Subject: Urza's Saga Decks Date: Tue, 06 Oct 1998 03:25:25 -0400 From: Pronigious@aol.com To: fkusumot@ix.netcom.com I for some reason dislike people making fun of my favorite game in the whole world, or the people that make it. I believe that Wizards of the Coast is doing a great job. In fact I think they are doing such a good job that there are some powerful decks that can be built that I think most people could think up for themselves if they weren't too busy complaining about how much Urza's Saga "sucks". This is perhaps the most powerful set in some ways. With Mirvlight going away, speed is going away. Rath cycle gave us a whole buch of defensive cards, and Urza's Saga gave us the combos to use with them. I have some up with four decks that I believe best utilize these cards that we have most graciously been given. Eladarmi's Revenge-the proof that green is broke. 4 Llanowar Elves 4 Priests of Titania 4 Titania's Chosen 4 Treetop Rangers 2 Elvish Herders 2 Eladarmi, Lord of Leaves 2 Coat of Arms 2 Overrun 4 Child of Gaea 4 Verdant Force 2 Harrow 3 Stroke of Genius 3 Fireball 9 Forests 4 Thran Quarry 3 Gaea's Cradle 2 Mountain 2 Island This deck is broke. 87% of the time- 5th turn kill. Priest's of Titania and 18 Elves make a lot of mana. Coat of Arms and Elves work nice two. It also Combos with saproling tokens. Overrun is not uncommon for the kill on turn four with 7 or eight elves and a fatty or two. You can cast a 56 point fireball on turn 6. BTW don't forget the volrath's stronghold rule and how it applys to Gaea's Cradle. You can tap it before it goes away due to it being a legendary land if another Cradle is in play. This is Stompy squared. Harrow is just to get mountain and Island. The Engine (Yawgmoth's Rack) 4 Scroll Rack 4 Yawgmoth's Will 3 Spellbook 4 Duress 3 Stupor 4 Drain Life 4 Diabolic Edict 3 Terror 4 Dark Ritual 4 Order of Yawgmoth 2 Nevinyrral's Disk 20 Swamps This deck may look like crap at first. Until you see the combo that makes necropotence look weak. Scroll Rack and Yawgmoth's Will. This is a seriously disgusting card drawing engine and graveyard recursion. Because with Yawgmoth's Will everything in your graveyard is considered part of your hand, you can scroll rack it to the top of your library and draw that many cards. Drop a Disk or an Order of Yawgmoth and a Spell book, then end your turn. You have set your next draw phases and everything. This has a lot of discard to stop counter spell, and a lot of creature elimination to stop creatures. Don't forget you use all these spells many times before the game is over. Order of Yawgmoth and Drain Life kill your opponent. There is a rules question that is in question here- does yawgmoth's will remove itself from the game. If not, this deck is even more broken than I could have imagined. Sneaky Avatar 4 Sneak Attack 4 Serra Avatar 4 Fling 2 Worthy Cause 3 Wall of Essence 4 Shock 3 Wrath of God 3 Disenchant 4 Scorcia Wurm 3 Monk Idealist 3 Rememberance 1 Pandamoneum 2 Faultline 11 Plains 8 Mountains This deck is pretty straight forward. Use shocks and wraths and faultlines and wall of essence to control the board. Then drop many many things with Sneak Attack, a flung Serra Avatar is usually game. Worthy cause and rememberance can mean a lot of life (4(RW2) mana for every serra avatar and buyback to gain 20 life!!!) Wall of Junk may be a good addition, this is still in development, but even like this it beat other decks more consistanly than a similar deck, pandadread. No 4 Wrath of God 3 Pasifism 2 Spirit Link 2 Catastrophe 3 Disenchant 4 Counterspell 4 Mana Leak 4 Power Sink 3 Dismiss 3 Evacuation 2 Whisper's of the Muse 2 Nevinyrral's Disk 2 Millstone 2 Grindstone 4 Adarkar wastes 4 Thalkos Lowlands 8 Islands 6 Plains This is control, as it was originally played. On turn 4 the game is over. There are 11 Wrath of God or equivilant cards. 5 targeted creature control cards. 15 Counter Spells. 3 Artifact Enchantment Removal, 2 Drawing Agents, 4 Cards to deck your opponent. And 22 land. This deck moves and keeps going. 6 land and a whisper means game. Again, this deck is in development stages, but beat all the "Decks to beat" on the dojo. The sideboard has hundreds of great options as well. So there all you whiners go. 4 powerful decks. The first three only possible becuase of Urza's Saga, the last one only possible becuase of the leaving of mirvlight. There is another, more powerful deck that I'm taking to states, it will show up here later. Urza's Saga has done two things for magic that I like a lot, number one, made hundreds of new deck types these are just a few, there are many more. Green Sligh is a powerhouse if you look at it for example. And the second, it will make longer games that more depend on the deck than the draw. Of course there will always be luck involved, that's what is fun about it. Some people have good luck, some had bad luck, and some make their own luck (cheaters). But I think this will take some of the luck out of it. BTW there are now at least 13 different 1st turn kills in type two. None of which are at a higer percentage than 27 of drawing it. Thought you would like to know. BTW, LOOK AGAIN AT WAYLAY ALL YOU PEOPLE THAT SAY IT SUCKS AND COMPARE IT TO BALL LIGHTNING!!! ITS ALMOST THE SAME GODDAMN THING AND IS BETTER IN MOST SITUATIONS!!! IT IS ONE OF THE BEST CARDS IN THE SET. sorry, just had to get that out. Benj Hamilton inventor of Verdarydageddon and the first person to win a tournament with Natural Order or at least the first one to post a tournament report about it. Hamilton@Graceland.edu please write me I love mail. Member of Team Rizzou!!!