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Author Topic: Oath Primer SE  (Read 8755 times)
Queequeg
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« on: January 19, 2004, 05:59:01 pm »

Fasionable or not, viable in todays meta or not, Oath is a deck that goes in and out of fasion with the change of seasons. This is the latest version of the primer I have been writting for a while now, and I had to wait until the new boards went up before I felt I should post the newest incarnation of my own sweat and blood.

What have I done to it since the last version? I have corrected some of the bias nature of the original version, fleshed out the sideboard discussion section and added a small selection of matchups.

You will also find the primer contains no deck lists, although I have my own designs for oath, builds vary massively and is somthing I want to leave open as possible. A template or barebones build might be something to consider though.

It isn't finnished yet, which is why I have posted this version to get help from you guys and to get it finally up to completion. I need help compiling a sort history of the deck, so any old crusty readers how played oath the instant it was released your help would be most appreciated. I also would like to add more match ups, since I have only included the matches I am confidant at writing, plus fleshing out the existing ones along with coming up with win ratios would be nice.

So with further or do and for those few who I know have been waiting for this here is the new version. Enjoy the read, but most importantly give me feedback.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Oath of Druids in type 1
A Mini Primer
Written by Matthew Dorrell (aka Queequeg)
19/12/03


Introduction

This mini primer is not meant to be entirely comprehensive but more as an introduction to playing Oath and concentrates on the key areas rather than in in-depth match by match analyse.

What is an Oath Deck?

An Oath deck is any deck that is built to abuse the use of the Exodus card Oath of Druids. Although all Oath decks share the inclusion of this common card, the strategies and builds behind Oath decks can vary. One idea being to “Oath up” a fatty early, give your opponent a quick death and if your threat dies, Oath again. Counter Oath plays a different game, using the Oath of Druids to Oath up a more evasive threat and a selection of utility creatures, to find more answers and leave deck slots open to counter magic. The obvious advantage of this approach is it can deal with more situations before sideboarding, and is more robust to removal and disruption. This mini primer centre’s on later strategy, which is now widely considered the most viable build. As a consequence the primary colours of Oath are U and G, but 3, 4 and 5 colour builds are common. Colour splashes are added to widen the card pool and thus provide better answers and more brokeness in the absence of power cards.

Why an Oath Deck?

Oath of Druids is a metagame deck. In just the same why that Suicide Black and Anhk Sligh are metagame decks, that is to say it is a deck tailored for a particular metagame. In suicides case this is a field dominated by control strategies, whilst for Oath it is a metagame dominated by aggro. In fact if you play in any environment where aggro decks proliferate then Oath is the deck that will see you with a lot success. Oaths weakness comes when faced with control decks and those running few or no creatures. In these circumstances Oath will have to side against these matches, if every other match is OSE then Oath is not the right choice for your field. As a consequence Oath decks tend to shift in popularity with the changing field of Type 1 and with this its status as a Type 1 deck will shift also. In essence Oath can only be considered a viable deck in any field where Aggro makes up the largest percentage of decks to beat.

Does Oath require power?

The short answer to this is No. Oath can be played without any of the P9 but in doing so takes a big performance hit. Unlike many other control decks Oath centre’s around card recursion and the brokeness the Oath strategy comes from being able to reply cards like Ancestral Recall multiple times in a single game. Splashing colours in Oath can replace some of the hit that removing power has to the deck by providing answer beyond the card pool of U and G.
 
Card Analysis- Green


Oath of Druids: Oath of Druids is the corner stone of every Oath deck; IMO the inclusion of 4 in any oath deck is essential. Drawing Oath is key to your strategy, multiple Oaths drawn are not redundant neither as you the opportunity to stack a series of Oath events in your upkeep.

Gaea’s Blessing: Gaea’s Blessing is used to create a recursion effect after Oathing. During your upkeep when Oath resolves if Gaea’s blessing is revealed and is placed into your graveyard the Gaea’s Blessing’s trigger is placed on the stack, which resolves and reshuffles your graveyard back into your library. Even If a creature is not revealed and you Oath your entire library Gaea’s blessing will still trigger providing it has been revealed.

The significance of this recursion effect is; 1) it stops the Oath player from milling this entire library once he/she has exhausted their creature supply, 2) It gives the player to opportunity to redraw played cards, 3) It gives the option to re-oath creatures that have passed into his/her graveyard.

The ratio of Gaea’s Blessings run to creatures directly effects the frequency of the recursion effect. If for example 1 Blessing is run to 3 creatures, then when you Oath you are more likely to reveal a creature before the Gaeas Blessing, hence you will commonly leave a large graveyard after Oathing. Other recursion effects like Regrowth, Holistic Wisdom, and Flashback can exploit this situation. However the possibility of drawing Gaea’s Blessing requires more than 1 be run in the deck. As a result 2 Gaea’s Blessing’s are run as standard in most Oath Builds.

Sylvan Library: Sylvan Library combined with shuffling effects of cantrips, Oathing and Fetch lands enables you to look at three new cards each draw step. This has several benefits other than the obvious card advantage, it stops you drawing cards that you don’t want in your hand such as a creature or Gaea’s blessing, it helps you from drawing excess land late in the game and lastly it fuels your hand with counters. Of course you always have the option to pay life to keep cards. Drawing multiple copies of Sylvan library however does nothing for card advantage above the first so often only 1 or 2 copies of Sylvan library are run.

Regrowth: Mainly regrowth should be reserved for oath decks running power, the temptation is to include it as a no brainer, unfortunately it doesn’t quite make that sort status in unpowered oath. Its value only really comes from being able to replay Recall and Time walk, especially now with cards like cunning wish offering greater versatility.

Holistic Wisdom: A very nice card to make it out of the Odyssey set, unfortunately again this doesn’t make the cut at the very least for unpowered decks. The idea of replaying recall after recall at the expense of a Brainstorm or 2 would get any Oath players juices going after all isn’t recursion what’s oaths all about? Only Holistic Wisdom is only really good once you have your oath engine out and working properly, which is half the battle won and you have to ask yourself do a dedicate a slot to make this battle easier? Or make me look better when I win? Holistic Wisdom is quite simply overkill.

Naturalise: A green disenchant simple, but one of the most invaluable cards to come out of recent sets, and removes the need to substitute white for artifact/ enchantment destruction. Finding a slot for naturalise is another matter and often ends up in the sideboard.
 
Card Analysis- Creatures


There are 2 rules that I feel all main board Oath creatures must meet:

1) All Oath creatures must be able to self-sacrifice at instant speed.

This means you can control your creature count more actively, and re-Oath at will for a new creature if the existing one does not suit. It must be instant speed so that the creature can be saced if at threat from being removed from the game entirely i.e. by swords to Plowshares.

2) All oath creatures must be hard castable.

This is so you don’t get stuck for a kill if you draw it, or if you are forced to cast it from your hand. Therefore the casting cost needs to be realistic.

Spike Weaver: Weaver is used to create a Fogging effect preventing combat damage. However Weaver can be used to stack counters on other creatures you control or and when pushed can be used as a 3/3 beatstick.

Spike Feeder: Feeder is used for 3 purposes, to create an infinite fogging effect with Weaver, Gain 4 life each turn verse direct damage and stack Morphling with counters whilst maintaining the fogging effect with Weaver.

The Weaver/Feeder ratio is typically 1/1. Although situations where Oathing Weaver is critical then 2/0 ratio in favour of Weaver can be implemented from the sideboard. The reverse is true verse direct damage strategies where a 0/2 ratio in Feeders favour can be sided in.

Morphling: Superman is the best kill card for the Oath main board. Stand-alone it is evasive enough to leave you enough free counters for elsewhere. Its pump ability enables it to abuse the +1/+1 counters of the Spikes, whilst in the Oath engine it is virtually indestructible.
 
Card Analysis- Blue


Mana Drain: I have played Oath both with and without Drains. Mana Drain unlike counterspell not only provides you will permission spell but also a possible tempo shift in your favour. Oath can exploit this either by converting that mana into card advantage with cards like Stroke of Genius, by moving tokens from Weaver/Feeder or pumping Morphling. Counterspell can be used as a substitute, but you lose the shift change associated with Drain.

Mana Leak: Mana Leak is used in powdered U/G builds of Oath as a first turn counterspell, since their effectiveness diminishes greatly as the game advances counterspell are only superior when Mox are excluded from the deck. However in 3 or 4 colour builds, or those that running slots dedicated to supporting man lands, there is often not enough blue sources to reliably cast counterspell, hence mana leak can be used in favour.

Counterspell: Counterspell essentially is an emasculated version of Mana Drain. However as I said it could be used as a poor mans substitute, or could replace Mana leak in unpowded U/G builds which include Mana Drain.

Force of Will: The classic first turn Counterspell at the expense of 1 life and a blue card has always been a favourite with control players. The only condition with running Force of Will is you must be able to support a workable number of pitch spells, which can put pressure on it’s use in 4 or 5 colour builds.

Misdirection: Misdirection is not a counterspell, but like Force of Will is can offer first turn permission and like Force of Will must run a workable number of blue pitch cards. Further more Misdirection is obviously limited to spells which have a target, in type 1 is usually isn’t a problem, if your regional metagame is odd or retarded then you might reconsider its inclusion or at least limiting it to the sideboard.

Ancestral Recall: No brainer, only even more so due the recursion of Oath, you’ll get to play it more than once a game! If you haven’t got one then you can’t run it, if you have one run it, if you can proxy it do so.

Time Walk: Oath twice, draw 2 cards, lay and extra land, Untap each land once, attack with Morphling twice. Another no brainer and you’ll possibly get to do this multiple times a game

Fact or Fiction:  FOF is restricted for a reason, not quite a no brainer but excellent card in Oath nonetheless.

Impulse: Impulse is excellent in Oath, it provides you with the extensive search power you need and provides you with a shuffling effect ideal for use with Sylvan Library or Brainstorm but unlike brainstorm doesn’t leave redundant cards sitting on top of your library.

Brainstorm: Not as deep digging as Impulse and can leave unwanted cards on top of your library. However brainstorms advantage comes from its ability to replace creatures and Blessings back on top of your library ready for your next oath. Hence brainstorms strength comes when combined with shuffling and deck thinning effects. Often as a result players run them alongside impulse in various ratios.

Cunning Wish: Couldn’t find space for that misdirection or naturalise Cunning Wish is the answer to that, effectively any thing up to 15 spells in one. But Cunning wish is only as useful as you make it and finding slots in your sideboard is a lot harder than it sounds. To exploit cunning wish to its full you need to make sure the sideboard is ‘tooled up’ with at least a card drawing source, artifact and enchantment destruction and targeting creature removal.

Stroke of Genesis: Best played in the sideboard with Cunning Wish main decked, this way you don’t draw it when you least need it.

Braingeyser: Can’t be wished for, but none the less a more efficient card drawer than Stroke of Genesis, even if it has more chance of being misdirected and can’t be wished for.

Merchant Scroll: Copy of Ancestral anybody. No reason whatsoever to include it when you are not running power.

Mystical Tutor: A very useful Blue utility spell, oath architecture can vary but mystical tutor will undoubtedly be at home in all of them even the unpowered decks it can fetch that braingeyser or Fact Or Fiction.


Card Analyse – White[/b]

A third colour will compromise your mana base slightly but not significantly enough that you still can use or evade the effects of cards like Back to Basics. White is usually included because it gives the Oath player spot removal, which is vital for riding of creatures like Commander Esha or early pressure creatures like Phyrexain Neagtor.

Balance:  Balance doesn’t fit a winning Oath strategy, you’ll lose more land and hand size than your aggro opponent. Notice I said winning, no single card is more likely to give the losing Oath player a final chance at redemption, and not all your opponents will be aggro and against keeper and its relatives balance can be devastating

Swords to Plowshare: The main reason for splashing White. I run 2 in my deck, a third in the sideboard for Cunning Wish.  Plowshares can provide that all-important answer for the unexpected rogue creature or hold off the early attack from decks like Suicide Black and The Rock.

Enlightened Tutor: This mirage Tutor has two major disadvantages, firstly you can only search for an enchantment and Oath being mostly instants that’s not that useful. Secondly the card is revealed and placed on top of the library. However in a strategy where a single card is so important having a 5th Oath of Druids is something that I couldn’t turn down if I had an available slot, but expect deckslots to be tight and often Enlightened tutor doesn’t make the cut.

 
Card Analyse – Black


Black is often splash as an alternative to white, but sometimes both are added when required even though it means losing Back to Basics from your sideboard. The choice largely depends on your field, whilst white provides more efficient spot removal making it a more effective choice verse fast pressure aggro like TNT and Sui. Whilst Black offers better anti control elements making it a superior choice when Combo and Control decks are wearing the Crown.

Duress: One of the single best anti control cards printed. Although despite this you have to question if Duress actually serves any purpose that blue counter magic doesn’t. Arguably Duress is proactive and can force key cards out of your opponents’ hand first turn but with first turn Mana leaks and Force of wills available is that so important ? Well yes actually it is. Even if an early Duress is countered by Force of Will it has achieved its purpose, trading for a counter and another potential control card and so bagging you precious card advantage that cards like force of will just can’t give you. Uncountered it can steal a game changing silver bullet or cheery pick that vital combo component away from decks like WGD. Duress is the core reason to splash black.

Yawgmoths’ Will: Oath mana base is neither explosive enough nor is the oath engine constant enough to make full use of this broken card. Plus what are you going to reply? counters? Recall? It will be lost forever if you do. As much as a powerhouse of a card this is its best left in Hulk and Sui.

Vampiric Tutor: Its and improvement over enlightened. Just. If black is splashed run it in preference

Demonic Tutor: The god of all tutors, if you are running black it’s a gem, a must run card.

Mind Twist: This has just got misdirection written all over it, despite how powerful this card is it just doesn’t make the cut.  A 4th Duress is a better and safer choice over twist.

Pernicious Deed: Discriminating removal in 3 flavours. I must admit it has appealed to me ever since I saw its inclusion in The Rock, although I have always run Powder Keg in preference in fear of losing my Oath of Druids. However Deed can provide fast board sweeping in the early stages of the game where it is critical against fast board advantage decks like MUD. In addition it provides an effective answer to enchantment based decks like Parfait and Enchantress.


Card Analyse – Artifact


Black Lotus/Sol Ring/ Mox: Running off colour moxen is pretty standard in powered oath builds. It has the advantage that Mana leak can become a first turn spell alongside Oath. The sacrifice is that this limits the number of over colourless mana sources you can run.

Powder Keg: The most single versatile artifact printed. Its use in oath is less important than in other control decks, but it still provides useful artifact removal, Mox destruction and non-targeting mass creature removal.



Card Analyse - Land


Library of Alexandria: As land goes a No brainer. Proxy this if you can.

Wasteland & Strip Mine: Essential, make room for as many as you can, after moxen this is your next priority for colourless land slots. Wastelands are also invaluable at riding of pesky man lands.

Mishras Factory: The idea of using factories is appealing. Against aggro you have a series of 2/2’s that won’t trigger your opponents chance to oath whilst against control they give you a built in back up plan. The downside is that outside of a U/G build you’ll have no colourless land slots to accommodate them, forcing you to increase you land count. Only to find enemy Wastelands nuke them when your opponent realise you are dead in the water with out the man lands.

Treetop Village: CIPT effect and higher activation cost makes these less effective than factories, and you now what I said about them.

Fetch Lands & Dual Lands: The basis of your mana base. Don’t consider painlands or City of brass until your reach 4 or 5 colour builds.


Card Analyse – Sideboard Conversions

The big temptation for inexperienced players when deciding what goes into an oath sideboard is to double up already on a winning strategy by including cards, often creature cards that make easy aggro matches easier. Instead you should use this space of 15 cards to make only the hardest of aggro matches easier and give you a fighting chance against creatureless and control strategies.

One way of achieving this is running what is refereed to as a conversion in your sideboard. A sideboard conversion is essentially a set of cards that can convert your oath build into another deck archetype by siding them in favour for the redundant parts of the oath engine.
Such as conversion is designed to strength matches where your opponents decks supports few or no creatures, typically control and combo strategies. An Oath conversion can accommodate siding up to as much as 9 redundant parts; 4 Oath of Druids, 1 Weaver, 1 Feeder, 1 Morphling and 2 Gaea’s Blessing. A conversion to this extent however leaves few slots in your sideboard to dedicate to wishable tool cards and traditional hate options. More commonly conversions emphasise the replacement of only 4-6 cards namely 4 Oath of Druids and 2 Gaeas blessing.

Ophidian Conversion: Usually consisting of 4 Ophidian and 1 Morphling. This would allow you to convert your build into a U/Gphid deck by substituting the Oath engine out for the Ophidians and an additional Morphling. The conversion fits well since both archetypes are similar, and still leaves you space in your sideboard for other match ups. However the conversion leaves you with a sub-optimal Ophidian build at best and benefits most in a powered build. Although this conversion helps massively with combo decks and creatureless decks like Parfait, it doesn’t help much verses powerful control decks since you are effectively running an inferior build of a similar if not the same strategy.

Negators and Thieves: Oath adopts a page out of the OSE player’s book here. OSE builds commonly include sideboard conversions to play into an aggressive gear verse defensive opponents. This same strategy can be employed in the Oath deck by siding one or the other or a combination of both. I have also seen Call of the Herd used with the same idea in mind, although both Call of the Herd , Neagtor and Rootwater Thief can be answered by a good opponent, and neither replace the oath engine with an alternative card drawing strategy.

Token Conversion: Not strictly a conversion but token-generating effects are used in the same situations. The objective here is to keep the Oath engine main board and side in additional spells to generate creatures under your opponents control and so forcing an Oath. The advantages this approach has over other true conversions is it requires fewer sideboard slots whilst allowing you to still exploit the strengths of the oath engine. Two spells are commonly used for this method; Funeral Pyre and Verdant Touch. Whilst Funeral Pyre is an instant meaning it can be fetched using wish and can be cast in your upkeep, it does require white and is a one shot deal. Most decks will house instant removal and will ensure it doesn’t stay in play long enough for Oath to check for targets. Even so Funeral Pyre can remove the vital card in your opponents graveyard and is a strong metagame choice. Verdant Touch can be replayed on the other hand via its buyback and force opponents to waste resources dealing with the 2/2, however touch encounters its own problems being easily fizzled by Zuran Orb or Wasteland.

Psychatog Conversion: Oath decks especially builds sporting black share a large part of their spell base with Hulk decks and the idea of a Hulk conversion has been tossed around the boards on the odd occasion. Such a conversion would enable the oath player to convert to strong Tog build, however such a conversion on paper takes between 9-11 slots on the sideboard and leaves no room for any over contingency plans. A second approach is to use an Emerald Alice Gro based conversion. Although this appeals to me less since both strategies use massively different deck architecture, both in number of mana sources, counters and cantrips.


Card Analyse- Sideboard Tool cards


Capsize: Capsize has 2 advantages, firstly it can deal with any type of permanent and in so doing saves sideboard slots and secondly can be replayed through its buyback cost. Even so Capsize costs UU1, an extra 3 with the buyback cost and 5 Mana isn’t cheap but it does provide spot removal in a UG build. If you are splashing Black or White then the wider card pools make Capsize obsolete.

Teferis’ Response: Almost all decks nowadays at least run Strip Mine, where as the leading control and aggro control decks will run an additional 4 wasteland. Teferis’ Response can counter their effect and bag you 2 cards. However Teferis' response requires 6 mana to be effective and maintain good tempo (3 to Wish 3 to cast). For unpowered builds without moxen this kind of mana isn’t available in the stages of the game where it vitally needed to make use of Response. There are 2 alternatives. Gush, which will gain you the same card advantage with a 0cc meaning its effective in an unpowered build but the alternative casting cost also means it almost exclusive to UG builds. Or Stifle that has greater versatility and an easier casting cast but doesn’t bag you the same card advantage that Gush and Response do. In a UG build Gush is superior to both, in all other unpowered builds I would consider Stifle to be the best.

Naturalise: Routine enchantment destruction for all, your personal answer to Back to Basics, Blood Moon and Planar Void.

Stroke of Genesis: Drain spell, wish for Stroke, Draw cards. Almost compulsory if wish is main board.

Dismantling Blow: A favourite for Keeper players, I think the mana cost makes it more suited to a powered build. The fringe benefit is that it more effectively evades cards like Chalice of the Void and Meddling Mage and at a push can be replayed within the oath engine to draw cards.

Diabolic Edict:  Morphling is primarily responsible for the popularity of this card.

Smother: Blacks substitute for STP, smother will kill most usual suspects; Negator, Hyppie, Tog, Welder etc. Obviously it leaves you less prepared for the unexpected.
 

Card Analysis- Sideboard Creature Cards

Akroma, Angel of Wrath: Akroma when run in the sideboard can be sided in against any aggro where Swords to Plowshare are absent in order to provide a faster kill. Against Sligh and Suicide she is a game ender in commonly 3 turns, whilst against Tog she provides a 6/6 wall and a three 3 clock.

Wood Ripper: A strong choice verses aggro based workshop decks like Stacker and TNT, less useful verses Mud which runs to few creatures to Oath effectively.

Ravenous Balthour: Used verses strategies where the fogging effect is not required and either life gaining or beef is more important, in which case it replaces Weavers slot.

Viscera, The Dreadful: The Avatar of Woes’ female counterpart has generated some keen interest in Oath players since her release. Often she is implemented from the sideboard or even main decked as an answer to Psychatog. I protest to her being main boarded for several main reasons a) Viscera like Akroma is near impossible to hard cast, b) Viscera doesn’t evade any of the leading forms of creature removal and c) She taps to attack and with no life gaining ability leaves you open to retaliation. Viscera has to tap to use her ability so she can’t start killing straight off and then she is limited to killing one dork a turn. Weaver is better at holding back creature hordes, whilst there are more efficient ways at killing utility creatures like Goblin Welder. Viscera does however provide a suitable sideboard answer verses Tog, even though she is arguably less preferable to Akroma due to her limited flexibility outside of this match up.

Phantom Nishoba: The life gaining ability negates the need for vigilance, whilst the token effect makes it indestructible verse burn strategies. However most Sligh decks due to their high percentage of non creature spells can work around the Oath engine to ensure it never hits play, whilst against most remaining aggro its has been superseded by Akroma.

Ancient Hydra & Trisklion: Both Hydra and Trisklion are the most efficient way of killing utility creatures such as Goblin Welder and do not become redundant when the massacre is over neither. They can deal fast damage to your opponent too and ready for the recycle next turn.


Card Analysis- Sideboard Non Creature


Misdirection: Strengthens the Sligh and Suicide match, plus can be wished for. Refer to blue card analysis section.

Hydroblast & Blue Elemental Blast: Strengthens the Sligh match when run in multiples. However has less scope than misdirection beyond the Sligh match.

Disrupt: Ideal counter magic against early disruption from cards like Duress, Sinkhole and Hymn to Tourach. Misdirection should be the primary choice verse suicide but further Disrupts can be implemented if required. Disrupt also helps win counter wars, against aggro control decks such as Hulk and Fish.

Back to Basics: A vital card for UG builds verse 3+ colour decks like Keeper, OSE, Enchantress and FEB etc. Although Its not quite the auto win card that Blood Moon is it is so good verse keeper that it can still be used in 3 colour Oath builds to much effect. Often or not potentially losing the B or W splash from casting B2B is a negligible loss considering the power of the card. Now fetch lands allow 3 colour Oath players to work around this disadvantage further.

Multani’s Presence: Helps a lot verses enemy control matches and the mirror match. After your spell is countered presence resolves, drawing you fresh answers.

Circle of Protection: Red: The best card verse Sligh, it evades BEB and will hold off Slighs burn indefinitely forcing them to drop creatures for the kill.

Chalice of the Void: Capable of hosing any deck with a effectively flat mana curve. This card is less significant with the January restrictions but still can hose decks like Sligh. Unlike COP:R it won’t stop all their burn spells but will often hose there entire creature base as well.

Swords to Plowshare: Implemented from the sideboard to deal with match ups that can drop 4 turn clocks before you can drop oath, such as Negator, Judgenought, Spiritmonger etc. or to destroy strategy breaking critters like Writhed Wretch or Hypnotic Spectre. The number of Plowshares to run is subject to your meta but up to 3 sideboard and 1 mainboard can be run successfully against heavy aggro.
 

Match Analysis


Zoo & Taiga: By Zoo I am strictly referring to the RG/u build where U is splashed for power cards and sometimes Serendib Effreet. This build has commonly been replaced in most cases by the RG build Taiga. Both matches should be approached in the same way and the strategy for this match can be applied to most rogue and scrub aggro builds also. Neither deck supports an effective creatureless Kill condition. Although Zoo decks commonly only run a maximum of 8 burn spells most designs will also include Man Lands and some sort of recurring direct damage such as Cursed scroll, Stormbind or Isochron Scepter. The strategy to sit on its Man Lands whilst it waits for is recurring direct damage to turn up is a weak strategy at best. Zoo will eventually be forced to attack with creatures and you can sit on Oath with your counters for the lock and Kill. After sideboarding Zoo is most likely to side in a series of hate cards including Choke, Blood Moon, Defence Grid and Tormods Crypt. Your counters can take care of most of these threats and additional removal such as Pernicious Deed can be implemented for the sideboard as a security measure. Akroma can replace Morphling for the Kill whilst a second Spike Weaver can replace Feeder where available.

Stompy: Stompy like Zoo supports no creatureless kill and almost all builds will not run Man Lands. Stompy will try and attack with speed and kill you before you can get a lock with Oath of Druids. Cast Oath ASAP, if you stall use your removal and counters to keep the Rancors out and creature count under control. Once Oath is in play protect the engine, lock and Kill. Stompy is most likely to side in either Choke or Xantid Swarm against you. Again 1 Akroma 2 Weaver can be implemented from your sideboard and additional removal can take care of suspected Chokes and help keep stompy’s creatures in check.

White Weenie: Pedestrian speed in comparison to both Zoo and Stompy with weaker sideboard options it should be a relatively easy match. WW builds have no creatureless kill condition, even those that run Cursed Scroll can’t use it fast enough (Although newer builds may use Goblin Charblecher instead). Keeping the Tax/rack engine off the table is imperative, also Emperial Armor can set a tight clock if cast early enough so be ready. Drop Oath soon as, and save your counters to keep it in play. After sideboarding ww is likely to side in Abeyance, Defense Grid and Tormod’s Crypt. Akoma has to stay out because of STP, but more removal to take out the Crypts and keep land tax out is a wise idea.

Sligh: Sligh builds can run anywhere from 12-20 burn spells, plus at least 4 recurring direct damage effects in the form of Cursed Scroll or Grim lavamancer. You can also expect global damaged in the form of Anhk of Mishra or Pyrostatic Pillar. Sligh can quite viably attempt a creatureless kill using this direct damage and in doing so evade your Oath engine altogether. As a result any creatures sideboarded to counter this loss of life such as Phantom Nishoba are rendered obsolete as they can never be “Oathed” into play. This problem is compounded when Sligh’s creatures are sided out for Hate cards such as Blood Moon and REB. If your Oath build has the legacy of a white splash then up to 4 COP:R can be sided in. By hosing the red direct damage you force the Sligh player to attack with creatures and in doing so can lock with Oath of Druids. Akroma or Nishoba can now be effectively used. Alternatively if you sideboard houses a suitable conversion you can move to such a build and side in up to 4 Chalice of the Void or simaliar hate card. Set at 1 Chalice can hose the majority of the decks’ spells leaving you to counter the remainder and hard cast a Morphling for the Kill. Additional Misdirections help with both approaches.
 
Suicide Black: Sui is the fast disruptive mono black deck that was developed from those early necropotence decks purposely to beat leading control strategies. Suicides strategy focuses on the early game where it uses a 2 prong wave of disruption in the form of discard and mana denial to refuse you the resources you need to execute your own stratergy. It then quicky follows up this with a 4 turn clock such as Phyrexian Negator or Nantuko Shade. Beating Sui is a case of surviving the opening disruption and keeping the crucial parts of your opening hand so that you can drop Oath of Druids. Sui is likely to side both Planar Void and Dystopia against you. Preferably 4 Misdirection should be sided in, Sui is surprisingly fragile itself since it requires a threat to be dropped immediately after disrupting and doesn’t fair well with a Hymn to Tourch smashed back in its face. Almost always the Sui player will cast Duress before either Sinkhole or Hymn when it can so that it can cheery pick the Misdirection from your hand. Always counter Duress, although if you FOW it you will loss considerable card advantage. Sideboard slots permitting Disrupt provides a suitable answer to this by cantriping for a new card. Once Oath hits play you want to be able to oath out a Kill first go, as with Planar Void and Dystopia showing their face your’ll get one shot. Therefore running Akroma seems the logical solution. With Akroma in play there is little the suicide player can do; you have won.

Nether Void: Played much the same way as Sui except for Void will aim to drop a Shade then lock with Nether Void following the initial disruption or worse still lock then commence to lay Factories. Despite this Nether Void is slower and less consistent and in most case won’t get a quick lockdown leaving you the chance to drop Oath of Druids which is functional under void.

Fish: Guy Fishes threats are even slower than that of WW whilst the only disruption most builds include a 4 FOW and no removal. Even so Fish commonly runs 8 man Lands and so you will need to save you removal and Wastelands to take care of these. Fish can also draw lots of cards but fortunately requires creatures to do so and out drawing its opponent is so ultimately strategic to it winning. Rootwater thief unchecked can be a problem although once you have Oath in place they are less threatening. Fish is most likely to side Nevinyrrals Disk against you as a attempt to destroy all non land permanents so it can beat you down with its man lands. Your counter magic and removal should see to this whilst Akroma can replace Morphling from the sideboard.

Parfait: Parfait is the creatureless enchantment and artifact based deck that draws cards using the Land Tax Scroll Rack engine. Gaining card advantage Parfait has access to a selection of silver Bullet or hoser enchantments. Parfait builds traditionally killed using Scared Mesa although newer builds are using Goblin Charbelcher from the Mirrodon Set. This match is very difficult. Game one keep the Tax/Rack engine off the table at all costs, hopefully your counter magic will hold out and you can drop a Morphling for the Kill. A conversion is compulsory for the next 2 games, the ophidian conversion is probably the strongest verses this match as card advantage fuelling your counters is the most important aspect. Deed also plays an important role in hating out the deck enchantments.
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kuwv
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« Reply #1 on: January 20, 2004, 01:13:52 am »

This is an unpowered version of oath that I am running. I was planning on using these to get into extended... eh I'll just stop there. Basically deciced to use them for something. If there are cards that you think I should run to make it better chances are I don't own it. :/

Oathes of Wrath (Kinda Janky unless more donations/ trades come through Wink )

Dirt: 19
4   Tropical Island  
4   Yavimaya Coast    
3   Forest    
3   Island
3   wasteland
1   gemstone mine
1   strip mine    

Beats: 8
1   Akroma, Angel of Wrath    
1   Butcher Orgg      
4   Mishra's Factory
2   Chimeric Idol

Protection: 8
4   Oath of Druids  
3   Propaganda    
1   Misdirection

Control: 12
4   Force of Will    
3   Mana Leak
2   Memory lapse  
2   Gaea's Blessing    
2   Rushing River
1   Forbid

Blah: 11
4   Brainstorm
3   Impulse  
1   Crop Rotation          
1   Regrowth/nostalgic dreams    
1   Lotus Petal
1   Mox diamond
   
The Sideboard:
4   Hidden Gibbons    
4   Naturalize  
3   Ankh of Mishra  
2   Seeds of Innocence
2   Feldon's Cane

Breakdown: As noted earlier oath has a serious problem against other control decks. This build just asumes the worse and expects the controll player. With the addition of manlands; this deck atempts to force the control player to push harder for answers then just becoming entrenched in a draw go match.

Mishra's Factory: The staple for anti-control while giving you a chance to mount a defence against early an goblin lackey.

Chimeric Idol: Although not synergetic with man-lands it can become an excellent blocker while adding an extra push of aggression without triggering an oath for the opponent.

Propaganda: Just good against anything that runs creatures including being able to lock down goblins, morphlings, the rare parfait.

Akroma: The beats that matters. Sorry morphlings are good too, but I'm not rich.  Just think of her as a morphling that I don't have to spend as much mana on, can block negators beter, laughs at tog, and is quick game winner. Wink

The Butcher: Completely clean house on any weenie deck or get those last points of damage in. Lets the factories/ idols in at a go also.

Impulse: This should almost be seen as your most important tutor. This should be that clears of the top of your deck if no oaths are in sight or you've brainstormed creatures. Only lim dul's vault comes close.

Rushing River: Bounce anything that may go out of control (aka isochron). Turn dead factories into extra disruption and also being a poor misd. target.

crop rotation: Tutor out factories to turn into additional pump or aggro.

Side Breakdown: I know the first thing you see is artifact hate. I just hate isochron scepter and I want everyone to pay for having them  Twisted Evil Opps, Sorry.

Basically...

Hiddden Gibbons: Go where the oaths are concerned as for going against control. The idea is to add to the affect of making cards in an control opponents hand as dead as the aggros so that the rest of this deck can shine.

crumble/ oxidize: side these along with the giddens for extra hate for moxes etc. also to add flexability and control. Anti-Tsabo's web at that

seeds of innocence: broodstar, mindslaver, goblin charbelcher, tnt, stax, and anything else artfact heavy I can't afford will suffer my wrath.

ankh of mishra: Anti- Dragon choice mostly. Also hate against fetch heavy decks like tog or quirion dryad styled mana aceleration.

Considerations: Tormod's crypt can be a problem. I think maybe swithing to sylvan library/words of wilding option would help. Splash more white and red (don't have the duals)

edited: everything pretty much  Rolling Eyes updated my list as of 1/29
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« Reply #2 on: January 20, 2004, 01:43:42 am »

Perfect timing, I just placed 3rd in Hadley with Oath two weeks ago, as well as packed it in my adventures at Waterbury.  Here's what I was running.


4x Oath of Druids
2x Gaea's Blessing
1x Morphling
1x Spike Weaver

4x Mana Drain
4x Force of Will
2x Mana Leak
1x Daze
1x Misdirection

4x Brainstorm
4x Accumulated Knowledge
2x Deep Analysis
1x Ancestral Recall
1x Fact or Fiction
1x Sylvan Library

1x Intuition
1x Regrowth
1x Time Walk

2x Back to Basics

1x Mox Emerald
1x Mox Sapphire
1x Black Lotus
4x Tropical Island
2x Wooded Foothills
1x Windswept Heath
2x Polluted Delta
1x Forest
7x Island
1x Strip Mine
1x Library of Alexandria

The list feels strong.  There's lots of cute synergies and tricks that you can abuse, as well as access to powerful hosers and a massive counterbase.  The reason I like this list the most is:

Back to Basics is stronger against manlands than Wasteland, because you only need one to shut off their entire base of manlands.  This lets you beat Landstill, which is otherwise almost impossible.

The insane amount of draw spells allows you to actually outdraw Hulk Smash, which is quite a feat.  The AK/DA engine appears to have poor synergy with Blessing at first, but keep in mind two things.  One, you can AK with blessing's trigger on the stack, thus simulating an Intuition that you don't have to pay for, and if you oath without hitting a blessing you usually get a free DA in to your yard.  And let's not forget while Hulk can draw between 7-10 cards off AK, you can draw any number you can imagine because you can get it back constantly.

The deck doesn't actually need a Morphling or Weaver in play to win, it can recur Time Walk/Blessing and with a base of free turns built up start Ancestral Recalling your opponent (or even Deep Analysis)

The deck is all but immune to B2B, Blood Moon, Wasteland, Dwarven Miner, Null Rod, Chalice at 1, etc.


Also, I'd like to add that Mana Drain is only really better than Counterspell when I want to poop a morphling in to play or cast Deep Analysis from my hand.  I did in fact Drain myself to death on Saturday at Waterbury, so I'm actively considering running Counterspell instead.
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« Reply #3 on: January 20, 2004, 10:06:18 am »

Quote from: Kowal
I did in fact Drain myself to death on Saturday at Waterbury, so I'm actively considering running Counterspell instead.


That's good to hear to us budget players. Very Happy

Otherwise, what is your game plan vs. decks that don't have to drop creatures, like Keeper or Smemmen's Death Long? I'd like to see what's in your SB to take care of these decks.

Apart from that, did you face a lot of hate at Waterbury? It seems like you would run into a considerable amount of Tormod's Crypt, which could prove problematic.
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« Reply #4 on: January 20, 2004, 01:06:14 pm »

Embarassed I'd run memory lapse before I'd run mana drain in oath to be honest <-(So wierd saying that just save your time and don't flame me)

In theory oath is just a combo deck in that it only needs control long enough to get the combo out or deal extra damage. Memory lapse fits that purpose in that it opts for synergy that denies your opponent time to find answers instead of mana acelleration that oath shouldn't need anyway from the drains. Would your opp. go for a creature or draw that ancestral that got lapsed kind of thinking + opps mirage tutors would have been an answer turn into a cantrip and no stp or diabolic eddict for another turn (except a brainstorm witch may also get buried under by a timely lapse).
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« Reply #5 on: January 20, 2004, 01:56:39 pm »

@kuwv

Unfortunate choice of deck for extended you must be hating DCI right now. To be honest it still looks like an old extended Oath deck and has along way to go before being competative in type1. Once I get the skeleton for an Oath build included in the primer it should help you alot, mean while I suggest you start with by looking up sapphire Oath if you can find it and go from there.

Hidden Gibbions is an intreasting Idea, especially against Hulk.

@Kowal

I like the deck in most part. I have some concerns about the exclusion of cunning wish and the inclusion of AK and DA.

Deep Analysis would be an excellent card for Oath if it was an instant, but unless the flashback can be payed as an instant then I would consider the oath engines recursion effect to inconsistant to justify the slot. If it works great, if it don't and I suspect this would be most cases then its 2 dead cards in your deck.

As for the AK/intution engine many players are convinced by this in Oath, I am currently undecided and will have to do more play testing before I conmitt to an opion.

@everybody

Mana Drain is right at home in Oath, more so than many over decks including Hulk (which I never really got why its was included DA?). Other than squeezing out an early morphling it accelrates the movement of counters between creatures and there is almost always a place to use the spare mana.

As for Factories, yes they are great if you mana base can support them but you do not want to accomadate non land slots for them. Powered builds have to find 5 colourless slots for moxen, plus upto 5 for wasteland effects. In a three coloured build the demand for mana slots is so high that the pressure on colourless mana resource goes up still. I would only consider it possible to run Factories in a unpowered U/G build where the pressure for coloured mana slots is less.
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kuwv
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« Reply #6 on: January 20, 2004, 02:14:43 pm »

Quote
Unfortunate choice of deck for extended you must be hating DCI right now...[/qoute]

Probably should but in all interest I think it's healthier environment without them. Lighinting Angels are playable now :shock:  Could have been worse I guess Confused
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« Reply #7 on: January 20, 2004, 03:00:23 pm »

As far as Mana Drain goes, if I have my guys on the table already, I'm winning.  I designed it to be able to beat control in game one, and not only that, out control and out draw Hulk.  DA is there not only for the cute flashback off oathing without a blessing, but also because it's a great Intuition target and it allows me to rip cards off the library in large amounts.

Against people that don't let me oath, I just hardcast the morphling, draw the rest of my deck, and use Blessing recursion to take infinate turns.
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dad
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« Reply #8 on: January 28, 2004, 01:50:11 pm »

Quote from: Kowal
Perfect timing, I just placed 3rd in Hadley with Oath two weeks ago, as well as packed it in my adventures at Waterbury.  Here's what I was running.


4x Oath of Druids
2x Gaea's Blessing
1x Morphling
1x Spike Weaver

4x Mana Drain
4x Force of Will
2x Mana Leak
1x Daze
1x Misdirection

4x Brainstorm
4x Accumulated Knowledge
2x Deep Analysis
1x Ancestral Recall
1x Fact or Fiction
1x Sylvan Library

1x Intuition
1x Regrowth
1x Time Walk

2x Back to Basics

1x Mox Emerald
1x Mox Sapphire
1x Black Lotus
4x Tropical Island
2x Wooded Foothills
1x Windswept Heath
2x Polluted Delta
1x Forest
7x Island
1x Strip Mine
1x Library of Alexandria

I have play tested this deck a lot and like the build.  I have made a few modifications that I like a lot, but I have a question for you: Shouldn't a place be made for Cunning Wish, and if so where?  So far I have tried it in both the Daze and Misdirection slots, but too often I find myself not quite satisfied with either move.
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« Reply #9 on: January 28, 2004, 04:39:01 pm »

You present a personal biase concerning Mind Twist in your Primer. Your praise of Brain Geyser and condemnation of Mind Twist only a few paragraphs later seems incredibly hypocritical. Mind Twist wins games, Brain Geyser draws cards. When is the last time you saw Keeper run a Brain Geyser over a Mind Twist?

I'm also surprised to see no mention of Isochron Scepter anywhere, and you failed to list the most important reason to run White IMO (C.Wish for Funerl Pyre vs Combo Game 1).

Impulse is inferior to Brainstorm in Oath, IMO. If Keeper doesn't bother with Impulse why should Oath?
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Queequeg
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« Reply #10 on: January 28, 2004, 05:17:54 pm »

I have a pour opion on both cards and I feel this is expressed in my primer. Neither are run in what I think is moving to an optimal build. When I last played magic drawing cards was quite important. However I will emphasis the superiority of Stroke over geyser when I redraft. Twist is just way to dangerous for Oath, as much as it equals game over for your oponent it can for you too. Duress is my first choice for black disruption.

Keeper dosn't need to dig for Oath of Druids, Brainstorm is better providing you have plenty of reshuffling and thinning effects, Impulse alone has greater digging and better senergy with Sylvan Library.

Isochron scepta was going to be mentioned in this version, but I wanted to do some more play testing with the card before commiting my opinon. Which by the way is that it is perhapes to demanding for deck slots in Oath and somewhat to fragile. Again this will have to be readressed in MKIII

EDIT: Funeral pyre is discussed in the sideboard conversion section

thank you for the suggestions, this is the kind of feed back I was after as I would like to see how it reads for others.
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dad
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« Reply #11 on: January 28, 2004, 05:36:09 pm »

Queequeg, my current Oath build runs Standstill.  I have found it awesome.  My design is built to beat aggro and have a fair chance against control.  My weakest matchup currently are stax/weldermud.  Have you tested Standstill?  What are your thoughts on the card in the deck?
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BreathWeapon
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« Reply #12 on: January 28, 2004, 06:28:14 pm »

I completely missed the reference to Funeral Pyre. Maybe you should move that under the sections concerning Cunning Wish or Splashing White so its more visible to the reader. Most people browse over SB options, and Funeral Pyre is really an extension of the MD anyway.
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Zelc
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« Reply #13 on: January 31, 2004, 01:32:48 am »

I've recently played Kowal's U/G Oath with Counterspells and no Sol'Kanar Razz, and I must say that I'm loving it.  However, there are a few things I'm undecided about.

(EDIT: I just realized that Kowal's posted decklist had no sideboard.  For reference, the sideboard I refer to below is the one Kowal used in Waterbury:
 
4x Quirion Dryad
3x Null Rod
1x Woodripper
1x Akroma, Angel of Wrath
1x Sol'Kanar, The Swamp King
1x Back to Basics
3x Tormod's Crypt
1x Naturalize)

1) No Wastelands.  While the deck is really tight, needs its colored mana, and plays Back to Basics, looking at an active Library of Alexandria from the wrong side of the table is no fun.  Is there any way to add this?

2) Darksteel Colossus over Morphling.  The advantage to this is that it's a 11/11 beater with trample, which'll most likely end the game really quickly.  It's also indestructible, making it really difficult to answer.  On the flip side, it still enjoys farming after being hit with a Swords to Plowshares, it is awful with a Goblin Welder on your opponent's side of the table, and not only can it not kill itself, it also shuffles itself back into the library if it dies, even when you desperately want that Spike Weaver.  Do these drawbacks outweigh ending the game two turns sooner?

3a) Null Rods vs. Energy Flux in the sideboard.  Null Rods shuts down Long, Slaver, and Mask, but does much less against WMUD than one would like.  Since you can't guarantee an active Oath against WMUD, you'd need some way of stopping the artifact onslaught.  Would Energy Flux therefore be better in the sideboard than the Null Rods?

3b) Maindecked Null Rods.  There are quite a few decks that would be greatly damaged by a Null Rod.  Is that enough to justify it being run in the maindeck, perhaps over the Sylvan, the Fact, and something else?

4) Stifle in the sideboard.  These days, so many activated or triggered abilities will give you trouble.  The sideboard is very tight, but I think at room should be made for at least two.

5) The lone Daze vs. Misdirection #2.  There are many targets for Misdirection, and most decks can afford to pay an extra 1 in the rare occurence that the Daze gets drawn.  Has the Daze been good at all?  I'd definetly play the second Misdirection over the Daze.
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Queequeg
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« Reply #14 on: January 31, 2004, 08:51:59 am »

@dad

I have not tested standstill in Oath and although the thought had occured to me after playing fish for a while I decided not to. It certainly would be a strong choice verse aggro decks but you have to consider if it out performs Brainstorm. Brainstorm is less situational and can often bag you the same sort of card advantage that standstill can when run alongside shuffling effects, plus standstill only really works when you gain board advantage which in oath is not untill you have the oath engine out. I would still like to see your build however as it is an idea I have seen mentioned before.

@BreathWeapon

I will make a reference to Funeral Pyre in the cunning wish section of the Primer.

Plus I would like to emphasis to everybody that the sideboard section of the primer is an integral part that is as important as the card analysis sections.

@Zelc

Wastelands are crucial, as you rightly point out the deck list is tight and all Oath decklist are. This is the main reason that manlands never get played because that Wastelands are just the higher priority for the few colourless slots you have on offer. Back to basics isn't to much of a problem as if you are siding Non basic hate than you'll certianly have a target for the wastelands before you drop B2B and since they don't come in to play tapped you can use them under B2B too

As for the colossus you make a tempting arguement, and I would certianly consider running it in the sideboard over Akroma. But two things mean I can't see it replacing morphling main deck. Firstly it dosn't fly, a minor issue considering the moat isn't run much nowadays, and secondly it can be plowshared, and 11 life is no subsitute for losing your kill condition.

Null Rod is a meta game call, as is energy flux. Niether are great if you are running mox/black lotus/sol ring. As for Main decking Null rods it would be a meta call again, since in many matches they are dead cards, I certainly would replace sylvan or FOF with them.

Stifle is good, refer to the section of Teferis response in the primer.

Misdirection is agrueably better than Force of Will since is it dosn't cost you one life and will often counter most things FOW does. So I would even give trading Daze for misdirection a second thought.
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« Reply #15 on: January 31, 2004, 10:36:29 am »

Queequeg, here is what I am testing.  

Engine: 9
4 Oath of Druids
2 Gaeas Blessing
1 Morphling
1 Spike Weaver
1 Spike Feeder

Counterspells: 11
1 Misdirection
2 Mana leak
4 Force of Will
4 Mana Drain

Draw: 14
4 Brainstorm
4 Standstill
4 Accumulated Knowledge
1 Intuition
1 Fact or Fiction

Misc.: 3
1 Cunning Wish
2 Back to Basics

Mana/land: 23
1 Mox Sapphire
1 Mox Pearl
1 Lotus
1 Stripmine
3 Wastelands
4 Tropical Islands
6 Islands
3 Forests
3 Polluted Deltas

A couple of notes/explanations:

*I know this is not an "optimal" build, but right now it is very early in the testing stages for me.  I realize that it appears mana light, but the extra draw seems to be taking care of that.

*As far as creature build, these are fairly standard.  I think the placement of tokens on Morphling is both underutilized and unappreciated.  I have seen too many Oath players not take advantage of this.  I will test other creatures, but most likely for the sideboard.

*There is very little power because I won't buy it and have difficulty trading for it.  On a positive note, the power I do have, I won, so there is always hope for more.

* I am considering Stifle in the Mana Leak spot. I think it will be more useful, but time will tell. Your thoughts?

* There is no sideboard because I want to solve the maindeck first.  I want to know what I lose to and why before I try come up with solutions.

*I have not yet tested man-lands.  That would require upping the land count, and making cuts.  Your thoughts?

*Once I know how many decks I have trouble with, I can then consider whether to scrap the deck, consider my sideboard for the meta, or explore the Ophidian conversion.  I like snake, as urphidian was once my deck of choice (I predict it will make a small comeback).

* I also will have to consider a 4 color Oath deck, using Kai Budde's Lisbon Grand Prix deck (2001?) as skelton to tweak.

*Finally, some fun tech you may want to play around with is Scroll Rack (awesome with Oath) and 2 Timewarps (or a Walk if you have it) allowing for infinite turns and then beats (like Zvi's old turboland deck, my first foray into Type 1 and a deck near and dear to my heart).

I hope I was constructive.
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Queequeg
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« Reply #16 on: February 01, 2004, 06:46:50 am »

I think theres too much drawing in the deck, I know you say that this substitutes for the light mana but I don't think your mana base is Light. The bigger problem is you do not have enough coloured slots of U or G with only 14 blue and 10 green. I would prefer to see 16 U at least. The obvious way around this would be to up the number of fetch lands, this works especially well with Brainstorm.

Anway back to the drawing, Iam not a big fan of Intuition/ak in Oath and my first though is to ditch these five spells. This would give you more room for cards like cunning wish and sylvan library.

I wouldn't sideboard stifle, if you took out the Ak engine you could run 3 Wish and sideboard a stifle or 2.

If was going to run man lands then B2B would obviously have to come out, I wouldn't usally approve playing Man lands but with standstill it seems approxiate and a Landstill conversion automatically springs to mind. Weather this would help with oaths tricky matches in another thing altogether
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« Reply #17 on: February 11, 2004, 12:53:59 pm »

When I read over this deck, it once again left me in a confusing love triangle of whether to play Oath (lots of Workshop, Dagon, and Fish here),  Keeper, or Parfait (This often has made people angry with me for taking a long time to work).  After I read the article, I wondered where a rough deck list would be for powered/semi-powered (ie... me)/ unpowered players other than the one a fan already listed.  Also, has anyone looked at  Darksteel Colossus yet for the deck?  Also, would it be reasonable for someone to run Chrome Mox and Mox Diamond for 2 of the mox slots if they have no power other than a library of alexandria (ie...me)
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