technogeek5000
12-29-2007, 09:04 PM
Man i dont realy have a history for this deck. I just liked the domain mechanic and thought that it could be applied in legacy outside of Domain Zoo. Over normal sligh lists it is faster, has a stronger sideboard, and it is stronger against threshold. In turn it is more vulnerable to wasteland and a slightly worse matchup against a few randoms which i believe is a very fair tradeoff. Here is the list i came to after a large amount of testing:
3 taiga
4 wooded foothills
3 windswept heath
3 bloodstained mire
1 savannah
1 tropical island
1 bayou
1 plateau
1 volcanic island
1 balands
4 Tarmogoyf
2 elvish spirit guide
1 simian spirit guide
4 kird ape
4 skyshroud elite
4 keldon marauders
3 jungle lion
4 tribal flames
4 gaea's might
4 Lightning bolt
4 berserk
3 rancor
Sideboard:There is no 1 perfect sideboard. The deck a number of options so what ever your meta calls for you put in. This is the board i am gonna use for the primer but the board will always be different depending on where the deck is played.
4 Leyline of the void
4 pyroclasm
4 Chalice of the void
3 gaddock teeg
Card choices:
Keldon Marauders: This card is a nifty little tool that sligh got in Planar Chaos. This card does five damage for one card most of the time or it is a shock and a creature removal. Since its power is one more then most of the other creatures and it is going to die anyways so it is great with bersek.
Kird ape: 2/3 for one mana works very well for this deck. It beats weenies so its good against aggro decks like Suicide Black, The rock, and other mid range decks.
Skyshroud elite: Kird apes 5-8.
Jungle Lion: This card is just mostly a placeholder. I needed a cheap beater in this slot and jungle lion was the one that jumped out at me. Its still a decent creature and still beats for the win in games.
2/1 Spirit guide split: I needed spirit guides to speed up the deck but the most i could fit in was three. Since green fills a larger part of the deck then red does i decided that two elvish spirit guides and one simian spirit guide was the right choice.
Berserk: This card is the best pump that the deck has. Berserk alongside a gae's might is a devastating 14-16 points of damage and still does a respectable amount of damage when paired with rancor. Even without another pump card it still gives you a boost. Also if need be, you can bersekr your opponents creatures to kill them so the card is very versatile.
Tribal flames/ Gaea's might: From a normal sligh list these take the place of Chain lightning and Fireblast. Full five color domain is very easy to achieve with this deck so tribal flames always does more then chain lightning and gaea's might is more synergistic with the deck then fire blast is. Also gaea's might interacts with berserk so when it is cast along side it, it becomes 8-10 damage for 1 mana. The added damage that these cards provide give the deck a stronger early, mid game.
Pyroclasm: This card is good in this deck because all of your creatures outside of jungle lion (which you most likely side out for these) and the hardcasted spirit guides. It beats goblins
Matchups:
Goblins: This deck wants to stall as long as possible until it can go off and win. Kird ape and skyshroud elite are both great at doing this as they munch on lackey and they both are great blockers against all of their creatures. You stall as long as you safely can with a few creatures until you can deal lethal damage with a explosive combination of pump and burn spells. This is fairly easy to achieve as you will most likely be wittling their life down while you are stalling. Tarmogoyf is a godsend as always against goblins, and backed with a few burn spells to their important creatures you can hold off their whole board. Jungle lion is bad this matchup. Pre-board you want to save him and play him as the last of your threats as he affects them the least. Post board you want to side him out for pyroclasms and that should solve the decks problems and disynergies. As long as you play your pyroclasms strategically and you get a few decent creatures on the board this matchup is relatively easy post-board.
Sideboard out: -3 jungle lion, -1 ESG
Sideboard in: +4 pyroclasm
Threshold: The pump from this deck are probably the most important tools you have here. A single Gaea's might on a blocker or a rancor on a goyf can turn the tide of the game, since they run a small amount of creatures. Counterbalance is bad for this deck so try to lay all of your threats before you cast your pump and burn. tribal flames is better here then chain lightning because chain lightning cannot deal with tarmogoyf. For the sideboard you want to side in leylines because they cripple their non-tarmogoyf creatures and the opposing tarmogoyfs are almost always going to be at a disadvantage to yours.
Sideboard out: -4 Lightning bolt
Sideboard in: +4 Leyline of the void
Landstill: This machup can be favorable or unfavorable depending on the build. Builds that run wasteland and can recur it through crucible hurt the most because this deck has a low land count and it disrupts the domain. Most other builds this deck can deal with although it still is a hard matchup. What you want to do is lay 1 beater and pump it a few times. Never cast all the creatures in your hand though, as you will likely walk into a game winning deed or the like. Also its smart to keep 1 pump in your hand for combat shenanigans, rancor works the best here as it recurs so your creatures will normally end up bigger then their manlands and they will try to stall. If you dont over extend and you wait till the opportune moment to go all in then you can win this Matchup. Sideboarding all depends on the build your are facing. if your playing a UW build with Wrath of god and decree of justice (im mostly referring to Slay's landstill build) then i would suggest boarding in gaddock teeg as that will stop most of their big threats and removal. This was the build i tested against the most and sideboarding in all my teeg realy hurt the landstill build, it knocked out Force of will, fact or fiction, and his WOGs. It creates enough card disadvantage for the opponent and buys enough time to deal enough damage to either kill or put them in the red zone.
Sideboard out: -2 jungle lion, -1 lightning bolt
Sideboard in: +3 gaddock teeg
TES: Preboard this matchup is bad for us. Most of the time they combo off before you can do anything to stop them. Sometimes if they go off with a ETW this deck can play enough creatures to stall and stabilize or you can get a fast hand and race the goblins. Unless that happens or they fizzle out this matchup is... "Difficult". Postboard you want to side out your burn spells and side in chalicethe hoard of goblins. If you can stop or answer their combo then you essentially win. Chalice buys enough time for you to deal enough damage and win even if they have a answer for it. Gaddock teeg stops Tendrills of agony and ETW alltogether, and also since hes a beater he will help race and kill the opponent.
Sideboard out: -3 lightning bolts, -4 Tribal flames
Sideboard in: +4 chalice of the void, +3 gaddock teeg
Armageddon Stax: This matchup is slightly in their favor, but mostly it depends on the player. In this matchup you want to play 1 creature and pump it to win. If you follow this stradegy, then magus of the tabernacle and ghostly prison become significantly less effective. Gaea's might is great here for a suprise factor because when they try to block it with magus you cast might on your creature... killing theirs. Chalice @1 hurts the most here but it is still easily winnable even if they get it out because you still have the goyf which can win games on its own and keldon marauders is grea of the void and gaddock teeg in their place. These two make the matchup a little bit easier and if it suits you you can also sideboard in a few pyroclasms to deal with t at getting the last few points of damage in. Rancor is a great answer to smokestack and it will almost always ensure that they cannot smoke out your board. When you board you want to bring out all 1cc cards for gaddock teeg, as this will make you more resilient to a Chalice @1. Gaddock stops armageddon and smokestack which realy helps as those are the two most effective way they have to deprive you of your mana.
Sideboard out: -3 lightning bolt
Sideboard in: +3 gaddock teeg
Suicide Black: I listed Sui black as one of my MU's over decks like Dragon stompy or Cephalid breakfast because where i play there is about 3+ sui decks in a relatively small field. There are a few different builds of sui black so ill just state the stradegies that apply to both. Since they run lots of targeted removal i suggest spacing out your pump and if your attacking with 2 creatures play 1 on each even if 1 is a berserk because then it will be serious card disadvantage. If they are foolish enough to cast negator then make it your first priority to unload all your burn spells on it, removing all their perms and always winning you the game. As long as you burn away the big/untapped creatures this matchup pretty favorable as they have lots of self inflicted life loss. Since they run almost all basics skyshroud elite is very weak here. Side them out for pyroclasms and the matchup becomes even easier. Their discard hurts alot but unfortunately their isnt much we can do about it.
Sideboard out: -4 skyshroud elite
Sideboard in: +4 pyroclasm
Sample hands:
Lightning Bolt, Skyshroud Elite, Kird Ape, Berserk, Taiga, Bloodstained mire, Elvish Spirit Guide: Keep
On your first turn you want to cast both kird ape and skyshroud elite off of the taiga and the ESG. Next turn fetch for one of the red duals. Bolt creatures that are in your way and berserk when they are low enough. If you draw any pump you want to use it in conjunction with berserk so you want to wait and use it at the end. The rest should be self explanatory.
Berserk, Wooded foothills, Windswept Heath, Keldon Marauders, Badlands, Gaea's Might, Kird Ape: Keep
First off you want to cast your kird ape with the badlands. Next turn crack the windswept heath for a savannah, cast keldon marauders, and swing with the 2/3 kird ape. On your next turn you want to fetch for a tropical island, cast gaea's might and berserk on a keldon marauders and that should be enough damage to kill the opponent (-4 from 2 turns of kird ape, -2 for CIP/LP keldon marauders, attacking with (3/3+5/5= 8/8+8/0=16/8) a 16/8 keldon marauders for 22 damage).
Windswept heath 2x, jungle lion, SSG, tribal flames, lightning bolt, bayou: Mulligan
At a first glance this hand seems playable, but it realy doesnt do much and is relatively slow so its probably best to throw this one back. You have 3 mana not including spirit guide and the majority of your spells are red while all your lands are green. If you fetch for red to smooth out the mana then you dont get a strong tribal flames. Simian spirit guide doesnt do much in this hand, and your only permanent source of damage is jungle lion.
Kird ape 2x, jungle lion 2x, Tribal flames, berserk, bloodstained mire: Probably Keep
What you realy want with this hand is to topdeck that second land so if your going second then you probably want to keep this hand because its less of a risk. You can risk it if you want while going first and if you get that second land then your set. If you dont then you can still play the hand because almost everything is 1 mana.
Windswept heath 2x, ESG, SSG, Tarmogoyf, berserk, rancor: Keep
Turn 1 you fetch for a tropic, savannah, or bayou and use the esg to cast goyf. Wait till next turn to cast the rancor and fetch or another off color dual. Dont fetch for a taiga because you have SSG and chances are that soon you will draw into a red dual or fetch. Your opponent will most likely facilitate Tarmogoyfs P/T so you will will be able to berserk for lethal in a few turns.
Sideboard options:
As this deck runs 5 colors one of its strengths is the extremely wide variety of cards that you can put in your sideboard. The deck can use nearly any sideboard tool thats 3 mana or less and doesn't interfere with the domain mechanic. Some options are:
Ancient Grudge: Card advantage against Stax and can also hurt a few random decks (im gonna stretch and say 5/3... its mostly for stax)
Pithing needle: Effective against landstill. Name it on a factory or other manlands with it and you buy time/ open way for creatures to attack.
Engineered explosives: The deck runs 5 colors so it can utilize this card extremely well. If you need a way to answer any kind of problem card
Pyrokenisis: Scrath that. i thought it hit creatures and players.
Chill: Hurts goblins and Dragon stompy, and TES/belcher
Karmic justice: Great against stax and a few random decks.
City of solitude: Another good card against landstill. It neuters all their counters so it protects your creatures while you are pumping them, making your kill easier to pull off.
Planar void: A alternative to leyline if for some reason you dont want to run them. One plus is that its alot easier to cast if its not in your opening hand.
Duress/Thoughtsieze: Card to battle combo and control. Other cards are probably stronger.
Chains of Mephistophles: This one is probably the strongest anti-Landstill cards ive listed (its also great against thresh, stopping all of there cantrips). It makes standstill and brainstorm unplayable and several other cards as well.
Edit: Current list
3 taiga
4 wooded foothills
3 windswept heath
3 bloodstained mire
1 savannah
1 tropical island
1 bayou
1 plateau
1 volcanic island
1 balands
4 Tarmogoyf
4 kird ape
4 skyshroud elite
4 keldon marauders
3 Boros Swiftblade
4 tribal flames
4 gaea's might
4 Lightning bolt
4 berserk
3 rancor
3 Chain Lightning
4 leyline
4 pyroclasm
3 Gaddock teeg
2 E explosives
2 Thoughtsieze
3 taiga
4 wooded foothills
3 windswept heath
3 bloodstained mire
1 savannah
1 tropical island
1 bayou
1 plateau
1 volcanic island
1 balands
4 Tarmogoyf
2 elvish spirit guide
1 simian spirit guide
4 kird ape
4 skyshroud elite
4 keldon marauders
3 jungle lion
4 tribal flames
4 gaea's might
4 Lightning bolt
4 berserk
3 rancor
Sideboard:There is no 1 perfect sideboard. The deck a number of options so what ever your meta calls for you put in. This is the board i am gonna use for the primer but the board will always be different depending on where the deck is played.
4 Leyline of the void
4 pyroclasm
4 Chalice of the void
3 gaddock teeg
Card choices:
Keldon Marauders: This card is a nifty little tool that sligh got in Planar Chaos. This card does five damage for one card most of the time or it is a shock and a creature removal. Since its power is one more then most of the other creatures and it is going to die anyways so it is great with bersek.
Kird ape: 2/3 for one mana works very well for this deck. It beats weenies so its good against aggro decks like Suicide Black, The rock, and other mid range decks.
Skyshroud elite: Kird apes 5-8.
Jungle Lion: This card is just mostly a placeholder. I needed a cheap beater in this slot and jungle lion was the one that jumped out at me. Its still a decent creature and still beats for the win in games.
2/1 Spirit guide split: I needed spirit guides to speed up the deck but the most i could fit in was three. Since green fills a larger part of the deck then red does i decided that two elvish spirit guides and one simian spirit guide was the right choice.
Berserk: This card is the best pump that the deck has. Berserk alongside a gae's might is a devastating 14-16 points of damage and still does a respectable amount of damage when paired with rancor. Even without another pump card it still gives you a boost. Also if need be, you can bersekr your opponents creatures to kill them so the card is very versatile.
Tribal flames/ Gaea's might: From a normal sligh list these take the place of Chain lightning and Fireblast. Full five color domain is very easy to achieve with this deck so tribal flames always does more then chain lightning and gaea's might is more synergistic with the deck then fire blast is. Also gaea's might interacts with berserk so when it is cast along side it, it becomes 8-10 damage for 1 mana. The added damage that these cards provide give the deck a stronger early, mid game.
Pyroclasm: This card is good in this deck because all of your creatures outside of jungle lion (which you most likely side out for these) and the hardcasted spirit guides. It beats goblins
Matchups:
Goblins: This deck wants to stall as long as possible until it can go off and win. Kird ape and skyshroud elite are both great at doing this as they munch on lackey and they both are great blockers against all of their creatures. You stall as long as you safely can with a few creatures until you can deal lethal damage with a explosive combination of pump and burn spells. This is fairly easy to achieve as you will most likely be wittling their life down while you are stalling. Tarmogoyf is a godsend as always against goblins, and backed with a few burn spells to their important creatures you can hold off their whole board. Jungle lion is bad this matchup. Pre-board you want to save him and play him as the last of your threats as he affects them the least. Post board you want to side him out for pyroclasms and that should solve the decks problems and disynergies. As long as you play your pyroclasms strategically and you get a few decent creatures on the board this matchup is relatively easy post-board.
Sideboard out: -3 jungle lion, -1 ESG
Sideboard in: +4 pyroclasm
Threshold: The pump from this deck are probably the most important tools you have here. A single Gaea's might on a blocker or a rancor on a goyf can turn the tide of the game, since they run a small amount of creatures. Counterbalance is bad for this deck so try to lay all of your threats before you cast your pump and burn. tribal flames is better here then chain lightning because chain lightning cannot deal with tarmogoyf. For the sideboard you want to side in leylines because they cripple their non-tarmogoyf creatures and the opposing tarmogoyfs are almost always going to be at a disadvantage to yours.
Sideboard out: -4 Lightning bolt
Sideboard in: +4 Leyline of the void
Landstill: This machup can be favorable or unfavorable depending on the build. Builds that run wasteland and can recur it through crucible hurt the most because this deck has a low land count and it disrupts the domain. Most other builds this deck can deal with although it still is a hard matchup. What you want to do is lay 1 beater and pump it a few times. Never cast all the creatures in your hand though, as you will likely walk into a game winning deed or the like. Also its smart to keep 1 pump in your hand for combat shenanigans, rancor works the best here as it recurs so your creatures will normally end up bigger then their manlands and they will try to stall. If you dont over extend and you wait till the opportune moment to go all in then you can win this Matchup. Sideboarding all depends on the build your are facing. if your playing a UW build with Wrath of god and decree of justice (im mostly referring to Slay's landstill build) then i would suggest boarding in gaddock teeg as that will stop most of their big threats and removal. This was the build i tested against the most and sideboarding in all my teeg realy hurt the landstill build, it knocked out Force of will, fact or fiction, and his WOGs. It creates enough card disadvantage for the opponent and buys enough time to deal enough damage to either kill or put them in the red zone.
Sideboard out: -2 jungle lion, -1 lightning bolt
Sideboard in: +3 gaddock teeg
TES: Preboard this matchup is bad for us. Most of the time they combo off before you can do anything to stop them. Sometimes if they go off with a ETW this deck can play enough creatures to stall and stabilize or you can get a fast hand and race the goblins. Unless that happens or they fizzle out this matchup is... "Difficult". Postboard you want to side out your burn spells and side in chalicethe hoard of goblins. If you can stop or answer their combo then you essentially win. Chalice buys enough time for you to deal enough damage and win even if they have a answer for it. Gaddock teeg stops Tendrills of agony and ETW alltogether, and also since hes a beater he will help race and kill the opponent.
Sideboard out: -3 lightning bolts, -4 Tribal flames
Sideboard in: +4 chalice of the void, +3 gaddock teeg
Armageddon Stax: This matchup is slightly in their favor, but mostly it depends on the player. In this matchup you want to play 1 creature and pump it to win. If you follow this stradegy, then magus of the tabernacle and ghostly prison become significantly less effective. Gaea's might is great here for a suprise factor because when they try to block it with magus you cast might on your creature... killing theirs. Chalice @1 hurts the most here but it is still easily winnable even if they get it out because you still have the goyf which can win games on its own and keldon marauders is grea of the void and gaddock teeg in their place. These two make the matchup a little bit easier and if it suits you you can also sideboard in a few pyroclasms to deal with t at getting the last few points of damage in. Rancor is a great answer to smokestack and it will almost always ensure that they cannot smoke out your board. When you board you want to bring out all 1cc cards for gaddock teeg, as this will make you more resilient to a Chalice @1. Gaddock stops armageddon and smokestack which realy helps as those are the two most effective way they have to deprive you of your mana.
Sideboard out: -3 lightning bolt
Sideboard in: +3 gaddock teeg
Suicide Black: I listed Sui black as one of my MU's over decks like Dragon stompy or Cephalid breakfast because where i play there is about 3+ sui decks in a relatively small field. There are a few different builds of sui black so ill just state the stradegies that apply to both. Since they run lots of targeted removal i suggest spacing out your pump and if your attacking with 2 creatures play 1 on each even if 1 is a berserk because then it will be serious card disadvantage. If they are foolish enough to cast negator then make it your first priority to unload all your burn spells on it, removing all their perms and always winning you the game. As long as you burn away the big/untapped creatures this matchup pretty favorable as they have lots of self inflicted life loss. Since they run almost all basics skyshroud elite is very weak here. Side them out for pyroclasms and the matchup becomes even easier. Their discard hurts alot but unfortunately their isnt much we can do about it.
Sideboard out: -4 skyshroud elite
Sideboard in: +4 pyroclasm
Sample hands:
Lightning Bolt, Skyshroud Elite, Kird Ape, Berserk, Taiga, Bloodstained mire, Elvish Spirit Guide: Keep
On your first turn you want to cast both kird ape and skyshroud elite off of the taiga and the ESG. Next turn fetch for one of the red duals. Bolt creatures that are in your way and berserk when they are low enough. If you draw any pump you want to use it in conjunction with berserk so you want to wait and use it at the end. The rest should be self explanatory.
Berserk, Wooded foothills, Windswept Heath, Keldon Marauders, Badlands, Gaea's Might, Kird Ape: Keep
First off you want to cast your kird ape with the badlands. Next turn crack the windswept heath for a savannah, cast keldon marauders, and swing with the 2/3 kird ape. On your next turn you want to fetch for a tropical island, cast gaea's might and berserk on a keldon marauders and that should be enough damage to kill the opponent (-4 from 2 turns of kird ape, -2 for CIP/LP keldon marauders, attacking with (3/3+5/5= 8/8+8/0=16/8) a 16/8 keldon marauders for 22 damage).
Windswept heath 2x, jungle lion, SSG, tribal flames, lightning bolt, bayou: Mulligan
At a first glance this hand seems playable, but it realy doesnt do much and is relatively slow so its probably best to throw this one back. You have 3 mana not including spirit guide and the majority of your spells are red while all your lands are green. If you fetch for red to smooth out the mana then you dont get a strong tribal flames. Simian spirit guide doesnt do much in this hand, and your only permanent source of damage is jungle lion.
Kird ape 2x, jungle lion 2x, Tribal flames, berserk, bloodstained mire: Probably Keep
What you realy want with this hand is to topdeck that second land so if your going second then you probably want to keep this hand because its less of a risk. You can risk it if you want while going first and if you get that second land then your set. If you dont then you can still play the hand because almost everything is 1 mana.
Windswept heath 2x, ESG, SSG, Tarmogoyf, berserk, rancor: Keep
Turn 1 you fetch for a tropic, savannah, or bayou and use the esg to cast goyf. Wait till next turn to cast the rancor and fetch or another off color dual. Dont fetch for a taiga because you have SSG and chances are that soon you will draw into a red dual or fetch. Your opponent will most likely facilitate Tarmogoyfs P/T so you will will be able to berserk for lethal in a few turns.
Sideboard options:
As this deck runs 5 colors one of its strengths is the extremely wide variety of cards that you can put in your sideboard. The deck can use nearly any sideboard tool thats 3 mana or less and doesn't interfere with the domain mechanic. Some options are:
Ancient Grudge: Card advantage against Stax and can also hurt a few random decks (im gonna stretch and say 5/3... its mostly for stax)
Pithing needle: Effective against landstill. Name it on a factory or other manlands with it and you buy time/ open way for creatures to attack.
Engineered explosives: The deck runs 5 colors so it can utilize this card extremely well. If you need a way to answer any kind of problem card
Pyrokenisis: Scrath that. i thought it hit creatures and players.
Chill: Hurts goblins and Dragon stompy, and TES/belcher
Karmic justice: Great against stax and a few random decks.
City of solitude: Another good card against landstill. It neuters all their counters so it protects your creatures while you are pumping them, making your kill easier to pull off.
Planar void: A alternative to leyline if for some reason you dont want to run them. One plus is that its alot easier to cast if its not in your opening hand.
Duress/Thoughtsieze: Card to battle combo and control. Other cards are probably stronger.
Chains of Mephistophles: This one is probably the strongest anti-Landstill cards ive listed (its also great against thresh, stopping all of there cantrips). It makes standstill and brainstorm unplayable and several other cards as well.
Edit: Current list
3 taiga
4 wooded foothills
3 windswept heath
3 bloodstained mire
1 savannah
1 tropical island
1 bayou
1 plateau
1 volcanic island
1 balands
4 Tarmogoyf
4 kird ape
4 skyshroud elite
4 keldon marauders
3 Boros Swiftblade
4 tribal flames
4 gaea's might
4 Lightning bolt
4 berserk
3 rancor
3 Chain Lightning
4 leyline
4 pyroclasm
3 Gaddock teeg
2 E explosives
2 Thoughtsieze