urdjur
04-19-2007, 01:29 PM
A while back, Godzilla brought my attention to Cataclysm in the old Angel Stompy thread. Since then, I've been doing some fanatical testing of Cataclysm builds to find an optimal home in mono-white for it. Rather than looking at Angel Stompy and asking what Cataclysm could add to it, I looked at Cataclysm and asked myself what the other 56 slots should be. The final stages of developement and some more background is described in this thread at the WotC Legacy board:
http://boards1.wizards.com/showthread.php?t=827002
Kudos to all contributors there.
This is quite a long primer with everything I've gathered since I started toying with the concept. For a quick overview, just read the decklist and summary. There are three more comprehensive sections for the interested reader: Card Descriptions, Playing Tips, and Match-up Overview.
ENLIGHTENED CATACLYSM
LAND (22)
21 Plains
1 Ancient Den
CREATURES (22)
4 Isamaru, Hound of Konda
4 Mother of Runes
4 Knight of the Holy Nimbus
4 Samurai of the Pale Curtain
4 Razor Golem
2 Serra Avenger
DISRUPTION (12)
4 Swords to Plowshares
4 Cataclysm
1 Pithing Needle
1 Umezawa's Jitte
1 Rule of Law
1 Engineered Explosives
JOKERS (4)
4 Enlightened Tutor
SIDEBOARD (15)
4 Chalice of the Void
4 Glowrider
3 Aura of Silence
1 Absolute Law
1 Parallax Wave
1 Manriki-Gusari
1 Energy Storm
CONCEPT SUMMARY
The primary strategy of Enlightened Cataclysm is to set up a favorable board position for a mid game Cataclysm, with some help from Enlightened Tutor (ET) to get the requisite pieces. Failing Cataclysm, the deck's secondary strategy is to maintain aggressive pressure, possibly while tutoring for "silver bullets" that are important in a given match-up (the 1-ofs in the list).
The deck is weak against Faerie Stompy but compensates with dedicated sideboard hate, about average against combo, and quite strong against most aggro and control decks. Among the more important MUs, some of the favorable ones include Goblins, Threshold, 43land, Affinity, and Zoo.
CARD DESCRIPTIONS
Plains: This deck has little use for acceleration, and need plains for Razor Golem.
Ancient Den: Allows you to fetch a white source with ET to ensure that you don't miss a land drop when it matters (either before or after a Cataclysm).
Isamaru, Hound of Konda: A good fit for the deck, since you might as well have him perish in a sweeper if you have another on hand. Also a powerful play off the single land that you keep after a Cataclysm. Good against Goblins and combo.
Mother of Runes: Origin of all that is good and mother to us all. She rarely attacks, but she chumps like a champ, can provide evasion in a pinch, and often gives you card advantage one way or the other. Especially important to protect SotPC (and the SB Glowriders) from nonsense.
Knight of the Holy Nimbus: Also a good fit, since most decks can neither afford to make him killable in the early game, nor after Cataclysm. You also have Pithing Needle to make him unkillable if the opponent would have mana to spend. A good blocker and a good attacker that kills Nimble Mongoose on the offense.
Samurai of the Pale Curtain: Another "effective 3/3" in combat that also kills Mongoose. A problem for Threshold by just sitting there, and for all those decks that depend on permanents actually getting into the graveyard. Essentially adds a "remove from game" effect to Cataclysm.
Razor Golem: The heart of the deck, the most common ET fetch, and the key to setting up a powerful Cataclysm. Essentially makes Mongoose unable to attack or block and makes short work of weenies like Goblins. Also good if you don't cast Cataclysm, as it gets more and more undercosted.
Serra Avenger: Your "finisher". The vengeful lady is very castable after a Cataclysm, or instead of Cataclysm if you go with the secondary strategy, or even before a later game Cataclysm. A very flexible fit in this deck.
Swords to Plowshares: Used to mop up whatever's left of the opponent's board position after Cataclysm. Also goes well with the "remove from game" theme of the deck.
Cataclysm: With this we punish decks. Decks that overextend one type of permanent to the board often suffer the most, in particular since SotPC cheats them of various graveyard trickery (highly relevant for 43Land and Affinity).
Pithing Needle: Can cripple so many things in so many different decks - just tutor for it if you see something that is displeasing to you, or use it on KotHN if you have nothing better to do.
Umezawa's Jitte: This is typically what you tutor for when you can't (or don't want to) cast Cataclysm. Very multipurpose as it increases your clock, kills creatures or gives you life.
Rule of Law: This single card is a significant part of what occasionally makes game one winnable against combo. Also good against threshold and many other decks. Tutor for it as needed.
Engineered Explosives: The answer to many problems, an EE for 0 bypasses CotV @ 1 or 2 and blows up the same. Tokens also have 0 cc, which makes for fun times. If set to 1, it blows up vials, lackeys, mongeese, kird apes and other weenies, rancor (remember the SotPC effect) and a bunch of other stuff.
Enlightened Tutor: The workhorse of the deck. I refer to them as "Jokers" since they can grab any type of permanent, and can "be" whatever it is you need them to be in a pinch.
Sideboard
Chalice of the Void: Your key to winning against combo and also useful against burn, threshold and a few others. In some games you can opt to only bring one in as a tutor target.
Glowrider: Wrecks combo and burn, and generally slows down anything with few creatures.
Aura of Silence: This was identified as the best disenchant effect against Faerie Stompy (a hard MU) since it bypasses CotV and ignores Misdirection. Being tutorable is also a bonus. The fact that it also works as a double Sphere of Resistance against Stax and Affinity is truly awesome, and it works well both if you keep or board out Cataclysm.
Absolute Law: Your goblins silver bullet, which is also nice to have against anything with red removal.
Parallax Wave: Save your creatures from sweepers or remove your opponent's creatures. You can bring it in against most control or aggro, especially to have an alternative powerful 4-drop if you need to side out Jitte.
Manriki-Gusari: This is mainly FS hate. For those that use less equipment, you're usually better off with the more versatile Aura of Silence.
Energy Storm: This is also FS hate, but finds application against burn too.
PLAYING TIPS
Like many aggro-control deck, Enlightened Cataclysm can handle many things, but it needs to rely on different strategies to do so. Unlike threshold, you can't just counter any problems that may arise. Sometimes you can afford to be reactive, but often you must be proactive. It's very important to know what your up against for you to be able to make the right plays (so you don't waste an ET for instance).
Setting up Cataclysm
This is a good strategy against opponents that quickly flood the board with stuff, or when mana denial is important. To set up an ideal Cataclysm, we need 4 things:
*1 Cataclysm
*4 mana (one of the lands can be tutored for if necessary)
*1 SotPC or KotHN
*1 Razor Golem (can be tutored for if necessary)
The sequence could for example look something like:
Turn 1: ET for land or Razor Golem, depending on what you need
Turn 2: SotPC or KotHN
Turn 3: Razor Golem
Turn 4: Cataclysm
Turn 5: StP or a 1-drop/2-drop depending on mana available
If you're on the play in game 1, it is nice to be able to postpone ET to opponent's EOT without tempo loss. That way, you can quickly change strategies in case your nemesis drops an Island or Polluted Delta, and you suspect combo. The deck allows for somewhat later Cataclysms too without loosing tempo or board advantage, since you can keep playing even more powerful creatures and artifacts a few rounds more. For example, you might be able to keep a Jitte and a Serra Avenger in a turn 6 Cataclysm. Razor Golem + 2-drop is often as good as it gets for the earliest possible Cataclysm however.
Of course, you should avoid loosing permanents when you Cataclysm, but definetely not at all costs, as long as it hits your opponent harder than you. Save your removal to after the Cataclysm, and let your opponent "waste" his prematurely if possible. If, at any point, you suspect that flooding the board would be a better strategy, just play it all out and nevermind Cataclysm.
Flooding the Board
Flooding the board can be a better strategy than setting up an ideal Cataclysm against certain opponents or depending on what hand you get. As noted above, the two strategies do have some overlap so that you might go from flooding to early Cataclysm with minimal losses of permanents, or from setting up to late creature flood with minimal tempo loss. The only time you really want to avoid this strategy is if you suspect sweepers like Deed or Wrath.
Try to finish off the creature flood with a powerful fetch that keeps on giving in terms of card advantage or tempo advantage against the opponent you're playing. It might look something like this:
Turn 1: Isamaru
Turn 2: KotHN
Turn 3: SotPC, StP
Turn 4: Serra Avenger, ET for Umezawa's Jitte
Turn 5: Umezawa's Jitte
Using the Toolbox
Running 4 ET as "Jokers" to set up Cataclysm gives you an opportunity to incorporate a powerful, versatile, and compact toolbox using only 4 card slots (the 1-ofs), as described above. Since ET can't do everything at once, you must normally choose what's most important to you in a match-up: setting up Cataclysm advantageously, quickly getting lots of meat on the board, or going with a silver bullet that will make winning easy peasy.
Against combo, fetching Rule of Law will usually be the only correct use of your first ET. IGGy Pop might be able to go off turn 2, but you have SotPC and Needle to slow them down. Solidarity might be able to counter your investment, but then again, you might then be able to resolve Cataclysm the round after.
You should generally avoid the toolbox strategy against anything packing lots of counters. ET means card disadvantage, which doesn't matter if you're going to Cataclysm, but it does matter if you're not. With ET, you signal your decisive play and the opponent essentially gets to 2-for-1 you with his counter. In such matches, just flood the board with creatures in the early game and postpone any fetches for later when you have nothing better to do anyway.
In games 2-3, try to trim your toolbox with the additional silver bullets in the sideboard, so that every 1-of in your deck is higly relevant in the match-up, whether you ET for it, top deck it, or get it in your starting hand.
MATCH-UP OVERVIEW
Goblins: Your lack of MD pro:red is compensated by generally tough creatures like mom, KotHN and Razor Golem and all your disruption. Cataclysm is very good here. ET can be used to fetch needle for Vial, or to blow it up with EE, or to get Jitte. Variants packing Jitte of their own and/or Tin-Street Hooligan are the toughest opponents. Sideboard suggestions:
-1 Rule of Law: Technically, Goblins rarely "play spells".
-1 Umezawa's Jitte: If they run them you want to be able to pithe - if they don't, they will bring in an answer.
+1 Absolute Law: Often the most valuable tutor target in this MU.
+1 Parallax Wave: If you can't clysm, this 4-drop saves you from Anarchy, or it removes green men so that you can win.
Threshold: Flooding the board is a good strategy here, and one they typically can't keep up with. EE to blow up mongeese is usually the most valuable fetch, as is Jitte. There's little to pithe, but a needled KotHN blocks werebears all day. Rule of Law isn't bad, but not a top priority. You can sideboard very strongly against them:
-4 Cataclysm: Rarely useful in this MU .
-4 Enlightened Tutor: The card disadvantage is bad here, especially if they counter, plus it interferes with CotV @1.
-1 Pithing Needle: No useful targets, and interferes with Chalice.
+4 Chalice of the Void: The best 2-drop, expect it to draw counters.
+4 Glowrider: You now have 26 creatures, they have 10-14.
+1 Absolute Law (UGr)/Aura of Silence (UGw): Against red removal or anticipated Worship lock (you also have EE for the latter).
Solidarity: You might win game 1 here, but don't count on it. You have a decent clock, and a resolved Rule of Law or Cataclysm typically means that you win. After sideboarding, you want to drop CotV@1 turn 2 and/or Glowrider/Rule of Law turn 3, and then Cataclysm at your earliest convenience. Use ET turn 1 to get these requisite drops, or play a threat if you have them already. Sideboarding tips:
-4 StP: No targets.
-1 Pithing Needle: No good targets.
-1 Engineered Explosives: Nothing to blow up.
-2 2-drops: Your choice of SotPC/KotHN, since they accomplish little here and you'd rather drop Chalice on turn 2
+4 Chalice of the Void: Drop it @1 turn 2, and another @2 in the late game if you haven't managed to Cataclysm yet.
+4 Glowrider: They have no creatures and are greatly slowed.
43Land: This is a very strong MU. SotPC and StP stop graveyard recursion and Cataclysm punishes their overcommittment to the board. EE blows up their enabling enchantments. I think an important aspect in this MU is that your deck falls between their own control strategies. They have Tabernacle to punish decks with many small creatures (like goblins) and Maze to punish decks with a few large creatures (like thresh), but you're running an intermediate number of intermediately sized creatures. Also their mana disruption doesn't really affect you that much.
-1 Rule of Law: Accomplishes little in this MU.
+1 Chalice of the Void: Play this @2 to lock their engine late game if you can't clysm ftw.
IGGy Pop: You can win some game ones here, thanks to SotPC, Pithing Needle and Rule of Law, possibly backed up by Jitte life gain. But IGGy can be fast and unpredictable, so there are no guarantees. Games 2-3 should be very solid though:
-4 StP: No targets.
-4 Cataclysm: No point.
+4 Chalice of the Void: Drop it @0 turn 1, and possibly another @1 later when you have your bases covered.
+4 Glowrider: They have no creatures and are greatly slowed, plus you add 4 more threats to increase the kill speed.
Affinity: SotPC is really what makes this MU go from roughly even to distinctly favorable. They have an easy time handling Cataclysm without it, but it's a devastating blow with SotPC in play. StP also messes with the graveyard strategy. There are many variants of Affinity out there, but it's generally a strong option to board in Aura of Silence and take out whatever it was that didn't work so well for you.
Angel Stax: Tutor for EE immediately here to handle CotV. Chip away on their life total with a few creatures, and play new threats if they manage to remove them. You can usually wriggle free of any lock their combination of artifacts have you in as soon as you Cataclysm, and then their empire falls apart. Sideboard recommendations:
-4 StP: They have 3 creatures, and you can use Wave or Jitte to fight an angel if necessary.
-2 Creatures: A mommy or KotHN can be safely removed.
-1 Pithing Needle: Their artifacts are static.
-1 Rule of Law: Has little effect in this MU.
+4 Glowrider: Slow them down, bypass CotV@1 or 2, not affected by Trinisphere.
+3 Aura of Silence: Slows them down or removes the most troublesome lock component.
+1 Parallax Wave: A good fetch if you can't clysm, to save your creatures from mass removal, or to handle Angel.
Faerie Stompy: This is a difficult match-up and one where game one depends heavily on play skill, and games 2-3 depend on anticipating SB choices correctly. I'll go into it in some detail, since it's probably your hardest MU.
In game one, your first priority is needle on SoFI. If they equip Jitte instead, you can stop it by tutoring for your own. They typically use CotV after putting lots of offense on the board, and when they do it's probably for 2 in order to anticipate typical white artifact removal. You can remove CotV by tutoring for EE, or you can remove it indirectly through Cataclysm - a risky alternative, but perhaps the only one you have. FS has bigger creatures and equipment, and are perfectly capable of coming out stronger than you from a Cataclysm. Then again, it might make that CotV @ 1 go away along with their mox and all but one land, so that they can save an equipped flyer. Which you can then remove, now that StP is yet again castable. It's difficult to win game 1, mainly because there's too much pressure on ET to "do everything", but not impossible.
In game two, generally expect them to bring in Misdirection for StP and anticipated disenchant/abolish, as well as EE to blow up needle and weenies. You make the following changes:
-4 StP
-1 Rule of Law
-1 Jitte
+3 Aura of Silence
+1 Manriki-Gusari
+1 Energy Storm
+1 Parallax Wave
You have no spells that target, making Misdirection a wasted card, 3 general disenchant effects that also stalls the opponent, and the ability to fetch specialized artifact removal with your ET to gain card advantage (EE removes all moxen and CotV, manriki-gusari eats equipment). CotV@1 is pretty irrelevant since your bombs are 2cc or 3cc. Then again, CotV@2 permits you to fetch EE and blow it and any moxen up. AoS removes anything regardless of CotV. Try to drop an early threat and either AoS or Energy Storm rounds 2-3 to stall him while you play catch-up. Locking down artifacts forces him to play creatures instead, and you can trim these down with Cataclysm or Parallax Wave. Remember that FS is explosive but quickly runs out of steam if its equipment doesn't come on-line. Games 2-3 are still challenging, but definetely winnable.
Burn: Very winnable if you can tutor for Rule of Law, get counters on Jitte before you die, or sometimes even when you can do an early Cataclysm to deny them the mana for the last damage needed. Games 2-3 are strongly in your favor:
-4 StP: No targets.
-4 Cataclysm: Too slow to guarantee effectiveness.
-1 Engineered Explosives: Nothing to blow up.
-1 Pithing Needle: You can consider leaving this in for Barbarian Ring if they run it.
+4 Chalice of the Void: Takes out many cards in most burn variants.
+4 Glowrider: Slows them down while adding more threats to your deck.
+1 Energy Storm: A lethal blow to their strategy while you attack with your threats.
+1 Absolute Law: They will do what they can to slow you down too.
Zoo: Engineered Explosives is very good here, since almost all their threats except Troll Ascetic and Jitte are usually 1 cc. As an extra bonus, SotPC prevents Rancor recursion. To handle their Jitte, you can either pithe it and ignore your own, cast yours preemptively and have fun while it lasts (and pithe later), or tutor for your jitte once they play their copy as a disenchant effect. Pithing KotHN can also be wise in this MU. Troll Ascetic has a hard time against your creatures since they are trained to eat mongeese, and it's not a problem without Jitte. Cataclysm is typically good, but take care not to leave them with a Jitte. Sideboarding strategies typically include CotV and/or bringing in Absolute Law and Energy Storm.
http://boards1.wizards.com/showthread.php?t=827002
Kudos to all contributors there.
This is quite a long primer with everything I've gathered since I started toying with the concept. For a quick overview, just read the decklist and summary. There are three more comprehensive sections for the interested reader: Card Descriptions, Playing Tips, and Match-up Overview.
ENLIGHTENED CATACLYSM
LAND (22)
21 Plains
1 Ancient Den
CREATURES (22)
4 Isamaru, Hound of Konda
4 Mother of Runes
4 Knight of the Holy Nimbus
4 Samurai of the Pale Curtain
4 Razor Golem
2 Serra Avenger
DISRUPTION (12)
4 Swords to Plowshares
4 Cataclysm
1 Pithing Needle
1 Umezawa's Jitte
1 Rule of Law
1 Engineered Explosives
JOKERS (4)
4 Enlightened Tutor
SIDEBOARD (15)
4 Chalice of the Void
4 Glowrider
3 Aura of Silence
1 Absolute Law
1 Parallax Wave
1 Manriki-Gusari
1 Energy Storm
CONCEPT SUMMARY
The primary strategy of Enlightened Cataclysm is to set up a favorable board position for a mid game Cataclysm, with some help from Enlightened Tutor (ET) to get the requisite pieces. Failing Cataclysm, the deck's secondary strategy is to maintain aggressive pressure, possibly while tutoring for "silver bullets" that are important in a given match-up (the 1-ofs in the list).
The deck is weak against Faerie Stompy but compensates with dedicated sideboard hate, about average against combo, and quite strong against most aggro and control decks. Among the more important MUs, some of the favorable ones include Goblins, Threshold, 43land, Affinity, and Zoo.
CARD DESCRIPTIONS
Plains: This deck has little use for acceleration, and need plains for Razor Golem.
Ancient Den: Allows you to fetch a white source with ET to ensure that you don't miss a land drop when it matters (either before or after a Cataclysm).
Isamaru, Hound of Konda: A good fit for the deck, since you might as well have him perish in a sweeper if you have another on hand. Also a powerful play off the single land that you keep after a Cataclysm. Good against Goblins and combo.
Mother of Runes: Origin of all that is good and mother to us all. She rarely attacks, but she chumps like a champ, can provide evasion in a pinch, and often gives you card advantage one way or the other. Especially important to protect SotPC (and the SB Glowriders) from nonsense.
Knight of the Holy Nimbus: Also a good fit, since most decks can neither afford to make him killable in the early game, nor after Cataclysm. You also have Pithing Needle to make him unkillable if the opponent would have mana to spend. A good blocker and a good attacker that kills Nimble Mongoose on the offense.
Samurai of the Pale Curtain: Another "effective 3/3" in combat that also kills Mongoose. A problem for Threshold by just sitting there, and for all those decks that depend on permanents actually getting into the graveyard. Essentially adds a "remove from game" effect to Cataclysm.
Razor Golem: The heart of the deck, the most common ET fetch, and the key to setting up a powerful Cataclysm. Essentially makes Mongoose unable to attack or block and makes short work of weenies like Goblins. Also good if you don't cast Cataclysm, as it gets more and more undercosted.
Serra Avenger: Your "finisher". The vengeful lady is very castable after a Cataclysm, or instead of Cataclysm if you go with the secondary strategy, or even before a later game Cataclysm. A very flexible fit in this deck.
Swords to Plowshares: Used to mop up whatever's left of the opponent's board position after Cataclysm. Also goes well with the "remove from game" theme of the deck.
Cataclysm: With this we punish decks. Decks that overextend one type of permanent to the board often suffer the most, in particular since SotPC cheats them of various graveyard trickery (highly relevant for 43Land and Affinity).
Pithing Needle: Can cripple so many things in so many different decks - just tutor for it if you see something that is displeasing to you, or use it on KotHN if you have nothing better to do.
Umezawa's Jitte: This is typically what you tutor for when you can't (or don't want to) cast Cataclysm. Very multipurpose as it increases your clock, kills creatures or gives you life.
Rule of Law: This single card is a significant part of what occasionally makes game one winnable against combo. Also good against threshold and many other decks. Tutor for it as needed.
Engineered Explosives: The answer to many problems, an EE for 0 bypasses CotV @ 1 or 2 and blows up the same. Tokens also have 0 cc, which makes for fun times. If set to 1, it blows up vials, lackeys, mongeese, kird apes and other weenies, rancor (remember the SotPC effect) and a bunch of other stuff.
Enlightened Tutor: The workhorse of the deck. I refer to them as "Jokers" since they can grab any type of permanent, and can "be" whatever it is you need them to be in a pinch.
Sideboard
Chalice of the Void: Your key to winning against combo and also useful against burn, threshold and a few others. In some games you can opt to only bring one in as a tutor target.
Glowrider: Wrecks combo and burn, and generally slows down anything with few creatures.
Aura of Silence: This was identified as the best disenchant effect against Faerie Stompy (a hard MU) since it bypasses CotV and ignores Misdirection. Being tutorable is also a bonus. The fact that it also works as a double Sphere of Resistance against Stax and Affinity is truly awesome, and it works well both if you keep or board out Cataclysm.
Absolute Law: Your goblins silver bullet, which is also nice to have against anything with red removal.
Parallax Wave: Save your creatures from sweepers or remove your opponent's creatures. You can bring it in against most control or aggro, especially to have an alternative powerful 4-drop if you need to side out Jitte.
Manriki-Gusari: This is mainly FS hate. For those that use less equipment, you're usually better off with the more versatile Aura of Silence.
Energy Storm: This is also FS hate, but finds application against burn too.
PLAYING TIPS
Like many aggro-control deck, Enlightened Cataclysm can handle many things, but it needs to rely on different strategies to do so. Unlike threshold, you can't just counter any problems that may arise. Sometimes you can afford to be reactive, but often you must be proactive. It's very important to know what your up against for you to be able to make the right plays (so you don't waste an ET for instance).
Setting up Cataclysm
This is a good strategy against opponents that quickly flood the board with stuff, or when mana denial is important. To set up an ideal Cataclysm, we need 4 things:
*1 Cataclysm
*4 mana (one of the lands can be tutored for if necessary)
*1 SotPC or KotHN
*1 Razor Golem (can be tutored for if necessary)
The sequence could for example look something like:
Turn 1: ET for land or Razor Golem, depending on what you need
Turn 2: SotPC or KotHN
Turn 3: Razor Golem
Turn 4: Cataclysm
Turn 5: StP or a 1-drop/2-drop depending on mana available
If you're on the play in game 1, it is nice to be able to postpone ET to opponent's EOT without tempo loss. That way, you can quickly change strategies in case your nemesis drops an Island or Polluted Delta, and you suspect combo. The deck allows for somewhat later Cataclysms too without loosing tempo or board advantage, since you can keep playing even more powerful creatures and artifacts a few rounds more. For example, you might be able to keep a Jitte and a Serra Avenger in a turn 6 Cataclysm. Razor Golem + 2-drop is often as good as it gets for the earliest possible Cataclysm however.
Of course, you should avoid loosing permanents when you Cataclysm, but definetely not at all costs, as long as it hits your opponent harder than you. Save your removal to after the Cataclysm, and let your opponent "waste" his prematurely if possible. If, at any point, you suspect that flooding the board would be a better strategy, just play it all out and nevermind Cataclysm.
Flooding the Board
Flooding the board can be a better strategy than setting up an ideal Cataclysm against certain opponents or depending on what hand you get. As noted above, the two strategies do have some overlap so that you might go from flooding to early Cataclysm with minimal losses of permanents, or from setting up to late creature flood with minimal tempo loss. The only time you really want to avoid this strategy is if you suspect sweepers like Deed or Wrath.
Try to finish off the creature flood with a powerful fetch that keeps on giving in terms of card advantage or tempo advantage against the opponent you're playing. It might look something like this:
Turn 1: Isamaru
Turn 2: KotHN
Turn 3: SotPC, StP
Turn 4: Serra Avenger, ET for Umezawa's Jitte
Turn 5: Umezawa's Jitte
Using the Toolbox
Running 4 ET as "Jokers" to set up Cataclysm gives you an opportunity to incorporate a powerful, versatile, and compact toolbox using only 4 card slots (the 1-ofs), as described above. Since ET can't do everything at once, you must normally choose what's most important to you in a match-up: setting up Cataclysm advantageously, quickly getting lots of meat on the board, or going with a silver bullet that will make winning easy peasy.
Against combo, fetching Rule of Law will usually be the only correct use of your first ET. IGGy Pop might be able to go off turn 2, but you have SotPC and Needle to slow them down. Solidarity might be able to counter your investment, but then again, you might then be able to resolve Cataclysm the round after.
You should generally avoid the toolbox strategy against anything packing lots of counters. ET means card disadvantage, which doesn't matter if you're going to Cataclysm, but it does matter if you're not. With ET, you signal your decisive play and the opponent essentially gets to 2-for-1 you with his counter. In such matches, just flood the board with creatures in the early game and postpone any fetches for later when you have nothing better to do anyway.
In games 2-3, try to trim your toolbox with the additional silver bullets in the sideboard, so that every 1-of in your deck is higly relevant in the match-up, whether you ET for it, top deck it, or get it in your starting hand.
MATCH-UP OVERVIEW
Goblins: Your lack of MD pro:red is compensated by generally tough creatures like mom, KotHN and Razor Golem and all your disruption. Cataclysm is very good here. ET can be used to fetch needle for Vial, or to blow it up with EE, or to get Jitte. Variants packing Jitte of their own and/or Tin-Street Hooligan are the toughest opponents. Sideboard suggestions:
-1 Rule of Law: Technically, Goblins rarely "play spells".
-1 Umezawa's Jitte: If they run them you want to be able to pithe - if they don't, they will bring in an answer.
+1 Absolute Law: Often the most valuable tutor target in this MU.
+1 Parallax Wave: If you can't clysm, this 4-drop saves you from Anarchy, or it removes green men so that you can win.
Threshold: Flooding the board is a good strategy here, and one they typically can't keep up with. EE to blow up mongeese is usually the most valuable fetch, as is Jitte. There's little to pithe, but a needled KotHN blocks werebears all day. Rule of Law isn't bad, but not a top priority. You can sideboard very strongly against them:
-4 Cataclysm: Rarely useful in this MU .
-4 Enlightened Tutor: The card disadvantage is bad here, especially if they counter, plus it interferes with CotV @1.
-1 Pithing Needle: No useful targets, and interferes with Chalice.
+4 Chalice of the Void: The best 2-drop, expect it to draw counters.
+4 Glowrider: You now have 26 creatures, they have 10-14.
+1 Absolute Law (UGr)/Aura of Silence (UGw): Against red removal or anticipated Worship lock (you also have EE for the latter).
Solidarity: You might win game 1 here, but don't count on it. You have a decent clock, and a resolved Rule of Law or Cataclysm typically means that you win. After sideboarding, you want to drop CotV@1 turn 2 and/or Glowrider/Rule of Law turn 3, and then Cataclysm at your earliest convenience. Use ET turn 1 to get these requisite drops, or play a threat if you have them already. Sideboarding tips:
-4 StP: No targets.
-1 Pithing Needle: No good targets.
-1 Engineered Explosives: Nothing to blow up.
-2 2-drops: Your choice of SotPC/KotHN, since they accomplish little here and you'd rather drop Chalice on turn 2
+4 Chalice of the Void: Drop it @1 turn 2, and another @2 in the late game if you haven't managed to Cataclysm yet.
+4 Glowrider: They have no creatures and are greatly slowed.
43Land: This is a very strong MU. SotPC and StP stop graveyard recursion and Cataclysm punishes their overcommittment to the board. EE blows up their enabling enchantments. I think an important aspect in this MU is that your deck falls between their own control strategies. They have Tabernacle to punish decks with many small creatures (like goblins) and Maze to punish decks with a few large creatures (like thresh), but you're running an intermediate number of intermediately sized creatures. Also their mana disruption doesn't really affect you that much.
-1 Rule of Law: Accomplishes little in this MU.
+1 Chalice of the Void: Play this @2 to lock their engine late game if you can't clysm ftw.
IGGy Pop: You can win some game ones here, thanks to SotPC, Pithing Needle and Rule of Law, possibly backed up by Jitte life gain. But IGGy can be fast and unpredictable, so there are no guarantees. Games 2-3 should be very solid though:
-4 StP: No targets.
-4 Cataclysm: No point.
+4 Chalice of the Void: Drop it @0 turn 1, and possibly another @1 later when you have your bases covered.
+4 Glowrider: They have no creatures and are greatly slowed, plus you add 4 more threats to increase the kill speed.
Affinity: SotPC is really what makes this MU go from roughly even to distinctly favorable. They have an easy time handling Cataclysm without it, but it's a devastating blow with SotPC in play. StP also messes with the graveyard strategy. There are many variants of Affinity out there, but it's generally a strong option to board in Aura of Silence and take out whatever it was that didn't work so well for you.
Angel Stax: Tutor for EE immediately here to handle CotV. Chip away on their life total with a few creatures, and play new threats if they manage to remove them. You can usually wriggle free of any lock their combination of artifacts have you in as soon as you Cataclysm, and then their empire falls apart. Sideboard recommendations:
-4 StP: They have 3 creatures, and you can use Wave or Jitte to fight an angel if necessary.
-2 Creatures: A mommy or KotHN can be safely removed.
-1 Pithing Needle: Their artifacts are static.
-1 Rule of Law: Has little effect in this MU.
+4 Glowrider: Slow them down, bypass CotV@1 or 2, not affected by Trinisphere.
+3 Aura of Silence: Slows them down or removes the most troublesome lock component.
+1 Parallax Wave: A good fetch if you can't clysm, to save your creatures from mass removal, or to handle Angel.
Faerie Stompy: This is a difficult match-up and one where game one depends heavily on play skill, and games 2-3 depend on anticipating SB choices correctly. I'll go into it in some detail, since it's probably your hardest MU.
In game one, your first priority is needle on SoFI. If they equip Jitte instead, you can stop it by tutoring for your own. They typically use CotV after putting lots of offense on the board, and when they do it's probably for 2 in order to anticipate typical white artifact removal. You can remove CotV by tutoring for EE, or you can remove it indirectly through Cataclysm - a risky alternative, but perhaps the only one you have. FS has bigger creatures and equipment, and are perfectly capable of coming out stronger than you from a Cataclysm. Then again, it might make that CotV @ 1 go away along with their mox and all but one land, so that they can save an equipped flyer. Which you can then remove, now that StP is yet again castable. It's difficult to win game 1, mainly because there's too much pressure on ET to "do everything", but not impossible.
In game two, generally expect them to bring in Misdirection for StP and anticipated disenchant/abolish, as well as EE to blow up needle and weenies. You make the following changes:
-4 StP
-1 Rule of Law
-1 Jitte
+3 Aura of Silence
+1 Manriki-Gusari
+1 Energy Storm
+1 Parallax Wave
You have no spells that target, making Misdirection a wasted card, 3 general disenchant effects that also stalls the opponent, and the ability to fetch specialized artifact removal with your ET to gain card advantage (EE removes all moxen and CotV, manriki-gusari eats equipment). CotV@1 is pretty irrelevant since your bombs are 2cc or 3cc. Then again, CotV@2 permits you to fetch EE and blow it and any moxen up. AoS removes anything regardless of CotV. Try to drop an early threat and either AoS or Energy Storm rounds 2-3 to stall him while you play catch-up. Locking down artifacts forces him to play creatures instead, and you can trim these down with Cataclysm or Parallax Wave. Remember that FS is explosive but quickly runs out of steam if its equipment doesn't come on-line. Games 2-3 are still challenging, but definetely winnable.
Burn: Very winnable if you can tutor for Rule of Law, get counters on Jitte before you die, or sometimes even when you can do an early Cataclysm to deny them the mana for the last damage needed. Games 2-3 are strongly in your favor:
-4 StP: No targets.
-4 Cataclysm: Too slow to guarantee effectiveness.
-1 Engineered Explosives: Nothing to blow up.
-1 Pithing Needle: You can consider leaving this in for Barbarian Ring if they run it.
+4 Chalice of the Void: Takes out many cards in most burn variants.
+4 Glowrider: Slows them down while adding more threats to your deck.
+1 Energy Storm: A lethal blow to their strategy while you attack with your threats.
+1 Absolute Law: They will do what they can to slow you down too.
Zoo: Engineered Explosives is very good here, since almost all their threats except Troll Ascetic and Jitte are usually 1 cc. As an extra bonus, SotPC prevents Rancor recursion. To handle their Jitte, you can either pithe it and ignore your own, cast yours preemptively and have fun while it lasts (and pithe later), or tutor for your jitte once they play their copy as a disenchant effect. Pithing KotHN can also be wise in this MU. Troll Ascetic has a hard time against your creatures since they are trained to eat mongeese, and it's not a problem without Jitte. Cataclysm is typically good, but take care not to leave them with a Jitte. Sideboarding strategies typically include CotV and/or bringing in Absolute Law and Energy Storm.