Lands:
18 Plains
4 Ancient Tomb
Creatures:
4 Razor Golem
4 Mother Of Runes
4 Samurai Of The Pale Curtain
4 Silver Knight
4 Isamaru, Hound Of Konda
Other Spells:
3 Mask Of Memory
4 Orim's Chant
4 Swords To Plowshares
3 Umezawa's Jitte
4 Cataclysm
SIDEBOARD:
4 Tormod's Crypt
4 Glowrider
3 Disenchant
4 Mana Tithe |
Legacy
LITE White Weenie.
Description of deck by it's author
(quoted):
This deck has a very efficient mana curve:
sixteen spells that cost one, fourteen that cost two, four that cost
three, and four that cost four, although the Cataclysms can also be cast
on turn 3 with Ancient Tomb. The equip costs of one and two are also
relevant when planning your curve.
The basic strategy of this deck is to set up a fast
offense with a creature on turn 1 or 2, a piece of equipment on turn 2 or
3 (maybe even equipping it), and then cast Cataclysm to semi-reset the
board around turn 4. Following that, the deck just abuses the efficiency
of the creature / equipment combo to overcome your opponent's remaining
permanents. This is a pretty strong strategy when Cataclysm resolves.
Against most decks, casting Cataclysm as soon as you are
able will wreck their manabase and remove the advantage they have been
building up over the course of the game in terms of color-fixing and
creature offenses. With only one creature left on the board, they are
unlikely to be a match in combat for your creature plus the equipment you
have cast. Playing from this position is heavily in your favor and will
generate an even bigger advantage.
Turn 3 is the turn that requires the most decision
making, because there is only one actual three drop, Razor Golem. You will
have many options on how to spend your mana, but by this time you should
know what your opponent is doing. If you are setting up to cast a
Cataclysm, don't put more permanents into play than you have to. The
threats and disruption in the deck work very well together, so using turn
3 to equip your creature and disrupt the opponent with either Swords to
Plowshares or Orim's Chant is the best play in that situation. Another
good play is to cast and equip Mask of Memory, which may end up finding
you a Cataclysm by the end of your next turn (that is an additional four
cards). You can still equip after you cast Cataclysm, but be sure you will
have enough mana to do that.
If you don't have Cataclysm or are not going to cast it
soon, then you should play all of your strongest creatures and begin using
your equipment every turn. Mother of Runes can ensure that your equipment
does the job you want it to, and also protects your offense from removal.
You may also want to consider holding land in your hand
if Cataclysm is a relevant card, because when you draw it and cast it you
will want to recover normally. Typically Cataclysm results in an
unbalanced board position, but against other decks with a low curve and
efficient cards, building your manabase again may be necessary.
Against decks with strong artifacts of their own, you
may not want to cast Cataclysm early in the game. For example, Aether Vial
allows Goblins to continue their strategy much as they would have with the
two or three lands destroyed by Cataclysm. In this case, that extra mana
would have benefited you more. Since your creatures are so good against
them anyway, you should wait to cast Cataclysm until it will significantly
shift the board position in your favor. You are likely to win the game
without it, because your creatures are bigger, have or can get protection
from Red, and are backed up by Swords to Plowshares and Umezawa's Jitte.
Mask of Memory helps you draw you into the cards you
need, but other than that the deck must rely on attacking and blocking to
create card advantage. Against decks where this does not significantly
interact with the opponent's strategy, you will either have to stop early
threats instead of casting your own (Combo), or diversify your threats and
use disruption to force through key cards (Control, Aggro-Control). In
either case, you will have to play your creatures more conservatively.
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