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By: Paul Leicht, Paul Emerson Leicht
Nov 05 2009 1:26pm
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Magical Construction: starting a 100 singleton deck from the ground up.

by Paul E. Leicht ©2008

Self Interview: aka 'I am therefore I play magic.'
Q:Who are you? A:I am Paul Emerson Leicht (aka Winter.Wolf on Modo) and I am a magic player.
Q:How long have you been playing? A: Since 1994 early summer, I started learning how to use the cards I'd owned since the previous Christmas.
Q:So 15 years, and you write for a living? A: No. I am just a player but I have written many magic related articles in the past and am a songwriter in my spare time.
Q:Unhuh...so why play 100 singleton? A:Because no two games are exactly alike.
Q:But isn't that true of many other formats? A: Prismatic/5c formats aside, not really. And in addition while you need more cards per deck you get to see more interesting card interactions each game.
Q:Ok but you keep complaining that you don't have the money to field the big cards. How can you compete? A: By building a deck that doesn't need them. I don't claim you can build on a budget of say $20. The format is still very limiting in terms of what is in your collection and what you can afford but you can still play and have fun without the big cards. (Force of Will, Dual Lands, Vindicate, Tarmgoyf, etal)
Q:But wait a second why write an article about this? Cant anyone just put 100 random cards together to have fun? A: I think that while it is possible to do so, you will lose often and resoundedly. I hope (and I say this with fingers crossed) that my decks can win sometimes too. Fun is all well and good but doesn't really last if you are busy losing all the time. I am trying to apply the lessons I've been learning here and share them as I apply them.
Q:Do you really consider Land destruction in Singleton 100 classic to be fun? A: Well it is more fun infinitely than Helmline and Grimpainter. That said I consider ALL 100s games to be a bit more serious than other formats. Because of the depth of the card pool and the great variety of cards available you never know what you will face and you should be prepared for any of the major strategies. If someone asks me not to play land destruction I will always oblige if it is a friendly game but really I play to win.
Q:Does Land Destruction win? A: That is a very good question. I think it does in judicious application. It is not hard to lose to bad play running land destruction as you are often given choices to make. Choices while very important for tactical health also give you room to make mistakes. Mistakes can be like snowflakes on a mountainside. You may find yourself on the receiving end of a very nasty avalanche of consequences after a series of bad plays. Land destruction strategy  is also counterable via careful play and a well prepared opponent will be a tough matchup no matter the deck they are running. That said it does provide a challenge. More on this below.

Phew! Interviewing one's self is not as easy as it may appear. Just because you know the answers ahead of time doesn't mean you will ask the pertinent questions. Now that we have that out of the way, " Lands Matter" ??! Of course they do! :evil grin: Borrowing a page from some other excellent 100cs writers (particularly Archgenius (aka Markus)) I have decided to present the deck in blocks and give my thoughts on each block below.

The blocks:

 

Armageddon
Description:
Of course this is the land destruction suite and as such needs to be both mass removal and spot removal. The mass removal spells are symmetrical so you need to be able to maximize their effects and minimize your losses. (See Mana preservation section below.)

Avalanche Riders, Acidic Slime, Creeping Mold, Strip Mine and Wasteland (both which I don't own yet) are your land depletion tools. You may find the creatures recursable via Kiki-Jiki, Mirror Breaker (coming later on) and various other retrieval methods.

Zuran Orb and Goblin Trenches, while not land destruction themselves, help you capitalize on your expenditures. Only be wary of the out of the blue Force of Will to stop you after you've sacced your lands. If you think that is likely, it is better to side out the Orb and Trenches in favor of other tricks in games 2/3. On the other hand if you see one on the opposing side of the table you may wish to remove it with your dual use cards.

Playing land destruction versus Aggro is tough since they usually don't need more than a few lands to begin with and can just hold extras to wait for your massive removal and restart. That is if they see you coming. On the other hand they are most likely to run out of spells/threats if you manage to survive their hand. Counters on the other hand mean playing these cards carefully and with the eye towards drawing out a counter then hitting with the card you really want to resolve. This type of game does not favor your chances if you hold off too long.

Desolation Angel is a late game bringer of mass destruction and can be a win condition if the opponent is left without removal because of a lack of land. Realm Razer serves a similar purpose. The difference is that the land may come back if he is killed/exiled.

A word about Zo-zu and Ankh: These two cards are double edged being symmetrical which is why it is critical that you have nonland sources in play when you cast them. They must also come out vs any kind of burn deck because inevitably you will violate their ban and take damage as a result because you need to play that one land to cast the hoser card in your hand. This said, in conjunction with Zuran Orb and Armageddon they can really swing the game in your favor.
Birds of Paradise
If your goal is to rid the realm of lands the best way to avoid losing to this yourself is to not be hampered by a lack of land. Birds of Paradise and other nonland mana producers not only help accelerate into your removal and harder to cast spells but they survive the blast (usually :p). Armageddon decks have long since relied on nonland mana sources to operate effectively.

Land Tax is another way to help your cause. I don't actually own one but the interactions between Land Tax, Armageddon, Scroll Rack (see tutors and enablers below) are pretty darn nifty. These cards allow you to dip into colors you wouldn't ordinarily to play cards like Wall of Denial (see Creatures section) which stops so many attackers and is so cheap that it cries out to be in the deck. Cheap you say at 1WU? yes cheap at twice the price even.
Armadillo Cloak on a little guy can race fatties and on a bigger creature just wins. The same can be said for Sword with the caveat that they don't play well together. On the other hand Sword can just shut down Monoblack or White on the right critter.

Scroll Rack, Brainstorm and to a lesser extent Divining Top keep your cards from being disrupted by hand denial. Having faced the power of a 5 swamp driven Sludge recently, I highly recommend not being caught off guard and losing your whole hand to it.

Ancestral Vision is just great if you get it castable early. It comes in late as a replenisher and does not interfere with your casting the turn it resolves. The only downside is your opponent may counter it during your upkeep.

Sensei's Divining Top does in fact seem ubiquitous in this format showing up in a lot of good decks as a way of replenishing a depleted hand or simply sorting through the top of your library. Mirri's Guile works almost the same way but is less mana intensive at the cost of the potential to draw what you set up.

Enlightened Tutor is the fetcher of many artifacts and enchantments in this deck. Unfortunately at the moment I don't own one as they cost nearly $8 in tix but it is on my goals list.

Grim Harvest is a useful recursable way of getting creatures back that you need.
Kiki-Jiki, Mirror Breaker
Every deck, no matter how many combos and tutors it has, needs at least a modicum of creatures to withstand the early assaults of one's opponents. Very often I have seen people top deck (opening draw into) a plethora of weenies that while fragile do a lot of damage early on if unchecked. My choice of creatures is based on their reusability and searchability.

Eternal Witness is a must have staple if you play green. It is so good because it is relatively cheap, a retriever of any card in your graveyard and it can be recursed by Kiki. The double green cost (as well as the triple red of Kiki) may seem prohibitive but this is a 5 color deck. You may not be packing dual lands (if you do use them by all means) or even fetchlands but you will have plenty of mana if you don't get bad draws.

Reveillark is a great card for this deck as a lot of your creatures are 2 power or less. Being able to come back from creature removal can mean the difference between win and lose. Mulldrifter is self explanitory and Zo-zu is your backup Ankh.

Stonecloaker brings back to hand any number of your "Enters the Battlefield" creatures and also serves as graveyard removal. If you have extra mana at the beginning of your opponent's (the villain!) end step you can remove their most likely recursable cards or you can do this as a surprise tactic. Either way, you may decided to return Stonecloaker to your hand to continue the threat of doing it again.
Lightning Bolt
The first 3 cards are staples and are must haves in a very light suite of removal. Each provides early protection from beaters and late game can remove something horrendous. Flametongue Kavu also works nicely with Kiki assuming your op has no tricks to redirect his damage. World Queller can be both land destruction and creature removal if used judiciously.
Strip Mine
16 basic lands and 24 non basics. 40% land I find is usually great if you bring in fetchers and other mana sources. Wargate is particular good early on bringing in the remaining two colors if need be.

The panoramas serve double duty as do the cycling lands as fuel for the Knight of the Reliquary if he hits the table. Also since there is a Mystic Enforcer in the Sideboard (see below) the threshold level gets a little easier to hit with the lands that hit the graveyard.
Perhaps one of the most critical parts of any good deck is it's sideboard. I have found that sideboarding is quite difficult and can be pretty meaningless in 100s if you don't draw your sideboards. On the other hand a sideboarded card can make all the difference in the world, particularly if you sideboarded out correctly. For example what to sideboard in if you take out Zuran Orb and Goblin Trenches?

And that is a question I don't have an exact answer for. More to the point, most of the cards in my sideboard hose a specific strategy and the reason they aren't main deck is because they didn't quite fit. Facing an artifact heavy esper deck the mass land destruction elements of the deck become less useful since they will recover quickly if they are affected at all. (Right Zimbardo?) In that case I side in the pro black cards and take out the mass removal elements. I probably also want to add in the Void since it hits a good many artifacts at once since a lot of the good artifacts are similarly costed and Shatterstorm for the same reason.

Against a heavy aggro deck I'm going to want to side in mass creature destruction in all the forms necessary while keeping what removal I have in the deck. Out come the spot land destruction cards. Against Enchantress style combo decks Primeval Light is great and so are the mass kill cards. Playing versus mono red and red green aggro variants the pro red creatures become a must as does the instant speed potential of Rout.

 

Deck Summary: I am not sure how this deck will play as I have yet to actually test it. I have played with variants of this so I have some ideas and I like what I have experienced so far. This is a very different deck than the last few I've shown you in that it's focus is much more about stopping my opponent (sans counters) and winning via land lock. I am not a huge fan of land destruction strategies in general because they take advantage of a numerical weakness in the game itself. Yet the weakness exists for a reason. Magic without mana worries would be a different game. (Yu Gi Oh?)

As it is the decks to beat have proven somewhat vulnerable to land destruction already in the form of Mono Red with spot removal and White Green Elves with Armageddons. I have merely combined the two ideas. I will attempt to build this deck (since it is lacking a couple crucial pieces it may take me time.) and will keep you apprised of how it does. I plan to be more aggressive about finding and playing in Player Run Events that are free.
 
 
Bridge From BelowLeyline of the VoidPainter's Servant
Tribal Wars:
I have been paying more attention to another Classic Lite (eternal with limitations) format recently and wondering which way it is headed. ShardFenix has been a PRE organizer for Tribal Wars Classic events on MODO for a while now and is starting to discuss ways in which the format can be improved for the casual player. So far most of the winners (all even?) of his events have brought Classic style combo decks wrapped in tribal shells to just win the events. Some complaints ensued naturally. (Who likes facing combo particularly with no really standout control decks to stop them?) I for one am not a huge fan of combo but I recognize its place in the spectrum that is the magical metaverse. If we disclude all the combo making cards or restrict them (as at least one player suggested) does that make the format unplayable to Spikes? I don't have an answer for that.

I am interested in this because I am not as competitive as I once was and my reentry into the game has been fairly recent (Since April). I like formats where I don't feel that the game is foretold by a die roll. Also I am not a Classic/Vintage/Legacy player normally so the fact that I am even considering the format is unusual for me. So I might not be the typical test case for people breaking into a new (to them) casual format.
 
There is another answer that more competitive players would like but some of the tradition staunch supporters of the format strongly disagree with: Allow Sideboards. In other excellent articles Lord Erman and AJ_Impy discussed the merits of this and decided I think that it was really for the best to not allow them in the hopes of keeping the original spirit of the format alive. I think a new B/R list is best but I don't go for the idea of banning/restricting ALL nontribal cards. That too imho would bastardize the format to be unlike it's former self. I propose that the following cards be banned: Leyline of the Void, Bridge from Below, and Painter's Servant. Taking those out means that people will have to actually work to get the other half of those combos to work. (Bridge isn't a two card combo but as it is the key card in dredge which breaks it. I think without it Dredge will still be a very strong insert into a tribal shell. Just not quite as broken.) In addition, restrict search/fetch cards, including my beloved Sensei's Divining Top.

Food for thought:

Snakes? Not on this Plane!
Aggrocontrol deck for Tribal wars.
Creatures
4 Mystic Snake
4 Ohran Viper
2 Mire Boa
2 River Boa
4 Coiling Oracle
4 Lorescale Coatl
20 cards

Other Spells
4 Counterspell
4 Complicate
4 Ancestral Vision
2 Sensei's Divining Top
2 Counterbalance
16 cards
Lands
4 Misty Rainforest
4 Tropical Island
4 Simic Growth Chamber
4 Breeding Pool
6 Island
2 Forest
 24 cards
 
Counterspell

 

I post this simply  because I keep hearing there are no control decks in Tribal Wars. Well I imagine there aren't many running counters because it tends to encourage aggro and combo styles but here is a deck I think that could do both duties as Control and Aggro. All that you need worry about is correctly countering the right threats. Complicate could also be Remand but I like the possibility of hard countering something and the occasional cycle while countering is priceless. Yes countertop is a 2 card combo. No I don't think it is in the same league as the I WIN NOW combos listed above. Annoying? Perhaps but there are many annoying combos that don't deserve banning, Hypergenesis Cascade for example.

That is all for this article. I hope you enjoyed reading it and I hope it stimulates you to start playing or continue playing these formats. Feel free to message me on MODO if I am online for a game or chat.

Magickly,

Paul Emerson Leicht aka Winter.Wolf on Modo (gandoDOTthebardATgmailDOTcom if you want to drop me a line.)

28 Comments

Sadly I wanted this article by Paul Leicht at Thu, 11/05/2009 - 14:18
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Sadly I wanted this article back for revision. For one thing I ended up goofing the count: its over 100 by 3. For another I had another Deck with 3 colors which seems a little tighter in practice and also I wanted to add in some 60card singleton decks I've been working on. :( Also a few types in the formatting (Vivid Creek, Strip Mine, Realm Razer) I was going to correct.

What in God's name?! by Life Without Longing (not verified) at Thu, 11/05/2009 - 18:30
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This article was beyond confusing!!! Why is there pics of Strip Mine when you can't play it? Why is there a pic of a Russian Folk Singer rocking out next to contributor's name?

How are you going to do well at CC when Aaron forsythe has crakced the format with his new deck?!

don't worry by rainin6 at Thu, 11/05/2009 - 19:20
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he's not on the CC team.

That was just hillarious! Not by Paul Leicht at Fri, 11/06/2009 - 03:34
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That was just hillarious! Not a russian folk artist. Thats a pic of me about 6 years ago. Strip Mine was a complete error. Not in the CC but I am rooting for them. And I hope we (the community) are kicking butt.

I think LD can supplement a by me, myself and i (not verified) at Thu, 11/05/2009 - 19:45
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I think LD can supplement a deck very nicely, and sometimes just manascrwe the opp into a win, so it is definitely a valid strategy.
If someone plays any mass ld spells (armageddon) vs me in the CASUAL room, I immediately block them, and I know alot of other people do the same.

Immediately block? Well by Paul Leicht at Fri, 11/06/2009 - 03:47
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Immediately block? Well that's your choice but seriously in 100s it is not the same thing as doing it in a tight 60 card standard deck. It merely gives you somewhat of a breather from pressure usually and time maybe to play out some threats. Yes it can soft lock a game you are already in a position to win but it is not without risks being symmetrical. In any case this deck does somewhat cross the line and I am careful to play it only where I know the person is prepared for whatever I may use against them.

Dude, it's part of the game! by Pumpkin-punk (not verified) at Thu, 11/05/2009 - 20:01
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Dude, it's part of the game!

http://mymtgo.com/view_deck.p by Paul Leicht at Fri, 11/06/2009 - 03:55
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http://mymtgo.com/view_deck.php?did=1249 here is the fixed list. (Minus Land Tax, Enlightened Tutor, and Wasteland for the cards mentioned because I don't own those yet.)

http://mymtgo.com/view_deck.php?did=1250 this is the 3 color bantgeddon deck I made a few days after writing this article which seemed to pilot more effectively. The 5 color deck above is more fun but it is nice to actually get the deck working. Counters help keep the deck on keel but also make it far less casual though still not in a tier. I had some practice games with Louigi (the winner of the mymtgo.com Wave Tourney) with him playing various decks against these and the 3 color did much much better winning a few games.

Again my apologies for the incompletedness of this article...it was not my intention for it to be published without the changes. I wish it were possible to edit your articles after the fact.

Zdrastvuyte* Mr. Russian Folk by Lord Erman at Fri, 11/06/2009 - 04:34
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5

Zdrastvuyte* Mr. Russian Folk Singer,

I enjoyed the article a lot and it was obvious that Strip Mine was a mistake.

A few words about counterspells in Tribal Wars: They exist and I do use them too (as in Merfolk). I win against *almost* every deck, from all sorts of combo decks to any mid range deck but keep losing to Goblins and Elves; basically to decks that can *almost* play their entire hand in one turn.

So if you want to play counterspells in the format, make sure that you pack some mass removal against those decks. But against others, you will do just fine.

LE

*means "Hello"

Thanks LE. What do you mean by Paul Leicht at Fri, 11/06/2009 - 05:11
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Thanks LE. What do you mean by mass removal for UG? Evacuation? Thats the only thing that comes to mind. I ran a cats deck in casual yesterday and ran into a Mono Blue Fish deck that resembled Voltron. (all fish that pumped each other or made my lands Islands and walked through for the win.) Nary a counterspell in sight. I wonder if that isn't better if you can field enough of the buggers to swamp your opponents. I am finding Tribal to very strange as formats go. Thought about signing up for the league but it seems you need to be very selective with color (no 5c Elementals for me.) I would most certainly run the above deck if I had the lands but for now Elementals is my strongest deck. Cats has some funky surprises in it but just randomly loses to things.

I don't see any reason to ban by StealthBadger at Fri, 11/06/2009 - 09:53
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I don't see any reason to ban leyline rather than helm. Leyline is a valid option in lots of none-combo decks (maybe as a tutorable answer to the dredge deck?), wheras helm does nothing but combo.

In the first tribal combocalypse I ran a snakes list pretty similar to yours, but tuned much more to beat aggro (repulse, remand, sakura-tribe elder, sosuke's summons), which I thought was going to be the probably meta (how wrong I was....). repulse, remand, brainstorm and cryptic command combine with lorescale coatl to turn the game around very quickly once you manage to stem the aggro bleeding, and sosuke's summons (now with oran-rief tech!) with the plethora of 2-mana CA snakes for the early game meant that the deck was pretty effective against aggro.

Against combo, I see no reason to run snakes over merfolk (mystic snake is not enough reason!), who can have similar or greater capacity for countermagic, whilst also getting bigger guys at the low-cost end of the spectrum (so they can cast them and keep counter-mana up). And if the decision wasn't easy enough, the three or four test games I've played show that the snakes vs merfolk matchup is pretty even (sosuke's summons is very strong here) UNLESS merfolk can draw and resolve lord of atlantis, in which case it is a blow-out in merfolks favour. Neither deck is hugely quick off the blocks, so merfolk have plenty of time to find cpt. Islandwalk, and overall, I think the matchup is pretty heavily in merfolk's favour.

Cats is sooo aggressive, I love it. Shame I can't afford the zoo mana-base it requires!

I have been very surprised that nobody's turned up with fairies yet. It seems like that deck would have great matchups all around (possible exception of merfolk. I'm not sure how that one plays out as both sides are essentially unblockable in the matchup but fairies have more countermagic, where merfolk have the lords. Seems like bitterblossom would be the key card?).

Fish has been popular since by Paul Leicht at Fri, 11/06/2009 - 10:47
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Fish has been popular since my friend Sean Mckeown showed us the way many years ago (and Mitch Okun (another friend) before that was practically yelling at us about how good Merfolk were.) I couldn't manage the expensive cards on that list though. Same goes for Faeries.

Bitterblossom is indeed a heavy hitter for faeries but I think Fish has the reach. I could be wrong.

Zoo mana base meaning 4x Taiga 4xPlateau + fetches? Yeah thats a pretty penny. Cats are aggro if you get the right draw (I had a few games where I just rolled over a well tuned deck piloted by a good player just because I had the perfect draw.) But my experience is that it is randomly bad. This is very much having to do with the land draw too.

You are right btw about Leyline...Helm is the culprit really. Leyline is strong but not a game breaker by itself and it does staunch defender work vs Dredge and the like and completely kills recursion. (grrr!)

Control in Tribal by kalandine at Fri, 11/06/2009 - 09:55
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3

I too run a Merfolk control deck and it has done very well. If you look at Lord Erman's article on his Cleric deck, I believe the loss to the Merfolk deck was mine. I point this out to indicate that control is viable - that game could have gone either way and I certainly took away a lesson concerning Karakas from it (thanks LE).

I am working on a Faerie control deck that should be viable in classic tribal as well.

I am looking forward to the Classic Tribal Wars league. For those who haven't heard of it, check out www.worldofkedoria.com.

Deck list by kalandine at Fri, 11/06/2009 - 09:57
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For anyone who cares, here is my current Merfolk deck:
9x Island
2x Plains
2x Glacial Fortress
3x Faerie Conclave
4x Wanderwine Hub
1x Karakas
1x Oboro, Palace in the Clouds
4x Merfolk Sovereign
4x Lord of Atlantis
4x Merrow Reejerey
4x Riptide Pilferer
4x Silvergill Adept
2x Sygg, River Guide
4x Counterspell
4x Cryptic Command
4x Dissipate
4x Oblivion Ring

Cool list, is Karakas really by Paul Leicht at Fri, 11/06/2009 - 10:44
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Cool list, is Karakas really worth it though? Seems like with Fish you really want as many blue sources as you can get (Adakar Wastes and the like). How is that deck doing?

I am still up in the air about the league. I am not sure I want to enter with a lackluster deck and I can't actually field the snakes deck above which I think despite Badgers comments is good for many wins, though it could be tuned a lot more.

Karakas can act defensively by kalandine at Fri, 11/06/2009 - 14:18
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Karakas can act defensively to protect Sygg or offensively to deal with opposing legends.

Yeah but is it really worth by Paul Leicht at Fri, 11/06/2009 - 16:30
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Yeah but is it really worth it? That is the question. Is the deck really all about Sygg? if so why not 4?

Paul, you just have to play by Lord Erman at Fri, 11/06/2009 - 18:27
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Paul, you just have to play the card to understand its power. Why not four? Because it's legendary. And it's not only about Sygg. It's about sending every single legendary annoyance that may appear on the other side of the table back to the opponent.

Karakas is an excellent card but only one is enough as Tribal Wars is not a format where legendary creatures are seen very frequently.

LE

That was exactly my point. It by Paul Leicht at Fri, 11/06/2009 - 20:35
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That was exactly my point. It seems unnecessary for that exact reason. I am well aware of how good Karakas is in the right format/deck. But with 2 legendary creatures out of 60 cards how likely is it to be useful often? I think not.

The thing is that regardless by Shaterri at Sat, 11/07/2009 - 12:53
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The thing is that regardless of how useful it is or isn't, Karakas is so close to 'free' in this deck that there's no reason not to include one. It's not replacing an Island, it's replacing a Plains — and the only cases you're ever going to care that it's not Basic Plains are when your oppnent has absurd amounts of non-basic hate (it's certainly the last target in your deck for any Ruinblasters or the like), when it gets legend-rule'd by an opponent's Karakas (unlikely in this format, and even when it is you'll likely be happier to get rid of theirs than to have yours), or if you somehow have a Glacial Fortress/Karakas/white 1-drop hand. Why not play one?

Good answer. I do consider by Paul Leicht at Sat, 11/07/2009 - 16:13
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Good answer. I do consider that when adding Karakas. Is it a bad target? Is it likely to run into itself? Etc. But I also ask if it is going to take a slot from a plains for fetches, land tax and what not. I am agreeing with you that this isn't the case here but that is why I ask. Just seemed funny. Like the synergy is incidental. But that is the fine art of deck building. You never know when drawing cards what may be useful in circumstances. I guess when I see it I expect more heavy legends presence but there is no reason to not run it (and flagstones too) if you got it.

Syyg is so syck! by Tyyme-2-sing (not verified) at Sat, 11/07/2009 - 02:30
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Yeah, man I would totally protect that dude!

He can be such a savage by Tyyme-2-sing (not verified) at Sat, 11/07/2009 - 02:30
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He can be such a savage little helper monkey!

Any BSG fans on here? Trying to make friends in Minneapolis. New here.

What is BSG? I am in NYC by Paul Leicht at Sat, 11/07/2009 - 16:14
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What is BSG? I am in NYC myself so not even close, though my Dad grew up in Winnona which is about 30miles out (not sure of the direction) of the twin cities. Hammy I think is from Minn though farther north. Not sure who else from Pure is even close.

Other Minnesota MTGO Players by hamtastic at Mon, 11/09/2009 - 23:01
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There are quite a few of us, it turns out... I know of a few others but to be safe I'll let them say hello themselves.

Sadly, I'm not in the Minneapolis area but am, in fact, exiled to the farthest north region of the state where I exercise and play MTGO in a frozen tundra most of the year...

I'm from the Minneapolis by ArchGenius at Mon, 11/09/2009 - 09:39
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I'm from the Minneapolis area...

I'm not much of a Battlestar Galatica Fan though. I watched off and on for the 1st season, and it never really held my interest.

Battlestar Galactica. Its by Tyyme-2-sing (not verified) at Sun, 11/08/2009 - 11:57
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Battlestar Galactica. Its too cold here, man. Yeeshers!

Ah! Yes I watch the series as by Paul Leicht at Sun, 11/08/2009 - 13:15
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Ah! Yes I watch the series as it comes out on dvd and hits the library. Excellent remake imho though there are some serious plot holes in it. I especially like the characterizations particularly of the Pegasus crew.

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