Subject: PropaGeddon Date: Thu, 4 Dec 1997 21:22:26 -0500 From: "Crovax" To: Hey Frank, and Team Rogue, this is a version of the PropaOrb deck that I came up with, and I am looking for serious critique of it...It doesn't have a lot of differences from other Propaganda based decks, however I use Armageddon rather than Winter Orb as it cannot be Disenchanted/Aura of Silenced and if I'm not using the Winter Orb, I will not be scared to tap most of my lands, as I will get to untap them all, and I can have a greater chance of casting an Armageddon and have the mana to back it up with a Counterspell. The only damage sources are the Thumbscrews, and thusly the must be protected at all costs. The lone Aura of Silence is a meta-game move against other Propaganda based decks, so if you're in an area still unaffected by PropaOrb/Steel Curtin decks, it can be dropped for something more useful, if red is big, go for a main board Chill, etc... OK, drum roll please: PropaOrb (my version) PropaGeddon (my creation) 4 Propaganda 4 Propaganda 3 Wrath of God 4 Wrath of God 4 Winter Orb 4 Armageddon 2 Static Orb 1 Feldon's Cane 2 Thumbscrews 3 Thumbscrews 4 Counterspell 4 Counterspell 3 Power Sink 4 Power Sink 2 Rainbow Efreet 1 Aura of Silence 3 Gerrard's Wisdom 3 Gerrard's Wisdom 1 Pendrell Mists 1 Pendrell Mists 4 Impulse 4 Impulse 2 Gaea's Blessing 2 Disenchant 1 Sylvan Library 2 Gemstone Mine 1 Mirri's Guile 2 Undiscovered Paradise 2 Disenchant 3 Thalakos Lowlands 1 Spirit Mirror 2 Ghost Town 2 Reflecting Pool 8 Island 1 Gemstone Mine 8 Plains 4 Plains 5 Island 3 Vec Townships 3 Thalakos Lowlands 4 Undiscovered Paradise Ok, as you can all see, there isn't a whole lot of difference, but I believe that the lack of creatures in the PropaGeddon deck will help in leaving a lot of dead cards in your opponents hands. The Ghost Towns are in the PropaGeddon deck because they are useful under Winter Orbs in other decks, they can return to help prevent a land screw after an Armageddon, and they can return at the end of your opponents turn to ensure the 1 damage from the Thumbscrews. I have yet to play PropaGeddon against anyone by way of Apprentice, but I have played a very similar version in real life, and it is very potent, although the Feldon's Cane is almost always necessary against other Counter/Control decks...I hope this deck will help dispel most peoples misconceptions that Counter/Control decks are too slow to play in the current Type II environment. Comments (but not flames please) and critiques are encouraged. check ya later, Jarrod "Crovax" Piccioni crovax@generation.net