Subject: TypeII Deck Submission Date: Sun, 21 Jun 1998 13:48:29 -0700 From: UCLA Community Service Commission To: fkusumot@ix.netcom.com What's up? I just wanted to take part in a little bit of the Magic culture and submit my decklist to the Dojo. This deck is my baby; I put it together about a week after Stronghold came out and have won a couple of local tournies with it. Enjoy (UCLA Team "~n~" Rock ON!). P-Dawg's "BabyBlueBeatdown" Main Deck 4 Spindrift Drake 4 Rootwater Diver 4 Manta Riders 4 Lord of Atlantis 3 Skyshroud Condor 4 Man O' War 4 Unstable Mutation 4 Boomerang 3 Legacy's Allure 3 Cursed Scroll 3 Mox Diamond 3 Wasteland 17 Island Sideboard 4 Sea Sprites 4 Chill 4 Bottle Gnomes 3 Ensnaring Bridge I wanted to make a hard-to-block beatdown deck that had the ability to sustain late game and enter a control mode if needed. My rule for deck design was to try to use cards that had multiple functions and (for speed) no casting costs over 3. I went counterless because I wanted to play a Sligh/Stompy tap out/beatdown style with an emphasis on the low casting-cost speed. I also found that counterspells don't work so well in a beatdown deck that wants to empty it's hand as quickly as possible (beatdown strategy + Cursed Scroll use + SB Ensnaring Bridge)... I didn't really want to be holding on to cards. The key to the deck is the Boomerang. A three mana slot for a Capsize was too much... Boomerang does it's job at two. It is one turn creature removal, just enough for your beatdown to continue (that's all you really need with the Unstables) and disrupts just about every enchantment and artifact technique your opponents will try to use (does great against Nev's Disk or Propaganda; not only do they not get to use the cards abilities that turn, they have to re-cast it again the next turn. That slows them down considerably allowing the beatdown to continue the 2 or three turns it needs to win). The Boomerang is also protection for your creatures and Scrolls and is also makes your unstables re-useable. Have 2 Merfolk out on the table and want to save that Lord of Atlantis from getting Incinerated? Boomerang him, waste his Incinerate, and your Merfolk get their Daddy back. Your Unstabled Drake is getting low on power? Boomerang the Mutation and cast it on another creature for that last 4 or 5 points of damage. The best part is that your opponent's enchanted creatures get jacked... to Boomerang an 8/8 Empyrial Armored Priest is very above average! ********** Here's an explanation of the multiple functions of some of the other cards in the deck: Rootwater Diver: Merfolk works well with Daddy, can retrieve a Dissed Cursed Scroll or a Mox you might need to help cast the Skyshroud all for 1cc. Manta Riders: Merfolk that fly for 1cc... can't beat that. Lord of Atlantis: Daddy's always been a bad-ass! 2/2 for 2cc and a blueBadMoon with islandwalk for your fish. Skyshroud Condor: A first turn 2/2 flier with a Mox; a pseudo-3cc creature in combo with the any of the other 20 1cc spells in the deck. A great trick for your the Mox you draw late game; cast the Mox for zero with out paying the "discard a land" part of the cost. The Mox comes into play (sucessfully cast) and gets buried. You can now cast your Condor for two. Man O' War: a living boomerang that clears the way first and beats down later... perfect for the theme and function of the deck. Unstable Mutation: The beatdown is like no other. A 2nd turn 5/5 condor coming at you can't be too fun to deal with. And, if you're creative, can double as pseudo-creature removal with a Boomerang and/or Ensnaring Bridge. Legacy's Allure: Sac it early to not only get a creature out of your way but to for your use in the carnage. Keep it on the table to control whatever your opponent might drop later to hurt you... it really messes with your opponent's head. It's also the key to beating Tradewind decks... steal that Tradewind and you're all good. Cursed Scroll: Creature elimination and direct damage and combos well with the Ensnaring Bridge in the sideboard. Mox Diamond: In addition to the Skyshroud stuff I mentioned above, works well with the Cursed Scroll and Ensnaring Bridge in that you can always get rid of it for free if you need to clear your hand. ********** The Sideboard is 12 cards anti-red because Sligh will beat BabyBlueBeatdown in the first game about 90% of the time. Sligh will beat you after sideboarding about 5% of the time. You only need two games to win... Rock on! Vs. RED Sea Sprites (1/1 flying prot. red), Chill (red spells cost 2 more to cast), and Bottle Gnomes (1/3 blocker sac for 3 life), should be put in for the Spindrifts, Skyshrouds, and Man O' Wars. The Spindrifts are Mogg Fanatic bait and the a Shocked Skyshroud is below average. The Man O' Wars are generally too slow... besides, what's better in the 3cc slot against Burn than the Evian Aquariums? RED can't beat this; like the NWO, "It's tooo sweeeeeeet!" Vs. Suicide Black and White Weenie The Ensnaring Bridges stop all black beatdown and let you continue on your stomp. Less effective against WW/x because of the Aura's and Disses but play smart and you can lock down with the best of 'em. ********** Peace to UCLA Team "~n~"... Medico, JoJo, the Jeffery, and Big Jerry never fake the funk on a nasty dunk! BAYBAY!!! D.C. Pinoys Represent! Phil "The P-Dawg" Tacata pdtacata@ucla.edu June 21, 1998 ...remember, there's only one word in the English language that begins with an "~n~"... late/OUT.