Kich867
11-22-2011, 05:00 AM
General Deck Idea:
I've been wanting to break out the card Defense of the Heart for awhile now, and after playing against a friend's Oath vintage deck in casuals it sparked the drive to sit down and do it.
So the general idea here is to play a Defense of the Heart, protect it, and while leading into the Doth force your opponent to gain 3 creatures. This strategy has some cons, it's slow and trots along at a fairly slow pace without acceleration (which the deck has quite a bit of), and it is somewhat centric around Doth resolving and going off (it has an alternate win condition but this is far, far more ideal).
The pro's of the deck being, it can and will more often than not protect Doth / survive until Doth goes off, and when it does, you essentially auto-win by grabbing Progenitus and Emrakul and swinging next turn. They can't attack into you anymore and Prog / Emrakul will win that next swing.
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The List:
//Creatures: 10
4x Birds of Paradise
4x Noble Hierarch
1x Emrakul, The Aeons Torn
1x Progenitus
//Spells: 24
4x Force of Will
4x Counterspell
4x Brainstorm
4x Enlightened Tutor
3x Ponder
3x Natural Order
2x Spell Pierce
//Enchantments: 4
4x Defense of the Heart
//Lands: 22
4x Misty Rainforest
2x Flooded Strand
1x Windswept Heath
4x Wasteland
3x Tropical Island
2x Tundra
4x Forbidden Orchard
1x Forest
1x Island
//Sideboard: 15
3x Ethersworn Canonist
3x Tormod's Crypt
2x Spell Snare
4x Swords to Plowshares
3x Something
Thoughts:
I'd like to try and fit 4x Swords to Plowshares in the deck but I'm stumped on what to remove for it. Perhaps putting it in the sideboard against aggro.
Sideboard is still tentative, would like some help there.
I played about 20 games tonight with this exact list and won a large majority of them (VS MUC, RUG Thresh, some kind of mono blue dragon stompy, solidarity, mostly blue decks centric decks). I didn't get to test it against very quick aggro (though, RUG Thresh kind of fits the bill and I beat that handily several games) so I'd like more of that.
I mean, most games came down to: is it turn 3 or 4, do you have double force ready for NO/DotH? If not, I'll usually win.
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Play Style:
Aggressively dig, be very patient, use forbidden orchard moderately--if you have a tutor or a lot of dig, feel free to give them a token or two, people often tried killing the tokens off in an attempt to stop DotH, but you untap first, upkeep, in response to doth trigger, give them more tokens and it happens anyways.
With 7 card filtering cantrips, feel free to keep not so great hands but be prepared to win later and drag the game on longer.
NO or DotH resolving should almost always result in a win, so if you ever end up with two, play NO before DotH to bait counters, they aren't going to -not- play what counters they can to stop NO. I sometimes wait until I can produce about six mana (which, with 8 mana dudes isn't that long of a wait) in order to have counterspell backup.
I wasn't sure how I felt about the deck at first, until it just started winning a lot against a lot of different strategies (without a sideboard at the time of playing, post sideboard being able to board in combo/aggro hate would be fantastic). It generally fares well against control decks because it runs more cantrips than they do, gets more mana than they do, and thus generally wins stack wars. Super fast aggro is more of a problem since the deck wins around turn 5 or 6 on average.
So, I'm tired, going to go to bed, let me know what you think / what questions you have. It's a fun deck and it has a fighting chance against a lot of strategies. As a general statement, most decks can't deal with 25 damage and sacrificing 6 permanents per turn.
I've been wanting to break out the card Defense of the Heart for awhile now, and after playing against a friend's Oath vintage deck in casuals it sparked the drive to sit down and do it.
So the general idea here is to play a Defense of the Heart, protect it, and while leading into the Doth force your opponent to gain 3 creatures. This strategy has some cons, it's slow and trots along at a fairly slow pace without acceleration (which the deck has quite a bit of), and it is somewhat centric around Doth resolving and going off (it has an alternate win condition but this is far, far more ideal).
The pro's of the deck being, it can and will more often than not protect Doth / survive until Doth goes off, and when it does, you essentially auto-win by grabbing Progenitus and Emrakul and swinging next turn. They can't attack into you anymore and Prog / Emrakul will win that next swing.
----
The List:
//Creatures: 10
4x Birds of Paradise
4x Noble Hierarch
1x Emrakul, The Aeons Torn
1x Progenitus
//Spells: 24
4x Force of Will
4x Counterspell
4x Brainstorm
4x Enlightened Tutor
3x Ponder
3x Natural Order
2x Spell Pierce
//Enchantments: 4
4x Defense of the Heart
//Lands: 22
4x Misty Rainforest
2x Flooded Strand
1x Windswept Heath
4x Wasteland
3x Tropical Island
2x Tundra
4x Forbidden Orchard
1x Forest
1x Island
//Sideboard: 15
3x Ethersworn Canonist
3x Tormod's Crypt
2x Spell Snare
4x Swords to Plowshares
3x Something
Thoughts:
I'd like to try and fit 4x Swords to Plowshares in the deck but I'm stumped on what to remove for it. Perhaps putting it in the sideboard against aggro.
Sideboard is still tentative, would like some help there.
I played about 20 games tonight with this exact list and won a large majority of them (VS MUC, RUG Thresh, some kind of mono blue dragon stompy, solidarity, mostly blue decks centric decks). I didn't get to test it against very quick aggro (though, RUG Thresh kind of fits the bill and I beat that handily several games) so I'd like more of that.
I mean, most games came down to: is it turn 3 or 4, do you have double force ready for NO/DotH? If not, I'll usually win.
-----
Play Style:
Aggressively dig, be very patient, use forbidden orchard moderately--if you have a tutor or a lot of dig, feel free to give them a token or two, people often tried killing the tokens off in an attempt to stop DotH, but you untap first, upkeep, in response to doth trigger, give them more tokens and it happens anyways.
With 7 card filtering cantrips, feel free to keep not so great hands but be prepared to win later and drag the game on longer.
NO or DotH resolving should almost always result in a win, so if you ever end up with two, play NO before DotH to bait counters, they aren't going to -not- play what counters they can to stop NO. I sometimes wait until I can produce about six mana (which, with 8 mana dudes isn't that long of a wait) in order to have counterspell backup.
I wasn't sure how I felt about the deck at first, until it just started winning a lot against a lot of different strategies (without a sideboard at the time of playing, post sideboard being able to board in combo/aggro hate would be fantastic). It generally fares well against control decks because it runs more cantrips than they do, gets more mana than they do, and thus generally wins stack wars. Super fast aggro is more of a problem since the deck wins around turn 5 or 6 on average.
So, I'm tired, going to go to bed, let me know what you think / what questions you have. It's a fun deck and it has a fighting chance against a lot of strategies. As a general statement, most decks can't deal with 25 damage and sacrificing 6 permanents per turn.