The Seeker
1 Demonic Tutor
2 Duress
1 Merchant Scroll
1 Ponder
1 Thoughtseize
1 Time Walk
1 Tinker
1 Yawgmoth's Will

SIDEBOARD(15):
1 Pithing Needle
2 Tormod's Crypt
1 Ingot Chewer
2 Yixlid Jailer
2 Extirpate
1 Hurkyl's Recall
1 Pyroblast
1 Rack And Ruin
1 Red Elemental Blast
2 Duress
1 Pyroclasm

Other Notes, Matchup Info, etc.:

Relevant Links:
So Many Insane Plays - Tezzeret the Unreal, and Other Vintage Tech
So Many Insane Plays – Vintage Tezzeret Dissected
[Deck Discussion] GI's (Hadley) Control Tezzeret
Optimizing Tezzeret
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« Reply #68 on: March 05, 2009, 02:34:16 pm »

The Gilded Claw


The Basics:
Gilded Claw was a rogue deck designed by Dan Carp following the restriction of trinisphere.  The whole idea was to produce more threats than the opponent could deal with and ride any one of them to victory.  With 27 mana sources including 4 Mishra's Workshop, full moxen, tolarian academy and 3 gilded lotus the deck could power out any number of expensive threats like sundering titan and memnarch.

Quote from: The Decklist(s):
The Gilded Claw
Dan Carp

LANDS (14):
4 Mishra's Workshop
3 City of Brass
1 Gemstone Mine
1 Tolarian Academy
4 Wasteland
1 Strip Mine

CREATURES (15):
2 Sundering Titan
1 Pentavus
2 Memnarch
1 Triskelion
1 Duplicant
4 Su-Chi
4 Goblin Welder

OTHER SPELLS (31):
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Darksteel Ingot
3 Gilded Lotus
3 Chalice of the Void
1 Trinisphere
2 Crucible of Worlds
1 Yawgmoth's Will
1 Time Walk
1 Demonic Tutor
1 Tinker
1 Memory Jar
1 Ancestral Recall
4 Thirst for Knowledge
2 Intuition

Other Notes, Matchup Info, etc.:

Relevant Links:
The Gilded Claw: Meet the Future of Workshop-Aggro in a World Without Multiple Trinispheres
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« Reply #69 on: March 05, 2009, 02:39:48 pm »

The Perfect Storm


The Basics:
Quote from: Negator
TPS, or The Perfect Storm, is a Tendrils-based Combo-Control deck that uses Dark Ritual and other acceleration to quickly play one of several game breaking bombs and use it to play 10 spells in one turn, the last of which is, of course, Tendrils of Agony. Unlike some other combo decks, TPS is not a balls-to-the-wall, breakneck pace speed deck. It generally goldfishes on turn 3 to 4, keeping tabs on the opponents strategy long enough to ensure it can go off unhindered at the right time. Generally the deck plays its game in three stages:

1. Setting up
2. Resolving a bomb
3. Playing 10 spells for the win

The deck achieves each of these three goals with different cards. Step 1, "setting up", is done using mana acceleration, card draw, and disruption to create a figurative foundation of stability on which it can safely launch its main game plan. This leads to Step 2, where the deck uses that foundation to successfully cast one of its bombs that allow it to win. Winning is Step 3, when the deck uses the resources gained from that bomb to cast 10 spells and deal 20 damage to the opponent.

Quote from: The Decklist(s):
TPS
Typical Build

LANDS (14):
3 Island
1 Swamp
4 Underground Sea
1 Tolarian Academy
1 Flooded Strand
4 Polluted Delta

CREATURES (1):
1 Darksteel Colossus

OTHER SPELLS (45):
1 Black Lotus
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mana Crypt
1 Lotus Petal
1 Mana Vault
1 Sol Ring
1 Ancestral Recall
4 Brainstorm
1 Mystical Tutor
1 Chain of Vapor
1 Time Walk
1 Timetwister
1 Frantic Search
1 Rebuild
1 Tinker
1 Cunning Wish
4 Force of Will
1 Time Spiral
1 Mind's Desire
4 Dark Ritual
1 Vampiric Tutor
4 Duress
1 Demonic Tutor
1 Yawgmoth's Will
1 Necropotence
2 Tendrils of Agony
1 Yawgmoth's Bargain
1 Memory Jar

Other Notes, Matchup Info, etc.:

Relevant Links:
So Many Insane Plays – About Those TPS Reports… Did You Get The Memo?
So Many Insane Plays – Winning With TPS
So Many Insane Plays – Playing The Perfect Storm
So Many Insane Plays – The Perfect Storm
[Deck Discussion] - TPS' Primer
The Perfect Storm: A Primer
Lets talk about TPS shall we
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« Reply #70 on: March 05, 2009, 02:40:36 pm »

The Riddler


The Basics:
The Riddler started out as one of many trisphere based workshop aggro decks, capable of pumping out huge bombs through raw mana production and even sliding them in under counter spells like force of will and mana drain thanks to the inclusion of illusionary mask.  After the restriction of trinishpere the deck actually gained a boost in power by the inclusion of chalice of the void which was even more efficient than trinisphere at shutting off the lower cost bombs of its opponents (black lotus, ancestral recall, hurkyl’s recall etc.).

Quote from: The Decklist(s):
The Riddler
Eric Miller - 3rd place at a StarCityGames Power 9 Richmond, 2005-05-22

LANDS (19):
1 Tolarian Academy
1 Ancient Tomb
4 City Of Brass
4 Gemstone Mine
4 Mishra's Workshop
1 Strip Mine
4 Wasteland

CREATURES (12):
1 Karn, Silver Golem
4 Juggernaut
4 Phyrexian Dreadnought
1 Platinum Angel
1 Sundering Titan
1 Triskelion

OTHER SPELLS (26):
1 Black Lotus
4 Chalice Of The Void
2 Crucible Of Worlds
4 Illusionary Mask
1 Mana Crypt
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
1 Trinisphere
1 Hanna's Custody
1 Balance
1 Demonic Tutor
1 Time Walk
1 Timetwister
1 Tinker

SIDEBOARD(15):
2 Defense Grid
2 Eon Hub
2 Arcane Laboratory
1 Choke
3 Ground Seal
1 Hanna's Custody
2 Hurkyl's Recall
2 Ray Of Revelation

Other Notes, Matchup Info, etc.:

Relevant Links:
Deck Tech: Frank Gorshin's Dead, But The Riddler Is Undefeated
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« Reply #71 on: March 05, 2009, 02:48:06 pm »

The Shining


The Basics:
The Shining was an attempt to break Future Sight in a keeper shell.  It used one of two mana combos (fastbond+tolarian academy+trade routes and grim monolith+power artifact) to fuel a lethal braingeyser/stroke of genius or cunning wish for a lethal volcanic geyser.  This combo-control deck was able to make a showing against control thanks to future sight, which automatically gained huge card advantage as soon as it hit the field, a good game against aggro because it was a fast combo deck and good against combo because it had a good control suite.  Eventually the deck evolved into what is called 'Sensei, Sensei' as another attempt to abuse future sight.

Quote from: The Decklist(s):
The Shining
Mon, Goblin Chief

LANDS (18):
1 Undiscovered Paradise
2 Tundra
2 Tropical Island
2 Volcanic Island
2 Flooded Strand
2 Polluted Delta
2 Underground Sea
2 City of Brass
1 Library of Alexandria
1 Tolarian Academy
1 Strip Mine

CREATURES (0):

OTHER SPELLS (40):
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Black Lotus
1 Sol Ring
1 Grim Monolith
1 Scroll Rack
1 Zuran Orb
1 Sylvan Library
1 Fastbond
1 Regrowth
1 Mind Twist
1 Vampiric Tutor
1 Demonic Tutor
1 Yawgmoth's Will
2 Future Sight
1 Stroke of Genius
1 Braingeyser
1 Fact or Fiction
1 Time Walk
1 Ancestral Recall
1 Trade Routes
1 Power Artifact
1 Merchant Scroll
1 Mystical Tutor
2 Brainstorm
2 Cunning Wish
4 Force of Will
4 Mana Drain
2 Swords to Plowshares
1 Balance

SIDEBOARD(15):
1 Volcanic Geyser
1 Circle of Protection: Red
1 Allay
1 Shattering Pulse
1 Ebony Charm
1 Misdirection
4 Red Elemental Blast
1 Read the Runes
1 Skeletal Scrying
1 Enlightened Tutor
1 Diabolic Edict
1 Swords to Plowshares

Other Notes, Matchup Info, etc.:

Relevant Links:
Breaking Future Sight
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TnT
« Reply #72 on: March 05, 2009, 02:49:15 pm »

TnT (A.K.A. Tools 'n Tubbies)
By hiirasteve
*Copied from Deck-O-Pedia entry and reformatted

The Basics:
The basic concept of the deck is simple: fetch out a beatstick and win. There isn't actually much that can be explained without knowing the amazing and simply ingenius interaction Survival has with well, any creature in the game of Magic. Essentially, you'll want to fetch things out that will win the game quickly, since this is more of an aggro-based Survival deck. (As apposed to other, similar Survival decks like ATS, Recsur, and Oshawa.) One thing that you should know is that Survival is not neccesairily essential for the deck to win-with all the artifact mana you can accel into a fairly game-breaking creature quickly. Plus, the given version also sports blue for some additional card advantage (via Recall/Walk, specifically, as well as Tinker in a sense), and red gives you Wheel of Fortune. So without further ado...

Quote from: The Decklist(s):
TnT

LANDS (21):
4 Mishra's Workshop
3 Tropical Island
4 Taiga
4 Wooded Foothills
2 Forest
3 Wasteland
1 Strip Mine

CREATURES (21):
1 Triskelion
1 Masticore
4 Su-Chi
4 Juggernaut
4 Goblin Welder
1 Elvish Lyrist
1 Quirion Ranger
1 Gorilla Shaman
1 Squee, Goblin Nabob
1 Anger
1 Wonder
1 Genesis

OTHER SPELLS (18):
1 Black Lotus
1 Grim Monolith
1 Sol Ring
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
4 Survival of the Fittest
1 Tinker
1 Time Walk
1 Ancestral Recall
1 Memory Jar
1 Sylvan Library
1 Wheel of Fortune

Other Notes, Matchup Info, etc.:
Vs. Aggro
Aggro is ridiculously easy. Pumping out creatures bigger than their's and quicker than their deck means they lose. Especially when you can just pull out a Masticore/Triskelion and clear the board. Note the synergy of Masticore+Genesis here.
Vs. Combo
This is annoying, only because they tend to go off easily when uninhibited. (Consider: you have no real combo hate available.) But you can win if you get lucky and draw into a Survival, since then you get access to Mox Monkey (Gorilla Shaman), meaning powered combo (DeathLong, Long, etc.) can be stalled and/or beaten somewhat quickly.
Vs. Control
Control is easy. Counter magic does nothing (you have Genesis), so just play mana quick and don't hesitate to lay down a beatstick. If they counter your Survival, well, hope you draw into Genesis, and drawing a Tinker means 'you win'.

Relevant Links:
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« Reply #73 on: March 05, 2009, 02:50:09 pm »

TurboLich


The Basics:
This deck works by using fastbond and timetwister to race through your deck, generate a large amount of land/mana and eventually end up with a glacial chasm, lich and mirror universe (with enough mana to activate it) on the field.  The plan then is to activate mirror universe on your turn and set your opponent's life total to 0 or below.

Quote from: The Decklist(s):
TurboLich

LANDS (19):
1 Library of Alexandria
1 Strip Mine
1 Tolarian Academy
1 Volcanic Island
1 Bayou
1 Gemstone Mine
4 Underground Sea
4 Tropical Island
4 City of Brass
1 Glacial Chasm

CREATURES (0):

OTHER SPELLS (41):
1 Black Lotus
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Mox Jet
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Mirror Universe
1 Lich
1 Overgrown Estate
1 Time Walk
1 Fastbond
1 Vampiric Tutor
1 Demonic Tutor
1 Bazaar of Baghdad
1 Mystical Tutor
1 Ancestral Recall
4 Intuition
1 Timetwister
1 Wheel of Fortune
2 Brainstorm
2 Impulse
1 Time Spiral
1 Yawgmoth's Will
1 Regrowth
1 Recall
1 City of Solitude
3 Replenish
3 Force of Will
1 Abeyance

Other Notes, Matchup Info, etc.:

Relevant Links:
TurboLich Primer
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« Reply #74 on: March 05, 2009, 02:51:36 pm »

TurboSpaz


The Basics:
The general idea is to get a yawgmoth's bargain into play, usually by sacrificing an academy rector and drawing cards until you can play out a dream halls (you will probably have to use gerrard's wisdom to reload on life).  Once you have both in play you can draw cards until you play out a city of solitude and can recur ancestral recall infinitely with timetwister and regrowth or you can recur denying wind and mill them.

Quote from: The Decklist(s):
TurboSpaz
Tir

LANDS (16):
4 Underground Sea
4 Tundra
3 Gemstone Mine
4 City of Brass
1 Tropical Island

CREATURES (0):

OTHER SPELLS (44):
1 Ancestral Recall
1 City of Solitude
1 Denying Wind
1 Dream Halls
1 Timetwister
1 Time Spiral
1 Windfall
4 Academy Rector
4 Diabolic Intent
3 Sterling Grove
1 Demonic Tutor
1 Vampiric Tutor
1 Mystical Tutor
2 Gerrard's Wisdom
1 Replenish
1 Regrowth
1 Reclaim
1 Yawgmoth's Bargain
1 Moat
1 Seal of Cleansing
1 Time Walk
4 Force of Will
3 Misdirection
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Sol Ring
1 Black Lotus

Other Notes, Matchup Info, etc.:

Relevant Links:
TurboSpaz Primer
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« Reply #75 on: March 05, 2009, 02:52:34 pm »

Tyrant Blue


The Basics:
Quote from: Harlequin
The deck runs on a few core concepts.  Firstly, that drawing cards is really really good, and very powerful if you have alot of counterspells.  Secondly, that Tidespout Tyrant is an amazing card, and having it in play is amazing.

Quote from: The Decklist(s):
Tyrant Blue
Jeremiah Rudolph - 2nd @ Myriad Games Feb 9, 2008

LANDS (15):
7 Island
1 Tolarian Academy
4 Polluted Delta
2 Flooded Strand
1 Library of Alexandria

CREATURES (4):
3 Tidespout Tyrant
1 Platinum Angel

OTHER SPELLS (41):
1 Timetwister
1 Time Walk
1 Mox Emerald
1 Mox Pearl
1 Mox Ruby
1 Black Lotus
1 Mox Jet
1 Mox Sapphire
1 Sol Ring
1 Ancestral Recall
2 Show and Tell
1 Mystical Tutor
1 Brain Freeze
1 Tinker
1 Mindslaver
1 Plagiarize
4 Mana Drain
4 Mystic Remora
4 Meditate
4 Misdirection
4 Brainstorm
4 Force of Will

SIDEBOARD(15):
4 Control Magic
3 Propaganda
3 Rebuild
2 Hurkyl's Recall
3 Tormod's Crypt

Other Notes, Matchup Info, etc.:

Relevant Links:
Tyrant Blue
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« Reply #76 on: March 05, 2009, 02:53:28 pm »

Tyrant Oath


The Basics:
This deck is a sucessful hybrid between the strategies of storm and oath.  Using the powerfull gush shell the decks has all the makings of a storm deck capable of casting well over 9 spells in one turn.  It also runs oath of druids and double tidespout tyrants, the tyrants are control personified as every spell you cast suddenly becomes a bounce spell in addition.  You can also create an infinite storm and mana count by playing moxen into each other (tap a mox, play another mox, bounce the tapped mox, repeat).  This means that even brain freeze is lethal.  Often the deck will eschew oath qualities in games 2-3 to become a more streamlined storm deck, but when faced with a creature deck oath handles the job just fine.

Quote from: The Decklist(s):
Tyrant Oath
Rich Shay - 1st @ ELD's Mox XIII (April 26, 2008)

LANDS (16):
1 Island
2 Polluted Delta
3 Flooded Strand
4 Forbidden Orchard
2 Tropical Island
4 Underground Sea

CREATURES (2):
2 Tidespout Tyrant

OTHER SPELLS (42):
1 Mox Emerald
1 Mox Sapphire
1 Mox Ruby
1 Mox Jet
1 Black Lotus
4 Oath of Druids
1 Fastbond
1 Krosan Reclaimation
1 Ancestral Recall
4 Brainstorm
4 Force of Will
1 Brain Freeze
1 Chain of Vapor
4 Gush
1 Vampiric Tutor
2 Thoughtseize
3 Merchant Scroll
1 Demonic Tutor
1 Time Walk
4 Ponder
1 Yawgmoth's Will
1 Duress
2 Tormod's Crypt

SIDEBOARD(15):
1 Volcanic Island
2 Brain Freeze
3 Duress
2 Empty the Warrens
4 Leyline of the Void
2 Extirpate
1 Island

Other Notes, Matchup Info, etc.:


Relevant Links:
Deconstructing Constructed – Vintage Tyrant Oath
So Many Insane Plays – A Tyrant Oath Tournament Report
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« Reply #77 on: March 05, 2009, 02:55:19 pm »

Uba Stax


The Basics:
Uba Stax is a prison deck focused on stealing the tempo from opposing decks until it can fully lock them out of the game with the 'Uba Lock'.  The Uba Lock consists of 1-2 goblin welders alongside 1-2 uba masks, using the welder to effectively blink the uba mask to prevent the oponent from ever playing anything other than instant spells.  A long and comprehensive workings and history of the deck can be found in the relevant links section.


Quote from: The Decklist(s):
Uba Stax
Bert Kyle

LANDS (22):
4 Barbarian Ring
3 Mountain
1 Tolarian Academy
1 Mishra's Factory
1 Strip Mine
4 Wasteland
4 Mishra's Workshop
4 Bazaar of Baghdad

CREATURES (6):
4 Goblin Welder
2 Karn, Silver Golem

OTHER SPELLS (32):
1 Black Lotus
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Mox Pearl
1 Mana Crypt
4 Serum Powder
1 Sol Ring
4 Smokestack
4 Uba Mask
4 Crucible of Worlds
1 Trinisphere
4 Sphere of Resistance
4 Chalice of the Void

SIDEBOARD(15):
3 Ensnaring Bridge
4 Null rod
4 Powder Keg
4 Leyline of the Void

The Jester
Jason Pilarski

LANDS (21):
4 Mishra's Workshop
4 Bazaar of Baghdad
4 Wasteland
1 Strip Mine
1 Tolarian Academy
3 Mountain
4 Barbarian Ring

CREATURES (4):
4 Goblin Welder

OTHER SPELLS (34):
1 Mana Crypt
1 Mana Vault
1 Sol Ring
1 Mox Ruby
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Black Lotus
1 Trinisphere
4 Smokestack
4 Tangle Wire
4 Uba Mask
4 Jester's Cap
4 Crucible of Worlds
4 Chalice of the Void

UbaWire
Colby Evenpence

LANDS (21):
1 Tolarian Academy
4 Barbarian Ring
4 Bazaar Of Baghdad
4 Mishra's Workshop
1 Strip Mine
4 Wasteland
3 Mountain

CREATURES (8):
4 Goblin Welder
2 Gorilla Shaman
2 Duplicant

OTHER SPELLS (31):
1 Black Lotus
4 Chalice Of The Void
4 Crucible Of Worlds
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Null Rod
4 Smokestack
1 Sol Ring
3 Tangle Wire
1 Trinisphere
3 Uba Mask

SIDEBOARD(15):
2 Duplicant
3 Viashino Heretic
4 Fiery Temper
4 Pyroblast
2 Maze Of Ith

UbaStax
Robert Vroman

LANDS (21):
1 Tolarian Academy
4 Barbarian Ring
4 Bazaar Of Baghdad
4 Mishra's Workshop
1 Strip Mine
4 Wasteland
3 Mountain

CREATURES (8):
4 Goblin Welder
2 Gorilla Shaman
2 Duplicant

OTHER SPELLS (31):
1 Black Lotus
4 Chalice Of The Void
4 Crucible Of Worlds
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Null Rod
3 Smokestack
1 Sol Ring
4 Sphere Of Resistance
1 Trinisphere
3 Uba Mask

SIDEBOARD(15):
3 Tormod's Crypt
2 Duplicant
3 Viashino Heretic
4 Fiery Temper
3 Maze Of Ith

Other Notes, Matchup Info, etc.:

Relevant Links:
Serum Powder Uba Stax - Meadbert
Uba Stax: The time is now  - madmanmike25
The Evolution of UbaStax - Jason Pilarski
Stax Dissected - Stephen Menendian
Uba Stax - pseudo primer
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« Reply #78 on: March 05, 2009, 02:56:22 pm »

{U} {R} Fish aka Gay/red Fish


The Basics:
{U} {R} fish came about as the evolution of gay fish by splashing red.  This splash was for burn to answer other small aggro decks like sligh and gay fish.

Quote from: The Decklist(s):
UR Fish
skecreatoR

LANDS (20):
4 Volcanic Island
3 Flooded Strand
1 Island
4 Wasteland
1 Strip Mine
4 Mishra's Factory
3 Faerie Conclave

CREATURES (12):
4 Cloud of Faeries
3 Spiketail Hatchling
3 Grim Lavamancer
2 Voidmage Prodigy

OTHER SPELLS (28):
1 Black Lotus
1 Mox Sapphire
4 Force of Will
3 Misdirection
2 Daze
2 Stifle
3 Null Rod
3 Fire/Ice
4 Standstill
4 Curiosity
1 Ancestral Recall

Other Notes, Matchup Info, etc.:

Relevant Links:
[Deck Discussion] Fish - Gay/R build & choices
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« Reply #79 on: March 05, 2009, 02:58:05 pm »

URBana Fish


The Basics:
This fish variant splashes {R} and {B} for artifact destruction and dark confidant.  The deck was created as a variant to {U} {R} Fish by Eric Becker in 06, and showed to have an overall good match up verses the field.  The deck has evolved over the years and still sees some play today.

Quote from: The Decklist(s):
URBana Fish
Eric Becker - split for 1st @ SCG Chicago 06
There are more up to date decklists in the threads under the relevant links section.

LANDS (19):
3 Flooded Strand
4 Polluted Delta
1 Strip Mine
2 Underground Sea
3 Volcanic Island
4 Wasteland
2 Island

CREATURES (15):
4 Dark Confidant
4 Gorilla Shaman
4 Ninja Of The Deep Hours
3 Waterfront Bouncer

OTHER SPELLS (26):
1 Black Lotus
3 Chalice Of The Void
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Ancestral Recall
3 Daze
4 Force Of Will
1 Mana Leak
1 Mystical Tutor
1 Pyroblast
1 Rack And Ruin
2 Remand
2 Duress
1 Time Walk

SIDEBOARD(15):
2 Arcane Laboratory
2 Planar Void
3 Fire / Ice
3 Rack And Ruin
3 Red Elemental Blast
2 Shred Memory

Other Notes, Matchup Info, etc.:

Relevant Links:
URBana Fish--The Solution to the metagame
[Deck] URBana Fish
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« Reply #80 on: March 05, 2009, 02:59:06 pm »

{U} {W} Fish
Content by jeffthefob & Dxfiler


The Basics:
Quote from: jeffthefob
U/W Fish is known for its high consistency and redundancy; two good traits of a solid Fish deck. The old U/W lists didn’t include very much card draw other than brainstorm, but this deck is very different. This deck runs 4 Standstill and 3 Ninja of the Deep Hours ... as its draw engine. The deck employs a mana denial strategy in the form of Null Rod, Wasteland/Strip Mine, and Stifle, while beating in with 2-Power dorks... Yes, the cards here aren’t powerful, but with the number of cards drawn from Standstill + Ninja, UW fish will often delay the opponent’s gameplan with mana denial and permission long enough to do 20 damage with its creatures.

Quote from: The Decklist(s):
UW FISH
jeffthefob

LANDS (20):
4 Tundra
4 Flooded Strand
2 Island
1 Plains
3 Wasteland
1 Strip Mine
4 Mishra's Factory
1 Polluted Delta

CREATURES (14):
2 Savanah LionS
2 Isamaru, Hound of Konda
3 Icatian Javelineers
4 Meddling Mage
3 Ninja of the Deep Hours

OTHER SPELLS (26):
3 Daze
4 Force of Will
2 Stifle
4 Standstill
4 Null Rod
2 Swords of Plowshares
2 Echoing Truth
1 Time Walk
1 Ancestral Recall
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire


UW Fish
Jason Zheng - 1st, Waterbury 5-8-05

LANDS (20):
3 Island
4 Flooded Strand
4 Mishra's Factory
1 Strip Mine
4 Tundra
4 Wasteland

CREATURES (16):
4 Flying Men
4 Icatian Javelineers
4 Meddling Mage
4 Ninja Of The Deep Hours

OTHER SPELLS (24):
4 Standstill
3 Null Rod
1 Ancestral Recall
3 Daze
4 Force Of Will
1 Misdirection
2 Stifle
3 Swords To Plowshares
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire

SIDEBOARD(15):
3 Arcane Laboratory
2 Energy Flux
1 Chain Of Vapor
3 Disenchant
1 Echoing Truth
3 Orim's Chant
1 Rushing River
1 Swords To Plowshares

Other Notes, Matchup Info, etc.:

Relevant Links:
U/W Fish- An "Old" Face on the New Block
UW FISH: Teh Primer!
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« Reply #81 on: March 05, 2009, 02:59:57 pm »

Vercursion


The Basics:
Predecessor to a myriad of "Turbo" decks like TurboLich and TurboSpaz the deck won in one of 2 ways.  It either "killed" itself on its upkeep with citiy of brass and then activated mirror universe, or it went through a long chain with fastbond, zuran orb, candlabra of tawnos and timetwister to create a lethal braingeyser aimed at the opponent.  It got to the state to be able to do this thanks to the huge draw power of the enchantress.

Quote from: The Decklist(s):
Vercursion

LANDS (20):
3 Volcanic Island
3 Underground Sea
4 Tropical Island
3 Taiga
1 Library of Alexandria
4 City of Brass
2 Bazaar of Baghdad

CREATURES (4):
4 Verduran Enchantress

OTHER SPELLS (35):
1 Disenchant
1 Wheel of Fortune
3 Mana Flare
1 Regrowth
3 Forgotten Lore
3 Fastbond
1 Timetwister
1 Time Walk
1 Recall
1 Copy Artifact
1 Braingeyser
1 Ancestral Recall
2 Mesmeric Trance
4 Dance of Many
1 Demonic Tutor
1 Zuran Orb
1 Mirror Universe
1 Candelabra of Tawnos
1 Sol Ring
1 Mox Sapphire
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
1 Black Lotus

Other Notes, Matchup Info, etc.:
The deck is based off pre-6th edition rules where you wouldn't die from having 0 or less life until the end of phase.  This deck no longer works unless you run Platinum Angel.

Relevant Links:
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« Reply #82 on: March 05, 2009, 03:04:42 pm »

Worlgorger Dragon Combo


The Basics:
WGD was the breakout deck of GenCon '03 and had one of the strangest win conditions I had ever seen.  It uses either animate dead or necromancy to animte a worldgorger dragon to blink out all of it's permanents, however since the animate aura is the only thing keeping him alive he immediately dies when the aura blinks out causing everything to come back into play untaped and the animate aura to trigger again.  This infinite loop (eventually you break it by targeting a different creature with the animate spell) provides you with infinite mana to fuel into an Ambassador Laquatus (now Oona, queen of the fea) causing your opponent to loose the next time they would draw a card.  The current win condition though is to run a single eternal witness to recur and cast multiple fires.

Quote from: The Decklist(s):
WGDX
Fury - 1st @ 36 person event (listed on page 2 of wgdx thread)

LANDS (16):
3 Polluted Delta
4 Bazaar of Baghdad
3 Flooded Strand
1 Island
1 Swamp
1 Tropical Island
1 Volcanic Island
2 Underground Sea

CREATURES (5):
1 Eternal Witness
4 Worldgorger Dragon

OTHER SPELLS (40):
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Mox Jet
1 Mox Sapphire
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Mox Pearl
3 Necromancy
2 Animate Dead
1 Dance of the Dead
1 Echoing Truth
1 Vampiric Tutor
3 Read the Runes
4 Force of Will
4 Intuition
1 Ancestral Recall
1 Entomb
1 Research/Development
4 Duress
1 Demonic Tutor
1 Time Walk
3 Deep Analysis

SIDEBOARD(15):
4 Illusionary Mask
3 Phyrexian Dreadnought
3 Energy Flux
2 Stifle
1 Extirpate
1 Trickbind
1 Fire/Ice

Worldgorger Dragon Combo '03

LANDS (17):
1  Bayou
4  Bazaar of Baghdad
1  Gemstone Mine
1  Island
4  Polluted Delta
1  Swamp
1  Tropical Island
4  Underground Sea

CREATURES (13):
1  Ambassador Laquatus
1  Sliver Queen
4  Squee, Goblin Nabob
4  Worldgorger Dragon
3  Xantid Swarm

OTHER SPELLS (30):
1  Ancestral Recall
3  Animate Dead
1  Black Lotus
4  Compulsion
2  Dance of the Dead
4  Force of Will
4  Intuition
1  Mana Crypt
1  Mox Emerald
1  Mox Jet
1  Mox Pearl
1  Mox Ruby
1  Mox Sapphire
3  Necromancy
1  Sol Ring
1  Time Walk

SIDEBOARD(15):
3  Chain of Vapor
3  Pernicious Deed
3  Stifle
2  Tormod's Crypt
3  Verdant Force
1  Xantid Swarm

Other Notes, Matchup Info, etc.:

Relevant Links:
New Worldgorger Dragon Combo -- Still Viable?
Worldgorger Dragon Combo -- Still Viable?
WGDX Thread
WGDX vs. GAT
WGDX vs Flash/Ichorid/Stax Decks
Dragon by DicemanX - TheManaDrain original primer
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« Reply #83 on: March 05, 2009, 03:05:42 pm »

Worse-than-Grow


The Basics:
Using Vinelasher Kudzu instead of Quirion Dryad to sidestep its biggest threat, shop decks, this Gro variant pushed its way to first place at the second Waterbury in '06 winning Rich Meyst a Black Lotus.

Quote from: The Decklist(s):
Worse-Than-Gro
Rich Meyst - 1st place at a tournament in Waterbury on 2006-07-30

LANDS (21):
4 Ghost Quarter
3 Polluted Delta
1 Strip Mine
3 Tropical Island
1 Tundra
4 Wasteland
3 Windswept Heath
1 Forest
1 Island

CREATURES (11):
3 Nimble Mongoose
4 Vinelasher Kudzu
4 Wild Mongrel

OTHER SPELLS (29):
1 Black Lotus
1 Mox Diamond
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
2 Exploration
1 Fastbond
1 Ancestral Recall
4 Brainstorm
4 Daze
4 Force Of Will
1 Gush
1 Misdirection
1 Mystical Tutor
1 Swords To Plowshares
3 Life From The Loam
1 Time Walk

SIDEBOARD(15):
3 Null Rod
3 Meddling Mage
4 Oxidize
3 Ray Of Revelation
2 Swords To Plowshares

Other Notes, Matchup Info, etc.:

Relevant Links:
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« Reply #84 on: March 05, 2009, 03:07:07 pm »

Xerox


The Basics:
Xerox is a deck that was built for the sole purpose of abusing Izzet Guildmage.  This drain based deck has a huge advantage over any control deck once the guildmage is on the board as you can copy any spell they want to counter.  In addition to this the deck has a possible combo kill with reset and either a draw spell or damage spell in hand when the mage is out.

Quote from: The Decklist(s):
Xerox
2nd place day 1 at SCG Charlotte (July 06)

LANDS (15):
1 Tolarian Academy
3 Volcanic Island
2 Underground Sea
3 Polluted Delta
2 Flooded Strand
3 Island
1 Library of Alexandria

CREATURES (3):
3 Izzet Guildmage

OTHER SPELLS (42):
1 Darksteel Colossus
2 Pithing Needle
1 Sol Ring
1 Black Lotus
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mana Crypt
1 Ancestral Recall
4 Brainstorm
4 Mana Drain
4 Force of Will
4 Accumulated Knowledge
2 Intuition
1 Rack and Ruin
1 Echoing Truth
2 Cunning Wish
1 [c=fire]Fire // Ice
1 Reset
1 Mystical
1 Tinker
1 Time Walk
1 Merchant Scroll
1 Demonic Tutor
1 Yawg Will


SIDEBOARD(15):
4 Leyline of the Void
2 REB
1 Pyroblast
1 Echoing Truth
1 Rack and Ruin
1 Hurkyl's Recall
1 Rebuild
1 Ebony Charm
1 Diabolic Edict
1 [c=fire]Fire // Ice
1 Stifle

Other Notes, Matchup Info, etc.:
This is a drain deck.  It's true gameplan starts around turn 2-3.  Keep drain mana up all the time and hold off casting the mage until you can leave drain mana up.

Relevant Links:
The Cool New Thing in Vintage (Izzet Combo)
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« Reply #85 on: March 05, 2009, 07:50:50 pm »

Christmas Beatings

This deck was originally developed by Stephen Menendian with input from Troy Costisick.  It was intended to prey upon the metagame that was present in late 2008 and the front half of 2009.  It is a budget deck, however, that does not mean it isn't a competitive deck.  It takes advantage of the metagame's reliance on artifacts with activation costs, reliance on blue spells, and large targetable creatures.  It was taken from the R/G Beatz line of decks but evolved from an angro-cetnric strategy to a much more disruption-centric strategy.  Gone are the Kird Apes, Shyshroud Elites, and Aether Vials.  In come the Null Rods, Seal of Primordiums, and Red Blasts.

Quote
4 Null Rod
4 Chalice of the Void
4 Magus of the Moon
4 Stingscourger
4 Mogg Fanatic
4 Seal of Primoridum
4 Pyroblast
4 Tarmogoyf
4 Simian Spirit Guide
4 Elvish Spirit Guide
1 Lotus Petal
4 Wooded Foothills
4 Taiga
3 Snow-covered Forest
3 Snow-covered Mountain
4 Wasteland
1 Strip Mine

Other Notes, Matchup Info, etc.:

This deck had some success making the top eight in several small tournaments (less than 33 participants).  It is exteremely strong against Mana Drain and Dredge decks and can be tweaked ever so slightly to improve its game against Shop and Ritual decks.

Relevant Links:

Stephen's Initial Article on the Deck
SCG Discussion on Stephen's Article
TMD Discussion on Stephen's Article
Troy Costisick's Primer on the Deck
SCG Discussion on R/G Beatz and Christmas Beatings

Early Top 8 Reports:

http://www.themanadrain.com/index.php?topic=37125.0
http://www.themanadrain.com/index.php?topic=37167.0
http://www.themanadrain.com/index.php?topic=37219.0
http://www.themanadrain.com/index.php?topic=37260.0
http://www.themanadrain.com/index.php?topic=37345.0

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« Reply #86 on: March 10, 2009, 06:26:49 am »

Worker-8 (aka Shop Combo)
By Harlequin

The Basics:
A nearly mono-brown combo deck, designed to win on turn 2.  The deck was packed as many 2-card artifact combo's into one deck as possible.  Including 8 cards that won the game the turn after Metal Worker was played, as well as other non-worker combos involving Rings of the Brighthearth.

Quote from: The Decklist(s):
Worker-8
Jeff Carpenter, 2nd Myriad Games 6/23/08

LANDS (15):
4 Mishra's Workshop
4 Ancient Tomb
3 City of Traitors
2 Seat of the Synod
2 Academy Ruins

CREATURES (8):
4 Metalworker
3 Karn, Silver Golem
1 Triskelavus

OTHER SPELLS (37):
4 Staff of Domination
4 Umbral Mantle
4 Rings of Brighthearth
3 Basalt Monolith
3 Time Vault
4 Sensei's Divining Top
2 Thrumming Stone
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Tinker
1 Memory Jar
1 Avarice Totem
1 Trinisphere

SIDEBOARD(15):
4 Tormod's Crypt
4 Thorn of Amethyst
4 Culling Scales
3 Masticore

Other Notes, Matchup Info, etc.:
This deck was also called the "Rules Nightmare" because it has very not-obvious rule interactions that do work.. but don't seem like they should.  The link below explains those interactions (for example why Avarice Totem is the ultimate choice for removal).

The deck ran so much mana it could easily dodge most common combo-hate of the day (spesifically 9-sphere decks running chalice). The bane of this deck's existance was null rod.  However, It was designed to take advantage of a metagame where null rod was at an all time low, because Gush was the combo deck of choice.

*Note: this deck lived when time vault had the errata -after- the gifts age but -before the tezzerete age.  Thus the 3 copies of timevault that comboed with Rings of the Brighthearth.  The wording at the time was:
Quote
Time Vault:
Errata:  Time Vault comes into play tapped. ; If Time Vault would become untapped, instead choose one - untap Time Vault and you skip your next turn; or Time Vault remains tapped. ;  {Tap}: Take an extra turn after this one. [Oracle 2006/07/14]


Relevant Links:
[Deck] Return of Shop Combo
[Report] Myriad Games July - with Shop Combo
« Last Edit: March 10, 2009, 01:11:43 pm by wiley » Logged

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« Reply #87 on: March 10, 2009, 09:37:22 am »

Dark Illusions
By Phele

The Basics:
Dark Illusions also known as DEEZ NOUGHTS is a mostly UB tempo deck that is based on the power of Dark Confidant and Phyrexian Dreadnought. It is the deck that makes the best use of Stifle in Vintage, as it uses it as a mana denial element as well as a way to bring Dreadnoughts into play. Compared to other tempo/mana denial/aggro control decks like Fish or Sullivan Solution it lacks their staying control elements like Null Rod and Erayo, but can rely on the threat of a two turn clock instead. It does that by gaining every tempo advantage it can get and by making the maximum out of a very low mana curve. Its main weaknesses are the vulnerability of the Dreadnought to almost any removal and its weaker mid-/endgame.

Quote from: Decklists
Dark Illusions
Philip Stirm, 1st place, 2007-07-28, Frankfurt
Link: http://www.morphling.de/top8decks.php?id=617&highlight=1#place1

LANDS (16):
1 Flooded Strand
3 Island
4 Polluted Delta
1 Strip Mine
1 Swamp
3 Underground Sea
3 Wasteland

CREATURES (8):
4 Phyrexian Dreadnought
4 Dark Confidant

OTHER SPELLS (37):

1 Black Lotus
1 Engineered Explosives
3 Illusionary Mask
1 Lotus Petal
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Demonic Tutor
3 Duress
1 Vampiric Tutor
1 Ancestral Recall
4 Brainstorm
1 Daze
1 Echoing Truth
4 Force of Will
2 Mana Leak
2 Merchant Scroll
1 Psionic Blast
4 Stifle
1 Time Walk

SIDEBOARD (15):

2 Annul
2 Chains of Mephistopheles
1 Echoing Truth
1 Engineered Explosives
1 Extirpate
1 Hurkyl's Recall
2 Old Man of the Sea
2 Pithing Needle
3 Yixlid Jailer

DEEZ NOUGHTS
Tommy Kolowith, 2nd place, 2007-08-18, GenCon prelim
Link: http://www.morphling.de/top8decks.php?id=638&highlight=2#place2

LANDS (16):
1 Bloodstained Mire
2 Island
4 Polluted Delta
1 Strip Mine
1 Swamp
4 Underground Sea
3 Wasteland

CREATURES (10):

4 Phyrexian Dreadnought
4 Dark Confidant
2 Dimir Cutpurse

OTHER SPELLS (34):

1 Black Lotus
2 Illusionary Mask
1 Lotus Petal
1 Mana Crypt
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Demonic Tutor
4 Duress
1 Vampiric Tutor
1 Ancestral Recall
4 Brainstorm
1 Echoing Truth
4 Force of Will
1 Mystical Tutor
2 Spell Snare
4 Stifle
1 Time Walk
1 Tinker
1 Trickbind

SIDEBOARD (15):
1 Darksteel Colossus
1 Diabolic Edict
2 Dimir Cutpurse
1 Hurkyl's Recall
4 Leyline of the Void
1 Rebuild
2 Shadow of Doubt
1 Threads of Disloyalty
1 Trickbind
1 Yawgmoth's Will

Other Notes, Matchup Info, etc.:

Relevant Links:

[Report] 3rd place at T1 side event at GP Stuttgart with Dark Illusions
The WEEK That Was Gencon - TK
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« Reply #88 on: March 31, 2009, 07:18:16 am »

Nether Void
By Lurker101

The Basics:
Designed around the card Nether Void, these decks tend to focus on mana denial and control while constantly attacking with a large creature. Traditionally this deck was mono black and that spot was filled by Phyrexian Negator or Nantuko Shade but more recently the deck has splashed green for a combo-control approach utilizing Tarmogoyf as the main beater and Vexing Shusher to force spells through the Nether Void as well as resolve spells through Mana Drains which are very prevalent right now.

Quote from: The Decklist(s):
Devil's Bile
Zherbus   2002

LANDS(23):
4 Mishra's Factory
1 Strip Mine
4 Wasteland
14 Swamps

CREATURES (8):

4 Nantuko Shades
4 Hypnotic Specters

OTHER SPELLS (29):
4 Sinkhole
4 Hymn to Tourach
4 Duress
3 Nether Void
3 Powder Kegs
1 Demonic Tutor
1 Yawgmoths Will
1 Demonic Consultation
1 Necropotence
4 Dark Rituals
1 Sol Ring
1 Black Lotus
1 Mox Jet

BG Void    
Temple of baa    2003

LANDS (19):
1 Bayou
3 Bloodstained Mire
1 Strip Mine
10 Swamp
4 Wasteland

CREATURES (11):
4 Hypnotic Specter
4 Nantuko Shade
3 Withered Wretch

OTHER SPELLS (31):
1 Black Lotus
4 Chalice of the Void
4 Dark Ritual
1 Demonic Consultation
1 Demonic Tutor
4 Duress
4 Hymn to Tourach
1 Lotus Petal
1 Mox Jet
1 Necropotence
3 Nether Void
3 Pernicious Deed
2 Sinkhole
1 Yawgmoth's Will

SIDEBOARD
2 Choke
3 Dystopia
4 Naturalize
3 Phyrexian Negator
3 Smother

The Hush Sound
Galen Andrews  2009

LANDS (19):
1 Strip Mine
3 Wasteland
4 Bayou
4 Swamp
2 Polluted Delta
2 Wooded Foothills
3 Forest

CREATURES (11):
4 Vexing Shusher
4 Tarmogoyf
3 Dark Confidant

OTHER SPELLS (30):
3 Nether Void
3 Chalice of the Void
4 Dark Ritual
4 Duress
1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Demonic Tutor
1 Vampiric Tutor
2 Null Rod
2 Crucible of Worlds
1 Fastbond
1 Necropotence
4 Seal of Primordium

SIDEBOARD:
2 Null Rod
4 Leyline of the Void
2 Slaughter Pact
3 Pithing Needle
4 Diabolic Edict

Other Notes, Matchup Info, etc.:
Modern Nether Void uses Vexing Shusher to fight Drains and Seal of Primordium to fight Oath and Time Vault combo while also using null rods and chalices to shut off TPS and Time Vault combo. Pre-board its weakest matchup is Ichorid but that is dealt with by Pithing Needles and Leylines from the sideboard.

Relevant Links:
Nether Void Primer pt 1
Nether Void Primer pt 2
Nether Void Primer pt 3
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« Reply #89 on: April 07, 2009, 09:22:53 am »

Everything Wins Again (EWA)
By TopSecret

The Basics:
Everything Wins Again (EWA) is designed to have a 50/50 matchup against any deck in the metagame preboard, and a 51/49 matchup postboard. This is done by tapping into all five colors to achieve strategic flexibility. Sometimes a four color manabase is adopted instead, depending on the metagame.

Everything Wins Again builds up incremental card advantage over the course of the game by confusing the opponent, causing them to misplay. By playing few, if any, repeating cards in a given game, the opponent can never correctly find the “optimal play”.

Some theorize that Everything Wins Again is more a philosophy than a deck. EWA has been compared to Taoism, under the assumption that the deck relies on “non-action”, spontaneity, and receptiveness (in this case, to the opponent’s play errors).  Playing Everything Wins Again has also been criticized as form of self-imposed Nihilism.

Quote from: The Decklist(s):
EWA
Andrew Fox - http://morphling.de/top8decks.php?id=480

LANDS (18):
2 Bloodstained Mire
4 City of Brass
2 Flooded Strand
2 Mishra's Factory
1 Island
1 Plains
1 Plateau
1 Scrubland
1 Swamp
1 Taiga
1 Underground Sea
1 Volcanic Island

CREATURES (10):
4 Dark Confidant
1 Ninja of the Deep Hours
3 Meddling Mage
1 Sylvan Safekeeper
1 Gorilla Shaman

OTHER SPELLS (32):
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Demonic Consultation
1 Duress
1 Ancestral Recall
2 Brainstorm
1 Curiosity
1 Daze
1 Disrupt
1 Memory Lapse
1 Seal of Removal
1 Spell Snare
1 Time Walk
2 Fire/Ice
3 Hide/Seek
1 Call of the Herd
1 Pyroblast
4 Swords to Plowshares
1 Children of Korlis
3 Jotun Grunt

SIDEBOARD(15):
1 Artifact Mutation
1 Darkblast
1 Flametongue Kavu
1 Gifts Ungiven
1 Hide and Seek
1 Meddling Mage
1 Pyrokinesis
3 Pyrostatic Pillar
4 Serenity
1 Spell Snare

Other Notes, Matchup Info, etc.:

Relevant Links:
Tournament Reports:
http://www.themanadrain.com/index.php?topic=34070.0
http://www.themanadrain.com/index.php?topic=32111.0
« Last Edit: April 07, 2009, 09:39:08 am by wiley » Logged

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