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MDV Featured Article -
Vanguard Decks 'R Us. -
by Cashew - posted 9/15/06 - discuss
here
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Since
its Avatar week and several Vanguard related articles are going around, I
decided to share with you some ideas on how to build a Vanguard deck. To do this
I chose seven interesting avatars and built several decks around each of them.
Since I chose very interesting and unique avatars, you’ll notice that you can do
some power things with them. If you need to know about Vanguard I suggest
checking out this article on it.
If you’re a Timmy or a Johnny you’ll be in love with these
avatars instantly. Spike players will be intrigued in the fact that I’ve taken
several popular decks that already exist and meddled with them to empower them
with an avatar. Not to mention one deck has about a 19% chance to kill a person
on Turn 2. From Astral Slide, Rotlung, Ghost Dad, down to the fast Goblin Tribe
and beefy Gruul Zoo, many existing decks were fleshed out to befit an Avatar's
embrace. But don’t assume we're only working with existing decks, there are
plenty of new original ideas that wouldn’t work without our loveable avatar:

Hand -1, Life -1
Hellbent - If a source you control would deal damage to a
creature or player it deals double that damage to that creature or player
instead.
Hellbent - At the end of your turn, each of your opponents discards
a card. |
Lyzolda's Burning Sensation
Rakdos'
second in command lurks down in Rick Maddi torturing victims and friends alike.
Summoning her onto the field will make your opponent quiver and your own
creatures scream as they begin to die one by one. As an avatar, Lyzolda is
anything but subtle; she goes for the throat and holds nothing back. As far as
the disadvantages of the avatar go we have a few things: -1 to health, -1 to
starting hand, and the abilities require no cards in hand. Well let’s face it,
-1 to health, is nothing. -1 to hand actually helps us in this case, and by
picking her we're pretty much guaranteeing we'll be getting empty handed fast.
So I'd say as long as we're gearing to play her, she is perfectly suited to
destroy our foes.
The reason to play her is for the hellbent abilities. The
first one is a personal Furnace of Rath. This is the big ability, and it’s what
we are gearing up to use. The second ability is that your opponents discard at
the end of your turn. This is a nice ability, but it’s not really necessary, but
entirely useful. That’s the beauty of Lyzolda, so evil and we don’t even really
care.
As far as decks go there are several obvious options to
adopt Lyzolda's play style. We can either play as Rakdos intended and adopt our
Rakdos guild mates like Jagged Poppet, or we can play to discard everyone with
cards like Delirium Skeins and Last Rites, or we can start a death race and see
who wins.
The first deck we'll make to use Lyzolda is a unique burn
deck that essentially runs a race between our burns and their creatures. We’re
going to abandon all defense, expose ourselves to every attack, and go straight
for our jugular. There is nothing more Rakdos than that. To accomplish this we
will use low casting burn spells that are aimed at nothing but the face. Since
we don’t care about anything but extremely fast destruction, we have no care of
the cost.
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Lyzolda's
Burning Sensation.
Vanguard Deck: Lyzolda |
Lands: (18)
4 Barbarian Ring
14 Mountain |
Spells: (42)
4 Chain of Plasma
4 Fiery Temper
4 Firebolt
4 Lava Spike
4 Sonic Seizure
4 Surging Flame
4 Magma Jet
4 Kaervek's Torch
4 Demonfire
4 Howling Mine
2 Chrome Mox |
|
by Cashew |

To play this deck, is different than playing any other burn
deck. We want to hold some cards for our hellbent burns, others we want to cast
to get nearer to hellbent. Unlike other decks, we'll actually use our X spells
early on and use our lower burns when we are hellbent. As a Lyzolda Hellburner
we will never hold back. By Rakdos' will alone we shall prevail.
The burns to cast right away are: Chain of Plasma,
Firebolt, Lava Spike, Magma Jet, Kaervek's Torch. Chain of Plasma can bait them
into burning you back, giving you a free toss away towards hellbent, Firebolt is
useful for its flashback, Lava Spike plain hurts, Magma Jet allows us to scry 2
ahead, and the Kaervek’s Torch is generally Mox food or the last card cast
before we move in on hellbent.
The burns to hold onto for hellbent are Surging Flame,
Demonfire, Sonic Seizure & Fiery Temper. Once we hit hellbent our cards go
insane. Surging Flame has potential for 4-16 damage, Demonfire is a massive
unpreventable burn, and Sonic Seizure and Fiery Temper interact for a 12 point
burn for 2 mana. Barbarian Rings around this time turn into 4 point burns as
well
As you can see from the hellbent numbers alone, our
opponent won't be standing for long. We’ll most likely do 6-8 damage on the road
to hellbent, so we won’t have that much further to go. Howling Mines are thrown
in there for added card draw since we can pretty much play 3+ of our burns on
any given turn. If you don’t like them, Shock is an obvious addition. Do not
under any circumstances add Char, unless you feel like burning yourself for 4.
Also they are discarding at the end of your turn, which as I said, is really
quite minor of a thing for us. This is a fast, easy deck to play, but your
opponents may not like you much afterwards. But hey, isn't that all part of
being a Rakdos?
An Army of Destiny
Now
let’s aim for something else with Lyzolda, let’s even the field by making
everyone hellbent. Why not? If we have zero cards shouldn’t everyone else? It’s
the fair thing to do right? To accomplish mutual hand destruction, we'll be
using cards that force everyone to discard. Think of it as the opposite of an
Owling Mine deck. We have a few obvious choices: Delirium Skeins, Last Rites,
Chain of Smog, Noxious Vapors.
Now we need to choose how to use discarding to our
advantage. The obvious choice is Megrim and the Rack type cads. Madness,
Flashback, and re-animators are also fairly good choices. Since we are playing
Black obviously the next choice is to pick its friend. In this case, it'll Red
and/or Green.
Green offers us a few friendly cards such as Life from the Loam, Roar of the
Wurm, as well as Recollect type cards. Red gives us the full arsenal of the
Rakdos and allows us to make an army, so for now we’ll go with a tri-color deck
- Red, Black, and Green. Our army will be a giant will be composed of graveyard
dwellers and Rakdos’ minions.
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  Lyzolda's
Army of Destiny.
Vanguard Deck: Lyzolda |
Lands (22):
4 Overgrown Tomb
4 Stomping Ground
4 Blood Crypt
4 Swamp
4 Forest
2 Mountain
Creatures (18):
4 Basking Rootwalla
4 Jagged Poppet
3 Sakura Tribe-Elder
3 Rakdos Augermage
2 Anger
2 Brawn |
Spells (20):
4 Roar of the Wurm
4 Delirium Skeins
4 Fiery Temper
4 Life from the Loam
4 Last Rites |
|
by Cashew |
 So
in the end, Red didn't bring much, but the few things it did bring are nice. An
Anger in the grave is a face waiting to be smashed. It's one thing to Roar of
the Wurm on turn 4, but to have it hasted and/or trampling with hellbent double
damage...well that's just evil. Fiery Temper can be a cheap 3 or 6 damage, while
the Jagged Poppet and Augermage keep everyone hellbent like Rakdos willed.
How to play this is dependant on our staring hand, but the ideal play is from
the get go to unleash a full blast Last Rites or a slightly more deviant
Delirium Skeins. Don't be scared to discard, it's what we set out to do, and by
doing so we empower ourselves. The goal is to get both hands down as soon as
possible, stalling to play things out will give your opponent more time to
establish tempo. It should be fairly obvious what to discard in most cases, and
the deck is highly moddable with dredge and reanimation cards replacing cards
you don't have or like. Of course if you see Leyline of the Void drop you'll be
at a serious disadvantage.
Once we establish our hellbent and ruin our opponent’s hand, it’s merely a
matter of getting our creatures out of the graveyard or into play. We have the
advantage though, because they will be able to not play cards, and we’ll do
double damage. This is why it's important that we sacrifice our hand regardless
of the cost, because we will be able to recover from the blow much faster than
our opponent.
Well that's it for Lyzolda. Hopefully you got some ideas on how to use her.
She's perfect for decks like Ire of Kaminari, Rakdos guild decks, and of course
a faster Megrim deck. The most important thing is if you use Lyzolda, is that
you play out your hand as fast as possible. Without hellbent, we might as well
not even be playing with an avatar.

Hand +1, Life -2
Creatures you control have haste.
At the beginning of your upkeep, return a creature you control to its
owner's hand.
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One's Decree
 As
a card, Oni of the Wild Places hasn't seen much play. However when you choose
him as your avatar, you’ll empower any aggro deck into new found heights. By
playing this guy we get +1 to our hand which is very good, -2 to our life which
isn't that bad, and all our creatures get haste. The result of these abilities
all together is it can turn any card into a makeshift Glitterfang or Viashino
Sandstalker, which is both a blessing and a curse. The one difference between
our “Glitterfangs” is that they will return at the beginning our upkeep instead
of the end of our turn.
Because of the timing we can't exploit cards like Spark
Elementals or Ball Lightning, but we can definitely abuse upkeep and untap
costs. The other obvious choice for creatures to return back to our hand is
creatures that do things as they are played. These basic things at a glance
bring several cards to mind: Phyrexian Colossus, Ravenous Rats, Duplicant,
Sheltering Ancient.
To play Oni is to guarantee you play an aggro deck. The
other option is that we play a control – aggro deck that uses things like the
Battlemages. The first style of Oni we're going to go with is exploiting
creatures that unleash abilities as they come into play. There's all kinds of
ways we could do this, but I feel like there's one card that can't be ignored:
Eternal Witness.
The second step is to identify what colors to play. In this
case, we're going with all 5, since every color has something powerful to offer
to us. The basic deck we are creating is a hybrid of a two-headed giant generic
deck. We will be using cards that are essentially fillers to stall and delay
until we hit our win condition. This deck is pricy, so you may find it
unplayable for your needs.
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Oni's
Decree.
Vanguard Deck: Oni of Wild
Places |
Lands (20):
2 Overgrown Tomb
3 Breeding Pool
3 Temple Garden
2 Stomping Ground
2 Mountain
2 Swamp
2 Plains
2 Forest
2 Island
Creatures (20):
4 Eternal Witness
4 Wood Elves
4 Solemn Simulacrum
4 Flametongue Kavu
4 Duplicant |
Spells (20):
4 Gifts Ungiven
4 Allied Strategies
3 Decree of Justice
3 Mirari's Wake
2 Decree of Pain
2 Recollect
2 Reclaim |
|
by Cashew |
This
can be a really hard deck to make if you don't have the cards. Fortunately we
can economize if necessary – Nekrataal is an economy Duplicant, Decree of
Justice can be subbed out for a Storm Herd, Diabolic Tutors or transmutes for
Gifts, Sakura-Tribe Elders for Solemn, etc. The only really important card is
Mirari's Wake as it's one-sided and allows you to play the huge cost of the
spells faster. I guess a Heartbeat of Spring could work if you had to.
Early on Oni will allow you to return Elves and Solemn for more land. As the
game progresses and Wake is kept in play, Duplicants and Kavus will keep down
creatures, until the Decree of Justice finishes the job. Eternal Witness of
course will be the bane of your opponents existence bringing back non-stop the
toolbox cards you need. With Oni of the Wild Places as our avatar, the Storm
Herd or Justice-tokens have haste and will be very difficult to handle without
dieing.
This is an amazing deck for multiplayer and unless your opponent is playing a
weenie speed kill deck can hang 1 v 1.
Wild Goblin Siege
The next deck we'll experiment with is a deck that already
exists as well and is extremely popular by casual gamers and pros alike. If you
like Tribal decks its also a deck you may already have the pieces for, it’s the
goblin tribe.

Sure Goblins are fast and a lot have haste already, but Oni
brings a few things to the table that help to eliminate the goblin drawback - a
board wipe. Oni goblins return to the hand and thus a few cards can keep the
Goblin onslaught going. A goblin onslaught is a horrible thing to face, but with
Oni, we have two onslaughts – one in the hand, the other in the field.
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Wild
Goblin Siege.
Vanguard Deck: Oni of Wild
Places |
Lands (18):
18 Mountain
Creatures (38):
4 Goblin Cohort
4 Goblin King
4 Goblin Ringleader
4 Goblin Warchief
4 Siege-Gang Commander
4 Goblin Grappler
4 Goblin Lackey
4 Goblin Piledriver
3 Goblin Recruiter
3 Goblin Matron |
Spells (4):
4 Brightstone Ritual |
|
by Cashew |

Wow, okay, that's a whole lot of goblins. First thing
you'll notice is usual suspects are gone. There are no goblins with haste, since
all our creatures already have haste, we don't need them. Second thing you'll
notice is we're running light on land, and virtually no spells. This is because
we generally regard land as a bad draw, we need 3 mana to do everything we need
to do.
Our goal is the same as with all goblin decks. We want them
dead before Wrath of God or Evacuation is even playable. However if the dreaded
board wipe does hit, we will always have a Recruiter or Ringleader in our hand.
It’s our insurance policy, and it’s the obvious card to return to our hand. We
also have some new top goblins that normally aren’t that useful.
With every single goblin being hasted here's our new Top 5
Oni Goblins:
5. Goblin Cohort - A 2/2 for 1 mana. Since we always
return a creature, we always have one to cast, so our cohort can almost always
attack. Savannah Lions eat your heart out.
4. Goblin Recruiter - Why draw a mountain after we
have 3 or 4? Let's set up the nastiest casting order we can come up with. Once
we set it up, we’ll return him back to our hand next turn to ensure we can
reorder if the situation changes. For 2 mana, he’s an all powerful draw
organizer.
3. Goblin Warchief - Sure we already have haste, but
we need the less cost to cast. To ensure our Recruiters are doing their job at
economy prices. The more Warchiefs we have out, the more goblins we can cast
each turn.
2. Goblin Ringleader - While normally Ringleaders
mean you'll probably get 1 or 2 goblins, in this case we're most likely
getting 3, and an amazing chance at getting 4. Just as with the Recruiter, we
always want one in our hand, so once we cast one, we’ll return him back on the
next turn. Nothing like a WoG-insurance policy.
1. Goblin Lackey - If he's in your starting hand, you instantly double
your goblin count on turn 1. If you have a Siege-Gang Commander and him in
your starting hand, we’ll have so many goblins that the game will be over as
soon as it started. The sheer power of this guy to accelerate an extremely
fast deck makes him the #1 goblin.
Just
to give you an example of how powerful this goblin deck is, enjoy the following
starting hand:
Mountain – Mountain – Mountain - Goblin Lackey – Seige-Gang Commander – Goblin
Cohort – Goblin Piledriver – Brightstone Ritual
Turn 1:
Goblin Lackey attacks.
Goblin Siege Commander & 3 tokens come into play.
1 Damage Total.
Turn 2:
Draw Ringleader
Goblin Siege Commander returns to hand.
Brightstone Ritual for 4 mana cast the Cohort, Piledriver, Ringleader
Attack for Lackey (1), Cohort (2), 3 Tokens (3), Ringleader (1), Piledriver
(13)
20 Damage total
Put Siege Gang into play again for 3 more tokens.
That’s turn 2. We have done 21 damage if they have no
blockers. Do you see the potential for the Oni Goblins yet? Hopefully not
everyone will bring this to the Vanguard tournament this Saturday.
Oni One More...
Gruul-type Zoo decks are already notorious for how fast the creatures come out
and how big they are. Oni of the Wild Places however brings us to a whole new
level, beyond the obvious ouchiness of haste. There is the simple fact that we
can avoid negative effects of certain creatures with our big red Oni.
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 Wild
Gruul Aggro.
Vanguard Deck: Oni of Wild
Places |
Lands (20):
4 Karplusan Forest
4 Stomping Grounds
6 Forest
6 Mountain
Creatures (28):
4 Goblin Cohort
4 Kird Ape
4 Sheltering Ancient
4 Burning-Tree Shaman
4 Rumbling Slum
4 Cosmic Larva
4 Gruul Guildmage
4 Stoneshaker Shaman |
Spells (12):
4 Pyroclasm
4 Char |
|
by Cashew |

Well here's the thing. It looks like a standard Gruul deck
except a few special things. There are 2 massive cards you don't see played
often: Sheltering Ancient and Cosmic Larva. Due to their horrid upkeeps, most
people stay away from them, however we have no plans on paying any upkeeps
today. Since we can bounce them before we have to pay the upkeep they are our
Glitterfangs and Sandstalkers on crack. Think about it a second and let it sink
in. Sheltering Ancient is a 1G - 5/5 hasted trampler and Cosmic Larva is a RR1
7/6 hasted trampler. Ouch is the only word.
This deck plays differently then Gruul in that your
opponent never knows what to expect. Will you cast creatures to keep or will you
throw a massive trampler into the fold? Once you have 4 mana or more you all of
a sudden begin playing your Gruul creatures along with your trample masses.
The other unique card here is the Stoneshaker Shaman, since
our mana is tied up recasting creatures and throwing down new ones. We force our
opponents to do it as well. This helps keep counter decks at bay and can force a
lot of damage from self-inflicted mana burn.
That does it for Oni of the Wild Places. As you can see he
brings a unique aspect to creature based damage. While an unprepared deck may
see the return to hand aspect as a major downside, good planning can turn it
into something beyond compare. If you're looking to empower your creature aggro
decks look no further than Oni as your Vanguard.

Hand -1, Life +3
Whenever a non-token creature you control deals combat damage to an
opponent, choose a creature card at random from your library, reveal that
card, and put it into your hand. Then shuffle your library.
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Higure the leader of the ninjas is a card that represents
ultimate frustration. As ninjas go, they bounce in and out of play, are hard to
deal with, and Higure keeps them coming and coming. As an avatar, he's
definitely unique, and with planning, extremely powerful. Sure it’s a random
choice, but if there are no bad creatures in the deck there’s no bad random
choice.
The obvious note here is we have to deal combat damage. The easiest method of
course will be to take advantage of evasion on low cost creatures. Since he's
the ninja lord, the first deck we use will be a popular new tribe – ninjas.
Okay, ninjas do what ninjas do. They come in from the early
game evaders, and create a fast tempo for you, while slowing down your
opponent’s tempo. Ninjas are very adept at avoiding damage and keeping opponents
at bay while here every hit is bringing us an effect and a creature. This
non-stop weenie assault will keep the opponent replaying his cards and dealing
with ninja after ninja. The first Ornithopter or Infiltrator making it across is
vital, but after that it's just a matter of flooding him out of cards,
creatures, and the game.
We also have one utility spell at our command – Recoil.
It’s my absolute favorite bounce ever, as it bounces and forces a discard. This
card is useful if he gets up a blocker we need to get around. Bounce it, attack,
return to ninja business. If you don’t like Recoil or the Ronin Warclub, add
whatever you want; the core of our deck is the creature tempo.
Shadowmancer.
Next
up for Higure, we'll experiment with a mechanic many people have loathed, and
which will see a return after Time Spiral hits - Shadow.
While not available in MTGO, you can however take advantage
of it in paper and other online services. The deck premise is simple. If we play
with all shadow creatures, we will most likely be hitting every single turn
every single time, which means we'll be flooding more and more with creatures.
The only thing that can hold us back is our mana. To deal with this we can
either go mono black with Cabal Coffers for acceleration, or go black and white
for the control.
Shadow creatures do have a weakness though – they have absolutely no toughness.
With a 1 toughness a single Goblin Sharpshooter or Screams from Within, can have
a picnic on our army in a single turn. We can either augment with Glorious
Anthems, or just roll the dice that they won't have a wiper. We will however
bring wipe insurance since our army is our sole offense.
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Higure's
Dark Shadow.
Vanguard Deck: Higure |
Lands: (22)
4 Cabal Coffers
18 Swamp
Creatures: (24)
4 Dauthi Ghoul
4 Dauthi Horror
4 Dauthi Marauder
4 Dauthi Mindripper
4 Dauthi Slayer
4 Dauthi Warlord |
Spells: (14)
4 Leyline of the Void
4 Patriarch's Bidding
4 Chainer's Edict
2 Engineered Plague |
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by Cashew |
The deck plays simple, and explodes massively. The chance
of your opponent being able to block your shadow onslaught is low, and if you
drop Coffers down you should be able to play out more creatures than your
opponent can handle after turn 5. Leyline of the Void and Patriarch’s Bidding
will be your anti-Wrath of God, and will also make the discarded creatures (and
you will have to discard due to the sheer amount of creatures you get)
beneficial. Your strategy is to attack non-stop with ever multiplying
unblockable attackers.
Up the Yin Yang...
However, as unsubtle as the Black version is, its rage can
be subdued. A simple Ghostly Prison or Arcane Laboratory can slow your horde of
shadow down. That's the drawback to mono-black shadow. However if we splash
White we all of a sudden double our creature pool as well as getting some
control of our own.
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 Higure's
Yin Yang.
Vanguard Deck: Higure |
Lands: (22)
10 Swamp
4 Tainted Field
4 Godless Shrine
2 Plains
Creatures: (24)
4 Dauthi Ghoul
4 Dauthi Slayer
4 Dauthi Warlord
4 Soltari Champion
4 Soltari Visionary
4 Soltari Foot Solider |
Spells: (14)
4 Vindicate
2 Crime/Punishment
3 Altar's Light
2 Swords to Plowshares
3 Second Sunrise |
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by Cashew |
 It
essentially plays the same as the other deck. Second Sunrise will protect your
board, and you now have 10 ways to handle enchantments and artifacts. What you
gain in control however, you lose in explosive power. Granted you keep laying
down creatures each turn, but you definitely aren't going to be dropping down as
many as you will in mono-black. But that’s the trade off, you trade sheer aggro
driven tempo, for protection of the very same tempo.
That's it for Higure. I gave you two different ideas and 3 different decks to
work off for him. He can empower any creature deck to new heights, but without
some kind of catch may not be able to keep up with the sheer speed of Oni of the
Wild Places in terms of aggression. It’s hard to say who handles aggro decks
better – Oni or Higure, but both bring some definitely advantages to the table.

Hand +0, Life +1
2: Choose a creature you control. It becomes a copy of target creature
except for name. |
It's
hard of what to make of Sakashima. It's a Clone, yet not a Clone, a
Doppelganger, but not quite. The avatar is the same way, any of our creatures
can become any creature on the board, but not really. This has amazing potential
and few limitations. Our hand and life changes aren't anything of note, so as
usual our only concern is the ability itself.
The first concept we'll be working on with Sakashima is a
standard deck that is making rounds casually and in tournaments. Ghazi-Glare.
Why Ghazi-Glare?
The obvious is the sheer amount of creatures that get
created and the amount of mana it has extra. Since Sakashima can affect tokens
and legends, we can do just about whatever we want. With Ghazi-Glare we can
transform the countless tokens into something more viable.
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 Saka-Glare.
Vanguard Deck: Sakashima |
Lands: (22)
2 Vitu-Ghazai, the City-Tree
4 Temple Garden
2 Selesnya Sanctuary
7 Forest
7 Plains
Creatures: (27)
4 Llanowar Elves
4 Wood Elves
4 Civic Wayfinder
4 Selesnya Guildmage
3 Seedborn Muse
2 Verdant Force
2 Plated Slagwurm
2 Yosei, the Morning Star
2 Arashi, the Sky Asunder |
Spells: (11)
3 Seed Spark
3 Glare of Subdual
3 Umezawa's Jitte
2 Congregation at DawnCRIPTION |
|
by Cashew |
This
plays like a Ghazi-Glare deck using Subdual to control as necessary, but where
it differs is that all our tokens are going to become our big boys. Its one
thing to play a Yosei it’s another to play it and clone it 5 times. Because we
can clone legends, since names remain the same, we can have multiple copies of
them. Beyond that, we can transform our tokens into Verdant Forces which create
more tokens, which create more Verdant Forces which … Also Plated Slagwurm can
be copied to make them untargetable, as well as 8/8.
Mana isn't a problem as we have the Lawnmower Elves and 2
different land fetchers. The land fetchers can transform into the Lawnmowers
after they've done their job. While Seedborn Muse assures we have our opponent’s
turn as well to do our transforming. Assuming a good hand we can easily have 6+
mana available for us on turn 4. With such a mana supply it’s only a few turns
before we can start transforming our creatures into juggernauts.
We want an Evolution!
The next way we'll use Sakashima is to take the biomancers of the Simic Guild
and teach them how to really evolve their creatures. By abusing the Graft
mechanic with Sakashima, we'll learn why Graft is to be feared when used
properly.
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 Sakashima's
False Evolution.
Vanguard Deck: Sakashima |
Lands: (22)
4 Breeding Pool
4 Simic Growth Chamber
8 Forest
8 Island
Creatures: (30)
4 Vigean Hydropon
4 Skarrgan Pit-Skulk
4 Silhana Ledgewalker
4 Plaxcaster Frogling
4 Phantom Tiger
4 Cytoplast Root-Kin
4 Vinelasher Kudzu
2 Meloku the Clouded Mirror |
Spells: (8)
4 Temporal Spring
4 Mana Leak |
|
by Cashew |
The
biggest thing about the Simic Guild is that its creatures come into play as
0/0's with +1/+1 counters. Here's the question though. What happens when we
transmute those creatures into non-Simic creatures? We retain the +1/+1 counters
and get the new creatures power and toughness. The obvious abuse situation here
is to transmute the non-combat Vigean Hydropon into something like a Silhana
Ledgewalker for a 6/6 with evasion.
Two other transform choices we have that are interesting
are the Phantom Tiger and the Vinelasher Kudzu. Phantom Tiger will make our
creatures degenerate when hit, but will make them live longer. Kudzu will make
them grow even further whenever a land comes into play. The non-Simic and Simic
creatures you choose are up to you, but you can see how to do it, the key is to
leave open mana to be casting and transmforming. You also can use the
Ledgewalker to abuse the stack. Read up on abusing the stack here:
CV: Sack the Rack on the Stack
Also it’s important to note that we don't have to limit
ourselves to our creatures only. Any creature on the board is fair game. If they
drop a Rumbling Slum, turn our counter hoarding creatures into a Slum with +1/+1
counters.
Bring it On!
The next way we'll abuse Sakashima is to build on two ideas
we've already hit on. The idea we are taking on from the first deck is that we
can transform tokens into token generators creating an exponential explosion of
large creatures. The second idea we will use is that will abuse certain
mechanics to help protect or empower our creatures. The shenanigans that we
enlist here will be beyond compare. We're going to go all over with this one,
but most importantly we're going to bring it.
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Sakashima
Brings it On.
Vanguard Deck: Sakashima |
Land: (24)
2 Temple Garden
2 Overgrown Tomb
2 Breeding Pool
2 Stomping Ground
2 City of Brass
4 Mirrodin's Core
2 Mountain
2 Plains
2 Swamp
2 Island
2 Forest
Creatures: (24)
4 Carven Caryatid
4 Wood Elves
4 Sakura Tribe-Elder
3 Bringer of the Green Dawn
3 Verdant Force
2 Bringer of the Blue Dawn
2 Bringer of the Red Dawn
2 Hazezon Tamar |
Spells: (12)
3 Kodama's Reach
3 Allied Strategies
2 Decree of Pain
2 Wrath of God
2 Akroma's Vengeance |
|
by Cashew |
This
deck is 5 colors with a focus on basic lands and the Forest duals of Ravinca.
The game plan is to accelerate mana early on, and then wipe the board. All our
early casts can chump block or transform later on. Once we get a few cards out
that produce tokens we begin the process of exponentially accelerating creature
production. In other decks, we wanted to preserve our creatures to transform
them up; in this case we want to preserve our life total so we don’t get
annihilated before we even begin to play.
We have 3 different token producers. Bringer of the Green
Dawn creates a single token for us each turn, Verdant Force creates 1 each and
every turn, and Hazezon puts out a ton of tokens. By making our tokens into
their daddies we are amassing a giant army at a mere 2 colorless a piece. The
biggest thing is to survive until we can amass this self replicating force.
Sakashima is a very fun avatar to play with. He has a lot
of tricks up his devious sleeves, and lets face it some of the abuses I showed
you are quite powerful. There is one important thing to remember when playing as
Sakashima. The name is retained on cloned creatures allowing you to skate by the
legend rule. If, for instance, you have 2 Kird Apes and you copy a Yosei with
one Kird Ape it won’t die to the legend rule. However, if you then transform the
other Kird Ape into the Yosei, both of the Kird Apes will die to the legend
rule, but not the original Yosei.
And another final warning about Sakashima, don’t transform
a creature you want to be able to transform back into. If you have a Royal
Assassin and a Craw Wurm and want to make your Assassin beefy, you won’t be able
to transform back into the Assassin unless there’s another Assassin in play.
Even though names are retained, once the card becomes a copy of a card it’s that
card minus the name. So if you try to copy a Royal Assassin that is a copy of a
Craw Wurm, you end up with a Craw Wurm, not an Assassin. Confused yet? Good.

Hand +0, Life -1
At the beginning of the game, choose a creature type. Creatures you
control, creature spells you control, and creature cards you own in any
zone other than in play or on the stack have the chosen type in addition
to their other types. |
Okay, the first thing is - Huh? Are you confused after
reading that? I was at first. It seems to contradict itself. Well it doesn't -
any creature you have anywhere is of the chosen additional type. That means you
have a tribe that is unified despite having possibly nothing in common.
Is your creature ever not of the chosen type? Yes.
1. If it’s removed from the game, it loses the
additional type.
2. If an opponent controls it, it loses the additional type.
3. It’s on the stack as something besides a spell. (for instance
returning to play after an Astral Slide)
The obvious usage of this card is to take advantage of
creature type specific spells such as Goblin King and Soulless One on non-tribe
creatures. This is the obvious and best idea as well. So basically the plan will
be to find a good tribe and augment it with non-tribe cards. The obvious tribes
are goblins, elves, and zombies. However, these tribes don’t really need much
help. They are quite capable on their own, without support.
The tribe we will empower instead of zombies will be
clerics, because they are strong, but they could always use a boost. However,
instead of augmenting them with non-cleric cards, we’re going to use the
standard cleric fare. That’s right we’re playing clerics, naming the cleric
tribe, and playing almost entirely cleric cards. Seems like a waste? Watch and
see.
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 Seshiro's
Dark Alliance.
Vanguard Deck: Seshiro |
Land: (18)
4 Tainted Field
4 Godless Shrine
6 Swamp
2 Plains
2 Starlight Sanctum
Creatures: (30)
4 Akroma's Devoted
4 Dark Supplicant
4 Eternal Dragon
4 Noble Templar
4 Rotlung Reanimator
4 Twisted Abomination
4 Weathered Wayfarer
2 Scion of Darkness |
Spells: (12)
4 Patriarch's Bidding
2 Decree of Pain
2 Decree of Justice |
|
by Cashew |
First
off, I know what you're saying; this looks like pretty standard cleric tribe.
However, I said we were going to empower it, not revolutionize it. By choosing
cleric as our type we have a few key things happen:
1. Rotlung Reanimator creates zombie clerics
2. All our cycle creatures are clerics in the yard.
3. Any card Scion of Darkness brings to us is a cleric
So now, if a Rotlung token dies it comes back as another
token. If we have 2 Rotlungs out, we get 2 tokens. Rotlung was a pain before,
now it's a truly unstoppable force. The second play style we are doing is we are
cycling a lot. This is to load our graveyard and mana accelerate. Why? We want
to Decree and we want to use Patriarch’s Bidding. Since everything we have a
cleric, everything comes back when we choose cleric, this means the Eternal
Dragon, Scion of Darkness, and Twisted Abomination as well. Choosing cleric
still sound stupid?
This is another deck that can be modded as you deem necessary. If you have a
favorite cleric that didn't make it there are obvious choices to replace. You
can also bring in other things that aren't clerics, and still have them be
clerics if you really want. The biggest card to make the deck nasty is Rotlung
Reanimator, without it we lose a lot of the appeal clerics and Seshiro Avatar
bring each other.
Flux Capacitor...
Now we will revolutionize a deck, but we're going to start where we just came
from. There was a powerful thing about the cleric tribe that we will bring to
our new tribe - The cycling into the graveyard. We’re going to draw cards, we’re
going to get lots of mana, and we’re going to have a massive creature filled
graveyard. We’re also going to do it for free with Fluctuator.

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  Seshiro's
Fluctuation.
Vanguard Deck: Seshiro |
Lands: (20)
4 Blood Crypt
4 Godless Shrine
4 Swamp
4 Watery Grave
4 Overgrown Tomb
Creatures: (32)
4 Chartooth Cougar
4 Elvish Aberration
4 Eternal Dragon
4 Macetail Hystrodon
4 Noble Templar
4 Scion of Darkness
4 Shoreline Ranger
4 Twisted Abomination |
Spells: (8)
4 Patriarch’s Bidding
4 Fluctuator |
|
by Cashew |
The
first thing you'll notice is we're relying on two cards. Fluctuator and
Patriarch’s Bidding to make our deck explode. Do we absolutely have to have
them? No, but it'll be a battle without them. It's very important to pray that
they aren't Cranial Extract or Meddling Mage them out of play. If we do lose
Fluctuator and Patriarch’s Bidding, you’ll have to hard cast the creatures.
When the deck does work it works fast and hard. Once
Fluctuator is down, we can essentially cycle straight into a Bidding and cast it
almost immediately. The tribe you choose is up to you, because it doesn’t
matter. We just want them unified as a single tribe for the Bidding, and the
Bidding alone. So choose chicken or sheep for hilarity if you want.
The dual lands aren't necessary, but are helpful since you
really need to get 2 Black mana to cast Bidding. So keep that in mind when you
start economizing your deck. If you go 4 of each basic land you risk getting
stuck with no Swamps. So the more Black producers you remove, the more you risky
not being able to bid.
Beastly Seshiro.
The last way we'll use Seshiro is to empower one of the
weakest tribes. We won't be playing as the tribe, but instead using cards
associated with it to go insane. The tribe we will use are the beasts. Beasts
have been used to some success in the past, however they lack anything but girth
and generally are too slow to be completive.
Since we are going beasts, it’s important to choose the
right colors - Red and Green. Even though we won't use a whole lot of beasts, we
will need their enable cards to make our new Meta-Tribe work. By playing outside
of the tribe we will hope speed up the beasts and give them the speed and
ability they are lacking.
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 Seshiro's
Beasts.
Vanguard Deck: Seshiro |
Lands: (21)
3 Contested Cliffs
4 Stomping Grounds
4 Karplusan Forest
5 Forest
5 Mountain
Creatures: (24)
4 Krosan Warchief
4 Wirewood Savage
4 Ravenous Baloth
4 Llanowar Elves
3 Eternal Witness
2 Canopy Crawler
2 Horned Kavu
2 Ulshtat, the Hate Seed
2 Arashi, the Sky Asunder |
Spells: (13)
3 Aether Charge
3 One Dozen Eyes
2 Savage Twister
2 Firecat Blitz
2 Words of Wilding |
|
by Cashew |
What
can I say about this deck besides it should appeal to Johnny players. It's a
giant combo. Every card interacts with another in some way, there are very few
"just for the heck of it"s. Imagine the power of Words of Wilding and Wirewood
Savage. You can create as many 2/2 beasts for each mana you have. If you have
Aether Flash you're nuking for 4 damage each and every single time you put one
of them into play.
Ulasht, Firecat Blitz, and One Dozen Eyes are beast makers
that also act as massive nukes and card draws with the right cards out. Baloth
can eat any creature, any time for 4 life. How do beasts look now? They're
leaner, they're faster, and they're definitely meaner. It'll definitely surprise
anyone it encounters, and if any one of the combos goes off your opponent will
be decimated before they can react.
Well that's it for Seshiro, there are a few other things I
didn't cover, but use your imagination, you've seen the potential to put
existing tribes into overdrive, create a meta-tribe, and to empower a weaker
tribe. There is one tribe I would like to cover, but I'm afraid I wouldn't give
it justice. Imagine slivers and spikes unified. Shiver. Hold yourself, and try
to make the nastiest sliver-spike deck you can.

Hand +0, Life -3
Pay 1 Life: You may play target creature card in your graveyard this
turn.
Whenever you play a creature card from your graveyard, it becomes a black
Zombie Knight.
If a Zombie Knight would be put into your graveyard from play, remove it
from the game instead.
|
When Coldsnap came out, people looked for decent cards in
the mix, many agreed the most interesting and perhaps useful card was Haakon. He
took an already popular creature type and made it much more interesting. The
trick of course was getting him into the graveyard. While playing as Haakon, we
have a distinct advantage. All our creatures have two lives before dieing, and
we don’t have to get Haakon into the graveyard.
There is a -3 to life and to play a graveyard creature
costs a life, so our life total will dip low very fast. This is something we
haven’t had to consider before, but will take into account now. The hand is the
same, and the ability is powerful, so lets try to figure something out. The
first thing we want to do is figure out how we can abuse the double life,
besides the general annoyance of recursion.
The first way we’ll attempt to use Haakon is by using
creatures that tend to kill themselves. They are generally cheap, fun, and have
powerful effects since the cost is their own life. However, there is a deck
doing that right now. So here we go:
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 Haakon
Daddy.
Vanguard Deck: Haakon |
Land: (22)
4 Godless Shrine
1 Eiganjo Castle
1 Shizo, Death’s Storehouse
6 Swamp
6 Plains
2 Orzhov Basilica
Creatures: (27)
4 Dark Confidant
3 Thief of Hope
3 Soul Warden
3 Nantuko Husk
3 Tallowisp
3 Kami of Ancient Law
3 Plagued Rusalka
3 Ghost Council of Orzhova
2 Teysa, Orzhov Scion |
Spells: (11)
4 Pillory of the Sleepless
4 Sickening Shoal
3 Otherworldly Journey |
|
by Cashew |
Okay,
what we have here is the first really standard legal deck I’ve offered you. This
means it can be empowered by extended cards if you choose such as Sengir
Autocrat. However, it is a fusion of Nantuko Husk and Ghost Dad. The reason for
this is, with all the sacrificing we are doing, and with Haakon’s recursion of
creatures, there is ample food.
We have a major concern though. Our ability costs us a life
and we’re already starting at 17. Add in Bob’s hits, and we need the extra life
gain. Soul Warden, Thief of Hope, and Ghost Council will help with this, but if
you find this gradual death tick too much, remove Dark Confidant and move in
Belfry Spirit.
Scourge or what?
The next deck we will take advantage of is a mill deck.
Since we can return from the graveyard all of our creatures essentially have
flashback. We are going to do some very hard and very furious milling on both
sides. This will frustrate our opponent, but for us, we’ll have the smile of a
long dead zombie knight.
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  Haakon,
Deck Scourge.
Vanguard Deck: Haakon |
Lands: (20)
3 Breeding Pool
3 Overgrown Tomb
4 Watery Grave
4 Forest
4 Mirrodin’s Core
1 Swamp
1 Island
Creatures: (23)
4 Dreamborn Muse
4 Birds of Paradise
3 Vulturous Zombie
3 Guiltfeeder
3 Eternal Witness
3 Moriok Scavenger
1 Loaming Shaman
1 Wonder
1 Brawn |
Spells: (17)
4 Mesmeric Orb
3 Roar of the Wurm
3 Kodama’s Reach
2 Gifts Ungiven
3 Life from the Loam
1 Recollect
1 Restock |
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by Cashew |
Here's
the thing: we want to get Mesmeric Orb and Dreamborn Muse out as soon as
possible.
Once these are in play, our graveyard accelerates and we
have so much tempo they won’t be able to keep up. Eternal Witness, Moriok
Scavengers, and Loaming Shaman give us the ultimate in protection and retrieval.
We have two ways to kill, either they mill out, which will be fast with multiple
Muses and Orbs, or our Vulturous Zombie returns from the dead to grow to massive
proportions.
The last deck we’ll have is inspired by none other than
Michael Jackson himself. It's thriller time.
Who likes zombies dancing? I know I do. It's hilarious.
So I bring you:
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 The
Haakon Slide.
Vanguard Deck: Haakon |
Lands: (24)
4 Forgotten Cave
4 Secluded Steppe
4 Sacred Foundry
6 Plains
6 Mountain
Creatures: (18)
4 Eternal Dragon
4 Exalted Angel
4 Noble Templar
2 Krosan Colossus
2 Silent Specter |
Spells: (18)
4 Astral Slide
4 Lightning Rift
4 Renewed Faith
3 Slice and Dice
2 Starstorm
1 Decree of Justice |
|
by Cashew |
It's
basically an Astral Slide deck that focuses more on creature cycles than other
cycle spells. By putting cycling creatures into the yard, we can easily cast
them when we have the mana. Also, a nifty part of Astral Slide is that we can
use it on our own creatures to wipe away that nasty zombie knight status that
would otherwise erase them from existence on death.
Hence the Haakon Slide. We're dancing around the negative
aspects of Haakon using a fun deck many already play. If anything, you can take
out the Krosan Colossus and Silent Specter to swap in Akroma’s Vengeance and
Wrath of God.

Hand -1, Life +8
At the beginning of your upkeep, exchange control of a permanent you
control chosen at random and a permanent target opponent controls chosen
at random. |
Okay, the final avatar we will play with is the weirdest,
and as such we'll build the weirdest deck we can around it. The hand size is
only 6 which hurts, but we get 28 life which is going to be very useful. The
deck I will share with you for Karona takes her essence and makes it true - a
confused lost being not knowing what or who she is; we will bring her forth into
the world as this truly confused being.
I'll be very honest: we're not playing to win. We're
playing to laugh. We're playing to frustrate and confuse everyone even
ourselves. This is best if we bring it to a FFA deck to maximize the chaos
Karona brings. We want everyone to hate us, because that's what makes Karona
fun, the sheer inability to accomplish anything. The utter chaos.
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 Karona's
Mindset.
Vanguard Deck: Karona |
Lands: (20)
4 Gruul Turf
4 Stomping Ground
6 Forest
6 Mountain
Creatures: (12)
3 Sakura-Tribe Elder
3 Carven Caryatid
3 Traproot Kami
3 Glitterfang |
Spells: (28)
4 Seething Song
4 Culling Scales
4 Confusion in the Ranks
4 Kodama's Reach
3 Warp World
3 Timesifter
3 Grip of Chaos
3 Teferi's Puzzle Box |
|
by Cashew |
As you can see nothing is safe in this deck. We're going to
keep hands constantly changing, permanents dying randomly, targets changing
non-stop, and creatures swapping around. We're even going to attack the turn
order itself. There are no calculated plans against or in this deck, merely
rolls of the dice. You may do what you wanted, or you may end up doing something
completely opposite.
And that's how Karona likes it. Unable to grip what exactly she is, we're going
to share that frustration with everyone else. Sure we'll be targeted hard in any
game we play, but we'll go out with a smile on our face knowing everyone was
unhappy with us being there. You can try to make Karona a powerhouse avatar if
you want, but it's just not as fun.
That
does it for the Vanguard decks. Hopefully you see some basic and advanced ways
to use the Avatars to your advantage. I only covered 7 of the avatars. There are
so many more out there, and each new set gives us 2 more. I look forward to
seeing the results of the Vanguard tournament - someone play my Oni Goblins for
me as I’ll be out of town, I'm interested if anything can stop them.
P.S. Don't forget to sign up for the Vanguard Tournament
being held this Saturday. Linked to the right.
~Cashew~
You can discuss this article in the MDV forums
here.
Articles
Spotlights from 2006
The Games People Play - Tactical Magic. If I worked at R&D The Beginner’s Guide to Rogue Druid Week Primer Opting In: Ravnica MDV Idol: Finale! Avatar Week Primer Delusions of Mediocrity: Getting Stuffy in Here. Raiding Ravnica: Guildmages and You! Lands-More than Mana: Part One
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