Beyond Dominia

The Type I Deck Mill


Re: A question and a Critique.


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Posted by Chaos Overlord on May 03, 1998 at 16:44:11:

In Reply to: A question and a Critique. posted by Apoc on May 01, 1998 at 20:56:16:

: 4 Hippies
: 4 Will-O's
: 4 Drudges
: 2 Mindstabs
: 2 Abyssal's
: 2 sengir's
: 1 mind twist
: 1 mind warp
: 1 Disrupting sceptre
: 4 racks (This had better be legal still....)
: 3 hymn's
: 1 badmoon
: 4 rituals
: 2 disenchants
: 1 sol ring
: 1 drain life
: 1 Glasses of Urza
: 2 terrors
: 3 plains
: 17 Swamps

Mind Twist is banned (for a very good reason), so you'll have to drop it. Put in one more Hymn. Mind Warp is too expensive for t1 - replace with one more Disrupting Scepter. Mindstabs? Haven't seen those being played for a while, but it's too easy to kill/block.
No reason for Bad Moon. Once you have the control, you can kill them w/o Bad Moon. But if you're losing, Bad Moon usually won't help. So drop it. Terrors - good. I'd probably replace them with Nekrataals or add 2 Nekrataals (now you have better creature control).
Drop Dark Rituals - they cause card disadvantage and that little speed is not important to your deck; ritualed Hippie justs asks for a Swords/Bolt/etc.
Drop Glasses of Urza, they don't help much - you're trying to get rid of opponent's hand, so rather replace with a Stupor or Agonizing Memories.
Splashing Disenchant is not a bad idea, but with only 3 plains it could be very risky. I'd say - drop those Disenchants, replace those plains with a Strip Mine, a Wasteland and an Urborg. Add 4 Disks - after you discard opponent's hand and destroy his permanents, he is quite helpless. Also, you need about 3 more lands - add 1 Swamp, 1 Lake of the Dead and 1 Volrath's Stronghold.
Abyssal Specters are a bit costly, I'd probably drop them.
Add few LD cards - 4 Sinkholes (if you have them) or 3 Icequake + 1 Choking Sands. Early disruption is important and it helps to slow down decks which empty their hand quickly.
"Racks don't block." What that means is that if you're losing they are not useful. Drop them and replace with something more useful - e.g. some sort of card engine, Necropotence is a very good idea, but Infernal Tributes are awesome especially with Disks and you can sac excessive lands. If you are going to play with Necro, add 3 Drain Life, and you can also keep Dark Rituals (Rituals drawn later in the game help to fuel Drains).
If drudges are Drudge Skeletons, drop them. In t1, you usually won't block (either you play against creatureless or they get rid of it). The same for Will-o-Wisp, although if your environment is creature-heavy, you can keep 2 of them and you can add 2 Spinning Darkness (they are excellent surprise and good with Necro).
Then you need some good creature base - 4 Pumpknights, some Juzám Djinns (if you can get them). If not, try an Ihsan's Shade or few Nightmares.

: This is a variation on a deck I found in a book.

: My cards are pretty much limited to between Dark and Homelands. (a.k.a. The weakest cards ever made)
: If you know of a card thats more recent I can trade for it, but try to keep them between Dark and Homelands. Thanks

: If you could, please tell me what needs to go from this deck as well, and what I can replace them With.

: 4 Kirds
: 4 scavengers ***(what are these?)
: 4 llanowars
: 4 Giant spiders
: 4 Grizzlies
: 4 LB's ***(???)
: 4 Disentigrate
: 4 Fireball
: 2 Hurricanes
: 2 tranquilities
: 4 Giant Growth
: 1 regrowth
: 1 Wheel O fortune

: 9 Mountains
: 9 Forrests

: I heard the Kirds where Banned (Ouch) and I bet Wheel and Regrowth are by now. So is there a red to take the place of the kird? Should I replace the Disintegrates with Blood lusts? For this just reccomend anything, I can probably trade for any card that will fit in this deck.

: Thanks

: Apoc

Kirds are not banned in t1, only in Extended. Wheel and Regrowth are only restricted.
The X spells are way too expensive for the amount of lands you have, keep 2 Fireballs at most.
Drop Giant Spiders and replace them with Erhnam Djinns (definitely one of the best green creatures in t1).
Drop 4 Grizzlies, they are not very good. Replace with River Boas (same casting cost, but Boa is so much better and it's just common, so it shouldn't be hard to get).
Drop "scavengers" and "LBs", and you might try adding 1-2 Icy Manipulator for some board control, 2-3 Creeping Mold to get rid of some threats and maybe 1-2 Stormbind as a finisher (or Cursed Scrolls, but they are usually hard to get).
Hurricanes would go into SB (unless your environment uses a LOT of flyers). Add 4 Lightning Bolts - a must in most red decks.
Add a Sol Ring and 4 Taigas and a Strip Mine. Then add a Jayemdae Tome or Emessi Tome (very helpful, so that you don't run out of steam).
Replace Llanowar Elves with Birds of Paradise.
Llanowar Sentinels are nice common creatures, they give you some card advantage (although they are a bit costly).

You'd need to playtest them a bit to tune those decks. If you really want to win, I'd suggest go with a control deck (U/w counter-control, etc.), they have the greatest chance to win, although they may fall to good discard decks.


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