Beyond Dominia January 1998 -- Vol. 3, No. 1

 
by Aaron Benanav

Deck Design 101 #2
Winning with White Weenie

Last month I posted my favorite control deck, so I decided that this month I would go in the complete opposite direction. To make this weenie deck first I sat down and looked at my different color options. All of them could make great weenie decks, but I am looking for something special. The ideal weenie deck would be one that produces a good amount of small creatures quickly while having a still having enough cards in hand to destroy any threats your opponent throws at you. Another important characteristic would be that all of the creatures have special abilities that either make them more powerful, such as Order of the White Shield and its pump up ability, or harder to kill, such as White Knight and its protection and first strike. I chose white because of its numerous advantages over other colors.

It definitely has the most creatures with protection from other colors, and it has a lot of first strikers. White also has Disenchant and Aura of Silence, two excellent cards that get rid of enchantments and artifacts. I will end up adding more colors for sideboard cards and for helpful extras. To stop the other weenie decks I'm going to fill my deck with creatures that have advantages over creatures of other colors. For red and black decks I will add creatures with protection from red others with protection from black. To stop green weenies I will add creatures with flying because green has a very small amount of flying creatures, and I will add first strikers, as green also has very few of these (note that red also has very few fliers and first strikers so that kills two birds with one stone). I will add shadow creatures because other colors either don't have any or don’t have good ones, and shadow creatures are very hard to block. With this in mind I am going to add:

2x Duskrider Falcon
4x Freewind Falcon
4x White Knight
4x Soltari Priest
2x Soltari Monk

I chose these amounts to make a good mix of different types of creatures. This way when I am facing a red deck I will have just about the same amount of very useful creatures as I would playing a red deck. Notice that all of the creatures are good against more than one type of weenie deck.

Next I want to look at helpful spells. I want cards that will stop control decks, so anything that destroys artifacts, enchantments, or land will work great. For this I choose:

3x Armageddon
2x Aura of Silence
1x Disenchant

I also want cards that will kill my opponent quickly so they don't have time to set up the point of their deck. Usually it isn't worth it to use creature enchantments because if your opponent kills one of your creatures that has an enchantment on it with one card, they get rid of two of your cards with one. But with creatures that are hard to kill I can add creature enchantments because it is almost impossible to one kill my creatures with one card. With this in mind I am going to add:

4x Empyrial Armor
4x Incinerate

Empyrial Armor is one of the best ways to kill your opponent quickly. To help me get more cards in my hand I will add Tithe because not only does it pump my Empyrial Armor, it also thins my deck and gets me more land if I need it. Of course, the Incinerate can be used to kill creatures, too. And they are especially good because they can kill creatures with protection from white. As added creature removal I will add 1 Terror.

The final deck is then:

2x Duskrider Falcon
4x Freewind Falcon
4x White Knight
4x Soltari Priest
2x Soltari Monk
4x Man-o-war
3x Armageddon
2x Aura of Silence
1x Disenchant
4x Empyrial Armor
4x Tithe
4x Incinerate
1x Terror
1x Honorable Passage
1x Sleight of Mind
9x Plains
4x Undiscovered Paradise
3x Gemstone Mine
2x City of Brass

I added the Man-o-wars because they stall creatures and they can block things with protection from black. The Honorable Passage helps against burn and Ball Lightnings. Also, a Sleight of Mind was added because it is useful in many ways. It can make a protection from white creature have protection from a different color, or it can make one of my creatures have protection from a color my opponent is playing.

For sideboard I want stuff that can take care of my main threats. Circle of Protection: Red can take care of burn and all those creatures that are hard to deal with from red, such as the creatures that are unaffected by summoning sickness. Next I want to deal with blue and its infernal counterspells. For this I have Pyroblasts and Boils. These hurt any blue player, especially because Boil is an instant. Control decks may require more artifact and enchantment handlers, so I added extra Disenchants and more Aura of Silence. Lastly I threw in Perish because it really messes up multi-color green decks with a base of green and green weenie decks. After much testing I decided I need a few terrors. They stop Suq’ata Firewalkers, which can really hurt. That’s makes my sideboard:

3x Circle of Protection: Red
1x Honorable Passage
2x Pyroblast
2x Boil
2x Aura of Silence
1x Disenchant

            Aaron Benanav (Spacecows on the net)
            s***a@m***a.com


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