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We will be looking at three versions here. The first is a bit out of date since most of the decks it is geared to beat are dead. The second is more reliable and more
criticized. But then so is the archetype altogether. The third I believe is the most solid all around,
employing more strategies than ever before, but also making all the strategies
more reliable and stabilizing the manabase a little.
Domain (61; 15)
4 Worldly Counsel
4 Harrow
3 Vampiric Tutor
1 Mirari
1 Mirari's Wake
2 Pernicious Deed
3 Global Ruin
3 Burning Wish
2 Collective Restraint
1 Overgrown Estate
4 Evasive Action
4 Mana Leak
2 Cunning Wish
2 Moment's Peace
1 Sterling Grove
3 City of Brass
1 Bloodstained Mire
1 Wooded Foothills
1 Flooded Strain
1 Windswept Heath
6 Island
5 Forest
3 Swamp
2 Plains
1 Mountain
Sideboard:
1 Krosan Reclamation
1 Global Ruin
1 Ordered Migration
1 Extract
1 Burning Wish
1 Allied Strategies
1 Aegis of Honor
4 Defense Grid
1 Ray of Revelation
1 Capsize
1 Ray of Distortion
1 Cunning Wish
Let's start at the beginning. The most powerful part of Domain is that it can use all the most powerful spells in a format to it's advantage. Being that it's a five colored deck it isn't constrained to the weaknesses of a color or forced to find solutions where there
appear to be none. However, this comes at a cost, and as with all decks supporting
so many colors, that cost is right at the heart of the manabase of the deck.
Fetch lands and City of Brass help smooth this out, but cost dear life, and
generally skilled players that understand the match up as well as the inner workings of the deck are the ones most
suited to run such a deck.
All games are anything but easy. If you pay attention and recognize what the real threats are you should be able to pull off games that you really shouldn't win at all.
Now, playing the deck isn't as easy as saying "you should do such and such when this and this and than do yada-yada." That's not the case at all. In fact, most of running the deck is situational. Gain control of the board and keep it. That's about all anyone can really say about playing the deck because you win once that happens. After that, it's just a matter of getting Ordered Migration or decking with Krosan Reclamation.
There are a few matchups that are just naturally harder than others, for instance, The Rock is a tough one (but winnable now thanks to Burning Wish for Extract) and Tinker you
pretty much need to get very lucky to beat (although combo'ing Pernicious
Deed and Global Ruin on the same turn helps ). Against RDW and Goblins, you should sweep the game with ease if your mana holds out even a little, but Sligh has enough burn and a little added speed that you need to be a lot more careful.
I am working on the specific matchups a lot more now and would appreciate any help you can offer (e-mails are welcome).
The obvious moves are:
Angry Hermit - Moment's Peace (dead)
The Rock - Global Ruin/Pernicious Deed
Red - Collective Restraint/Overgrown Estate
Tinker - Pernicious Deed (Dead)
Reanimation - Collective Restraint (no longer tier one or two)
WW - Combo out Collective Restraint and Capsize and use Global Ruin to keep them at one land if you can. If they get out Seal of Cleansing, go for Moment's Peace until you can get rid of it! Tough
match up, unfortunately.
This a different version (pre Mirrodin)
(lands: 25)
1 Windswept Heath
1 Wooded Foothills
1 Flooded Strand
1 Polluted Delta
2 Swamp
2 Forest
2 Mountain
2 Plains
9 Island
4 Yavimaya Coast
(spells: 36)
4 Collective Restraint
4 Cunning Wish
4 Burning Wish
2 Mirari
2 Mirari's Wake
1 Pernicious Deed
3 Global Ruin
1 Overgrown Estate
4 Worldly Council
3 Counterspell
4 Evasive Action
2 Mana Leak
2 Harrow
Sideboard:
1 Naturalize
1 Disenchant
1 Krosan Reclamation
1 Extract
1 Haunting Echoes
2 Harrow
1 Global Ruin
2 Allied Strategies
1 Ordered Migration (or Decree of Justice. Both work well.)
1 Death Grasp
1 Capsize
1 Vampiric Tutor
1 Teferi's Response
This deck is more focused on staying power.
Remember though that you have every card in the format at your beck and call, so personalizing Domain is quite easy based on what you expect to
see. New deck list:
Post Mirrodin:
4 Collective Restraint
4 Mystical Tutor
4 Worldly Council
4 Evasive Action
4 Counterspell
3 Cunning Wish
3 Isochron Scepter
3 Brainstorm
2 Global Ruin
1 Enlightened Tutor
1 Ordered Migration
1 Mirari
1 Overgrown Estate
1 Harrow
1 Windswept Heath
2 Flooded Strand
1 Polluted Delta
1 Wooded Foothills
1 Bloodstained Mire
1 Swamp
1 Forest
1 Mountain
2 Plains
10 Island
3 City of Brass
Sideboard:
1 Krosan Reclamation
1 Terminate
1 Orim's Chant
4 Chill
1 Boomerang
1 Harrow
1 Enlightened Tutor
1 Cunning Wish
1 Disenchant
1 Fire/Ice
Note: Cunning Wish = Harrow first almost always. Get Domain and try to keep it, but keep control first and
foremost.
This version is set to what I believe the new metagame will be like. Notice that there isn't one red card in the entire deck, and Ordered Migration is now main deck. This is to allow you to beat the deck that I think will now
raise again to the forefront of the format with ease: Goblin Sligh.
Chill is going to be the forerunner of your deck for that match up. If played, it will allow you enough time to cast Collective Restraint, which is deadly to them. Very shortly it will be obvious that your
opponent is no longer an opponent, but just a wall you are playing against. This is an easy
match up, and I suggest you go -4 Evasive Action in favor of the more effective Chill here. After set up, Global Ruin till the cows come home! This is easy since you can get Mirari to do your dirty work with Cunning Wish/Krosan Reclamation and Isochron's
Scepter/Mystical Tutor with relative ease. Trust me, you have more than enough time. If you ever get Iso/Tutor running, this game is just about over! Ordered Migration after they can't play anything and win in 2-4 turns.
The Rock is going to be a nightmare to beat now though. Almost nothing you do matters unless you can pull off an amazing Iso/Counter before
Pernicious Deed hits.
Combo decks are giving you plenty of time to set up now, so I suggest you go -1 Counterspell, -1 Overgrown Estate, +1 Cunning Wish, +1 Enlightened Tutor and try to pull the lock. Note: Orim's Chant normally doesn't matter since they can go off at instant speed most of the time.
Against other Control decks, you do the same exact thing, but also -3 Collective Restraint, +1 Fire/Ice since it can at least get you closer to the real cards, and +2 Fact or Fiction since they are the real stars of Extended blue. However, this game is won proactively. Tog is the best control deck, but the
match up is only slightly in their favor, so hope you play first and Global Ruin like
there's no tomorrow. DON'T FORCE IT THOUGH, you only want to force their counters so they don't have any when it really matters.
Test this deck a lot before you run it. It's only good if you make it good. |