Plank
11-27-2006, 07:56 PM
I played this deck back when type 2 was Mirrodin and Kamigawa were the format. When they rotated out I decided that it could probably become legacy viable.
Lands//
11 Islands
11 Forests
Creatures//
3 Sakura-Tribe Elder
4 Eternal Witness
Instants//
3 Echoing Truth
3 Disrupt
3 Stifle
4 Moment's Peace
4 Force of Will
4 Gifts Ungiven
Sorceries//
2 Rude Awakening
2 Regrowth
3 Kodama's Reach
Artifacts//
3 Vedalken Shackles
SideBoard//
4 Compost
4 Counterspell
4 Hydroblast
3 Sphere of Resistance
Stall the game with counters, bounce, fogs, and shackles until you work up enough mana to entwine Rude Awakening for the win.
The Cards:
Lands - There's really no need for nonbasics in this deck. The only spells that are double mana are Witness (which you'll probably never drop on turn 3 anyway), Rude Awakening (you'll have 2 green by turn 8 hopefully) and FoW (which you should never have to pay for anyway.)
Stifle - GG Storm, fetchlands, Charbelcher, etc. etc.
FoW - ...
Disrupt - Sure it's a dead card against goblins, but it doesn't slow you down like an early game Daze would. And it makes good fodder for FoW.
Moments Peace / Echoing Truth - Helps stall the onslaught until you can get out a shackles. Or slows them down by bouncing a turn 1 Hippie.
Kodama's Reach / Sakura-Tribe Elder - Mana Accel, plus, provided you go first, answer to a Lackey or Lions.
Vedalken Shackles - Their creatures = your alternate kill mech.
Rude Awakening - The kill mech~
Eternal Witness / Regrowth - Graveyard manipulation.
Gifts Ungiven - MVP of the deck. It was a toss up between this and Intuition. I've never tested it with Intuition, but Gifting for Witness, Regrowth, Shackles, and Echoing Truth is some type of hot sauce.
Matchups:
Goblins / White Weenie / MonoBlack Aggro / Elves - MVP here is Vedalken Shackles and Moments Peace. Get off a Gifts Ungiven for Shackles, Moments Peace, Eternal Witness, and Regrowth for the game. Just save your FoW's for their vindicates and disenchants.
Sligh / Burn - Game 1 is never fun against these people, try to counter anything that is going to hit you for 4 or more. After the board it's much easier. -4 Moments Peace -3 Shackles -1 Stifle +4 Counterspell +4 Hydroblast.
Solidarity / Iggy Pop - Game 1 in this is even worse than Game 1 against Burn and Sligh except Peace and Shackles are completely useless instead of just really useless. Same board strategy except keep the Stifle and take out a Gifts.
Thresh - Do whatever you can to resolve a Shackles, steal and Bear and play defensive until you save enough counters to resolve your Awakening. This match usually goes 50/50.
Stax - The only thing that hurts in Stax is an Explosives for 0 or a Chalice for 2 and 3. Otherwise, just Shackle their kill, and bounce / stifle their Smokestack when it gets too many counters. Of course you need to be wary of their Crucible / Wasteland combo... (or not)
U/W Control / Landstill - Drop Tribe Elder turn 2 and let him go to town. Nobody wants to have to wrath or StP an Elder. -4 Moments Peace +4 Counterspell
This deck won me a local tourney of about 20 people or so. It seems slow, but it has plenty of ways to not lose early on. (Matches usually run to time.) :p
Lands//
11 Islands
11 Forests
Creatures//
3 Sakura-Tribe Elder
4 Eternal Witness
Instants//
3 Echoing Truth
3 Disrupt
3 Stifle
4 Moment's Peace
4 Force of Will
4 Gifts Ungiven
Sorceries//
2 Rude Awakening
2 Regrowth
3 Kodama's Reach
Artifacts//
3 Vedalken Shackles
SideBoard//
4 Compost
4 Counterspell
4 Hydroblast
3 Sphere of Resistance
Stall the game with counters, bounce, fogs, and shackles until you work up enough mana to entwine Rude Awakening for the win.
The Cards:
Lands - There's really no need for nonbasics in this deck. The only spells that are double mana are Witness (which you'll probably never drop on turn 3 anyway), Rude Awakening (you'll have 2 green by turn 8 hopefully) and FoW (which you should never have to pay for anyway.)
Stifle - GG Storm, fetchlands, Charbelcher, etc. etc.
FoW - ...
Disrupt - Sure it's a dead card against goblins, but it doesn't slow you down like an early game Daze would. And it makes good fodder for FoW.
Moments Peace / Echoing Truth - Helps stall the onslaught until you can get out a shackles. Or slows them down by bouncing a turn 1 Hippie.
Kodama's Reach / Sakura-Tribe Elder - Mana Accel, plus, provided you go first, answer to a Lackey or Lions.
Vedalken Shackles - Their creatures = your alternate kill mech.
Rude Awakening - The kill mech~
Eternal Witness / Regrowth - Graveyard manipulation.
Gifts Ungiven - MVP of the deck. It was a toss up between this and Intuition. I've never tested it with Intuition, but Gifting for Witness, Regrowth, Shackles, and Echoing Truth is some type of hot sauce.
Matchups:
Goblins / White Weenie / MonoBlack Aggro / Elves - MVP here is Vedalken Shackles and Moments Peace. Get off a Gifts Ungiven for Shackles, Moments Peace, Eternal Witness, and Regrowth for the game. Just save your FoW's for their vindicates and disenchants.
Sligh / Burn - Game 1 is never fun against these people, try to counter anything that is going to hit you for 4 or more. After the board it's much easier. -4 Moments Peace -3 Shackles -1 Stifle +4 Counterspell +4 Hydroblast.
Solidarity / Iggy Pop - Game 1 in this is even worse than Game 1 against Burn and Sligh except Peace and Shackles are completely useless instead of just really useless. Same board strategy except keep the Stifle and take out a Gifts.
Thresh - Do whatever you can to resolve a Shackles, steal and Bear and play defensive until you save enough counters to resolve your Awakening. This match usually goes 50/50.
Stax - The only thing that hurts in Stax is an Explosives for 0 or a Chalice for 2 and 3. Otherwise, just Shackle their kill, and bounce / stifle their Smokestack when it gets too many counters. Of course you need to be wary of their Crucible / Wasteland combo... (or not)
U/W Control / Landstill - Drop Tribe Elder turn 2 and let him go to town. Nobody wants to have to wrath or StP an Elder. -4 Moments Peace +4 Counterspell
This deck won me a local tourney of about 20 people or so. It seems slow, but it has plenty of ways to not lose early on. (Matches usually run to time.) :p