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Thread: [Deck] DeathBlade

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    [Deck] DeathBlade

    I. Overview
    II. History
    III. Decklists
    IV. Card Choices

    a.) Manabase
    b.) Creatures
    c.) Spells
    V. Reasons to Play Deathblade over other Stoneforge Decks
    a.) Esper Stoneblade
    b.) UW Stoneblade
    c.) UWR Stoneblade
    VI. Match-ups
    a.) RUG Delver
    b.) UWR Delver
    c.) Shardless BUG
    d.) BUG Tempo
    e.) Elves
    f.) Death and Taxes
    g.) ANT (Ad Nauseam Tendrils)
    h.) Miracle Control
    i.) Sneak and Show
    j.) Omnitell
    k.) Deathblade (mirror)
    l.) Jund
    m.) Maverick
    VII. Additional Information
    a.) Major Tournament Reports and Articles
    b.) Feature Matches and Versus Videos
    c.) Additional Deck Lists


    I. Overview

    Deathblade is a fair deck that gains its name from two Legacy stars, Stoneforge Mystic and Deathrite Shaman. Similar to its predecessors, Stoneblade and Esper Stoneblade, Deathblade runs the core Stoneforge Mystic and equipment package. This is a central element that many other decks have a hard time fighting through. The Deathbalde variant employs other diverse threats such as Snapcaster Mage, Vendilion Clique, Dark Confidant, Geist of Saint Traft and/or Tarmogoyf. In addition to some of the game’s most aggressive, disruptive, and flexible creatures, Deathbalde has access to arguably the game’s best removal in Swords to Plowshares, disruption in Force of Will, Inquisition of Kozilek, and Thoughtseize. These elements are all held together by the cards selection power of Brainstorm, Ponder, and Jace, the Mind Sculptor. Jace also gives the deck another angle of attack beyond the traditional dealing of 20 points of damage.

    As of the writing of this primer, there does not seem to be an agreed upon 60 card maindeck for this new strategy. There has been a good bit of variation of the creature package outside of Deathrite and Stoneforge. You will be able to observe this in III. Decklists section.


    II. History

    Deathblade appeared quickly after the Return to Ravnica (October 2012) expansion’s release of the Legacy sleeper Deathrite Shaman. Star City Games grinder Brian Braun-Duin quickly identified the power of Deathrite Shaman and incorporated it in a Stoneforge shell. This early version was more attrition-centric and geared towards the sequence of turn one fetch, Deathrite into turn two Liliana of the Veil. After BBD’s success with the archetype, many other players picked up and began brewing with the deck. This currently is the state of the Deathbalde deck. Many players are trying to determine the best configuration of the maindeck and sideboard.

    For a more comprehensive reading on the more traditional Stoneblade decks, check out the Blade Control primer here: http://www.mtgthesource.com/forums/s...-Blade-Control

    And now the deck!


    III. Decklists

    1st Lauren Nolen, Star City Open: Nashville; 5/19/2013
    4 Dark Confidant
    4 Deathrite Shaman
    1 Notion Thief
    2 Snapcaster Mage
    4 Stoneforge Mystic
    1 Vendilion Clique
    3 Jace, the Mind Sculptor
    1 Island
    1 Plains
    1 Swamp
    4 Flooded Strand
    1 Marsh Flats
    2 Misty Rainforest
    1 Polluted Delta
    3 Scalding Tarn
    1 Scrubland
    1 Tropical Island
    2 Tundra
    3 Underground Sea
    2 Wasteland
    1 Batterskull
    4 Brainstorm
    3 Force of Will
    4 Swords to Plowshares
    1 Umezawa's Jitte
    2 Inquisition of Kozilek
    3 Thoughtseize

    Sideboard
    2 Meddling Mage
    1 Snapcaster Mage
    1 Celestial Purge
    1 Counterspell
    1 Disenchant
    1 Force of Will
    1 Hydroblast
    1 Path to Exile
    2 Surgical Extraction
    2 Supreme Verdict
    1 Thoughtseize
    1 Vindicate

    2nd Jack Fogle, Star City Open: Nashville; 5/19/2013
    4 Dark Confidant
    4 Deathrite Shaman
    3 Snapcaster Mage
    4 Stoneforge Mystic
    3 Jace, the Mind Sculptor
    2 Liliana of the Veil
    1 Island
    1 Plains
    1 Swamp
    1 Creeping Tar Pit
    4 Flooded Strand
    1 Marsh Flats
    4 Polluted Delta
    1 Scrubland
    1 Tropical Island
    2 Tundra
    3 Underground Sea
    2 Wasteland
    1 Karakas
    1 Batterskull
    4 Brainstorm
    4 Swords to Plowshares
    1 Umezawa's Jitte
    2 Inquisition of Kozilek
    1 Ponder
    3 Thoughtseize
    1 Vindicate

    Sideboard
    1 Engineered Explosives
    1 Snapcaster Mage
    1 Counterspell
    3 Force of Will
    3 Surgical Extraction
    1 Vendilion Clique
    2 Duress
    1 Lingering Souls
    2 Supreme Verdict

    1st Todd Anderson, Star City Open: Columbus; 6/16/2013
    4 Dark Confidant
    4 Deathrite Shaman
    1 Snapcaster Mage
    4 Stoneforge Mystic
    1 Vendilion Clique
    3 Jace, the Mind Sculptor
    1 Bayou
    1 Creeping Tar Pit
    4 Flooded Strand
    2 Marsh Flats
    1 Misty Rainforest
    4 Polluted Delta
    1 Scrubland
    1 Tropical Island
    2 Tundra
    3 Underground Sea
    3 Wasteland
    1 Karakas
    1 Batterskull
    1 Detention Sphere
    2 Abrupt Decay
    4 Brainstorm
    3 Force of Will
    4 Swords to Plowshares
    1 Umezawa's Jitte
    1 Ponder
    2 Thoughtseize

    Sideboard
    2 Relic of Progenitus
    2 Meddling Mage
    1 Notion Thief
    1 Detention Sphere
    1 Disenchant
    1 Force of Will
    3 Geist of Saint Traft
    2 Supreme Verdict
    2 Thoughtseize

    7th Rudy Briksza, Star City Open: Philadelphia; 6/23/2013
    4 Deathrite Shaman
    1 Snapcaster Mage
    4 Stoneforge Mystic
    3 Geist of Saint Traft
    1 Vendilion Clique
    3 Jace, the Mind Sculptor
    1 Creeping Tar Pit
    3 Flooded Strand
    2 Marsh Flats
    1 Misty Rainforest
    4 Polluted Delta
    1 Savannah
    1 Scrubland
    1 Tropical Island
    2 Tundra
    3 Underground Sea
    1 Verdant Catacombs
    3 Wasteland
    1 Karakas
    1 Batterskull
    1 Detention Sphere
    2 Abrupt Decay
    4 Brainstorm
    3 Force of Will
    4 Swords to Plowshares
    1 Umezawa's Jitte
    1 Ponder
    3 Thoughtseize

    Sideboard
    2 Relic of Progenitus
    2 Meddling Mage
    1 Notion Thief
    1 Detention Sphere
    1 Disenchant
    1 Flusterstorm
    1 Force of Will
    1 Golgari Charm
    1 Spell Pierce
    1 Jace Beleren
    2 Supreme Verdict
    1 Thoughtseize


    IV. Card Choices

    a.) Manabase - Deathblade’s mana base is truly unique in the Legacy landscape. Many decks play a fetchland centric mana base used to gain quick access to two or even three colors. Deathblade pushes this aspect to the next level by using the a combination of fetches to be able to find dual lands that produce blue, white, black, and even green mana. This aspect of the deck allows for casting of all of the powerful option that the deck incorporates. Running a very dual heavy mana base (some with no basics) very susceptible to decks running Wasteland and Stifle. More specifically, the mana base of this deck can be fairly weak to Legacy tempo strategies that attack complex mana bases.

    Deathblade also makes use of Wasteland. It is a great tool to deal with problematic lands, tempo opponents, keep opponents off of a color, and it also plays very well with Deathrite Shaman.

    The last portions of the mana base that deserve discussioin are Creeping Tar Pit and Karakas. Tar Pit offers an evasive threat that can be difficult to remove. It coupled with the incremental damage from a Deathrite can be enough to win games. Karakas give the deck a way to deal with large cheated fatties out of decks like Reanimator and Show and Tell. This card also gives a source of continued disruption when used in tandem with Vendilion Clique. Karakas also can keep Geist of Saint Traft alive while still allowing a 4/4 Angel token to punch through for some final damage.

    b.) Creatures – The exact configurations of the creature base of the deck have changed a little since the deck’s beginning. The following is a description of some of the creature choices and the roles that they play in the deck.

    Deathrite Shaman essentially functions as a one mana planeswalker. His ability to accelerate this deck past the competition by removing our spent fetchlands, can allow for turn 2 Geists and turn three Jaces. Deathrite can also cause our opponents to lose life, getting us closer to winning or conversely allow us to gain life, which can keep us alive versus damage oriented strategies. With all of these benefits, there is one additional edge that this guy delivers. His ability to remove spent cards from graveyards can keep threats from being Reanimated, keep cards from being Snapcasted, and shrink Tarmogoyfs.

    Stoneforge Mystic the second of the decks namesake cards can provide card advantage, offense, and/or defense. Searching out and cheating in Batterskull or Umezawa’s Jitte can often be enough to get decks to fold.

    Dark Confidant is just one of the best card advantage engines in the game. If this guy goes unanswered for a turn or two the additional cards drawn should be enough to bury your opponent.

    Snapcaster Mage is another great card for generating card advantage. By rebuying spent cards, you can grind out opposing decks. You can do this while also gaining an aggressive body.

    Vendilion Clique allows for instant speed interaction with an opponent’s hand. This is typically best versus combo oriented decks. It is very powerful when used in conjunction with Karakas. Also a 3/1 flying body can make quick work of an opponent in conjunction with Deathrite’s life lose mode.

    Geist of Saint Traft is a difficult to remove threat that provides a fast clock. This is another great card to attack combo oriented strategies as it typically kills in three attacks in this format. In spite of is small body, using Karakas or equipping it can really allow it to punch through opposing creatures.

    c.) Spells – Deathblade’s suite of spells is rather multidimensional. It incorporated creature and permanent removal, discard, counter magic, library manipulation, and also the best planeswalker ever printed. Let’s dive in!

    Swords to Plowshares is regarded by many to be the best piece of creature removal in the game. to remove any creature threat is about as good as it gets. While it could play more synergistically with Deathrite, being able to remove all types and sizes of creatures is easily worth it.

    Abrupt Decay, Detention Sphere, and Vindicate while these are all typically used to take out creatures so that our primary game plan of deal 20 damage can be realized, these cards give the deck ways to interact with troublesome non-creature permanents.

    Brainstorm and Ponder these cards allow for the smoothing out of draws. Paying to find the removal spell you or threat you need is almost a necessity in Legacy. Also remember that these cards can be really great in use with the deck’s shuffle effects like fetchlands and Stoneforges. Brainstorming back unnecessary cards not only refreshes you hand but if you fetch after, resets the top of your deck as well. This is what many Legacy aficionados call the pseudo Ancestral Recall.

    Thougheseize and Inquisition of Kozilek these are disruptive elements that can keep combo decks from having the resources that they need to win. These cards can also be used to raise the likelihood that a Stoneforge Mystic or Dark Confidant survives an opponent’s next turn in order to gain some value.

    Umezawa’s Jitte and Batterskull are the deck’s two key “blades.” Finding and sneaking one of these into play with a Stoneforge is often a play that many decks cannot beat. It is worth noting here that although they have not found themselves in any lists to date, Swords of X and Y may be worth considering either here or in the sideboard.

    Jace, the Mind Sculptor... this guy shouldn't require a description. He does basically everything you could want out of a planeswalker for this type of deck. He can generate card advantage, tempo by bouncing creatures, and can also serve as a win condition. As "Tha Gatherin" has told us for years now, he is better than all... https://www.youtube.com/watch?v=gnYhG_ekoH8

    Force of Will may be a source of card disadvantage, it is a catch all card that keeps decks fair. Being able to counter a key spell can be the difference between winning or losing a game or match. FoW can often be cast for its actual mana cost with this deck thanks to the high land count and Deathrite.

    f.) Sideboard Options - As this deck has just really come onto the scene, the sideboards are early in their construction. I would wager that there are more options for the sideboard but they have yet to be discovered and experimented with. I generally don’t believe in just following a sideboard guide that another person gives you. It detracts from the learning and understanding experience that comes with higher level Magic. Therefore I will outline the cards in the sideboards above. You can make the decision about how to board on your own. However let’s get right to it!

    Engineered Explosives gives the deck a powerful and flexible removal option that can deal with multiple threats at once. Casting this for 0 can allow an extremely cheap means to deal with armies of tokens. Casting it at 1 can take out hard to remove creatures like Nimble Mongoose. This card also takes out problem permanents... not just creatures.

    Surgical Extraction is one of the many graveyard hate options that is availible to this deck. You might be thinking, "Sturtzilla, I already have 4 Deathrites, what need do I have for additional graveyard hate?" Well there are decks out there like Dredge and Reanimator, that can power through a single card being removed from their graveyard. Surgical offers a mana free cost if you are tapped out. It also plays favorably with Snapcaster Mage.

    Nihil Spellbomb is another graveyard interaction option. Nihil Spellbomb allows for the total removal of an opponent's graveyard, which in the matchups that you bring it in, should be a big advantage. This spell bomb costs only 1 mana to cast and activate, but for an additional you can have this card replace itself by drawing you a card when used. One thing worth noting here is that Nihil Spellbomb does not remove your graveyard. This can be a great advantage over Relic of Progenitus. It leaves your graveyard unmolested for further, mana production, life loss, and life gain triggers with Deathrite.

    Relic of Progenitus is likely the most powerful of the one shot graveyard hate options. This card can attrition out a graveyard by use each turn, or for an additional mana remove all graveyards from the game, while drawing you a card. This is maybe a bit more aggressive, and less synergistic than the Nihil Spellbomb. It is still worth considering.

    Flusterstorm is a great anticombo tool. Being able to counter key parts of an opponent's combo turn can win you games. Also this card is a bit more narrow than options like Spell Pierce but is more or less uncounterable. It is a pretty nice cards to help with Storm match ups.

    Hydroblast would be a good but narrow tool for use against red heavy strategies.

    Spell Pierce is another card that is helpful in combo match ups. It has the added flexibility of being able to counter artifacts, enchantments, and planeswalkers (when being compared to to Flusterstorm).

    Path to Exile can function as Swords to Plowshares 5-8 if necessary. This card has the added benefit of having no downside when brought in against decks like RUG Delver that run no basic lands. Typically running StP is superior to PtE as letting an opponent gain some life has less of an impact than accelerating them a turn by letting them find an extra land.

    Duress can be brought in to give added disruption when facing spell heavy decks. These would typically be combo oriented.

    Thoughtseize can be brought in to increase your discard disruption density. It allows for the cherry picking of the card that your particular hand would have the hardest time dealing with. If you have all the answers, this just becomes a straight one-for-one that can make your opponent's job a lot more difficult.

    Snapcaster Mage can be brought in if you think rebuying certain spells is the way to go in a particular match up. Against combo decks, snapcasting discard spells or spell pierces can be very devastating. Snapcasting StP or PtE can be backbreaking to aggro decks.

    Celestial Purge this is a fairly narrow sideboard option geared toward taking out Jund's threats (here it kill everything they play with the exception of Tarmogoyf). Most notably it has been an all star at taking out Dark Confidants and Liliana of the Veils

    Disenchant is a versatile piece of sideboard technology that deals with opposing Batterskulls and Umezawa's Jittes. In addition it can be an all star in dealing with threats from Affinity and Dream Halls/Omniscience. These may not be the biggest of threats in your meta game, but this card is almost a certain inclusion.

    Counterspell is a solid choice if you want to change your game two and three strategy to be more controlling.

    Meddling Mage chants so loudly that no one can get a spell in edgewise... he is great at keeping key cards out of combo decks off of the stack/table. He is just a great hate card and does provides a modest clock. I have been surprised at how well this little guy can end games even in spite of his small size.

    Golgari Charm can be used as a two mana, near Wrath of God. There are a number of strategies that play numerous small creatures... Elves, Goblins, RUG Delver (pre-thresh/delver flip), Belcher... etc. Charm allows you to X-for-1 you opponent and usually gain a significant advantage. There are plenty of other decks that this piece of tech can also be pretty potent against.

    Lingering Souls offers a means by which to generate multiple threats. These guys are typically best tasked with carrying your equipment! They can also play defense to hep keep you or a Jace alive.

    Jace Beleren is an interesting inclusion. I would wager that this was a turn 2 play to create an edge versus other "Big Jace" decks. Under the current rules making a "Baby Jace" on turn two thus nullifying opposing "Big Jaces" can be valuable. This option will lose some value with the M14 rules change. Post change this is probably a slot that is more deserving of another card.

    Vendilion Clique if you need more hand interaction versus combo oriented decks, look no further. This sneaky fairy increases the difficulty of opponents comboing while also providing a reasonable clock. Clique is also pretty awesome at murdering planeswalkers such as Jace and Liliana. If you find your self in a tough spot, you can even use this guy as a pseudo ambush viper and/or cycling card.

    Detention Sphere for problematic permanents of hordes of tokens, look no further. This option is also pretty nice against Show and Tell strategies. They can get their scary threat into play, then you can just remove it. In this capacity Oblivion Ring can also be a solid option. Between these two there is the argument of being able to be pitched to FoW versus the ability to be REB/Pryoblasted... just some things to consider.

    Geist of Saint Traft is a great way to speed up your clock versus decks with low creature counts... I am looking at you combo decks! Geist can just be a great threat when coupled with some equipment or the bouncing protection of Karakas. The hexproof makes him a great addition against decks that are heavy with targeted removal.

    Vindicate a great multidimensional card for deal with whatever issue may be vexing you at a given point in the game. Remember this guy can hit troublesome lands!

    Notion Thief has received a lot of acclaim regarding his blow-out centric interaction with an opponent's Brainstorm. Getting a 3/1 body, drawing 3 cards, and making an opponent put 2 cards back on top of their deck is just an absolute beating. This card may border on or be and example of "The Danger of Cool Things." Sure the effect is really powerful, but actually executing this plan can be fairly difficult. I think this card is very powerful but I have yet to see this guy actually pull off the above line, leading to a blow out. I would still label him worth consideration versus Combo decks with lots of manipulation.

    Supreme Verdict is a great way to reset the battlefield from a lost game state. It does not play particularly well with all of the creatures that the deck runs. As the caster of the spell, you know if/when it will be cast. This gives you the advantage of creating blow out scenarios.

    Force of Will is just a great way to sure up your combo match up. Being able to shut down unfair strategies while tapped out is just a necessity in this format.


    V. Reasons to Deathblade over other Stoneforge Decks

    a.) Esper Stoneblade – The major difference between the traditional Esper Stoneblade variant and the newcomer, Deathblade, is the inclusion of Deathrite Shaman and the subsequent broadening of the deck's mana base into a fourth color, green. Deathrite brings a lot of power to the deck by virtue giving the deck a means of mana acceleration, clock in the form of the second mode, and life gain in the third mode. This is all coupled with the power of interacting with opposing graveyards. The mana acceleration can power you into turn 2 Geist of Saint Trafts and turn 3 Jace, the Mind Sculptors. This means Deathblade can functionally curve out one full turn faster than Esper Stonebalde can. This is at the price of a slightly less stable mana base. In effort to add all of the functionality of Deathrite, a very dual heavy mana base is played. Some other notable difference are that Deathblade gains access to the uncounterable Abrupt Decay. This is often an all star. Deathblade lists have been omitting the traditional staple Lingering Souls. Overall Deathblade can be a bit faster and has the additional upside of having preboard graveyard interaction at cost of a more complex mana base.

    b.) UW Stoneblade – Most of the points made above about the differences between Esper Stoneblade and Deathblade are the same as those between UW and UWR Stoneblade variants. Deathrite allows faster starts, preboard graveyard interaction, and a clock. This basically makes him a turn one, must answer threat. In the UW context, you really have to determine if you are playing against UW Stoneblade or UW Vaporblade. The former is a less flexible version of Deathblade with a more solid mana base. The latter is actually a tempo deck with a strong early game but a much weaker late game than presented by Deathblade.

    c.) UWR Stoneblade - This deck is usually played much more aggressively than Deathblade. It does not pack any acceleration, which mean Deathblade can land Geist first and begin attacking with it sooner. UWR sometimes would have the advantage of the sideboard tech of Price of Progress. This is a beating to Deathblade. Deathblade has the more powerful spells in general but the weaker mana base. So the Deathblade player has to negotiate carefully to be able to play them at the right times.


    VI. Match Ups

    a.) RUG Delver - RUG Delver has been a consistent favorite in Legacy for quite some time now. This match up can seem very polarized but probably comes out about even. A very aggressive RUG draw can be tough for Deathblade to deal with do to the need for 1-2 mana to use our Swords to Plowshares and Abrupt Decays. The versions of Deathblade that do no run basics are at a bigger disadvantage here, as one of RUG's main angles of attack is to keep us off of lands with Stifle and Wasteland. Due to this on of the most imperative parts to the match up is making sure you can have your lands when you need to cast your most important spells. This means sequencing your lands and fetching must be done very carefully. Deathblade does have the advantage of playing nearly all creatures that must immediately be answered by RUG. If Deathrite Shaman survives for a few turns, he can soften the damage done by our lands being destroyed, he can gain us life making it difficult for RUG to close the game, and also can just kill them. In this match up we should be very vigilant about graveyards, as removing cards from the RUG palyer's graveyard will keep Nimble Mongoose from getting loose. Removing cards from both graveyards will help keep Tarmogoyf in check. If Deathrite isn't answered he can ruin RUG's plan(s) starting from our turn 1. Stoneforge Mysticing for a Batterskull is another line of play that RUG has a lot of difficulty in dealing with. Post board you should expect some Ancient Grudges and/or Krosan Grips out of the RUG player (especially if you showed them Batterskull). Both Dark Confidant and Geist of Saint Traft are other hard to deal with threats for RUG. Confidant finds more cards with which to answer their fast men while Geist offers a fast clock. Turn 2 Geist of off a Deathrite can actually push us to the beat down deck in the match up.

    Engineered Explosives can be brought in to take out Geese and all of their threats. Nihil Spellbomb and other graveyard hate cards can be useful here to keep Geese and Goyfs small.

    [Overall: Even (~50/50); Favorable, if game goes long; Unfavorable, if land light hand and/or play into their land destruction]

    b.) UWR Delver -

    c.) Shardless BUG - Shardless BUG has become another Legacy house as of late. This match up tends to come down to what is actually in play. Both decks run discard and counter magic but these tend to matter less than just resolving creatures, planeswalkers, and removal spells. There seems to be a bit of disagreement within the community as to what role the Deathblade should take in this match up. Deathrite into Geist starts can make us the aggressor very easily; however, Shardless BUG's game plan is typically to be the beat down. Trying to be the traditional control role against this deck isn't the best plan, as many of Shardless BUG's cards generate two-for-ones (see Shardless Agent, Baleful Strix, and Hymn to Tourach). With this in mind, what we want to do is get to our "Stage 3" or endgame, before our opponent does. That means casting SFM and cheating in a Batterskull, casting a Jace, and/or just being able to attack with a protected Geist quickly. In addition to these angles of attack, be wary or Deathrite on Deathrite action. Both decks play him and making sure to stack activations correctly is a good way to gain incremental advantages in the match up. Shardless BUG does play Tarmogoyf and as such keeping graveyards in check with our Deathrites can be a big gain over the course of the match.

    As far as sideboarding goes, mass removal such as Engineered Explosives and/or Supreme Verdict can help give us an edge if you want to be more controlling. Notion Thief shines in this match up as it nullifies a lot of BUG's cards, including Jace, Strix, Ancestral Vision and Brainstorm. This angle forces removal to be pointed as a Thief instead of a real threat. Additional spot removal is also very strong here.

    [Overall: Even (~50/50); this one really comes down to draws and tightness of play]

    d.) BUG Tempo-
    e.) Elves -
    f.) Death and Taxes -
    g.) ANT (Ad Nauseam Tendrils) -
    h.) Miracle Control -
    i.) Sneak and Show -
    j.) Omnitell -
    k.) Deathblade (mirror) -
    l.) Jund -
    m.) Maverick -


    VII. Additional Information

    a.) Major Tournament Reports and Articles

    http://www.starcitygames.com/article...f-Reaping.html

    http://www.starcitygames.com/article...m-A-Thief.html

    http://www.starcitygames.com/article...r-SCGBALT.html

    http://www.starcitygames.com/article...Addiction.html

    http://www.starcitygames.com/article...eport-1st.html

    http://www.starcitygames.com/article...ile-Grind.html

    b.) Feature Matches and Versus Videos

    http://www.starcitygames.com/article...One-Match.html

    http://www.starcitygames.com/article...s-Merfolk.html

    http://www.starcitygames.com/article...e-Endgame.html

    http://www.starcitygames.com/article...eathblade.html

    http://www.starcitygames.com/article...eathblade.html

    http://www.starcitygames.com/article...Omni-Tell.html

    http://www.starcitygames.com/article...eathblade.html

    c.) Additional Deck Lists

    Dave Shiels, 3rd; SCG Invitational 7/28/2013
    http://sales.starcitygames.com//deck...p?DeckID=57833

    Dustin Taylor, 4th; SCG Legacy Open 7/28/2013
    http://sales.starcitygames.com//deck...p?DeckID=57889

    Chris Van Meter, 9th; SCG Legacy Open 7/7/2013
    http://sales.starcitygames.com//deck...p?DeckID=57055

    Rudy Briksza, 7th; SCG Legacy Open 6/23/2013
    http://sales.starcitygames.com//deck...p?DeckID=56759

    Brad Nelson, 12th; SCG Legacy Open 6/23/2013
    http://sales.starcitygames.com//deck...p?DeckID=56768

    Michael Washer, 14th; SCG Open 6/23/2013
    http://sales.starcitygames.com//deck...p?DeckID=56778

    Todd Anderson, 1st; SCG Legacy Open 6/16/2013
    http://sales.starcitygames.com//deck...p?DeckID=56684

    Ryan Hovis, 5th; SCG Legacy Open 6/16/2013
    http://sales.starcitygames.com//deck...p?DeckID=56670

    Justin Geary, 10th; SCG Legacy Open 6/16/2013
    http://sales.starcitygames.com//deck...p?DeckID=56687

    Lauren Nolan, 1st; SCG Legacy Open 5/19/2013
    http://sales.starcitygames.com//deck...p?DeckID=55937

    Jack Fogle, 2nd; SCG Legacy Open 5/19/2013
    http://sales.starcitygames.com//deck...p?DeckID=55931

    Brian Braun-Duin, 21st; SCG Legacy Open 5/19/2013
    http://sales.starcitygames.com//deck...p?DeckID=55930


    I will be filling in the rest of the primer of the next few days. I just figured that this archetype should have its own thread.
    Last edited by Sturtzilla; 08-19-2013 at 11:52 AM.

  2. #2
    My cat's name is Tarmogoyf!
    Sturtzilla's Avatar
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    Re: Deathblade

    This post is reserved for additional information. Thanks for reading!

  3. #3

    Re: Deathblade

    Great primer dude!

    Looking forward to seeing this thread in the DTB section.

  4. #4
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    Re: Deathblade

    Those sideboards seem insane...
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    I've been taking shitty brews and tier 2 decks to tournaments and losing with them for years now. Welcome to the club. We meet for cocktails after round 6.
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    Top quality german restraint there.

    If I'm at the point where I'm rage quitting, you can bet your kransky that I'm calling everyone involved a cunt.

  5. #5
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    Re: Deathblade

    Let's rename this thread as Bastard.dec or at least put it in brackets. This deck is essentially a bastardized version of Stoneblade/Junk/Jund/BUG lists.
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  6. #6
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    Re: Deathblade

    How is this not in the DTB section?

    And stop hatin' :) good deck is good deck.
    A book about the dark side of Legacy: "Magic: The Addiction" // Conversations with Magic players: "Humans of Magic"

  7. #7
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    Re: Deathblade

    Quote Originally Posted by death View Post
    Great primer dude!

    Looking forward to seeing this thread in the DTB section.
    Thanks for the kind words. I just figured that there should be a thread from the archetype. There has been some discussion of the deck in the Blade Control thread but the consensus there was that this is a new deck. I will be filling out the holes in the primer soon!


    Quote Originally Posted by (nameless one) View Post
    Let's rename this thread as Bastard.dec or at least put it in brackets. This deck is essentially a bastardized version of Stoneblade/Junk/Jund/BUG lists.
    Sure the deck may combine many successful aspects from other popular archetypes, it has been putting up great results.


    Quote Originally Posted by Plague Sliver View Post
    How is this not in the DTB section?

    And stop hatin' :) good deck is good deck.
    I would guess that is because I just posted the short and unfinished version of the primer last night. I am hoping in a few days it will get moved to the DTB section as well.

  8. #8
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    Re: Deathblade

    Although I feel this is still ultimately apart of Blade-Control, this was probably for the best as deathblade is ultimately a more midrange strategy whereas Esper is a more flexible control strategy.

    I guess to get some discussion started, let's talk about rules changes, cause that is always fun.

    I guess it's no secret that the U-based control mirrors are going to be grindy as hell, and getting an early jace may be even more important, so does that mean Vindicate finds it's way in the main to fight opposing Jace, I'm inclined to think maybe, I've been playing Todd Anderson's list (more or less, I have an extra snapcaster mage, every time I count the deck I end up at either 60-61 cards and have no idea what the extra card actually is, I found it easier to stop questioning it) and my cut would be -1 D. Sphere +1 Vindicate, if I were to do so.

    The other thing to address would be jitte, which like jace, is rather important to land in the stoneforge matchups/mirror, I'm assuming that Abrupt Decay will now almost always be in the deck in some number, although that means that the mana base will continue to be terrible without a deathrite involved (unless we start cutting the utilty lands and wastelands)
    Quote Originally Posted by iatee View Post
    I still have a strong suspicion that if 'Thalia, Heretic Cathar' had been named 'Frank, Heretic Cathar', people would be a lot more skeptical of it.
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    Ugh, there he goes again, talking about the girlfriend. We get it dude.

  9. #9
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    Re: Deathblade

    I really like dark confidant decks.

    The problem I see here is: How comfortable are you guys going into the fourth color just for abrupt decay?

  10. #10
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    Re: Deathblade

    Quote Originally Posted by KobeBryan View Post
    I really like dark confidant decks.

    The problem I see here is: How comfortable are you guys going into the fourth color just for abrupt decay?
    It does fit well with Deathrite Shaman and makes Engineered Explosives really powerful. But at the cost of an awful manabase, lol.
    Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return

  11. #11
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    Re: Deathblade

    I'm not hating on the deck. I just want a catchy name for it.

    Picture this conversation at your local FNM:

    Dude A: hey, what's buddy playing?
    Dude B: I think he's running that bastard deck. He's 3-0 right now.
    That annoying 13 year old kid that has a trust fund with Sneak Show deck: my mommy said that's a bad word
    Dude A: she just doesn't want you hearing that word because daddy's not around to explain what it means
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  12. #12
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    Re: Deathblade

    My suggestion would be 4C Fish or Fish Jambalaya. This is a fish deck now, it stopped being a control deck a while ago.

  13. #13
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    Re: Deathblade

    For the sake if keeping it Hasbro friendly, I like 4c Jambalaya: the fish deck from the Bayous!
    I am convinced that WotC is "dumbing" the game because of all the stupid posts they come across on MTG-related forums
    Quote Originally Posted by Kyle View Post
    13NoVa plays Force of Will from his hand.
    Finglonger plays Spell Pierce from his hand.
    [10:22:43]  13NoVa: lol
    sure
    Finglonger points from his Dack Fayden to 13NoVa's Sol Ring.
    [10:23:04]  13NoVa: lol dumb ******; nice draws with retard.dec
    stupid cocksucker
    You have been kicked out of the game.

  14. #14
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    Re: Deathblade

    Quote Originally Posted by Lord_Mcdonalds View Post
    Although I feel this is still ultimately apart of Blade-Control, this was probably for the best as deathblade is ultimately a more midrange strategy whereas Esper is a more flexible control strategy.
    Truth!


    Quote Originally Posted by Lord_Mcdonalds View Post
    I guess to get some discussion started, let's talk about rules changes, cause that is always fun. I guess it's no secret that the U-based control mirrors are going to be grindy as hell, and getting an early Jace may be even more important, so does that mean Vindicate finds it's way in the main to fight opposing Jace, I'm inclined to think maybe.
    As far as the Jace-on-Jace action goes (I bet some of you guys are into that kind of thing...), getting the earlier Jace is going to be paramount. Deathrite does give this deck an edge over Esper in that regard. I think some number of Vindicates, Detention Spheres, and/or Oblivion Rings will become more important. I think Vindicate is probably the best option as it is the most flexible. Spell Pierce might make a bit of a comeback here as well. It will also likely become correct in many spots to just play a Jace and Fateseal.


    Quote Originally Posted by Lord_Mcdonalds View Post
    The other thing to address would be Jitte, which like Jace, is rather important to land in the Stoneforge match ups/mirror, I'm assuming that Abrupt Decay will now almost always be in the deck in some number, although that means that the mana base will continue to be terrible without a Deathrite involved (unless we start cutting the utility lands and wastelands)
    This just another reason to have more universal removal. Jitte is easier to deal with that a Jace. With your instant speed removal, you can Tempo an opponent who equips and tries to attack. Disenchant and Vindicate are both solid options coming in a close second and third to Abrupt Decay. I would wager that Decay stays in the deck as it is really flexible and deals with a very large swath of the threats that you will encounter. As far as the mana base, that is an area that probably needs some investigation. There is likely a configuration that is more stable that what is currently being played and still offers access to all 4 colors. That is what we may need to figure out!

  15. #15
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    Re: Deathblade

    Quote Originally Posted by Higgs View Post
    My suggestion would be 4C Fish or Fish Jambalaya. This is a fish deck now, it stopped being a control deck a while ago.
    Quote Originally Posted by (nameless one) View Post
    For the sake if keeping it Hasbro friendly, I like 4c Jambalaya: the fish deck from the Bayous!
    The deck has an accepted name within the community already. So discussing what to call it is a moot point. Jambalaya is pretty funny though.

  16. #16
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    Re: Deathblade

    Finally! A deathblade thread! Keep up the good work :)

  17. #17
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    Re: Deathblade

    So let's go to the first discussion points, shall we?

    Dark Confidant vs Geist of Saint Traft

    Lately I have seen lists that cut Confidant in favor of Geist. I really cannot understand this move. While Dark Confidant creates CA at pretty much any state of the game Geist seems to be good in about 2 scenarios. 1) OtP, Shaman --> Geist or 2) Sword, Sword, Snappy, Sword --> Geist.
    But this are nonreal scenarios. Deathblade is a Midrange/Control-deck- don't wanna get a discussion going whether is is a controldeck or a midrange. (I think it's both). Well, a fast clock is nice, but not Deathblades goal. We want cards that grind out the game. Either by producing cardadvantage or... by producing cardadvantage :D Geist doesn't really do that. Confidant does. Plus Confi is easier castable without Shaman. I'd play Confidant any day of the week over Geist of Saint Traft.

    Abrupt Decay

    I don't know what landbase your lists are running - but right now I run 1 Tropical 1 Savannah for the Green portion. (Savannah because my Deathblade is way more white than the average). Mainboard I really don't have any place for Abrupt Decay, but there is always the possibility of putting it in the sideboard. The problem is... I wan't this card vs Tempo (and Control, ofc - but discussing only the upsides makes every card good). I really don't want to rely on Deathrite Shaman or one of my 2 wastelandable lands against tempodecks to cast Decay. RUG kills Shaman on sight and BUG can always stall it with their own. What are your experiences with Abrupt Decay against Tempo?

    Force of Will

    So, play Force of Will MB or SB? I decided not to play it at all. "WHAT?!" may be your first reaction. But let you show my anti-combo-suite main and sideboard, followed by some explanations. Preboard I have 3 Thoughtseize 2 Inquisition of Kozilek 3 Spell Pierce against Combo. Not too good, but not too shabby either. Postboard I add 3 Leyline of Sanctity (great, underrated card), 2-3 Flusterstorms, 2 Ethersworn Canonists, 0-1 Surgical Extraction / Extirpate. Why no Force of Will Sideboard? Because even then the bluecount is not high enough to cast FoW everytime you draw one. I'd rather choose a mix of a diversified hateboard. >cc3 Permanents, Hatebears, Discard, Counters. It's been pretty good to me - though my sideboard is still in a constant flux.


    EDIT:


    Lingering Souls

    Lingering Souls seem to be a relic from the Esperbladetime. But why is this so? Lack of space? Or does this have any strategical reasons I did not understand yet? Because of their great defensive value and the opportunity to outrace an stalling opponent fast I chose to play atleast one single copy mainboard, with 2-3 ones in the Sideboard. They can be brought in versus a variety of decks, from RUG to BUG to Jund to UWx... (all depends on your mainboard/sideboard)

    And here is the list I am rocking atm:

    4 Tundra
    4 Underground Sea
    1 Scrubland
    1 Tropical Island
    1 Savannah
    4 Flooded Strand
    3 Polluted Delta
    2 Marsh Flats
    2 Wasteland
    1 Creeping Tar Pit

    4 Stoneforge Mystic
    4 Dark Confidant
    4 Deathrite Shaman
    3 Snapcaster Mage

    1 Batterskull
    1 Umezawa's Jitte

    3 Thoughtseize
    2 Inquisition of Kozilek
    3 Spell Pierce
    4 Swords to Plowshares

    3 Jace, the Mind Sculptor
    4 Brainstorm
    1 Lingering Souls

    Sideboard
    3 Leyline of Sanctity
    3 Lingering Souls
    2 Engineered Explosives
    2 Flusterstorm
    2 Ethersworn Canonist
    1 Supreme Verdict
    2 X - Flusterstorm/Decay/Vindicate/Disenchant/Elspeth/Notion Thief/Clique/Jace/Duress/Toughtseize/Meddling Mage/Geist/Surgical/Extirpate - just anything :) - Just not sure which of those.


    What are you experiences on this points?

    Greetings
    Last edited by Einherjer; 07-10-2013 at 07:34 AM.

  18. #18
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    Re: Deathblade

    Quote Originally Posted by Einherjer View Post
    Dark Confidant vs Geist of Saint Traft

    Lately I have seen lists that cut Confidant in favor of Geist. I really cannot understand this move. While Dark Confidant creates CA at pretty much any state of the game Geist seems to be good in about 2 scenarios. 1) OtP, Shaman --> Geist or 2) Sword, Sword, Snappy, Sword --> Geist.
    But this are nonreal scenarios. Deathblade is a Midrange/Control-deck- don't wanna get a discussion going whether is is a controldeck or a midrange. (I think it's both). Well, a fast clock is nice, but not Deathblades goal. We want cards that grind out the game. Either by producing card advantage or... by producing card advantage :D Geist doesn't really do that. Confidant does. Plus Confi is easier castable without Shaman. I'd play Confidant any day of the week over Geist of Saint Traft.
    I think this is an issue we will probably be debating for awhile. While Dark Confidant does require an immediate answer due to his ability to generate significant card advantage, I think that your analysis of Geist of Saint Traft isn't exactly spot on. In my experience running both configurations, Geist has been a great way to close games. When pared with an active Jitte or Batterskull, it is game over versus most decks. That being said, Confidant is one color, a cheaper cost, generates card advantage, and can still bring some beats. Both of these cards are great at what they are specifically geared toward. This boils down to probably more of a question of how you want to play the deck and the field you are going to face. For a combo/control heavy meta, Geist shines as he is very hard to remove. In a aggro/midrange meta you will likely gain more through Confidant.


    Quote Originally Posted by Einherjer View Post
    Abrupt Decay

    I don't know what landbase your lists are running - but right now I run 1 Tropical 1 Savannah for the Green portion. (Savannah because my Deathblade is way more white than the average). Mainboard I really don't have any place for Abrupt Decay, but there is always the possibility of putting it in the sideboard. The problem is... I want this card vs Tempo (and Control, ofc - but discussing only the upsides makes every card good). I really don't want to rely on Deathrite Shaman or one of my 2 wastelandable lands against tempodecks to cast Decay. RUG kills Shaman on sight and BUG can always stall it with their own. What are your experiences with Abrupt Decay against Tempo?
    Admittedly, I have only been playing the deck for a month or so, but I have been pleasantly surprised by the efficacy of Abrupt Decay. The card has been awesome for me, destroying everything from Delvers and Goyfs to Cranial Platings and Seismic Assaults. It is a great catch all answer to a lot of the problematic threats out there. You do have to be kind of careful about fetching out your green sources at the right times... but that is something that I am still trying to figure out.


    Quote Originally Posted by Einherjer View Post
    Force of Will

    So, play Force of Will MB or SB? I decided not to play it at all. "WHAT?!" may be your first reaction. But let you show my anti-combo-suite main and sideboard, followed by some explanations. Preboard I have 3 Thoughtseize 2 Inquisition of Kozilek 3 Spell Pierce against Combo. Not too good, but not too shabby either. Postboard I add 3 Leyline of Sanctity (great, underrated card), 2-3 Flusterstorms, 2 Ethersworn Canonists, 0-1 Surgical Extraction / Extirpate. Why no Force of Will Sideboard? Because even then the bluecount is not high enough to cast FoW everytime you draw one. I'd rather choose a mix of a diversified hateboard. >cc3 Permanents, Hatebears, Discard, Counters. It's been pretty good to me - though my sideboard is still in a constant flux.
    I have found myself in a few spots where I did not have the second blue card to pitch to FoW. It is a pretty bad feeling too. I think the approach you have put forth of loading up on discard and other disruptive elements is probably fine.


    Quote Originally Posted by Einherjer View Post
    Lingering Souls

    Lingering Souls seem to be a relic from the Esperbladetime. But why is this so? Lack of space? Or does this have any strategical reasons I did not understand yet? Because of their great defensive value and the opportunity to outrace an stalling opponent fast I chose to play at least one single copy mainboard, with 2-3 ones in the Sideboard. They can be brought in versus a variety of decks, from RUG to BUG to Jund to UWx... (all depends on your mainboard/sideboard)
    I don't have a good answer to this question. I think Souls is a very powerful card and probably deserves some testing in this shell. We have equipment like Esper but have the added advantage of being able to power it out a turn earlier via Deathrite. This sequence seems pretty awesome: Turn 1 fetch into Deathrite. Turn 2 Lingering Souls. This probably deserves some testing. It is definitely a solid sideboard option if you think you will be facing lots of aggro/tempo decks.

  19. #19
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    Re: Deathblade

    How useful is geist in this deck? Some list run it and some lists don't. In what matchups would you board it in.

  20. #20
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    Re: Deathblade

    Quote Originally Posted by KobeBryan View Post
    How useful is geist in this deck? Some lists run it and some lists don't. In what matchups would you board it in.
    See the first part of my previous post. Geist is a solid clock that the deck can get online on turn two off of the back of Deathrite. It is a very strong card versus both combo and control. Against combo it gets your opponent dead faster than a lot of the other options the deck has. Against control it is very hard to remove, forcing your opponent to play an effect such as Terminus, Supreme Verdict, and/or Virtue's Ruin to deal with it. Hope that helps!

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