Beyond Dominia May 1997 -- Vol. 2, No. 5

 
by Alex Wilson

Land Deprevation With My Trusty Desolation

In my first pack of Visions I got a desolation, a card that pretty much leaves your opponent in ruins, in addition to hosing white decks. This card basically screamed "MANA VORTEX!" at me and, my ideas started forming.

I toyed with the deck for roughly a month until it was nearly undefeated. It went from 4 colors to 2 colors within weeks. The cards I slowly traded for, and eventually found it was well worth it. I like to play ante. I was also not in the least scared or intimidated when anteing a Mahamoti while my opponent anted a mountain.

This deck is a guarantee shutdown on many decks. Burn decks can't get over 3 damage when they can only bolt or incinerate. White weenie? No problem. With the desolation sideboarded, they can't cast anything without paying life and a land. Permission usually won't counter diamonds and you can play a Desolation and counter their counterspell. In the meantime, they're losing lands. You do also, but hey, with this deck, don't need to be afraid to sacrafice ALL your lands; you've got diamonds. Watch green speed cast Untamed Wilds and such, then suck their mana pool dry with a Mana Vortex!

This deck does have it's weaknesses... counterspell any of these following cards that could totally ruin your day : Nevinyrral's Disk, Jokulhaups, Shatterstorm, and Hurkly's Recall!!!

Finally, enjoy the deck. You will find your self competing with Mox-infested decks, AND WINNING!

Overview

This deck is a very good tournament deck. It is very dependent on using artifact mana for speed and just casting spells. 3rd turn Mahamotiis are very possible. Although the casting costs on all the creatures are high, you'll have your 4/4's out while your opponent will have trouble getting a 2/2. The reason is that the Desolations and Mana Vortexes quickly eat away at your opponent's resources, leaving you with lot's of extra mana.

Deck Priorities

These usually worked for me the best. If you get a sol ring in your opening hand its almost a sure win!

1.)Get those Diamonds and Fellwar stones out first thing! You will only need 2 before you can start with the onslought!

2.)Get those Mana Vortexes out!!! These are top-priority. These even come before Desolations. These will clear your path of their land and eliminate their ability to get rid of your creatures.

3.)Get the desolations out. These will make sure your opponent will think twice before casting anything. After their lands are gone, these keep them out.

4.)Lastly, the creatures. The creatures are all big and hard to eliminate (especially with no land!) Beat your opponent down turn after turn with these monsters.

LANDS
9 Islands
8 Swamps
 
ARTIFACTS
4 Sky Diamonds
4 Charcoal Diamonds
4 Fellwar Stones
1 Sisay's Ring
1 Sol RIng
1 Serrated Arrows (elf killer)
1 Jayemdae Tome
1 Jester's Cap
 
BLUE
2 Mist Dragons
4 Mahamoti Djinns
2 Sibilant Spirits
3 Mana Vortex
1 Power Sink
2 Counterspell
2 Serendib Efreets
 
BLACK
4 Sengir Vampires
2 Catacomb Dragons
3 Desolations
1 Choking Sands (for those hard-to-kill lands i.e- Maze of Ith)

      Alex Wilson       o***w@i***e.net


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