Sardine Deck Here is a version of Shane Neville's "Sardine Deck", played at PTQ Seattle (6-1 / 5-0-2) and PTQ Vancouver (4-3). 4 Manta Rider Pissy, but effective. 2 Flood Ahem. HUGE. 2 Rootwater Diver 2/2, Fetch Scrolls, Arrows 2 Cursed Scroll THIS CARD IS WRONG! But >use< it. 4 Lord of Atlantis 3 River Merfolk Important. Sligh must kill these. 2 Vodalian Illusionist Defense, 3/3 with Lord 3 Time Elemental A MUST KILL for opponent 4 Man-o-War Staple. 4 Tradewind Rider A MUST KILL for opponent 2 Waterspout Djinn Nice big flyer 2 Control Magic 2 Force of Will 16 Island 4 Wasteland 4 Mishra's Factory SIDEBOARD 1 Control Magic Big 2 Lifetap Mono G, Stompy and duals that include G 2 Hurkyl's Recall Prison 2 Teferi's Veil U/W Control, Prison (avoids Wrath, Pyro, EQ) 2 Serrated Arrows vs. River Boa, Priests, etc. 2 Force of Will probably should be main deck 4 Hydroblast NOTES AND THOUGHTS: - Deck strategy is creature swarm, original version had no counters. - Do not wreck this deck by putting in 12 counters, then bitching to me that it doesn't work. It's a swarm deck. It has 37 attack cards for a reason. Do not add 4 duals and a splash a color for Fireballs. You're already courting color hose in a monoU deck with 4 Wastelands and 4 Mishras. Do not remove Mishras or Wastelands in favor of duals. Wastelands are CLUTCH cards for this deck to win in extended. Mishra's are attack cards.Don't say I didn't tell you so. - This deck is incredibly consistent with it's draws, and will crush good decks that stumble out of the gate. Can induce mana-screw with good wasteland draw for easy beatdown win against slower decks that play duals. With a God Draw, you can outrace turn 3 Empyrial Armor. Dwell on that. - Has 85/15 win ratio vs. mono R sligh before boarding, 100/0 after boarding (So far).If you have a lot of sligh and little control in your area, I HIGHLY recommend this deck. This deck has not lost a tournament match vs Sligh. - Sided in 2 Force of Will every game. Strong with 4 counters. Probably should be 4 Force main-deck. - Swarm evolves nicely into full board control with Tradewinds and Time Elementals. Opponent must deal with these threats IMMEDIATELY or they lose on the following turn and figure that out 12 turns later. 70% this decks' wins are land-bounce. 30% are sligh-curve beatdown with Merfolk. - Ophidians were least useful creatures in beatdown mode, they were removed in favor of heavier creatures (Waterspout and Vodalian Ill's). - Deck is weak against heavy (10+) counter decks, and Joreal's Centaur. 2 Vodalian Illusionists were added in favor of Ophidians to stop the Joeys. Also, they are 2/2 Merfolk and can provide heavy beats with a Lord in play. - If you have a hard time getting River Merfolk, Giant Tortoises make an excellent substitute. =) Stop that Rogue Elephant, Wildfire, or Joey. Play more control then. Play with it, and have fun! Overall, it is a very enjoyable deck to play and you should do fairly well. Comments, questions, flames can be presented to nev@smartt.com tkelly@direct.ca