Subject: revised Propa-Geddon Date: Fri, 19 Dec 1997 11:03:14 -0500 From: "Crovax" To: hey again Frank! Since last sending you my version of Propa-Geddon, I've had the chance to play it a lot more, and I have discovered one small weakness that has cost me a few games, not many, just a few. This small problem was countering Direct Damage spells cast on me after I cast Armageddon, in particular Kindles and Incinerates. I have changed the deck on a very small scale to combat this, and it has been performing better on the whole, not only against DD decks, but also against my friends SqStasis deck. The inclusion of 2 Disrupts and 1 Force Spike are invaluable at the beginning of the game, and even more so after an Armageddon. Here is my revised version of Propa-Geddon as it stands right now: 4 Armageddon-------- what the deck focus' around, absolutely needed 3 Wrath of God------ one of the cards I cut back on...Pendrell Mists+Geddon is the same effect 4 Counterspell--------kind of expensive but worth it 3 Power Sink--------- a good spell, but if your opponent develops mana faster than you, it is kind of weak... 2 Disrupt-------------a good counter at the beginning of the game, and after a 'Geddon...cantrip effect is great too 1 Force Spike-------- call me paranoid, but I'm worried that they'll cast something Disrupt can't counter... 3 Gerrard's Wisdom--- fast, efficient life gaining, needed vs. Sligh 4 Propaganda-------- definately needed, without it, what would be the point? 3 Thumbscrews------ 3 of the 5 cards that kill your opponent 1 Spirit Mirror-------1 of the other kill cards 1 Feldon's Cane----- the last kill card. Started off just to get back counters, land, and any parts of the deck that are destroyed, but is also useful for decking your opponent 4 Impulse------------ library manipulation and drawing all for the bargain basement price of 1U, worth every penny 1 Pendrell Mists----- would be more, but I have the Spirit Mirror to consider... 2 Disenchant--------- I love WOrbs and SOrbs, but not in this deck... 1 Aura of Silence--- see above comments 3 Undiscovered Paradise---bouncy, bouncy, bouncy!! Even if I don't get to disenchant the WOrbs, these let me function under them, and they are good before a 'Geddon 3 Thalakos Lowlands---not too worried about it not untapping, I don't like damage from Adarkar Wastes... 2 Ghost Town------- well, I am a member of Team Rogue, I have to use something like this :) 8 Islands 8 Plains >From what I've read in the Deck Histories and Concepts on the Dojo, this kinda functions like a modern day T2 Prison deck...I know, no Icy's, but it uses the many to one forced principal...whereas it used to be creatures that were held at bay and then swept away by a Wrath of God, now the opponent has to play more and more land to attack, and then my one Armageddon get's rid of their many land. Believe it or not, this deck is VERY powerful, and since I'm going to a T2 tournament on either the 21st or the 28th, I'll have the chance to put it to the test. I'm optimistic for once in my life, so that can't be a bad thing :) Thanks to Frank, for this amazing Magic:tG page, and for whoever came up with the original idea to create a wonderful little card called Propaganda, and to whoever it was who first decided that they'd make a deck around it. check ya later, Jarrod "Crovax" Piccioni