Subject: [DECKS] 3 T2 Decks by Tim Nguyen Date: Wed, 15 Jul 1998 23:28:39 EDT From: MAGIC0825@aol.com To: fkusumot@ix.netcom.com Well, been a while since I sent something to post so here are my current T2 decks. [NOTE: Sorry if I offend anyone for "copying" a Dojo deck. I don't. I just use the ideas and modify them to my personal tastes. Although some card selections are the same, I sometimes have playtested with different cards, and those didn't seem to work, and switched back to the Dojo deck's selection and those worked better (ie. switching to Allures from Earthquakes in my Tradewind Lockdown deck). However, you will see some cards are too my taste.] Tradewind Lockdown: Land(21): 6 Island 6 Forest 3 Undiscovered Paradise 2 City of Brass 2 Gemstone Mine 1 Volrath's Stronghold (ok, got that idea from the decks to beat deck) 1 Quicksand Blue(21): 4 Tradewind Rider 4 Propaganda 3 Man o War 3 Mana Leak 2 Legacy's Allure 2 Counterspell 2 Impulse (had to make room for blessings....=( 1 Forbid Green(14): 4 Birds of Paradise 4 Wall of Roots (in my opinion, better than Wall of Blossoms in this deck, because its fatter and makes mana) 2 Wall of Blossoms 2 Gaea's Blessing (moved from SB to main, because Tradewinds need a revival more often than not) 1 Uktabi Orangutan 1 Maro (game ender, although the other 2/2s and the Tradewind itself can get the job done) White(5): 3 Armageddon 2 Disenchant SB: 3 Pyroblast 3 Dread of Night 3 Chill 2 Disenchant 2 Light of Day 2 Simoon (must kill mana producing birds/elves in other decks) Basically, the deck early on, defends with walls and propagandas. Although the deck has problems with shadow, man o wars and propaganda/geddon can take care of it. Once the creature supression is established, a Tradewind Rider comes out and starts bouncing. The bouncing is (hopefully) followed by a geddon to seal the game up completely. With counters to protect your tradewind and creature suppression to keep you alive, and the hard lock of Tradewind bounce, the deck is very strong and versatile. Once the lock comes down, keep bouncing their land, keeping them at one mana the entire game. The only real weakness of this deck, as stated before is shadow creatures, and countersliver, since winged sliver + crystalline sliver = no bounce and no block. The reliance on Tradewinds is also a vulnerability, but thats what the Blessings and counterspells are for. The sideboard, is versatile, mainly focusing against he offensive decks. Chill, Dread of Night, Light of Day, and Simoon stop Sligh, WW, Suicide Black, and green mana birds/elves respectively. Disenchants are for annoyances such as Legacy's Allure (bane of Tradewind), Ensnaring Bridge, Oath of Druids, etc. ------------------------------------------------------ Sligh: Land(21): 18 Mountain 3 Wasteland (reduce RRR screw a little bit) Artifacts(4): 4 Cursed Scroll (I don't see how these and Hammers form a cohesive pair of direct damage cards) Red(35): 4 Ball Lightning 4 Mogg Fanatic 4 Jackal Pup 4 Ironclaw Orcs (superior to Flunkies, as Flunkies are too unreliable and ain't worth the extra beef) 4 Fireblast (drawing more than one is annoying sometimes in my opinion, but its nice to be guraunteed one in every game) 4 Incinerate 4 Shock 3 Fireslingers (underused, very useful as a utility, card advantage card, killing birds, weenies, and getting past Propaganda) 2 Goblin Vandal (Bridge/Scroll/Brooch decks and decks using Diamonds) 1 Goblin Bombardment (necessary to ditch creatures against an Oath deck) 1 Suq Ata Lancer (good creature but expensive) SB: 4 Pyroblast 3 Nevinyrall's Disk (anti board control decks and enchantment removal) 3 Bottle Gnomes (anti sligh and suicide black) 2 Serrated Biskelion (anti pro red creatures and anti weenies) 2 Dwarven Miner 1 Shattering Pulse First of all, I omitted Hammers and Sandstalkers due to their high casting cost, therefore, not good with Scrolls. I added the Goblin Bombardment as anti Oath of Druids. Basically, you start out casting cheap creatures, and attack and beat the opponent down. Burn them (or annoying creatures or creatures that are important to the enemy [birds, ophidian] and have to extra steam left with the Scrolls to get the job done quick and cheap. It doesn't take much skills to play this deck, but it gets the job done. THE FOLLOWING DECK IS STILL IN PLAYTEST MODE: [oh, and I am playing a version of my friend's deck, his name is Tim too =) ] Steel Brooch Mana(26): 17 Swamp 4 Mox Diamond 3 Wasteland 2 Gemstone Mine Artifact(13): 4 Steel Golem 4 Cursed Scroll 3 Null Brooch 2 Chimeric Sphere White(2): 2 Disenchant (need to kill other Scrolls, Bridges, and Brooches [hopefully]) Black(19): 4 Diabolic Edict 4 Funeral Charm 3 Drain Life 3 Pox (still playtesting, never liked the card though) 3 Bottomless Pit 2 Spinning Darkness SB: 3 Bottle Gnomes 3 Gloom 3 Perish 2 Stupor 2 Phyrexian Furnace 2 Disenchant Early on, your vast amount of creature removal removes their early weenies. You can cast the Golem or Sphere to apply beatdown or to block. Soon, you drop a Pit or keep your hand low so that you can use the Scroll and Brooch in tandemn. The weakness of this deck is that its get beaten by burn, weenies, and other decks taking advantage of cards that benefit with low hand size (Scroll, Bridge) and to remedy that, I have Gnomes, creaure removal, and Disenchants, respectively. Ok, please feel free to give any feedback to Tim Nguyen, at Magic0825@aol.com P.S. If there is something stupid that I wrote (like talking about a certain card and I forgot to list it in the decklist, or I'm talking how Impulse is a Sorcery or something ridiculous) you could make it out right? I don't proof read this stuff. Oh, just a little idea I had: "Life is like a Booster pack, you neva know what your gonna get." =)