Raider Bob
06-07-2005, 10:22 PM
I haven't made a deck list of the deck I am playing for awhile now, since mana drains were allowed to be played. So with the deck top 8ing in the Mox Jet and The Dual Land touny I decided to post the list and explain my choices and the decks matchups.
1CC
4 Brainstorm
4 Sword To Plowshares
3 Orim's Chant
4 Enlightened Tutor
2CC
2 Mana Severence
2 Isocron Scepter
3 Standstill
4 Counterspell
3CC
2 Crucible of Worlds (http://gatherer.wizards.com/gathererlookup.asp?name=Crucible+of+Worlds)
1 Vedalken Shackles
4CC
3 Wrath of God
1 Goblin Charbelcher
5CC
4 Force of will
Land
3 Island
1 Plains
4 Flooded Strand
4 Mishra Factory
3 Farie Conclaive
4 Tundra
4 Wasteland
Sideboard
1 CoP Red
2 Pulse of the Fields
2 Tormonds Crypt
3 Meddling Mage
3 Discenchants
2 Rule of Law
1 Gea's Blessing
1 Decree of Justice
CARDS
Brainstorm
I really can not say enough about this card. Couples with the Fetchlands and even Isocron Septer early Brainstorms can fix your hand and get you out of a jam. This is card you want to always see in your hand. Using the Brainstorm correctly can be tricky.
Sword to Plowshares
This is a staple in any control deck sporting W. In the current meta game this is a must to have a four of.
Orim's Chant
This should find its way into many control decks. I find in many games this is a card when used properly can just win you the game. If it is in response to a eight spell storm count, a turn one dark ritual or in responce to a counterspell followed by your counterspell so your spell resolves the card is a lot more versitile than just being on a stick. It is also a soft lock or a Hard lock when put on a stick so this card is very versitile when used correctly.
Enlightened Tutor
This is the blood that lets this deck work. It is also the weakest card in the deck. A turn 1 Tutor can set you up for victory against much of the meta game. A late game meta can fetch you the win condition you need but can also be the doomed topdeck you hate to see when it shows up. It needs to be a four of to allow me to have the deckspace to play one of a kind and less redundant choices. This also makes the deck less redundant. If you want to dance with the devil you need to make some tough choices.
Mana Severence
This card is power! When you cast Mana severence you win the game 90% of the time. Your draws become always good and if you have Goblin Charbelcher out you just win Baby. This is a dead card in multiples/Barring Force of Will Fodder so only two are played.
Isocron Scepter
I cut the Scepter count from 3-2. I found that drawing more than 1 scepter was not effective in most of my matches and I can tutor for the one I need.
Standstill
This is the decks main draw engine. The deck can run as Landstill but contains a lock and a combo kill, standstill is a very important component to the well being of this deck. It will drop a turn 2 standstill 80-90% of the time.
Counterspell
The deck runs a compliment of 8 counterspells for protection. No coutermagic is better in the current metagame for cost/effect.
Crucible of Worlds
Infinate Misha, wasteland lock, Brainstorm/fetchland manipulation and anti land destruction make this a key card in many match-ups.
Vedalken Shackles
Ths best control Magic ever made. This card always seems to find its way back into the deck. This card has become a win condition in many of my match-up's. As thsi is not a fundementally intrigal part of this deck it is a 1 of.
Wrath of God
Sweeping weenie critters or the board of bigger critters is very very important for this deck. There is nothing worse than falling prey to a bunch of little guys, or a few quick big guys.
Goblin Charbelcher
The card that can blick you a win. There is no better feeling than droping a Belcher turn 4 and killing a person turn 5. Well pulling the wings off fly's is kinda fun too.
Force of Will
The other 4 counterspells that alow you the luxury of tapping out.
LandBase
4 Wastelands - The Non-basic land hate that can stifle your opponent long enough for you to gain control of the game.
7 Manlands - The additions of Faerie conclaives made the Landstill matchup more managable.
4 Fetchlands - This will fix mana issues and makes Brainstomr a great card.
The Basics - With so much non-basic hate in the Meta game running asome basic lands to keep your head above drowning is very important.
Dual lands - simply there are non-better.
Match-ups.
Survival - The deck has a very strong matchup winning a majority of the matches.
Solidarity - A horrible horrible match-up preboard, post board you board in to an assload of hate but game one you are in a lot of trouble.
Solitare - If you can keep the draw engine offline you are golden, but all in all this is a bad matchup for you.
Landstill - This is usually a toss up it really comes down to who makes the first mistake.
Sorcery speed combo - This is generally an ez match up for you with the main deck chants you should have very few losses here.
The Game - Brainstorm is the Games worst enemy 20-0 is a fairly strong record for this match-up.
Garv.deck/Zoo - A very good matchup barring horrible draws.
Angel stompy - You will win this match-up if you can stop Armageddon.
Threshold decks - Very 50/50 generally comes down to who top decks better.
This is a very hard deck to play properly, every choice can be your last and you need to not make play mistakes. I have had a lot of success with this deck recently and hope you can have success with it also.
1CC
4 Brainstorm
4 Sword To Plowshares
3 Orim's Chant
4 Enlightened Tutor
2CC
2 Mana Severence
2 Isocron Scepter
3 Standstill
4 Counterspell
3CC
2 Crucible of Worlds (http://gatherer.wizards.com/gathererlookup.asp?name=Crucible+of+Worlds)
1 Vedalken Shackles
4CC
3 Wrath of God
1 Goblin Charbelcher
5CC
4 Force of will
Land
3 Island
1 Plains
4 Flooded Strand
4 Mishra Factory
3 Farie Conclaive
4 Tundra
4 Wasteland
Sideboard
1 CoP Red
2 Pulse of the Fields
2 Tormonds Crypt
3 Meddling Mage
3 Discenchants
2 Rule of Law
1 Gea's Blessing
1 Decree of Justice
CARDS
Brainstorm
I really can not say enough about this card. Couples with the Fetchlands and even Isocron Septer early Brainstorms can fix your hand and get you out of a jam. This is card you want to always see in your hand. Using the Brainstorm correctly can be tricky.
Sword to Plowshares
This is a staple in any control deck sporting W. In the current meta game this is a must to have a four of.
Orim's Chant
This should find its way into many control decks. I find in many games this is a card when used properly can just win you the game. If it is in response to a eight spell storm count, a turn one dark ritual or in responce to a counterspell followed by your counterspell so your spell resolves the card is a lot more versitile than just being on a stick. It is also a soft lock or a Hard lock when put on a stick so this card is very versitile when used correctly.
Enlightened Tutor
This is the blood that lets this deck work. It is also the weakest card in the deck. A turn 1 Tutor can set you up for victory against much of the meta game. A late game meta can fetch you the win condition you need but can also be the doomed topdeck you hate to see when it shows up. It needs to be a four of to allow me to have the deckspace to play one of a kind and less redundant choices. This also makes the deck less redundant. If you want to dance with the devil you need to make some tough choices.
Mana Severence
This card is power! When you cast Mana severence you win the game 90% of the time. Your draws become always good and if you have Goblin Charbelcher out you just win Baby. This is a dead card in multiples/Barring Force of Will Fodder so only two are played.
Isocron Scepter
I cut the Scepter count from 3-2. I found that drawing more than 1 scepter was not effective in most of my matches and I can tutor for the one I need.
Standstill
This is the decks main draw engine. The deck can run as Landstill but contains a lock and a combo kill, standstill is a very important component to the well being of this deck. It will drop a turn 2 standstill 80-90% of the time.
Counterspell
The deck runs a compliment of 8 counterspells for protection. No coutermagic is better in the current metagame for cost/effect.
Crucible of Worlds
Infinate Misha, wasteland lock, Brainstorm/fetchland manipulation and anti land destruction make this a key card in many match-ups.
Vedalken Shackles
Ths best control Magic ever made. This card always seems to find its way back into the deck. This card has become a win condition in many of my match-up's. As thsi is not a fundementally intrigal part of this deck it is a 1 of.
Wrath of God
Sweeping weenie critters or the board of bigger critters is very very important for this deck. There is nothing worse than falling prey to a bunch of little guys, or a few quick big guys.
Goblin Charbelcher
The card that can blick you a win. There is no better feeling than droping a Belcher turn 4 and killing a person turn 5. Well pulling the wings off fly's is kinda fun too.
Force of Will
The other 4 counterspells that alow you the luxury of tapping out.
LandBase
4 Wastelands - The Non-basic land hate that can stifle your opponent long enough for you to gain control of the game.
7 Manlands - The additions of Faerie conclaives made the Landstill matchup more managable.
4 Fetchlands - This will fix mana issues and makes Brainstomr a great card.
The Basics - With so much non-basic hate in the Meta game running asome basic lands to keep your head above drowning is very important.
Dual lands - simply there are non-better.
Match-ups.
Survival - The deck has a very strong matchup winning a majority of the matches.
Solidarity - A horrible horrible match-up preboard, post board you board in to an assload of hate but game one you are in a lot of trouble.
Solitare - If you can keep the draw engine offline you are golden, but all in all this is a bad matchup for you.
Landstill - This is usually a toss up it really comes down to who makes the first mistake.
Sorcery speed combo - This is generally an ez match up for you with the main deck chants you should have very few losses here.
The Game - Brainstorm is the Games worst enemy 20-0 is a fairly strong record for this match-up.
Garv.deck/Zoo - A very good matchup barring horrible draws.
Angel stompy - You will win this match-up if you can stop Armageddon.
Threshold decks - Very 50/50 generally comes down to who top decks better.
This is a very hard deck to play properly, every choice can be your last and you need to not make play mistakes. I have had a lot of success with this deck recently and hope you can have success with it also.