1 Avalanche Riders
1 Pyroclasm
3 Magnivore
2 Cryoclasm
4 Stone Rain
4 Ancestral Vision
4 Compulsive Research
4 Sleight of Hand
4 Remand
3 Spell Snare
3 Wildfire
4 Boomerang
4 Shivan Reef
4 Steam Vents
10 Islands
5 Mountains
SIDEBOARD
4 Repeal
4 Annex
4 Volcanic Hammer
2 Mana Leak
1 Commandeer |
 Vore
2006.
Description of deck by Frank Karsten
(quoted):
Ah, good old Magnivore. As long as you can
still get the god draw of turn 2 Boomerang, turn 3 Stone Rain, people
will keep on playing you. There haven’t been many changes to the Vore
deck that was reasonable popular in the last Standard season. The plan
is still to use sorcery land destruction and Wildfire to keep the
opponent low on lands, thereby keeping him from casting any spells.
Eventually a Magnivore the size of a Polar Kraken – the deck plays that
many sorceries - comes down to end it all.
Cryoclasm has found its way into many maindecks, because
about 98% of the decks in Standard either play Plains or Islands.
Avalanche Riders and Ancestral Visions are also relatively new features.
If this deck wins the die roll and gets a turn 3 land destruction card, it
should win most of the time. But even if that perfect draw doesn’t show
up, Magnivore can play a good game and the high amount of card drawing
will make sure the land destruction will keep on flowing. Vore has a good
matchup against basically any control decks with fragile mana bases and
expensive win conditions. It fares less well when paired against a turn 1
Kird Ape or Savannah Lions, but it can still put up a good fight,
especially after sideboard when the anti-aggro suite (Repeal, Volcanic
Hammer, etcetera) comes in.
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