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The current state of the "Classic Restricted" (I still call 1.5) is rather shaky. DCI recently came close to axing the format but was swayed by player response to add another format (Extended). In my opinion it's a fun format, finding a balance between the all out abuse of cards that type 1 is and the relatively tame standard environment. An often heard argument is that 1.5 is too "expensive" but this is crap, it costs almost as much to remain competative in type 2. My answer to those people is get creative or shut-up and don't play 1.5. There are plenty of powerful 1.5 decks that can be made from mostly Extended (dark and forward ...) cards, and getting a few duel-lands (which opponents of this format somehow feel are needed to even compete) isn't that hard. Besides you don't need all 40, just get 4-10 at a time, and swap them for other ones if you want to change your deck. I for one have all the "power cards" you could think of in quintuplet in black border, but my 1.5 deck has been a White Weenie varient (which has used the same 4 tundras for ages). So suck it up break out your Serendibs, Sedge Trolls and Drops 'o' Honey let's play some 1.5.

[ White Weenie ] *


Current 1.5 Format Allows


Decks

White Weenie

Land

  • 2 Flood Plains
  • 4 Tundra
  • 12 Plains
  • 1 Island
  • 1 Kjeldoran Outpost

Creatures

  • 4 White Knight
  • 4 Order of Leitbur
  • 4 Thunder Spirit
  • 4 Savannah Lion
  • 2 Infantry Veteran
  • 2 Benevolent Unicorn

Other Spells

  • 4 Swords to Plowshares
  • 1 Aura of Silence
  • 3 Disenchant
  • 3 Crusade
  • 1 Jihad
  • 3 Aeoliopile
  • 2 Tithe
  • 2 Land Tax
  • 1 Armageddon
  • Total: 60 Cards

Sideboard

  • 2 Mind Bend
  • 1 Armageddon
  • 1 Disenchant
  • 2 Aura of Silence
  • 3 Honorable Passage
  • 2 Mind Harness
  • 1 Kjeldoran Outpost
  • 1 Aeoliopile
  • 2 Tidal Wave
This is a fairly straight-forward classic white weenie deck, sporting 22 critters. The land is fairly low at 20 (+2 Tithes, and 2 Land Tax) but the mana count is low, and the 4 land extractors are great. Tithing for 2 Tundras is not unheard of. There are 8 Pro-Black knights, 4 Flyers (Thunder Spirits, Wild Aestheir could be subbed, or Tempest Drakes) for Moat and Earthquake protection as well as obvious evasion. The Savannah Lions are a standard for any white weenie. The Infantry Veteran is a great enhancer and works well in critter fights. The Benevolent Unicorn is a move to combat the growing trend of Bolt-Fest (16, 3 damage bolt-spells in 1.5). If these bolt-decks are a problem in your area standard Freewind Falcons and 4 Unicorns are a must. The other spells are the standard Plows for the multitude of critter-based 1.5 decks. Disenchants, and the Aura of Silence help remove troublesome enchantments, most notably Moat. Crusades and Jihad allow you to play fewer critters out on the board and to make those critters an immediate threat, as well as reducing their vulnerability to direct damage, and Serrated Arrows. The Outpost is the bane of permission decks, and with a Crusade out becomes a huge threat. The Aeoliopiles are a move against another popular 1.5 deck, the Necrodeck. The Necrodeck converts to 1.5 very well, and it's Orders and Ice-Knights are a problem. The 'Piles also hose opposing Mishra's Factories, Archers, Miners, Lions and other popular critters. They also provide a threat to larger critters with a first striking Knight backing up. The above-mentioned Tithe and Land Tax, are great deck thinning and anti-land screw cards. They also help combat the destructive and overly popular Hymn to Tourach. Be aware that both Tithe and Flood Plain can fetch Tundras from your library. The Armageddon is the throat-rip card, usually used to end a game when you have established some kind of board control, don't hesistate to 'geddon with a Crusade and just one Knight out, the disruption caused by Armageddon is usually enough to allow the Knight to hit 2-4 times before they can recover. This sideboard is fairly flexible, Mind Bends help hose opposing sideboards and can be invaluable versus a mono-deck (pro-green White Knight). 'Geddon v. mana-intense decks, or permission decks (a must counter spell). The 4th Disenchant and the Aura of Silence serve it up versus artifact heavy decks and help crush color hosers and Moats. Honorable Passage is an aggresive anti-red card (I feel in general that passive cards, COP: Red, don't belong in aggressive decks like this one). The Mind Harness answers one of this decks big problems , Wildfire Emmisary and let's you apply beatdown with Erhnams, Maros, and Sedge Trolls. The x-tra Outpost is there to hose permission decks (no strips here). Aeoliopile v. other weenie and v. Necro, and 2 Tidal Waves v. Necro and other creature based decks (They have saved me from a few Ihshan Shade's and Autumn Willows).