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By: Tarmotog, Naoto Watabe
Jan 10 2008 9:03am
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Introduction:


Before I get started on what I promised, I will explain the Singleton format to those unfamiliar to it. Singleton is a format where every card is restricted except for basic lands. The banned cards are Umezawa's Jitte, Skullclamp, Upheaval and Flash. You can use any card that is available to you online which means you get to use Morphling from Urza's Saga but given out as a promotion, Brainstorm from Ice Age which you can obtain from the UW Coldsnap preconstructed deck and Ophidian from the newly released Weatherlight.

In this unique format, there are many cards that gain or lose value because of the "one only" characteristic. It is possible to make Tainted Pact a sure hit tutor and cards like Mishra, Artificer Prodigy or cards with Ripple lose their intrinsic value altogether. It is important to identify which cards have greater value than they usually would before you proceed with the card selection process.

Deck design is quite vast because of the amount of available cards. Assuming we play a sixty card deck all the time, we will only be able to fit just a tiny fraction of what we can into the deck. With new sets being released at such a fast pace, the number of available options change the current decks at an even faster pace.

You can make you favorite deck and play it into decks from other eras. You can face a Mirari's Wake deck and be playing a Tooth and Nail deck.

Tainted Pact

 

The first step to making a deck is to get a deck frame.

#1 Obtain a Deck Frame

What is a deck frame? A deck frame is a mirror of a deck you want to play but it can only exist as a frame because while the person originally had access to a playset of cards to begin with, you are now restricted to one. A deck frame is important because it allows you to make a deck with a coherent cause rather than make an altogether random deck that consists only of your favorite cards. The mistake in most deckbuilding cases would be that people do not realise how important each slot is. It's much easier to choose a variable number of Duress and Thoughtseize to go into your deck than to choose which cards you want in your deck when there is a vast amount of choices available.

I will lead you through the process of making a Worldgorger Dragon combo deck using my guidelines.

Dragon
A Vintage deck, by Zack Galbreath
130th place at a Waterbury tournament in Stratford, Connecticut, United States on 2007-01-14

Maindeck:

Artifacts:
1 Black Lotus
1 Mana Crypt
1 Mana Vault
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring

Creatures:
1 Eternal Witness
4 Worldgorger Dragon

Enchantments:
3 Animate Dead
1 Dance Of The Dead
3 Necromancy

Sorceries:
3 Deep Analysis
1 Demonic Tutor
3 Duress
Instants:
1 Ancestral Recall
2 Cunning Wish
1 Entomb
4 Force Of Will
4 Intuition
3 Read The Runes
1 Vampiric Tutor

Lands:
1 Island
1 Swamp
1 Bayou
4 Bazaar Of Baghdad
4 Polluted Delta
1 Tropical Island
4 Underground Sea
Sideboard:
2 Plated Slagwurm
4 Xantid Swarm
3 Pernicious Deed
2 Chain Of Vapor
1 Hurkyl's Recall
1 Misdirection
1 Stifle
1 Stroke Of Genius
 

I obtained this list from Starcitygames.com and this will be the decks deck frame.

2# Know how it works

Here we have the deck. It looks far from what we have in Singleton. However, I promise you by the end of this, we'll have at least a decent deck done.

Firstly, look at what we have available to us: we have the main combo in the form of Worldgorger Dragon and Animate Dead or Necromancy. This allows us to use the said combo which involves getting Worldgorger Dragon into the graveyard and casting Animate Dead targeting it. The dragon comes into play and removes everything on your side of the board including the Animate Dead. When the Animate Dead goes away, you sacrifice the dragon which would return everything including the enchantment back. This creates an infinite loop. So how do we win? We make use of the fact that our lands come into play untapped and we essentially have infinite mana. We need to use this mana generated from this loop to win. By itself, you will end up clocking yourself to death because you can't get out of the loop and you need to click on the triggers while your opponent can simply press f6 and watch you. So this concludes how the combo plays out.

Next we have to study the card choices to understand what is crucial and what is not because we don't have many of the cards in the above list. To learn Vintage, the place to go would be themanadrain.com. Reading through the forums, we can find out how this list actually kills. The deck makes use of Bazaar of Baghdad as a powerful draw card engine. It dumps dragon into the yard, draws the reanimating pieces, lets you have Deep Analysis for flashack card drawing action and actually lets you mill your whole deck into your yard during the loop. Read the Runes allow you to draw your whole deck since you have unlimited mana and Eternal Witness serves as the kill condition. The way they do this is to let your whole deck go into your yard and let the reanimating spell pick the witness up. It comes into play and picks up another reanimation spell and starts the loop again. The difference is while this loop is ongoing, you now have miss witness giving you a card with every loop. They prefer to kill by letting the opponent draw to death with Ancestral Recall and stripping their hands with Duress and having four Force of Will backup at all time. Wierd huh. This kill is definitely not what we want. On Magic Online, we don't have the luxury of actually doing such arbitually long sequences. Even we had the exact cards online, we would never be able to win in such a way without losing to the clock. Does this mean we now have a deck that can't win? Nope. Read on:

Bogardan Hellkite

We don't need to think of everything ourselves. If you look into what people say, we can find out that there is another way to win that isn't as tedious as the above. The solution is to have Bogardan Hellkite join the mix. It has flash and can join the loop and deal infinite damage. Fits the instant bill and it only requires three loops once in play to win. The lesser number of steps needed to win with the winning cards, the better because infinite loops can be very tedious as your opponent will not be kind enough to scoop to you during serious play. (That's the problem with Magic Online. They should figure out a way to make the program record a given set of actions and let it loop for a certain number.)

Similar infinite combos include the salvagers combo which until now I've only tried once. It took too long to actually get mana and too long to try to make Pyrite Spellbomb kill players. Seriously, I would just go through the motion until my opponent gets the hint that I'm trying to do something and he would no longer get a play. Tough times for infinite combos. I can't imagine playing Aluren online.

 

For now, we have concluded that we want to win with the Worldgorger combo and use the Hellkite win. Which means we need to:

A) Get Worldgorger Dragon into the graveyard.
B) Reanimate it with one of the two of the available enchantments.
C) Pop in a Bogardan Hellkite into the loop.

When we see what we need to do, we can plan our mana base accordingly as you want black mana to reanimate, red mana to cast hellkite in the end.

3# Find the Appropriate Fillers

 Using a combo deck as illustration is easier that trying to show you how to fill a different deck because such decks are very focused in what they want to do. We tend to make decks with many distractions as we want everything in our deck. Try to think of how you want your deck to function before making your deck. Do you want this a Flametongue Kavu in this red deck? Or do you want Vedalken Shackles in this blue deck? Sometimes the sheer quantity of cards prevent you from finding the optimal mix. Arc-slogger is good. So is Siege-Gang Commander and Hunted Dragon.

Back to the deck building process, we find that we want to:

1) Fufil the conditions of A, B and C as fast as possible. Notice how B and C must happen together while A can occur anytime before B and C take place.
2) Protect the combo.

Our deck now looks like this:

Maindeck:

Creatures
1 Worldgorger Dragon
1 Bogardan Hellkite

Enchantments
1 Animate Dead
1 Necromancy

SB:

 We will put in Entomb, Cunning Wish which can serve as an alternate win by wishing for an X instant burn. I believe Mirage had one called Volcanic Geyser. So we put that in the Sideboard as a wish target. Vampiric Tutor goes in as well. Now we see whether or not we want the Eternal Witness in the deck as it may be useful but might add stress to the mana base. Actually I will cheat here by saying I will stress the mana base to the maximum possible to utilize cards from the various colors that can aid in the deck so Eternal Witness makes it in. Read the Runes also makes it in. I'm sure if it's in the Vintage list, it can help here too. The only problem with it is that it will take some time to ramp up mana to use it post combo. However, it can serve by dumping dragon into the yard as well.

Now we put in our combo assembly pieces. Since we have two of the key cards as enchantments, we want Enlightened Tutor in too. Master's Edition has given us Lim-Dul's Vault so we should be appreciative and use it. We can use Brainstorm, Ponder and Portent to find our parts faster. We don't have Intuition but we have Gifts Ungiven. A key card to have is Mystical Teachings as we can gifts into teachings and search for the hellkite regardless of whether or not we get it. So we can now win with either Cunning Wish/Gifts Ungiven/Mystical Teachings/Bogardan Hellkite in hand while we combo off. Merchant Scroll finds you gifts and since we're in blue, we might should have Fact or Fiction which lets you dig into five cards and if something we need is in there, we WILL get it.

So we know we need to protect the combo. This step is easy. In goes Duress, Thoughtseize, Force of Will and Pact of Negation. However, you must know that this will not be enough protection against dedicated decks.

 

Maindeck:
Creatures:
1 Eternal Witness
1 Worldgorger Dragon
1 Bogarden Hellkite

Enchantments:
1 Animate Dead
1 Necromancy

Sorceries:
1 Thoughtseize
1 Duress
1 Ponder
1 Portent
1 Merchant Scroll

Instants:
1 Enlightened Tutor
1 Cunning Wish
1 Entomb
1 Force Of Will
1 Read The Runes
1 Vampiric Tutor
1 Lim-Dul's Vault
1 Gifts Ungiven
1 Brainstorm
1 Fact or Fiction
1 Mystical Teachings
1 Pact of Negation

Sideboard:1 Volcanic Geyser

 We now have 22 cards in the deck and one board space taken up. We want to play at least thirty six cards like a normal deck. So we need to fill up the deck with at least fourteen more cards that will help us win. 

Now we put in less important cards that go parallel with what we want to do.

We can play Trinket Mage and Sensei's Divining Top. This lets us find what we need faster. We can play Mulldrifter from Lorwyn. I love it. It draws cards, it blocks and it can join the loop like Eternal Witness. The trick in the looping process is that you can actually stack the triggers in a way that you can have part of the triggers not resolve at all. Try to figure this out on your own. I'll continue filling the deck. Compulsion fills the role of mini Read the Runes. This is less effective and maybe too clunky but you can dig into your deck if the game length allows. This will be one of the first cards to get the axe once we get more familiar with the deck. Thirst for Knowledge helps the draw and discard department. Coiling Oracle seems like it can win in the loop too so we can have it join. Let's have Mishra's Bauble to look at our top card before we employ shuffling effects or tutors. We need more protection so in goes Remand, Arcane Denial, Delay. If you noticed, this deck is very vulnerable to Counterbalance. We need outs from it. So we will have Engineered Explosives which we can tutor out with trinket, and we'll put in a Wipe Away which can deal with both Counterbalance
and the pesky Teferi, Mage of Zhalfir which shuts down your counter protection and prevents you from using Necromancy at instant speed. Necromancy is important as it can let you win while your opponent taps out at the end of your turn which is not many decks can do. Finally we add Compulsive Research and Careful Consideration because they simply draw and discard.

Maindeck:
Artifacts:
1 Engineered Explosives
1 Mishra's Bauble
1 Sensei's Divining Top

Creatures:
1 Eternal Witness
1 Worldgorger Dragon
1 Bogarden Hellkite
1 Mulldrifter
1 Coiling Oracle
1 Trinket Mage

Enchantments:
1 Animate Dead
1 Necromancy
1 Compulsion

Sorceries:
1 Thoughtseize
1 Duress
1 Ponder
1 Portent
1 Merchant Scroll
1 Compulsive Research

Instants:
1 Enlightened Tutor
1 Cunning Wish
1 Entomb
1 Force Of Will
1 Read The Runes
1 Vampiric Tutor
1 Lim-Dul's Vault
1 Gifts Ungiven
1 Brainstorm
1 Fact or Fiction
1 Mystical Teachings
1 Pact of Negation
1 Careful Consideration
1 Wipe Away
1 Remand
1 Arcane Denial
1 Delay
1 Thirst for Knowledge

Sideboard:1 Volcanic Geyser

4# Use the Right Lands for the Job

In Singleton, you have access to many lands from many sets. It is important to take time to consider which lands you want to play. Cards like Krosan Verge have very high value in certain decks. Try to gauge the speed of the deck from the lands. Decks with many "come into play tapped" lands will often find themselves being a lot slower than they expect as we all know that many of such lands have good abilities. Some decks overstress the mana base with too many duals. Such decks lose when people start attacking the mana base.

Before we even start choosing, we must take note of certain aspects of the deck like:

1) During the loop, the lands come into play and we use these lands to get mana. This means that lands that come into play tapped are going to have no value when going off.
2) We are playing effectively playing five colors.
3) We need blue mana while building up and we need black and red to actually win.

Now we take a look at the lands that can produce mana of any color:

City of Brass
City of Brass : This is the most obvious choice for the deck. It goes in.
Tendo Ice Bridge: This can only spit out one colored mana and it'll become effectively colorless. Goes in but use with caution.
Grand Coliseum: Comes into play tapped. Next.
Tarnished Citadel: This is a very painful choice. I have no idea whether or not to play this. Put into the reserve list.
Gemstone Mine: Three usage but do not forget the loop resets this. One of the most powerful lands in the deck if you can start fast.
Undiscovered Paradise: Returns to hand during your next untap. It's ok so it's in.
Glimmervoid: Needs an artifact to be in play or sacrifice it at end of turn. DIfficult choice. Let's put it in for now and remember to put in at least one artifact land.
Forbidden Orchard: Gives the opponent a 1/1. Not going to be too much of a problem. In.
Forsaken City: Doesn't untap unless you remove a card from your hand. Reserve list.
Rainbow Vale: Goes to an opponent. We can't have the opponent accelerate. A nono.

We need more blue red and black available. 

Steam Vents, Watery Grave, Polluted Delta, Flooded Strand,Underground River,Shivan Reef. This means 6+6 = 12 lands.

We should have at least 1 copy of an Island, Swamp and Mountain. 12+3 = 15 lands.

1 Seat of the Synod to complement Glimmervoid. 15+1 = 16

Remember I mentioned that some you can stack the come into play triggers in a way that they don't resolve. This means that you can use the Planeshift lairs. These allow more flexibility and can bounce some of the lands like Tendo Ice Bridge or Undiscovered Paradise. We want Crosis's Catacombs and Dromar's Cavern. Let's be greedy for now and add a Treva's Ruins. This makes 16+3=19.

Shimmering Grotto doesn't look too bad. It's mana filtering during the loop and before it. You lose one mana to it but it should work. 19+1 = 20

The last four are tough. For now I'll go with one Bad River, a River of Tears and another copy of an island and a swamp. If you notice, if I use snow-covered lands for these additional two basic lands, I will have a highlander deck (One off for everything).

I admit the mana base is not very good but I am most certain that it would be to a certain extent effective. We can always change it later on.

5# Decide on a Sideboard
The only card we have now is Volcanic Geyser. Looking at the original sideboard, we can borow Xantid Swarm and Chain of Vapor from it.  In
goes Krosan Grip against disturbing enchantments or artifacts. Abeyance and Orim's Chant is a little over but I am certain I don't want to lose to the blue based decks around. Now our next concern are the aggro decks. It is definitely going to be tough if the combo doesn't assemble fast and the clunky lands will definitely be a little slow. They certainly won't be expecting Tarmogoyf so in goes the most played creature to buy time. Sakura-Tribe Elder stalls the last time I heard so let's try it for now.

I can't think now so I'll dump in a Ghostly Prison. That should prevent your orchard from killing you.
from it.  In 

To beat other combos, we need Tormod's Crypt and Stifle. If you notice, the crypt is very devastating against combo decks. Heartbeat decks rely on the graveyard, Storm decks may need to use the graveyard too. Crypt is so good. Land destruction is going to be annoying so I'll pack more in more counters. Disrupt, Mana Leak, Imp's Mischief. One more slot. I'll just be funny and put in Greater Gargadon.

Here is the completed deck capable of a turn two kill:

Maindeck:
Artifacts:
1 Engineered Explosives
1 Mishra's Bauble
1 Sensei's Divining Top

Creatures:
1 Eternal Witness
1 Worldgorger Dragon
1 Bogarden Hellkite
1 Mulldrifter
1 Coiling Oracle
1 Trinket Mage

Enchantments:
1 Animate Dead
1 Necromancy
1 Compulsion

Sorceries:
1 Thoughtseize
1 Duress
1 Ponder
1 Portent
1 Merchant Scroll
1 Compulsive Research

Instants:
1 Enlightened Tutor
1 Cunning Wish
1 Entomb
1 Force Of Will
1 Read The Runes
1 Vampiric Tutor
1 Lim-Dul's Vault
1 Gifts Ungiven
1 Brainstorm
1 Fact or Fiction
1 Mystical Teachings
1 Pact of Negation
1 Careful Consideration
1 Wipe Away
1 Remand
1 Arcane Denial
1 Delay
1 Thirst for Knowledge

Lands:
2 Island
2 Swamp
1 River of Tears
1 Underground River
1 Watery Grave
1 Steam Vents
1 Shivan Reef
1 Flooded Strand
1 Polluted Delta
1 Bad River
1 City of Brass
1 Crosis's Catacombs
1 Treva's Ruins
1 Dromar's Cavern
1 Shimmering Grotto
1 Glimmervoid
1 Undiscovered Paradise
1 Forbidden Orchard
1 Tendo Ice Bridge
1 Gemstone Mine
1 Seat of the Synod
1 Mountain

SB:
1 Volcanic Geyser
1 Xantid Swarm
1 Chain of Vapor
1 Krosan Grip
1 Abeyance
1 Orim's Chant
1 Tarmogoyf
1 Sakura-tribe Elder
1 Ghostly Prison
1 Tormod's Crypt
1 Stifle
1 Disrupt
1 Mana Leak
1 Imp's Mischief
1 Greater Gargadon

 (This deck is "completed" in the sense that it is a full deck. It does not mean that it is the best possible build. The deck can definitely be improved on in many areas. This is just an illustration.)

Recap:

So to make a Singleton deck, we need to:
1# Obtain a deck frame
2# Know how it works
3# Find the appropriate fillers
4# Use the right lands for the job
5# Decide on a sideboard

It's that simple. Really. Many of you would say duh to the whole article but help is only for those who need, not those who don't.

Note: I usually don't make a sideboard until I fine tune my decks and figure out what cards go into the main deck and the sideboard or not anywhere close. By the way, this is written with a 60 card Singleton format in mind. As for the new 100 card singleton format, I have not tried making a deck for it yet. All I know is that it allows you to throw in even more of your favourite cards into a deck.

13 Comments

picture by mtgotraders at Thu, 01/10/2008 - 21:52
mtgotraders's picture

Great article but try to add a real picture if you can.  I require it because it makes the site look more professional.  If it's a problem feel free to wear a hat/sunglasses or whatever else or msg me in game if you have any further questions.  Thanks again for the great article and I hope you keep writing for us!

by Anonymous (Unregistered) 210.55.201.197 (not verified) at Thu, 01/10/2008 - 22:00
Anonymous (Unregistered) 210.55.201.197's picture

Sorry about missing that this is an online only format.

 

I still think that some storm/renewal based deck seems pretty good.

  

by Tarmotog at Fri, 01/11/2008 - 03:07
Tarmotog's picture

Sorry bout that. =x I don't have a picture here cos I'm writing outside home so I used a tarmogoyf. I'll get one up soon. =)

by tarmotog (Unregistered) 203.125.44.2 (not verified) at Thu, 01/10/2008 - 21:36
tarmotog (Unregistered) 203.125.44.2's picture

Shocklands are ok. The 2 life per loop is negligible unless you are worried your opponent is about to burn you all the way. I take 2 damage when I get lazy and try to squeeze more mana per activation. The biggest problem with this deck is that you need to loop multiple times before you actually win. It's very tedious to perform online. You may sometimes need to force out the win asap to give you more time. The shocklands are not the best lands around but they fix your mana pretty well. Same goes to the city but city is more powerful as it can let you play what you have in hand which might actually be a problem.

As for the kill condition, I'm more than happy with just the dragon as it kills the most efficiently and effectively lets you have multiple cards have access to it without actually needing it to be in the yard unlike Vintage plays. The churning out of mana is the greatest concern. Infinite mana kills are technically too difficult to pull off when you get to squeeze only 2-5 mana per loop. The less steps made, the more game you have. Hopefully you don't have to geyser kill cos you need cunning wish mana + geyser mana. 3+22 Dragon kill is gifts=>flashback teachings+dragon = 4+6+8=18 at maximum. It can cost 8 if dragon, 12 if teachings into dragon or 14 if flashback teachings into dragon.

Sorry for the unregistered replies. I didn't realise I was no longer logged in.

by Anonymous (Unregistered) 203.125.44.2 (not verified) at Thu, 01/10/2008 - 20:37
Anonymous (Unregistered) 203.125.44.2's picture

I figured pureMTGO means people want to make decks to play online so the list was made to reflect how you don't have to have all the power to actually mimic a Vintage deck while still in the Singleton format. I play Singleton online so there are many restrictions regarding the card choices but I believe that the card pool available now is resonable enough to pull it off. (Thanks MED!) Sorry for not making it clear.

Storm is sick. I've tried the UG version and the TEPS version once I heard of them in extended. I can't generate decks out of a void but I can implement strategies used in other formats quite well. (with tons of testing of course) I've always been reading about Vintage and I love Vintage tec. It's the part of the world people tend not to see unless they are into it.

My best storm score is 22 on turn 4. =) I used to consistently pull of turn 5 wins but turn 5 was a little slow against aggresive decks. Jitte used to mess the maths alot too. I stopped playing these storm decks in favor of very blue based storm decks that hid itself as a UB control once I read about remanding brain freezes in Vintage. That was before high tide was available online but I have yet to make a better version yet.

by Javasci at Thu, 01/10/2008 - 21:08
Javasci's picture

I recommend not running shocklands; they can't be used during the loop as they cost 2 life/mana.  Similar for city of brass, although the rainbowness is enough that it might be worth one life/mana, even though it only works with another land

As for the post that got double-posted....

?!?!?!  This is singleton, which uses the Magic Online card pool.  Bazaar isn't online, original duals aren't online yet, and plenty of other stuff in that list which I just skimmed.  Also, this is PureMTGO, an online-based site.

Also, I think it's a bad idea not to include something like Flamewave Invoker or Ambassador Laquatus, a. k. a. something that wins the game with infinite mana and can be gotten by moving the Animate Dead/Necromancy onto it.  That, or specifically Laquatus, was the most common win condition in Classic Dragon builds.  (In my doomsday/dragon build, I used flamewave as a primary win and laquatus when the flamewave wouldn't work.) 

by Tarmotog at Thu, 01/10/2008 - 20:17
Tarmotog's picture

Ah.. Actually a turn 2 kill goes like this : You turn cast turn 1 entomb, turn 2 animate dead and hopefully have a gifts/taechings/hellkite. And you need lands that can produce red/black in this scenario. To be honest, my own worldgorger deck managed to pull it off before but it does look wierd having to loop through 2 lands. Singleton decks tend to be play slower games and it's tough to anticipate that you're losing next turn no matter what you are playing. The best way to play this deck is to build your hand and win when the opponent least expects. The best part about this deck is that you can actually win when your blue opponent is tapped out by using necromancy as an instant. Therefore, it would be better if your worldgorger went into the graveyard at the very last moment.

You guys are good at filling part. I guess making these decks wouldn"t be too tough at all. =)

That aside, I hope this would not be a fix the worldgorger deck discussion as I used this example to illustrate my points. I made the decklist as generic as possible to show how there are rooms for improvement that can be made by testing and not to have too much conflict in the game plan. For now I would still prefer winning unexpectedly before that has to change. Personally, I am not using this exact build but I'm toying around other tools to figure out what helps. This deck has a very high potential but for now, I'm looking at how weatherlight cards can go into decks.

interesting... by vjcsmoke at Thu, 01/10/2008 - 13:44
vjcsmoke's picture

some suggestions.

chrome mox could speed your mana and fix your colors.

buried alive can get all your key critters into your graveyard fast.

can you go over what cards you'd need in hand for the second turn win, and how you would play it out?

by Anonymous (Unregistered) 74.214.249.213 (not verified) at Thu, 01/10/2008 - 17:04
Anonymous (Unregistered) 74.214.249.213's picture

i liked Jalum Tome as a way to "cycle" through your deck till you hit a win condition when you get the dragon going.. to me its just like having a bazaar in it..

great article.. i loved the transformation.

also check out last rites.. its a way to discard a worldgorger if you have it in your hand. (or any other combo creature) it also serves two purposes a great card for singleton decks looking to get the most "bang for your buck"

by Anonymous (Unregistered) 210.55.201.197 (not verified) at Thu, 01/10/2008 - 19:48
Anonymous (Unregistered) 210.55.201.197's picture

Was there any particular reason for dropping Bazaar of Baghdad from the list, or leaving Volcanic Island out?

 

I could see them being left out for budgetary considerations, but you don't mention this.

 

Also,  do you think that Sol Ring is ridiculous enough to merit joining the other 4 on the ban list?  It seems more broken than Jitte.

 

Here's a storm deck that seems pretty broken off the top of my head (based on long):

 
-- Broken Card Drawers
1 Ancestral Recall
1 Brainstorm
1 Necropotence
1 Yawgmoth's Bargain
1 Wheel Of Fortune
1 Windfall
1 Timetwister

-- Broken Tutors
1 Mystical Tutor
1 Vampiric Tutor
1 Demonic Tutor
1 Grim Tutor
1 Imperial Seal
1 Tinker
1 Personal Tutor
1 Burning Wish

-- Disruption
1 Xantid Swarm
1 Duress
1 Thoughtsieze
1 Chain Of Vapor

-- Storm
1 Mind's Desire
1 Tendrils Of Agony

-- Other
1 Time Walk
1 Yawgmoth's Will
1 Regrowth
1 Darksteel Colossus
1 Sins of the Past

-- Non-land mana
1 Elvish Spirit Guide
1 Simian Spirit Guide
1 Chromatic Star
1 Chromatic Sphere
1 Cabal Ritual
1 Dark Ritual
1 Hurkyl's Recall
1 Seething Song
1 Rite of Flame
1 Black Lotus
1 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
1 Memory Jar
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Chrome Mox
1 Mox Diamond
1 Sol Ring

-- Land
1 City Of Brass
1 Forbidden Orchard
1 Gemstone Mine
1 Tolarian Academy
1 Polluted Delta
1 Flooded Strand
1 Bloodstained Mire
1 Underground Sea
1 Volcanic Island
1 Tropical Island
1 Island

Sideboard
1 Pyroclasm
1 Balance
1 Empty the Warrens
12 other cards

Why would this deck not mash everyone? 

 

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Aperapame's picture

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the superior utensils to do by Aperapame (not verified) at Sat, 10/17/2009 - 14:45
Aperapame's picture

there actually is no break down to tell the fact