Subject: Red/White deck for the Dojo Date: Fri, 24 Jul 1998 11:58:10 -0700 From: Kevin Thelen To: fkusumot@ix.netcom.com Heya Frank... Here's this White/Red deck I've made up with cards I actually own (gasp!). I don't have a name for it, but I guess you could call it Guerrilla Warfare. It's plays really well... I'll describe some of it's problems/needs later on. Here's the decklist. -=-=-=- 12 Plains 1 City of Brass 8 Mountain 4 Pacifism 2 Master Decoy 3 Duskrider Falcon 3 Disenchant 4 Freewind Falcon 4 Empyrial Armor 1 Orim's Prayer 1 Knight of Dawn 1 Kaervek's Torch 3 Mogg Fanatic 2 Soltari Guerrillas 1 Soltari Priest 2 Soltari Monk 2 Suq'Ata Lancer 3 Shock 4 Incinerate -=-=-=-=- Land mix - I have no scablands, but I've got 2 Gemstone Mines. I might add those in for one Plains and a Mountain. This mix seems to work fine, except for the occasional lack of a red source, which is just normal mana screw. Pacifism - Yes, four of them. They're great vs. Oath decks. "Bring out that Spirit of the Night, OK. Let's calm him down a little bit." Great vs. any big fatties or an early creature rush if you don't have any burn. Master Decoy - Stops tradewinds cold. Tap them before they do, and they can't do anything. Might up the number to 3. Also good for stopping fatties/unblockables. Duskrider/Freewind Falcon - I've seen more red than black, so one more Freewind is necessary. These are the normal means to win, plastered with an Empyrial Armor. Disenchant - No brainer. Needed vs. Scroll, Orb, 'Ganda, etc. Empyrial Armor - The way to win. 5/5 flyers or shadows are VERY difficult to beat. Orim's Prayer - One's all I have. Great, underrated card. When it hits the board, it really helps stop the bleeding. Usually the target of an immediate Disenchant or something like that. Knight of Dawn - Great creature. Don't want more than one in your opening hand though, as it takes five mana for it to be really effective. A great source of damage, and usually stays around a long time. Kaervek's Torch - Finisher. Good vs. Big blue or bounce. Mogg Fanatic - Staple red creature. Only first turn creature in the deck. Always good for the extra ping damage to kill a shadow or flyer. Soltari Guerillas - GREAT card in this deck. Shadow is tough to block, and the damage redirection ability can kill almost anything. Add in the redirection and a Shock or Incinerate, and almost everything will succumb to it. Soltari Priest/Monk - All I have of each. If I had more, I might add them in. They seem to be fine as they are though. Tack an armor onto one of these guys, and if they even hit once, it's a gamebreaker. Suq'Ata Lancer - Not excepted. Good for the extra damage he brings in, and a lot of time people forget that he has flanking. Shock/Incinerate - Either clear the way for the Empyrial creature or finish the opponent off. -=-=- The sideboard needs work. A LOT. SB: 4 Kindle SB: 1 Duskrider Falcon SB: 1 Wrath of God SB: 1 Aura of Silence SB: 1 Cloudchaser Eagle SB: 1 Disenchant SB: 2 Warmth SB: 2 Light of Day SB: 2 Karma Kindle - They are in there for extra burn, if needed. They probably need to go. Duskrider Falcon - In case of a black deck. Wrath of God - All I have. Creature reset. Aura of Silence - AWESOME card. If I had four, they'd be here. Best card in the SB, hands down. Cloudchaser Eagle - 2/2 flyer that kills an enchantment. Good vs. Propaganda, Oath, etc. Disenchant - In case of a heavy artifact/enchantment deck. Warmth - Sligh, SRB decks are bad. Light of Day - Shuts down the Suicide Black decks down cold. Good card. Karma - If I can't find the Lights, this is usually a really big anger for black decks. -=-=-=- The way the deck plays depends on the hand you get. If you get an armor, you usually should drop a creature and plaster it. If not, drop all your cards and try to rush the guy. It's amazing how many decks can't deal with a 5/5, 6/6, or 7/7 flyer. Once you plaster the creature, keep the cards in your hand and pump him up until he gets killed. Let me know what everyone thinks of this deck. I can make some edits, but don't tell me to put in 4 Wraths, 4 Geddons, and a bunch of multi-lands. Try to keep the idea to maybe one rare, or some uncommons or creatures I am overlooking. Kevin