APriestOfGix
12-26-2007, 12:30 PM
(My keyboard is broke a few keys on the right half you have to SLAM to get to read, so i'm sorry if some are missing (l , ' ; these ones) if anyone knows how to fix this (aready chucked under keys) pease te me.)
Deck List:
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
3 [TE] Ancient Tomb
3 [ON] Polluted Delta
3 Tundra
4 [ON] Flooded Strand
4 [B] Volcanic Island
3 [TSP] Flagstones of Trokair
1 Mountain
1 [UG] Plains
2 [UG] Island
// Creatures
3 [TSP] Greater Gargadon
4 [UD] Academy Rector
// Spells
3 [IN] Obliterate
2 [SC] Form of the Dragon
4 [CHK] Sensei's Divining Top
4 [MM] Brainstorm
4 [CS] Counterbalance
1 [DIS] Dovescape
4 [MM] Counterspell
4 [AL] Force of Will
3 [CS] Rune Snag
// Sideboard
SB: 4 [TE] Propaganda
SB: 4 [CHK] Ghostly Prison
SB: 3 [TSB] Disenchant
SB: 4 [TE] Chill
[b][u]Card Choices:
Ancient Tomb: This deck can't support acceleration like Chrome Mox, or Mox Diamonds. Yet it needs a way to be able to play it's higher CC spells with out waiting for 7-8 mana on the board. The double lands help out. The life loss is minimal with Tomb, since you usually use it once early, to drop a rector, or 1-2 times later, to cast the Obliterate.
Greater Gargadon: Actually amazing. He is great to give you a sac outlet to your rector, and on more than one time I have just waited and et him come. He also makes wasted ands not useless. The best part though is after an Obliterate, he leaves you with the strongest creature on the board.
Academy Rector The heart and sou of this deck. Rector has singe handy won me MANY games. You drop it and it stops the beats better than a Propaganda, or Ghostly Prison. I once held off 3 goyfs (5/6) just because he was trying to get lethal on the board, so he wouldn't have to see what the rector brought out.
Obliterate Probably the most questioned slot. It really shines in many match-ups. It gives the deck inevitability. This deck runs less counters than MUC, and less threats than Thresh, But is makes up for that in the fact that if we stall to the late game, you can drop and un-counterable Obliterate and win the game.
Form of the Dragon: Very good win condition, stops the beats, and wins pretty fast.
Counterbalance and Sensei's Divining Top: Well, Many people think CB is no good with higher CC cards. I do agree that is true. Yet the deck also runs many lower cc cards and surprisingly I have rarely found it hard to CB a unwanted spell for lack of low cc cards on top. Top is necessary it lets you keep you higher cc spells out of you hand, and lets you float them on the top.
Currently the sideboard is kinda messy. It has cards to stop fast aggro which can be a problem and burn which is a HUGE problem given Form puts you at 5.
Cards that didn't make it
Burning Wish: There is just nothing you want to grab with it.
Decree of Silence: Better than Dovescape, but i have had combo just through away 3 spells, and win over it.
Humility: It was the way to go, but I found i hated casting it, as it shut off my rectors, and that kinda ruins the entire deck, turning you into a reall bad control, having to hardcast Forms.
Match-Ups:
Goblins: This is a medium match-up. You have few answers to first turn lack, but rector is amazing, if you can use counterspells from them getting double Piledriver. This match up is about even. Counter the Warchief, and Piledrivers, and get a fast rector and your set. Form of the Dragon is almost an auto-win, just watch out for SGC, cause he can burn your face if they hit 10 mana.
SB: Bring in Propaganda and Chill. Both of these slow them a lot! If you want bring in Ghostly, Bring in Ghostly after you bring in the Props cause you don't want to take out too much. Board out CB, and Greater Gargadons and the Dovescape. Finding what to pull for Ghostly, is the only reason not to board it in.
U/G/x CounterTop Thresh: Good match-up. Use your counterspells on large critters (goyf). Try and get a rector to resolve, and your good to go. If you have the coice between countering goyf, and saving for the rector counterwar, against white, stop the goyf (STP), and all others get the rector out. Rector is almost gg against then none white versions. Also they jun very little that can stop you with their counterbalance, basically only your 2cc counterspells. Obliterate win you the game, all you have to do is hang on that long.
SB: if they run LOTS of critters, bring in some props (props before Ghostly Prison, cause they pitch to FoW).
Landstill (3 or 4 color): VERY good match-up. They like to stall, and so do you. Obliterate is a game winner, I have never lost against landstill after getting and Obliterate to be played (yeah for uncounterable!). This is a very easy match-up. Save counters for counter wars over Rectors. Once you get a rector down, you have almost won the game, if you can protect it from STP.
SB: Nothing!
TES: This is a good match-up. It depends a LOT on the TES player. If you can get CB out, you win. I have yet to see a TES player win through CB, and counters for un-CB-able stuff. This is a great match-up, and hope to see it all day. Chant can be annoying, but try and get CB out fast, and you've got this. The only worry is having Form out. Watch out since they can play spells into CB, and then Tendrils you FTW.
SB: -3 Obliterate, -1 SDT; +4 Chill. This is even easier. Just make sure to stop Xantids out of the board. Like the first game, counterbalance wrecks them, but now you have to watch out for Pyro/Red Elemental Blast. A Chill hurts them a lot, as it kills rite's, Burning Wish, Warrens, and the Pyros.
Burn: This match up is REALLY hard. It relies on you getting Counterbalance out FAST. Also, a quick form will lose you the game, you have to find 2 rectors, and get a Dovescape as well. Counter as many burn spells as you can, and stop them with CB/Top.
SB: -3 Obliterate, -1 Counterspell; +4 Chill. If you can drop a chill, you usually win. Mull aggressively into chill counters, or CB. Better, but still not the favorable if you can't find any hate.
Dragon Stompy: Hardest Match-up you have. Moon effects are a BITCH! As soon as you see a moon effect coming, crack fetches for basic islands, and the plains. The Mountains isn't needed, as you will have plenty. Try and counter Moon effect is you can. Also watch out for Slogger, when you drop a Form. Don't be worries to ride a Rector to a stall, as the long the game goes the smaller their library, and less slogging, and also the closer you are to Obliterating the Board.
SB: Bring in Chill, and as many Taxers as you can. Pull the CB/Top and Brainstorm (Chalice = not so much). Drop a taxer, and a rector and win! Still hard, you have to be on your game to win these games.
These are the decks Hardest Matchups. Here is a basic breakdown.
Bad:
Dragon Stompy
Ichorid
Goblins
Burn
Sligh
Anything with Wasteland Lock
Split:
Goyf Sligh
Thresh (Wasteland Stifle Version)
43 Land
Random Aggro
Piluka/Heavy Discard
Good:
Survival
Thresh (All colors except the Wasteland/Stifle Version)
Landstill
Any Control (You have the late game back breaker)
Demon Stompy
Suicide Black
Red Death
Enchantress (They get unhappy with no lands for some reason)
IGGy Pop
Belcher
TES
Looking Ahead:
Cards:
I have been wondering about Disenchant. It run it strictly for the Solitary Confinement answer, but it may be better to Run Wipe Away. I'm not sure what to do with that Slot.
The Mana base has been amazing. The only consideration i have is maybe pulling a Flagstones for another basic (probably island), or a another Tundra.
Reason to Play WURbliterate:
It has an amazing game against Thresh, and Landstill. So if you play a control Heavy meta, this is you deck to play. It also has so many little synergies in it, that it will surprise you. I was just playing somebody, and the were like Rector + Gargadon = Sexy! Really, it is, they can't even StP in response, cause the rector is already gone.
Also after a Obliterate, if you had CB/Top out, you should have a top on the top of Library, stopping them from laying a land, and trying to recover fast with a cantrip.
The deck is really powerful, as long as you can survive. It also has a great game against Combo, since it is a control deck. I would play it in any meta, that isn't dominated by goblins. However, if you can keep their number of creatures low, you can drop a rector and stall till you can kill it. So even aggro isn't that bad.
The deck doesn't like seeing Wasteland locks, or LOTS of small fast creatures, or burn. If two of these 3 things is highly prevelant, i would suggest a different deck. If however you meta is like mine, and full of Thresh, and other control or Combo, this is you deck to play.
It is also amazingly fun, to win with what many people have said as "janky cards". It will bring out you inner Johnny!
Deck List:
// Deck file for Magic Workstation (http://www.magicworkstation.com)
// Lands
3 [TE] Ancient Tomb
3 [ON] Polluted Delta
3 Tundra
4 [ON] Flooded Strand
4 [B] Volcanic Island
3 [TSP] Flagstones of Trokair
1 Mountain
1 [UG] Plains
2 [UG] Island
// Creatures
3 [TSP] Greater Gargadon
4 [UD] Academy Rector
// Spells
3 [IN] Obliterate
2 [SC] Form of the Dragon
4 [CHK] Sensei's Divining Top
4 [MM] Brainstorm
4 [CS] Counterbalance
1 [DIS] Dovescape
4 [MM] Counterspell
4 [AL] Force of Will
3 [CS] Rune Snag
// Sideboard
SB: 4 [TE] Propaganda
SB: 4 [CHK] Ghostly Prison
SB: 3 [TSB] Disenchant
SB: 4 [TE] Chill
[b][u]Card Choices:
Ancient Tomb: This deck can't support acceleration like Chrome Mox, or Mox Diamonds. Yet it needs a way to be able to play it's higher CC spells with out waiting for 7-8 mana on the board. The double lands help out. The life loss is minimal with Tomb, since you usually use it once early, to drop a rector, or 1-2 times later, to cast the Obliterate.
Greater Gargadon: Actually amazing. He is great to give you a sac outlet to your rector, and on more than one time I have just waited and et him come. He also makes wasted ands not useless. The best part though is after an Obliterate, he leaves you with the strongest creature on the board.
Academy Rector The heart and sou of this deck. Rector has singe handy won me MANY games. You drop it and it stops the beats better than a Propaganda, or Ghostly Prison. I once held off 3 goyfs (5/6) just because he was trying to get lethal on the board, so he wouldn't have to see what the rector brought out.
Obliterate Probably the most questioned slot. It really shines in many match-ups. It gives the deck inevitability. This deck runs less counters than MUC, and less threats than Thresh, But is makes up for that in the fact that if we stall to the late game, you can drop and un-counterable Obliterate and win the game.
Form of the Dragon: Very good win condition, stops the beats, and wins pretty fast.
Counterbalance and Sensei's Divining Top: Well, Many people think CB is no good with higher CC cards. I do agree that is true. Yet the deck also runs many lower cc cards and surprisingly I have rarely found it hard to CB a unwanted spell for lack of low cc cards on top. Top is necessary it lets you keep you higher cc spells out of you hand, and lets you float them on the top.
Currently the sideboard is kinda messy. It has cards to stop fast aggro which can be a problem and burn which is a HUGE problem given Form puts you at 5.
Cards that didn't make it
Burning Wish: There is just nothing you want to grab with it.
Decree of Silence: Better than Dovescape, but i have had combo just through away 3 spells, and win over it.
Humility: It was the way to go, but I found i hated casting it, as it shut off my rectors, and that kinda ruins the entire deck, turning you into a reall bad control, having to hardcast Forms.
Match-Ups:
Goblins: This is a medium match-up. You have few answers to first turn lack, but rector is amazing, if you can use counterspells from them getting double Piledriver. This match up is about even. Counter the Warchief, and Piledrivers, and get a fast rector and your set. Form of the Dragon is almost an auto-win, just watch out for SGC, cause he can burn your face if they hit 10 mana.
SB: Bring in Propaganda and Chill. Both of these slow them a lot! If you want bring in Ghostly, Bring in Ghostly after you bring in the Props cause you don't want to take out too much. Board out CB, and Greater Gargadons and the Dovescape. Finding what to pull for Ghostly, is the only reason not to board it in.
U/G/x CounterTop Thresh: Good match-up. Use your counterspells on large critters (goyf). Try and get a rector to resolve, and your good to go. If you have the coice between countering goyf, and saving for the rector counterwar, against white, stop the goyf (STP), and all others get the rector out. Rector is almost gg against then none white versions. Also they jun very little that can stop you with their counterbalance, basically only your 2cc counterspells. Obliterate win you the game, all you have to do is hang on that long.
SB: if they run LOTS of critters, bring in some props (props before Ghostly Prison, cause they pitch to FoW).
Landstill (3 or 4 color): VERY good match-up. They like to stall, and so do you. Obliterate is a game winner, I have never lost against landstill after getting and Obliterate to be played (yeah for uncounterable!). This is a very easy match-up. Save counters for counter wars over Rectors. Once you get a rector down, you have almost won the game, if you can protect it from STP.
SB: Nothing!
TES: This is a good match-up. It depends a LOT on the TES player. If you can get CB out, you win. I have yet to see a TES player win through CB, and counters for un-CB-able stuff. This is a great match-up, and hope to see it all day. Chant can be annoying, but try and get CB out fast, and you've got this. The only worry is having Form out. Watch out since they can play spells into CB, and then Tendrils you FTW.
SB: -3 Obliterate, -1 SDT; +4 Chill. This is even easier. Just make sure to stop Xantids out of the board. Like the first game, counterbalance wrecks them, but now you have to watch out for Pyro/Red Elemental Blast. A Chill hurts them a lot, as it kills rite's, Burning Wish, Warrens, and the Pyros.
Burn: This match up is REALLY hard. It relies on you getting Counterbalance out FAST. Also, a quick form will lose you the game, you have to find 2 rectors, and get a Dovescape as well. Counter as many burn spells as you can, and stop them with CB/Top.
SB: -3 Obliterate, -1 Counterspell; +4 Chill. If you can drop a chill, you usually win. Mull aggressively into chill counters, or CB. Better, but still not the favorable if you can't find any hate.
Dragon Stompy: Hardest Match-up you have. Moon effects are a BITCH! As soon as you see a moon effect coming, crack fetches for basic islands, and the plains. The Mountains isn't needed, as you will have plenty. Try and counter Moon effect is you can. Also watch out for Slogger, when you drop a Form. Don't be worries to ride a Rector to a stall, as the long the game goes the smaller their library, and less slogging, and also the closer you are to Obliterating the Board.
SB: Bring in Chill, and as many Taxers as you can. Pull the CB/Top and Brainstorm (Chalice = not so much). Drop a taxer, and a rector and win! Still hard, you have to be on your game to win these games.
These are the decks Hardest Matchups. Here is a basic breakdown.
Bad:
Dragon Stompy
Ichorid
Goblins
Burn
Sligh
Anything with Wasteland Lock
Split:
Goyf Sligh
Thresh (Wasteland Stifle Version)
43 Land
Random Aggro
Piluka/Heavy Discard
Good:
Survival
Thresh (All colors except the Wasteland/Stifle Version)
Landstill
Any Control (You have the late game back breaker)
Demon Stompy
Suicide Black
Red Death
Enchantress (They get unhappy with no lands for some reason)
IGGy Pop
Belcher
TES
Looking Ahead:
Cards:
I have been wondering about Disenchant. It run it strictly for the Solitary Confinement answer, but it may be better to Run Wipe Away. I'm not sure what to do with that Slot.
The Mana base has been amazing. The only consideration i have is maybe pulling a Flagstones for another basic (probably island), or a another Tundra.
Reason to Play WURbliterate:
It has an amazing game against Thresh, and Landstill. So if you play a control Heavy meta, this is you deck to play. It also has so many little synergies in it, that it will surprise you. I was just playing somebody, and the were like Rector + Gargadon = Sexy! Really, it is, they can't even StP in response, cause the rector is already gone.
Also after a Obliterate, if you had CB/Top out, you should have a top on the top of Library, stopping them from laying a land, and trying to recover fast with a cantrip.
The deck is really powerful, as long as you can survive. It also has a great game against Combo, since it is a control deck. I would play it in any meta, that isn't dominated by goblins. However, if you can keep their number of creatures low, you can drop a rector and stall till you can kill it. So even aggro isn't that bad.
The deck doesn't like seeing Wasteland locks, or LOTS of small fast creatures, or burn. If two of these 3 things is highly prevelant, i would suggest a different deck. If however you meta is like mine, and full of Thresh, and other control or Combo, this is you deck to play.
It is also amazingly fun, to win with what many people have said as "janky cards". It will bring out you inner Johnny!