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Lands:
3 Karakas
4 Wasteland
2 Horizon Canopy
4 Rishadan Port
2 Flooded Strand
8 Plains

Creatures:
3 Mangara of Corondor
2 Stonecloaker
4 Flickerwisp
2 Isamaru, Hound of Konda
4 Ethersworn Canonist
2 Jotun Grunt
3 Silver Knight

Other Spells:
4 Aether Vial
3 Oblivion Ring
4 Mana Tithe
4 Swords to Plowshares
2 Umezawa's Jitte

Sideboard:
1 Umezawa's Jitte
2 Tivadar of Thorn
2 Crucible of Worlds
2 Decree of Justice
4 Mishra's Factory
2 Tormod's Crypt
2 Relic of Progenitus

Death and Taxes 2009 (Legacy).

Description of deck by its author (quoted):
This deck is unique in a few ways. It is one of the few versions of D&T that still runs Silver Knight instead of Serra Avenger, and this decision has nothing to do with beating Landstill. Rather, it is simply because I wish to consistently beat Goblins, and having a winnable game one is a large part of that. Sure, you can luck out with the mana denial strategy, and Flickerwisp some opposing Aether Vials long enough to build up enough tempo to win. However, when both decks are performing, the Goblin deck always has superior tempo due to Goblin Lackey and Goblin Warchief. The green men also have superior inevitability due to the sheer number of creatures that Goblin Ringleader and Siege-Gang Commander provide. This means that D&T's best chances game one are with a Silver Knight carrying a Jitte. In this sense, Silver Knight and the sideboarded Tivadar of Thorn are efficient at handling both tempo and inevitability issues.

Most players are happy running Serra Avenger's main, with a Burrenton Forge-Tender/Cataclysm sideboard plan against the goblin menace. That's a perfectly fine way to go, as both of those cards are useful against a variety of decks. I'll even go so far as to admit that Avengers main could be the more accurate choice, as much as I dislike the card. However, the 1/1 nature of the Forge-Tenders makes them vastly inferior at permanently stopping hoards of Piledrivers/Warchiefs than the 2/2 Knights/Tivadars, and the deck's ability to cast a 4cc sorcery in time against a blisteringly fast deck that runs four Rishadan Ports and four Wastelands is less easy than it sounds, and to me it doesn't sound that easy.

Most lists have also stopped including Mana Tithe, which could be a mistake. Even if the opponent plays around this card, the net result is that it slows down the game. For this deck, slower is better. Many opponents don't expect Tithe, or don't want to lose tempo playing around an imagined card, and end up walking game-breaking spells into it. It supplements the deck's general mana denial strategy, making Rishadan Port relevant longer than it has any right to be. Maindeck Tithe also helps shore up the matchup against the combo decks, which have historically been D&T's worst matchup. Rarely does an Iggy player calculate Mana Tithe mana into his Ill-Gotten Gains loop. Even if he does, the time he spends playing around Tithe gives you more time to draw a Canonist, further disrupt his manabase, or simply draw more Tithes. Most D&T lists instead run Orim's Chant in the sideboard, which is little use game one and expected game two. An Ad Nauseam player will usually try to Thoughtseize before going off, making Tithe and Chant roughly equal in a lot of cases.

Both of these disparities, the Knights and the Tithes, have different reasoning behind them, yet I'm using the same bit of theory for both decisions. Whenever I have a deckbuilding problem, I ask myself the following question: "Is this card slot better served with a card that involves tempo, or inevitability?" The decision is made clear with most D&T choices, as the deck's Karakas-Mangara engine supplies infinite inevitability, so most cards should influence tempo in some way. There are other times when the decision is much murkier...

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by Caleb Durward @ www.mtgsalvation.com

WEENIE: Isamaru - Ethersworn Canonist - Mangara of Corondor - Aether Vial [LEGACY]

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