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MDV Featured Article:
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MDV Featured Article - A Call Back to Vanguard: Part 3. - by Luthervamplord - posted 11/2/06 - discuss here

The third installment is here my friends! Did you miss me? No, well never mind then; let's get on with the decks!

Mishra

Hand Mod: +0
Life Mod: -3
Ability: Double all damage dealt by creatures you control.

And the award for beatdown king goes to: Mishra! This is double strike for free, and best of all: It stacks with double strike! Ladies and gentlemen, we are about to embark on the quest of a lifetime. To make ridicules amounts of damage in the name of fun! Pump and double strike are even more powerful, and even weenies can do some real damage at last!

 

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Pain, Boros Style!
Vanguard Deck

Lands
8 Plain
8 Mountain
4 Battlefield Forge

Creatures
4 Boros Guildmage
4 Boros Swiftblade
4 Skyknight Legionnaire
2 Razia, Boros Archangel
2 Agrus Kos, Wojek Veteran
4 Beloved Chaplain
Others
4 Boros Signet
2 Ruby Medallion
2 Pearl Medallion
4 Vigilance
4 Cage of Hands
4 Faith's Fetters
by Luthervamplord

Without the ability on the vanguard card, this deck can rack up the damage very quickly, thanks to the shared abilities. But with the vanguard card, the damage this deck can deal is kicked into overdrive. In total, all creatures can potentially have: Protection from creatures, double strike, haste & flying. So just ensure that you lay creatures fast and you’ll soon have the superior army. See, it pays to go through all that standard army training!

Multani

Hand Mod: -3
Life Mod: -2
Ability: All creatures you control get +X/+0, where X is the number of cards in your hand.

Variable pump for all your creatures; where was this guy when we built the Gerrard deck hey? Anyway, we need cards in hand to make this guy work. And now I think about it, there are a few creatures that take advantage of your hand size as well; either to improve their stats or to give them abilities.

 

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Big Hand; Much Pain.
Vanguard Deck

Lands
8 Forest
8 Mountain
4 Stomping Grounds

Creatures
4 Birds of Paradise
4 Riptide Director
3 Maro
4 Archivist
3 Masumaro, First to Live
2 Graceful Adept
Others
4 Train of Thought
4 Inner Calm, Outer Strength
4 Heartbeat of Spring
4 Exploration
2 Spellbook
2 Primal Rage
by Luthervamplord

The idea is really simple, put out some creatures, accumulate a large hand then swing with big tramplers. Simple really; as beatdown decks should be! You’ll notice a far amount of mana accelerant in this deck, mainly because your big creatures cost a fair amount; so to keep in the game you need to play out your mana sources soon. A friend pointed out to me that this deck could easily have up to five mana out on turn two, allowing you to swing out a Maro on turn three. And with hand size pump and a mass card pull system with the wizards you have, you’re going to hit hard. Primal rage is the icing on the cake, giving all your big creatures trample for the sake of two mana.

Oracle

Hand Mod: +1
Life Mod: +9
Ability: You may untap any attacking creatures you control and remove them from combat.

Combat will never, ever be a problem to us thanks to this ability. But how do we use this ability to our advantage? We need abilities that trigger when your creatures attack, but doesn’t rely on the creature actually finishing the attack. This leaves us with very few cards indeed, and only two of them are really of any use. This restricts us but still allows us to play an interesting deck.

 

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Foxes, We Like Foxes.
Vanguard Deck

Lands
17 Plain
3 Mountain

Creatures
2 Patron of the Kitsune
2 Eight-and-a-Half-Tails
2 Sensei Golden-Tail
3 Kitsune Blademaster
2 Rune-Tail, Kitsune Ascendant
2 Opal-Eye, Konda's Yojimbo
3 Silverstorm Samurai
3 Kitsune Mystic
Others
2 Righteous Cause
3 Test of Endurance
3 Serra's Blessing
3 Call to Glory
3 Ethereal Haze
3 Chant of Vitu-Ghazi
4 Seize the Day
by Luthervamplord

Yes, another test of endurance deck; but with a foxy flavour! (I apologize for that joke). The two key cards that we take advantage of are Righteous Cause and Patron of the Kitsune, as by the unique wording on them; the creature need only attack, but doesn’t need to complete that attack for the benefit to happen. But you don’t think that’s all this deck has to offer you, oh no. With the ever present Eight-and-a-half tails and Kitsune Mystic combo, you gain an extreme amount of life each turn; and thanks to Rune-Tail you can keep your creatures safe from all damage that comes their way. Even if you can’t get the creatures out, you have ethereal hazes to halt the opponents’ onslaught and the chant works wonders in the late game.

Orim

Hand Mod: +0
Life Mod: +12
Ability: All creatures you control may block as though they have flying.

Basically this turns all your creatures into spiders, blocking flying beasties without actually flying themselves. This ability is probably the weakest one you will find on a vanguard card; which is reflected in the life bonus. So we are going to ignore the ability all together, lets make us of that life total. Seeing as we’ve already had two test of endurance decks, it would be boring to create a new one; Time for something new!

 

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Bringers Cost Life.
Vanguard Deck

Lands
4 City of Brass
4 Adarkar Wastes
4 Brushland
4 Caves of Koilos
4 Karplusan Forest

Creatures
4 Bringer of the Black Dawn
3 Bringer of the Blue Dawn
3 Bringer of the Green Dawn
3 Bringer of the Red Dawn
3 Bringer of the White Dawn
4 Birds of Paradise
Others
4 Exploration
4 Lotus Petal
4 Coat of Arms
4 Pack Hunt
4 Leyline of Lifeforce
by Luthervamplord

With such a nice, big life total we can afford to spend a little to get what we want; and what we want is Bringers. This deck can drop a bringer on turn one, but the chances of that happening are slim. But you will drop a bringer before turn five, which is pretty much certain with 28 mana sources in this deck. A nice early drop is either the black or blue Bringer, as they will allow you to get through your deck fairly quickly. In fact, all the Bringers have something cool they bring to the deck, guess that’s why they’re called Bringers! (Another poor joke, sorry). But say you have the green Bringer out and you want another one; just hit him with a pack hunt! You now hold all three copies in your hand and if you have the mana base, you can probably drop one of them straight off. Just as a little garnish, I decided to drop the coats into this deck; it just seemed right somehow!

Rofellos

Hand Mod: -2
Life Mod: +4
Ability: Whenever a creature you control is put into the graveyard from play, draw a card.

Now that’s the card fecundity wishes it was; card draw for me when my creatures die. And what better way to get them to die then to sacrifice them, why wait on your opponent to get the job started?!

 

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Dead Knowledge.
Vanguard Deck

Lands
8 Plain
8 Mountain
4 Island

Creatures
4 Crimson Kobolds
4 Crookshank Kobolds
4 Kobolds of Kher Keep
4 Ornithopter
4 Shield Sphere
2 Tomorrow, Azami's Familiar
Others
4 Enduring Renewal
4 Goblin Bombardment
3 False Defeat
3 Panoptic Mirror
4 Lotus Petal
by Luthervamplord

Yes people, it’s a fruity pebbles deck! But this one has a unique twist in the form of Tomorrow; he allows you to overcome the capped drawing system enduring renewal places upon you as he replaces ‘Draw’ with ‘Put into your hand’. To top it off, he allows you to look at the top three cards and choose which one you want! So search out those free drop creatures and kill you opponent in double quick time!

Selenia

Hand Mod: +1
Life Mod: +7
Ability: Attacking doesn’t cause creatures you control to tap.

Non-key worded vigilance; there is importance it the difference. But the main point to remember is that our creatures can attack and block every time unless tapped down by an effect such as Nature’s Will or Twiddle. People, here comes another white deck!

 

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Hold the Line.
Vanguard Deck

Lands
20 Plain

Creatures
4 Bushi Tenderfoot
4 Honor Guard
4 Soul Warden
4 Beloved Chaplain
4 Capashen Knight
Others
4 Castle
4 Sword of the Paruns
4 Glorious Anthem
3 Knighthood
3 Noble Stand
2 Hold the Line
by Luthervamplord

The name says it all really, hold the line. With forever vigilant creatures, you can poke at the enemy will keeping yourself safe. The fact you are untapped doesn’t go unrewarded either, with castles and the sword improving your toughness, you should be able to hold most things back. But say you want a little extra punch, just pay three mana to tap the creature equipped with the sword(s) and hey presto! Also as a side note, it is far easier in this deck to flip Bushi than you would be led to believe, trust me.

Serra

Hand Mod: +1
Life Mod: +1
Ability: Creature you control get +0/+2.

Well it’s obvious this card favours the defensive player, no two which ways about it really. And what’s more defensive than a wall? Right, not much! But the problem with walls is that they don’t attack, how do you kill an enemy when your creatures don’t attack?

 

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Crashing Wall.
Vanguard Deck

Lands
15 Plain
5 Mountain

Creatures
4 Wall of Hope
4 Angelic Wall
4 Wall of Essence
4 Wall of Glare
4 Sunweb
2 Mannichi, the Fevered Dream
Others
4 Coat of Arms
4 Rolling Stones
4 Heart of Light
2 Castle
4 Goblin War Drums
by Luthervamplord

Run; it’s a….wall? Actually, the walls in this deck get big and will eventually pounce across the field at an astonished opponent. And nice little combo is heart of light and wall of glare. You opponent will never get an attack through on land, but should he decide they want to go by air, our friend the sunweb will deal with them. So why do we have a little used spirit from Kamigawa in the deck you ask? Well switch the power and toughness of your walls and watch what happens.

Sidar Kondo

Hand Mod: -1
Life Mod: +12
Ability: 3:Target creature gets +3/+3 until end of turn.

We have pump my friends, we have pump. It seems to me that most of these vanguard cards steer towards the realm of beatdown; which is okay by me! So we want a beatdown deck that takes advantage of inbuilt, instant speed pump ability. Okay then, let’s do this!

 

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Bouncing, Pumping God.
Vanguard Deck

Lands
4 Brushland
8 Plain
8 Forest

Creatures
4 Hikari, Twilight Guardian
4 Eternal Witness
4 Sakura-Tribe Elder
4 Carven Caryatid
4 Striped Bears

Others
4 Isochron Scepter
4 Otherworldly Journey
4 Ghostway
4 Natural Selection
4 Enlightened Tutor
by Luthervamplord

Why does this deck benefit from pump? Because you only get to hit every once in a while, so you need to make it count. And if anyone does recognize the deck, it is a hybrid version of a popular deck in standard around the time of Fifth Dawn known as bouncing god. When the deck managed to get all its playing pieces on the field, you had instant board control due to a recycling wrath of god engine. By using Otherworldly journey whilst a witness and Hikari were in play, you made the board clear for a wrath, only to have the wrath returned to you when the witness returned (I love that card!). The problem the deck suffered was that it had to waste two turns to deal four damage, not a good trade-off for a deck in standard at the time. But with our inbuilt pump, that problem is a thing of the past.


We'll take another little break here people; don't want to get too ahead of those late comer's now do we? You do, well then I need tea; so come back next time and I'll finish what I started. Till next time people, this is Luthervamplord; signing off.

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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