The old War Horse format, Type 1 ... The format the DCI and Wizards of the Coast care so little about, and promote the least , yet still insist on meddling with. I see it as one of the most entertaining formats, I think the absolutely broken nature of the format is why it's sooo fun. There are certain things you need to accept when playing Type 1. It's infinitely faster then type 2 due to the presence of a number of broken mana producing artifacts (Moxen, Lotus, Sol Ring, Mana Crypts), and also due to the presence of broken card drawing cards (Timetwister, Ancestral Recall, Wheel of Fortune, Braingeyser, Library of Alexandria) ... and in general many of the cards you see in Type 1 tend to be under-costed compared to most Standard cards or their standard equivalents. Second, you need to accept losing to your opponents broken cards, there are just sometimes in Type 1 where your opponent draws tons of broken, restricted cards and you lose and that's it, ACCEPT IT ... move on and try and hose him/her next game. This leads to the argument that Type 1 doesn't require skill, this isn't true ... labeling cards and formats with "Skill Levels" is ridiculous ... I for one have played pretty much the same Type 1 deck for ages now, so you'll have to excuse my lack of variety of Type 1 decks (submissions of Type 1 decks , with adequate explanation are welcome). Soon I should have a better selection of decks.
Decks
| Death in the Void (the O'Brien deck) Lands
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Also known to Schools of Magic Fans as "The O'Brien Deck" this particular deck is IMHO one of, if not the fastest most brutal decks around, it's almost completely mono-black. The basic premise of the deck is to control your opponent's mana supply through the use of land destruction spells and when the time is appropriate (often 1st turn) lay down a Nether Void, hopefully with damage on the board. Your spell casting under the Nether Void is made feasible through the use of abusive artifacts and Dark Ritual. My favorite card in magic (Juzam Djinn) is normally vulnerable to many a friendly white spell, and control magic... but when they have the cover of the Void to work under they are the fastest most brutal damage in the game (same goes for his friend Order) 4 turns you're dead. The Mishra's Factories provide a "free" creature under the Void, and Strips are "free" land destruction (and it cant be countered). Recently Type 1 re-entered the "Dark Ages" in which the Black Vise is once again restricted, forcing me to reconfigure the deck (which used to sport 4 vises). My immediate replacement is a long time minion of darkness Hypnotic Specter, we have all experienced the pain of the Specter, he is in testing stages right now, the vises were nice because of they were non-creature damage. This has also prompted a few other changes ... With no more Vises the Timetwister was not as versatile a card, and without a Timetwister the Underworld Dreams wasn't as cool. So as these 2 left I put in two cards which will see plenty of PT now that the DCI in it's infinite wisdom have restricted (read: banned) the Black Vise ... Necropotence. I see no reason not to abuse this card , the Vise held it in check now it will be rampant. Thumbs up DCI! (read: morons) Anyway, the Dreams moves to the 'Board v. decks sporting Wheel, Twist etc. The deck is strongest versus control decks, weakest versus Weenie Decks (esp. White Weenie EEK!) ... Versus the Zoo style decks it normally wins if it goes first (don't you love type 1?). It typically slaughters Necro decks who *cannot* handle Juzams and LD. The sideboard is rarely used for any reason but it exists just incase of White Weenie. The Dystopias, and the Arrow, and the Glooms (for the rare W/G or W deck) are all geared toward White/Moat. The Paralyzes crunch Serendib Efreets and Erhnams (Zoo type) as well as serve versus opposing Hypno's and Orders. The Arena is the ultimate critter cruncher with a Fat-Juzam out. Hurkyl's is for the obnoxious 15 artifact mana source decks, Hurkyl them during their discard, then on your turn drop a Nether Void. |
| Djinn and Juice Land
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This is just a stab at another deck ... It looks like fun :) It uses strips and the 4 mean red guys for early disruption (2 Miners, 2 Mox Monkeys). Then spits out a Fat critter , and hopefully protects it via a Mana Drain, or Tranquil Domain. The Domains are decent Moat/Abyss/Obnoxious Enchantment hosers. Use Lightning Bolts to clear smaller critters, Control Magic to snag phat-Arabian Guys. Fireball doubles as critter-kill or player toaster. This particular deck sports quite a few critters (16) ... They are some of my favorite Djinn friends, Erhnams and Apes pound on the ground, and the 4 blue flyers control the sky (you may ask ... Why Serendib Djinn? ... I answer because he's a 5/6 flyer for 4 mana ... Why not?). The Big Djinn should help out against PSI-Blasts and Thunderbolt. Otherwise the deck is pretty straight forward ... The board is a sampling of what might be useful. Pyroblast and Power Sink versus permission (also note power sinks are good against discard and land destruction ... if you go first, and play a mox they are as good as counterspells) , and in the mid-game they can tap out an opponent and set him/her up for the kill. The Whirling Dervii are the answer to the Necrodecks which will be rampant. Groves smoke Abyss' and Moats like wood ... Control Magic is for Arabian-guy control. And the good old Icy stops a variety of cheese. |