Subject: Another Net Deck Date: Wed, 19 Nov 1997 17:10:59 PST From: "Jesters Cap" To: fkusumot@ix.netcom.com I havn't submitted a deck to the dojo before, but all the decks I read on here are slight variations of others. This is a deck my friend Bruce made but I tuned it for him. I think it's one of the most original deck concepts i've seen. I don't think it's really tournament worthy but when it gets going it's fun as hell to play. Well, here it is. "Strange Days" 1 Quicksand 4 Plains 8 Swamp 2 Undiscovered Paradise 3 Reflecting Pool 4 Gemstone Mine 3 Lotus Vale 4 Wrath of God 1 Winds of Rath 1 Grindstone 2 Peacekeeper 4 Gerrard's Wisdom 3 Disenchant 2 Nevinyrral's Disk 3 Feldon's Cane 2 Infernal Tribute 2 Vampiric Tutor 4 Drain Life 3 Necropotence 4 Nekrataal Sideboard: 2 Undiscovered Paradise 3 Underground River 1 Memory Lapse 1 Dismiss 4 Counterspell 3 Honorable Passage 1 Disenchant Obviously the idea of the deck is to stall with creature removal and peacekeepers until I can get out a necro and nec for a sh**load of cards. Of course with all the stall tactics, the tributes, and nekrataals sometimes you don't even need the necro. I love peoples reaction when I nec for a full hand then at the end of his turn sac a plains to the tribute, sac the nec to the tribute, take my draw phase and Gerrard's Wisdom for 18. It's a naughty little combo. One other amazing thing about the tribute is that you can sac just about anything on the way to the graveyard. They burn a Neckrataal or Keeper? Pay 2, sac and draw a card. Gemstone run out of counters? Pay 2, sac and draw a card. Someone disenchant the Tribute? Pay 2, sac to draw a card. Blowing a disk is the best, wipe out the board and sac all your permanents on the way to the graveyard to replace them all. The deck wins by Wrathing away creatures and disenchanting threats while gaining life, until I can either build up enough mana to smack him with a few 8, 9, and 10 point drainlifes. Or more often than not Deck him with the Grindstone. The deck has almost no problem with getting the cards it needs to stall and deal with threats since every removal spell can be recycled 3 times apiece. It does take a while, but boy is it fun, the card turnover with this deck is simply mind boggling. Now for my experience with it. The deck does consistantly well against various decks I've played. The disenchants and raw card turnover to get to them at least slow down a prosbloom deck and sometimes pose major problems, although it usually gets me. "Strange Days" usally stomps Stompy cause of the disenchants, and under the orb I just untap a vale every turn. But the main problem it presents to Stompy is the peacekeeper. If Stompy can't keep an orb on the table with that puppy out then it looses for sure. The main problems the deck faces is permission and especially land destruction. Broad permission strategies can destroy this deck early on, and sometimes hold the advantage the whole game. Usually though I can keep slinging threats at the Air Elementals and Ophidians to wear through the counterspells until I can plop a Tribute or Necro Down. Then the games usually mine since I can simply outnumber the counters with the card drawing engines. Land destruction, especially mass destruction spells like Armageddon or Jokulhaups are devastating to this deck. The sideboard is expirimental but it obviously reflects this fact since counterspells are the only thing I could think of to effectively combat L/D. Well, there it is. Like I said I seriously doubt it ever becoming a major contendor but I would like to make it as effective as possible. If anyone has any suggestions, especially on the sideboard then please send them to JestersCap2.@hotmail.com Peace, Jesters Cap ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com