Subject: submission: TradewindGeddon (put name as Q. Quintana) Date: Thu, 13 Nov 1997 01:09:47 -0500 From: Jose Quintana To: fkusumot@ix.netcom.com After I took a look at the tempest list I immediately realized my high creature-low counter blue beatdown deck would simply be too slow, especially with shield sphere not legal. After a bit of fooling around and a few fortuitous events i came up with the following deck. 4 Tradewind Rider 4 Man-o'-War 4 Elite Javelineer 2 Skyshroud Condor 3 Sage Owl 3 Sea Scryer 2 Thalakos Seer 4 Manta Riders 3 Meditate 4 Armageddon 2 Propaganda 3 Time Warp 1 Sky Diamond 1 Marble Diamond 2 Crystal Vein 2 Adarkar Wastes 11 Island 5 Plains SB: 2 Propaganda SB: 4 Chill SB: 2 Sky Spirit SB: 2 Abjure SB: 3 Disenchant SB: 2 Insight The basis of the deck is the blue weenie core. Although blue is generally regarded as not a weenie color it is not only a good color but the weenie aspect is essential to the backtheme of the deck, Tradewind Rider + Armageddon. First, an analysis of the weenies: 4 Man-o'-War | pretty much essential to any blue deck nowadays, slows down when used with geddon or propaganda 4 Elite Javelineer | these were mainly put in as a good white weenie for such cases as karoo meerkat or similar things, but their ability soon proved incredibly useful, being able to outspeed first strike and/or block and kill 2 other weenies. also good vs ball lightning. 2 Skyshroud Condor | originally thrown in just to see how/if they worked, were kept because, well, they worked. A 2/2 flyer for 2 mana shouldnt be underestimated 3 Sage Owl | very helpful with armageddon, can be used with the rider for deck manipulating power. Also anti capsize 3 Sea Scryer | any geddon deck needs nonland mana sources and since the tradewind needs creatures they are an obvious choice (originally manakins) 2 Thalakos Seer | thrown in to test with tradewind rider, worked well being able to block white protection shadows and as an unblockable attacker, also anti capsize 4 Manta Riders | a general good 1cc weenie, and a 1cc weenie is very important in the possible turn 4 lock. Now for the support: 3 Meditate | yes its generally not a good card since countering still skips your turn, but it can be very effective just after an armageddon and is mass card advantage 2 Propaganda | slows the oh so popular weenie decks and good in combination with geddon 3 Time Warp | ok, so it costs 5 mana. BIG WOOP. It technically doesnt even cost that since you get to untap, it also gives you an extra untap/attack and a card to replace it. The fact is it works amazingly with the Tradewind Rider. And the heart of the deck: 4 Tradewind Rider 4 Armageddon When I first looked at the Rider I had already seen capsize and was like: "Whoa thats like a capsize for no mana!" Thats when I came up with the idea of using it with geddon. Each turn you return the one land they get to their hand, if they manage to cast something the Tradewind is 1/4 and can sucessfully block most creatures. If playing against a red deck throwing 1 chill into the lock completely shuts down the opponent. Since they've only got 1 land and since chill makes their spells costs 2R minimum they cannot cast any spells at all. I once successfully pulled this off on the 5th turn. The Record I have tested this deck a bit and so far it is undefeated at 16-0. Among the things it has beaten: White weenie Sligh Stompy Necro/black weenie prosbloom capsize sleight/knight and an oddball multicolor control deck. The deck had the most trouble against the capsize decks but the introduction of abjure's into the sideboard fixed that. An analysis of the sideboard is now needed: 2 Propaganda | used against very creature heavy decks, I felt more than 2 in main deck was too much but 2 were necessary in the sideboard 4 Chill | slows red down majorly, combined with manowars and tradewind rider a red deck is virtually locked up 2 Sky Spirit | these were added after a run in with a particularly nasty white weenie deck whose first strike capacity needed containing, its also a 2/2 flying first striker for 3 mana and is useful to sb in for meditates or propaganda against critterless decks. 2 Abjure | simply anti capsize, sacrifice is a cost and they cant possibly save their capsize from the fizzle, sometimes the opponent may try and counter the abjure... tough luck for them =D 3 Disenchant | generally good for any deck with white in it. Solves problems with prosbloom aluren/recycle or nevy's disk or other obscure cards that may prove threatening 2 Insight | great vs stompy but completely amazing against aluren/recycle. For every card they play for free you draw a card, and with the strong critter base with 22 3cc or less critters you can easily bust out the necessary defenseive force. Thats basically everything, comments are appreciated. NOTE: Although there is a VERY similar deck under the title "Horsemen 1102 Ganrel" in the deck workshop on the Dojo, this deck is in no way a copy of that deck. The deck was conceived the day/night the tempest list was released and if anything the other is a copy of this deck. This is just to clear up any possible confusion that may arise, since being the first to make a deck doesnt matter as much as being the first to make a deck work, and work well.