Subject: [Deck]Urzas Cycle Block
Date: Thu, 19 Nov 1998 19:02:23 -0600
From: Nathaniel Husted 
To: webmaster@classicdojo.org
Diabolic Servitude Urza’s Cycle block Deck:

3 Great Whale
2 Catastrophe
3 Shivan Hellkite
3 Endless Wurm
3 Expunge
4 Launch
2 Dark Ritual
3 Blanchwood Treefolk
3 Disenchant
4 Attunement
2 Exhume
3 Diabolic Servitude
10 Swamp
7 Plains
6 Island
2 Polluted Mire

This deck probably looks like your regular old kind of recursion deck yet Diabolic Servitude has a little twist to the recursion strategy because if diabolic servitude leaves play the creature is removed from the game and if the creature dies it is removed from the game but the servitude goes back to your hand. The 3 diabolic servitude make this deck run. I have been criticized about not adding anything to guard against enchantments but I have said that this is Urza's saga and there is not much good enough to do that. If I have problems I may just add something. The second spell for recursion is Exhume(2). That is somewhat of a guard against disenchants since it can't be disenchanted but is still in the sights of counter spells. Exhume also has a slight problem of getting one of your opponents creatures into play but that is easily worked around since you will usually get a bigger creature then them.
Now you are probably asking where the heck are the spells to get my cards in the graveyard. I am using 4 Attunements in this deck. They are kind of like a Bazaar of Baghdad for Urza’s Saga. Just return the card to your hand and you draw 3 cards then discard 4 that isn't that bad because you can just get rid of some biggies. If someone disenchants the Attunement in response use its ability. I have the 3 disenchants in there for any ugly enchantments in Urza’s Saga that will be a pain and I should know that there are umpteen million of them. I put in 3 Blanchwood Treefolk just because they are decent 4/5 creatures and there is a lack of big creatures with no drawback. I would stick in a Crater Hellion but they are a little to expensive even with their special ability. The 2 Dark Rituals are just there for some nice quick mana nothing really special. The 4 Launch are there for the Endless Wurm and they also help out giving most the other big creatures flying. Since it is a perpetual enchantment it is awsome! The 3 expunge there are some of the decks 5 removal spells. They are nice and quick and do the job most of the time. Good way to get rid of those Sentries. The 3 Endless Wurms are very wonderful creatures!!! Even though I should have probably had some green they work just as good with Diabolic Servitude or Exhume. With Launch the rock even more. A 9/9 flyer with trampling is a little more then most people can handle. The 3 Shivan Hellkites are just nice because A)the are 5/5 creatures and B) they have flying. That adds 3 more flyers to 4 we would already have with launch and that is quit a lot. The 2 Catastrophes were mostly added for creature removal but they work really good as a Armageddon. If you opponent can not disenchant that 9/9 trampler with flying that is on a diabolic servitude he is in very huge trouble. The 3 Great Whales were added because they are 5/5 creatures (see a pattern here) and because they can untap 7 lands when they come into play. That allows you more of a range for spells.
The land mix is pretty plain and simple. 10 Swamps, 7 Plains, 6 Islands, and 2 Polluted Mires. Just the right mix for the spells you need to cast and maybe a little more land then you need because your total amount of lands is 25. I like the cycling lands because they are good late game and actually reduce the cards in your deck by 2. This deck could use some Remote Isles and Drifting Meadows too but I will add those later maybe. Just cast that servitude or something like that and right after cast a catastrophe...don't you just love it. That is it for the Diabolic Servitude deck. Hope you enjoy it and use it. Be sure to add aside board though.