Subject: 1.X deck for the workshop: Ned's "Hard Lovin' " Date: Wed, 19 Nov 1997 12:10:08 -1000 From: "Lavelle, Ned To: "'fkusumot@ix.netcom.com'" Deck Name: Hard Lovin' Format: extended Creatures: 4 Soltari Priests 4 Frenetic Effreets 1 Wildfire Emmisary //ok the comments: All the creatures are bolt proof or resistant, this is paramount in the current environment as most everyone is using lightning bolt for removal, so bolts now become semi-dead cards, and creature removal becomes a problem, and only one creature is to be feared when control magic'ed, the wildfire. Additional Creature dammage from the Outposts(see the lands section). Spells: --> Counter magic: 4 Counterspells 2 Force of Wills 1 Dissapate //comments: I don't want to go too heavy on countermagic, one because it is not my style, two because it takes up removal slots that I would rather have empty, so if something gets through i can still get rid of it. --> Removal/Direct Damage: 4 Lightning Bolts 2 Earthquakes 2 Disenchants 1 Swords to Plowshares 1 Serrated Arrows 1 Legacy's Allure 1 Controll Magic //comments: The bolts go in with no thought, they simply have too much utility. The earthquakes take out the weenie rich enviroment and can be a closer if necessary, notice that all of my creatures will be unaffected by the quake(wildfire rarely, quake for 4 or more is rare). The disenchants are also no brainers, and i am considering adding room for a Aura of Silence, but at this time I am unsure of the frequency of enchantments and artifacts(but expect their frequency to grow with the popularity of both prison and land tax/scroll rack decks. The one swords is for ehrnams or big fatties that i cannot counter or control. Serrated arrows gives me more weenie control and removal versus protection from red creatures(should i face my own soltari priests or heaven forbid a Suq'Ata Firewalker) and also provides another disenchant target, of which i am low. The more i play with the legacy's Allure, the more I like it, I am considering replacing the control magic with one as well. It and the control magic are to snag blockers or other creatures I have trouble removing. --> Deck Tuning 4 Tithes 4 Impulse //comments: The tithes are key, and i need to play the deck more to see when to use them best and how much advantage i really net from them, but they will definitely stay because One: they get lands, speeding me up and helping with the three colors. Two: Helps recovery from a Hymn or other discard. Three: Shuffles my deck, good with impulse, or should they drop a booby trap(just kidding). Four: Against an armageddon or other Land Destruction, pretty much negates their control. Five: Gains me card advantage. Six: Thins my deck. So they are a usefull card. The impulse, as i am sure everyone nows is very strong, letting me get to the specific removal i need or land or whatever, usually a counter spell if there is one in the stack. A no brainer card. Lands: 24 3 Plains 2 Volcanic Islands 4 Islands 4 Tundras 4 Plateaus 2 Flood Plains 2 Kjeldoran Outposts 3 Wastelands //comments: I tried to go with as many non-basics as possible, and still need to add more. The mana mix is high in the white, as compared to my colors/cards ratio, but this is to take advantage of the tithe, which can get my colors for me. The wastelands are to capitalize on an opponents poor man draw, get rid of outposts, or lakes of the dead, or the occasional maze of shadows :). My outposts are to give me additional damage potential and can win the game them self while in a stall. The flood plains work much like a tithe to get colors. I still think a blood moon would give me major problems, so i am considering the removal of the flood plains for two additional plains, i also suggest getting one of the basic plains with a tithe early if you think your opponent is playing blood moon. The mana mix is always a fluid monster and is subject to change, I included no basic mountians as under a blood moon, my only worry as far as nonbasic control, will provide me with more than enough red. Deck card count: 60 cards SideBoard: 4 Dwarven Miners -- An early one Can lock up the opponents mana if nonbasic heavy, ya well DUH everyone knows this 3 Suffocation -- I am sure there are a few people wondering what this is, well look it up, just kidding, 1U if ia m the target of a red instant or sorcery i can do 4 to the opponent and draw a card on his upkeep. All of my creatures are bolt resistant and most opponents are running bolts, it could provide a nice suprise after one goes off, and he may then decide to waste a few on the frenetics instead of me. I win through damage and can go into beatdown mode if a few go off. plus its a cantrip, too cool. 2 Disenchants -- Universally usefull, i cant say enough. 3 PyroBlasts -- Versus heavy blue, which you almost always see out there 2 Light of Day -- Still unsure about these, but will stop necro cold while they search for the two disenchants they splashed white and scrublands for. 1 Wasteland -- For counterpost and anyone splashing color with a poor mana mix, and it is all around useful. //comments: The sideboard, like the mana mix is fluid, the field is still developing and i am unsure of what i will face besides URw (similar to mine) Necro, and Prison/heavy control. I belive that Counterpost is too hurt by wasteland too be viable even with interdict, as i just wait for him to tap out. OVERALL: I think this is a very strong deck in this format. It is versatile and has alot of utility. It is not a real rouge deck, but has aq few tricks to it. I , obviously, looked long and hard at the TONGO deck from Chicago when making it, and I will probably go look at it again. The deck is fun and not to controling to be anoying or boring to play(but still wins). It has done well so far in play testing, but why would i make this big ol' message if it didn't. Cards I am Considering: Scroll Rack --> Very Good Card, enough said Cursed Scroll --> Nothing like late game colorless reusable direct damage. Suq'Ata Firewalker --> They give me enough problems so maybe i should go with them. More creature grabers like control magic or legac'ys allure. Hammer for late game recursion, too color heavy IMO. And who knows what else, tear it appart give me your thoughts and good luck in Dominia, if you play the deck, please tell me how it did and what to change, Ned Lavelle Team Island Magic yossarian_@msn.com