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By: jinx_talaris, Nicholas Anson
Mar 25 2007 7:15am
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Greetings Magic Community!  Some of you may have played my screen name Jinx_Talaris and probably beaten me in 1 or 2 (ok maybe 3) booster drafts.  This is my first time writing for PureMTGO so I expect to get at least a little critical feedback but I hope you all enjoy!

With the release of PLC online, I figured I'd try to get some product hopefully a little cheaper than buying singles by doing some PLC-PLC-PLC drafting.  During one of my drafts, I was passed a pack that contained one of these interesting legendary lands.  After placing last in 4 out of 5 booster drafts and only winning one match in the 5th, I took a look at the product I had obtained to try and get some deck ideas (at least the 2 boosters I did walk away with had a foil and a non-foil Extirpate and the new Akroma, Angel of Fury).  Then I saw him, Magus of the Coffers.  On his own, he isn't much and without haste, it takes far too long to exploit his fantastic ability.  However, his predecessor, Cabal Coffers, did have all of this going for it but it had to be played in a deck containing mostly basic swamps.  But now with the addition of the Urborg, Tomb of Yawgmoth, all your lands become swamps.  So instead of mono black coffers, we can give it some support with other colors like, oh I dunno, green so we can fetch the dang thing!  Here's the deck:


            Cabal Coffers      pic=Urborg, Tomb of Yawgmoth
Without the aid of Urborg, Tomb of Yawgmoth, Cabal Coffers would be in play but not even count towards your swamp count.  Now that it can, it becomes a good land drop no matter what.


The deck is pretty simple to begin with.  At first you need to set up an awesome mana base.  Turn one and two's usually drop Polluted Delta fetching Overgrown Tomb or normal swamps if you want to cast a Sensei's Divining Top early on without pinging yourself for 2 life.  The key to making the entire deck work is getting Urborg, Tomb of Yawgmoth into play within your first 5 land drops.  A Cabal Coffers is only useful as a fourth land drop unless you already have the tomb in play.  Once you have a decent amount of black mana flowing from 2 or 3 coffers, you can start the carnage.  A Demonic Collusion casted with buyback getting a Phyrexian Arena is a great first move unless you already have one out.  This allows you to tutor every turn for a good answer to your opponents turn.  Landing an early Mind Sludge can be devastating with only 4 or 5 swamps in play.  Eventually you will have about 4 or 5 coffers in play usually with 4 other lands (putting your swamp total at 8 or 9) that allow you to tutor for your Maga, Traitor to Mortals or Consume Spirit to finish the job.  The deck usually drains its opponent around the 7th to 8th turn.  The longest game I've ran with the deck lasted 9 turns because of a dumb tutor play that I admittedly made.

Demonic Collusion

The Sideboard

Leyline of the Void

Sideboarding with this deck isn't really set in stone.  Against fast aggro, Moment's Peace can buy you up to 2 turns which is usually more than enough time to find an answer.  Leyline of the Void is an absolute destroyer to Psychatog and/or Ichorid decks.  Should you have to side those in, however, don't forget to take out cards like Dread Return, Life from the Loam, Extirpate, and Debtors' KnellSeal of Primordium will help with those pesky artifact decks or even save you from yourself if you find that Phyrexian Arena is a little more than you bargained for.  The Diabolic Intent is a nice quick tutor and Kokusho sacrifice all in one and is a decent filler.  I haven't played too many best out of 3 games that required me to sideboard so I haven't played around with it too much since I made the deck.  Perhaps mainboarding a couple of basic forests wouldn't be such a bad idea if you find yourself needing to side in a lot of the green options.  If you did that, I would suggest trading out the Polluted Deltas for some Windswept Heaths or Wooded Foothills.  The only other fetch lands I own are Bloodstained Mires at the moment so I'm sticking with the swamps.


Arcbound Ravager

This deck does have some trouble with counter magic in the beginning of the game while casting Reap and Sow and Sylvan Scrying but once you start pumping out extreme amounts of black mana from 3-4 coffers, counter magic merely delays the inevitable.  Land destruction absolutely kills this deck for obvious reasons that I shouldn't have to point out.  Discard hurts but shouldn't slow you down too much as long as you have a steady pace of getting the lands you need into play and start Demonic Collusion tutoring for whatever you need.  The main concern of the deck is super fast aggro decks (i.e. Affinity or Goblin Sligh).  Usually you end up doing a good chunk of damage to yourself with Phyrexian Arena, Polluted Delta, and Overgrown Tomb.  In order to deal with these decks, you need to get a quick board sweeper like Mutilate or cycle Decree of Pain.  If that isn't possible, gaining some life with Tendrils of Corruption, Consume Spirit, and a dying Kokusho, the Evening Star can help you stall into one of the former mentioned sweepers.

Stone Rain


All in all, the deck can get pretty complicated to play.  It took me some time to figure out what exactly it was that I needed to tutor for and when.  It is also paramount that you don't get too carried away with all that mana and end up mana burning yourself to death.  If you have a Sensei's Divining Top out, although painstakingly slow, you will never mana burn.  This deck is great fun online and holds up fairly decent in one on one matches.  It would probably do a whole lot better in multiplayer though.  Especially when you plop 2x Kokusho, the Evening Star and drain everyone for 10 gaining you anywhere from 20 to 30 life.  The deck is very pricey coming out to $244.56.  I was able to use a lot of the more expensive cards from my Friggorid deck that I made about 6 months ago.  The deck can be run on mostly basic lands which would cut the cost significantly.  Terramorphic Expanse could then replace the expensive Onslaught fetch lands.  Another version I was testing before I even decided on running the Cabal Coffers themselves went with the eight posts idea.  Instead of the 4 coffers, 4x Cloudpost worked very well too.  In that version, Magus of the Coffers proved useful but I found him to be too vulnerable to removal before I could get the chance to use his ability.  The locuses usually made enough mana on their own though.

I would not recommend playing this deck on a too competetive level because of the fact that it can take awhile to get rolling and I've been known to concede a few times after countless mulligans.  This is really one of those decks that you bust out during casual night and all your friends say "Ah man, not that crazy deck again!"


by Lord Erman at Sun, 03/25/2007 - 11:33
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I like control decks. Call me nuts but I actually play nothing else than control decks(exception-Tribal Wars). And thus, your deck is just my type of deck. As I always do, I will express respectfully my humble opinions. You say that you conceded a few games after countless mulligans. May it be because your avarage mana cost is 3.63(yes I calculated it!) and 22 lands for such an avarage cost is a little bit less? I humbly suggest that you let go of some of the 2 of's in your deck and add at least 1 or 2 lands more. One final thing I see is that (as you also say) you have to have Urborg, Tomb of Yawgmoth in front of you to start the carnage. Even though you have enough mana fetching green cards in deck, I would have added a second copy to the deck if I were you, just in case(Ghost Quarter might be one). These are all I can say about the deck. The general layout of the article is nice, it was wise that you divided the article into sections and thus I don't get lost in the article and I can find my way easily from the beginning to the end. The only comment I have is to be more careful with the auto-cardings; some in your article didn't work. As I said, a deck of my taste and keep it up.

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