Disclaimer:All of these are just my thoughts and my opinions. I'm just a normal guy. So take these advice at your own discretion.
Table of Contents:Introduction
Decklist
Chapter 1: Show And Tell my 4 Creatures!!!
Chapter 2: The Tinker Robots
Chapter 3: 4 Mana Drains and the Random Thoughtseize? Why?
On the next article of “My Elephant Oath”
IntroductionHello, my name is Stanley Chen and I’m just your average Southern Californian player. But I have been noticing a decline in interest in further developing Elephant Oath among the Vintage community worldwide. This is alarming because I believe Elephant Oath to be the best deck in the format and am willing to prove any doubters wrong. But last week at a tournament in Los Angeles, I failed to do so and got only 3rd place. So I am not going to write an article about Elephant Oath. But I’m just going to explain my card choices and strategy for my Elephant Oath.
Decklist:Win:
4 Oath of Druids
1 Iona, Shield of Emeria
2 Terastodan
1 Sphinx of the Steel Wind
1 Voltaic Key
1 Time Vault
1 Tinker
Awesomeness:
1 Ancestral Recall
1 Time Walk
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth’s Will
Protection:
4 Mana Drain
4 Force of Will
4 Spell Pierce
1 Thoughtseize
Plan B Packet:
1 Show and Tell
So So but still necessary:
1 Mystical Tutor
1 Brainstorm
1 Ponder
1 Merchant’s Scroll
The Universal Vintage Blue Deck Bomb:
1 Gifts Ungiven
Mana:
4 Polluted Delta
3 Island
2 Underground Sea
2 Tropical Island
4 Forbidden Orchard
5 Mox
1 Black Lotus
1 Mana Crypt
1 Sol Ring
1 Library of Alexandria
1 Tolarian Academy
Sideboard:
Dredge
4 Ravenous Trap
2 Planar Void
Workshop
3 Nature’s Claim
1 Hurkyl’s Recall
Control Mirror/Combo:
3 Thoughtseize (Usually just 2 get side in, more on that later)
Selkie
2 Massacre (Also the 3 Thoughtseizes)
Chapter 1: Show And Tell my 4 Creatures!!!I will start off with why I include 4 creatures maindeck. When I ran 3 creatures, I have had experiences where I have lost games because I decked with Oath because I drew my other creatures. I have also read and heard too many reports where other players have decked because they ran only 3 creatures. There has even been an incident when my Robot was Swords to Plowshared and I could not Oath anymore because I drew my other creatures. It is really that simple. I believe Elephant Oath needs 4 creatures because as an Oath deck, you will draw your creatures and you need to have more creatures in your deck so that you do not lose because you drew your creatures. Also, 4 creatures survive Sadistice Sacrament and Jester’s Cap. I know what you must be thinking, so does Jace or Tezzeret. But Jace and Tezzeret do not help prevent you from decking yourself after Oathing. It really is that important to prevent yourself from decking because if you can make sure you win after you start Oathing, you probably have just won even more games that you otherwise would have lost.
I also know what you must be thinking. “Oh wait, what about drawing your creatures?” Well that is why I use 1 copy of Show and Tell as a backup plan. It is my experience that Show and Tell turns hands that are not keepable to hands that are playable. You put the creatures that are dead draws directly into the battlefield instead of having to wait for Oath! What a great deal! “What happens if they put down Sower of Temptation or Duplicant?” Well, when playing Show and Tell I generally reserve it as a last resort. Basically it is the route I am suppose to take if all other routes are gone. And so at that point, I usually have nothing to lose. “What if it does happen?” Well, magic is has a luck factor as well as a chess factor; you just have to gamble. “But I might lose!” Well you might win too, and keep in mind this is just the last resort plan. “What about See Beyond, Latnam’s Legacy, or Jace?” Well See Beyond is way too weak of a card to play with. It is like a Night’s Whisper without the card advantage. And the fact that it costs 2 mana, is a sorcery, does not net you advantage, and does not help you win the game or survive makes it too weak in my opinion for metagame that demands answers or threats right away. Latnam’s Legacy suffers from almost exactly the same weaknesses that See Beyond does, except that See Beyond gives you cards right away while Latnam’s Legacy makes you wait until the opponent’s upkeep.
Jace requires a whole new paragraph. A lot of people like Jace because he provides a Brainstorm every turn while also acting as a secondary win condition. He can also fateseal your opponents if you already have control of the game. But I have a problem with Jace because Jace costs way too much mana. Four mana is too much in my opinion and you will never get him down in time against Workshop or Dredge. Versus Fish he is also pretty bad and can be destroyed by creatures. He is also vulnerable to random things like Red Elemental Blast or even Pithing Needle. I know he digs 5 cards deep for you by the second turn. And that is very good. But he is just too much harder to cast than Show and Tell and he does not guarantee you the win until 2-3 turns later. The first turn is a normal Brainstorm at best. The second turn is a free Brainstorm, which is great and can greatly help you win. But it still doesn’t guarantee that you win. So basically that is why I do not like him. He costs too much, is too slow, is too vulnerable, and too often he will sit dead versus Workshop, Dredge, or Fish. I already run Gifts Ungiven because I judge him to be way more amazing in the Control Mirror and in the Dredge matchup because you can assemble the KeyVault combo or get the cards you need to win. I cannot run more than 1 4cc spell (that is not a creature) in the Post Lodestone Golem and Spell Pierce metagame.
Chapter 2: The Tinker RobotsNow I want to address why I choose Sphinx of the Steel Wind as my Tinker Robot. Well, first let’s look at the alternatives. Inkwell Leviathan has cost me games versus Dredge that Sphinx would have won. Inkwell Leviathan gives Dredge one more turn to win and cannot defend you from their attacks while attacking. Against Workshops and Fish, you can also be outraced. “But 7 damage is a lot!” Yes it is but not enough to kill them in time and too little to save you at times.
Darksteel Colossus is way vulnerable to everything almost and it is a little better than Inkwell against Dredge but still cannot defend while attacking. And again you can still be outraced in the other matchups. Furthermore, it is the hardest to hardcast and cannot pitch to Force of Will. “But it gives them only 2 turns to live!” Very true, but you need to defend yourself while doing so. Often times I Tinker at lower life than my opponent and he gets the opportunity to race me for the win. “Hardcasting should not really be taken to account” I believe that it should because too often have I had 8 mana to hardcast Sphinx but not Darksteel. “But your other creatures do not pitch to Force of Will!” Which is why I should avoid further diminishing my Force options!
Sundering Titan blows up your own lands versus everything nonblue. Can be too easily chumpblocked with your spirit tokens.
Platinum Angel is too slow and vulnerable.
My theory is that you have to be able to win after you Tinker. And that is already very hard to achieve with Sphinx of the Steel Wind. But I believe I have come the closest to reaching that goal by running Sphinx. He has flying, vigilance, lifelink, prored/green, and first strike. That means he is not vulnerable to as many things as Darksteel, can still evade blockers, can kill the opponent while staying untapped to defend you from the opponent’s creatures. That means you almost always will win the damage race with Sphinx out except against Dredge. And even then, you have a chance if they do not get too many tokens out in one turn. Finally he is easier to cast and can pitch to Force of Will. White mana is not too difficult with 4 Orchards, Pearl, and Lotus. “It is!” Don’t complain too much, Sphinx is the best of the Tinker options.
Chapter 3: 4 Mana Drains and the Random Thoughtseize? Why?We have been moving away from Mana Drain. Why is that? I do not know. In my experience, Mana Drain has saved me too many times in the Workshop, Dredge, and Control Mirror that it should not be cut. But after seeing all the people cutting it for more maindeck Thoughtseizes, I tried it out. And I lost to Leyline of Sanctity because I could not target him and rip that Karn out of his hand. Mana Drain would have saved me and I regret cutting it.
“What about during the Control Mirror? Wouldn’t Mana Drain’s 2 casting cost prevent you from using it too often?” It is true and has happened. I could not cast Mana Drain because I did not have 2 mana or I had 3 Mana and they Spell Pierced it. But that is what the other spells in my deck is for. I run 4 Spell Pierces and 1 Thoughtseize for that reason. In the early game in the Control Mirror or Combo match I rely on my Spell Pierces and my Thoughtseize to keep them in control. And it is important that you Spell Pierce everything that you can (Brainstorms, Ponders, Sol Rings, Black Lotus, Duress, etc). But do not Spell Pierce Moxen because not only are they free, but you open yourself up to whatever else they can do with their untapped land. Also if you have 2 Spell Pierces and only 1 land and they Duress you, don’t counter it because you need your mana open in case they try to pull anything after the duress (Mox, Ancestral Recall for example). And in my tournaments, I have never had an experience where I did was unprepared for the early game and wished my Mana Drains were Thoughtseizes. Spell Pierce does get worse as the game goes on, and Mana Drains get stronger. So I should include 4 Mana Drains, and I do.
I have one Thoughtseize because after choosing my 25 mana sources and all the other essentials in my deck, I had one extra slot missing. And since I believe that all my cards should either be a threat, an answer, or part of my win condition (Keyvault/Oath), I included Thoughtseize in that missing slot. “What about Regrowth?” I have been asked this question too many times. And I was even made fun of by Connelly Woods during Gencon 2010 for not running Regrowth. But I have tried Regrowth(along with Eternal Witness) and my conclusion was that it is just “tech.” In the beginning when you draw Regrowth instead of Thoughtseize or another threat, it will be very dead. And it requires that you already have a threat in the graveyard for it to be effective; meaning it does not even get you the threat but you have to have already drawn it in the past. “Those arguments can be applied to Yawgmoth’s Will” Yeah but Yawgmoth’s Will is basically another bomb and you can play all of your graveyard with it instead of just one card. You can powerup your spells with the Mox/Lotus/Land in your graveyard too. “But wouldn’t Yawgmoth’s Will suffer from the same weakness Regrowth suffers?” Yes, that is why you want to limit the cards that are dead in the beginning. And since Yawgmoth’s Will is so much more awesome than Regrowth, you use Yawgmoth’s Will. “Regrowth helps with Gifts Ungiven” With a little bit of brain power you can Gifts just fine without it. “But is Thoughtseize really better than Regrowth? After all, Regrowth still does something” Yes Thoughtseize>Regrowth, the ability to do something right away rather than usually having to wait 1 turn or having a dead card is just better. Keep in mind this is my humble opinion though.
On the next article of “My Elephant Oath”:I will explain my sideboard strategies for the matchups and why I do as I do. NOTE: I will only write it if people want me to. So give me feedback if you do. If not I won’t write it.
