Thoughts of a Rogue
by Joel Ruiz

About 2 days ago I sen t in this article and it hasn't been posted so I
decided to redo it and send it in again.  The idea I wanted to work with
this time was one that came up in star city and it was how to use Draco.  I
analyzed the type two format of March and realized a combo poited out to me
by one of my gaming buddies that I took into consideration.  As soon as I
got home I loaded up Apprentice and began designing and testing until I came
up with my favorite and most effective version.  It runs 2 colors and never
plans on even casting Draco but instead using it in the combo.  Before I get
to the decklist I would like to say sorry for not posting for a while but
I've had a lot of homework.  So here is the deck list:
Dragonheart:
Combo
4 Draco
4 Stratadon
4 Dralnu's Pet
Control
4 Undermine
4 Counterspell
4 Rethink
4 Thwart
Drawing
4 Fact or Fiction
Speed
4 Drake-Skull Cameo
Land
4 Salt Marsh
4 Underground River
16 Islands

And now analyzing each card
Draco:
The key card of the combo.  This can make your pet an 18/18 creature which
is game breaking.  Occassionaly you'll be able to cast this card but it is
not very likely and the upkeep would be burdensome so wait for the pet
unless you now you can kill.

Stratadon:
This is the card that is used when Draco is not drawn and you have no big
cards in hand.  This is usually much easier to cast than Draco if you need a
creature against something like Fires.  This can make the pet an almost as
powerful 12/12.

Dralnu's Pet:
The core of the combo is a huge creature.  The pet can be up to an 18/18 for
only 5 mana!!!  At all costs when this comes out it must be protected by
your counter-magic and win the game.  One of the most unexpected cards in
standard which proves hard to deal with.

Undermine:
The most powerful and potent counter in type 2 is easily way to underplayed.
  This is much better than the more commonly played Absorb since instead of
stalling the game Undermine puts you one step closer to victory.  This is
even more vital considering it will only take one hit from a Draco'd pet if
you Undermine once to win.

Counterspell:
The classic way of countering a spell has nearly never when had access to
been left out of a blue control or combo deck.  Why shouldn't I use this
card?  I mean it is cheap at 2 mana and very cost efficeint plus it's the
best counterspell in my book next to force of will.

Rethink:
This is most likely the most contreversial card in the deck as it is almost
never used.  The reason I chose this was for two main factors:  1. It costs
less colored mana than most other counters and 2. It is cheaper than other
choices such as foil.

Thwart:
This card was chosen over Foil since I think Foil sucks.  Why I say this is
simple, I used to love Gush and Foil but they were only good together and
only fit in MBC because of Foil's mass hand destruction which is horrible to
my saying "card advantage+a good deck and/or player=victory".  Thwart also
works well since the deck  runs on only basic islands for basic land.

Fact or Fiction:
This is easily on of the favorite card drawers of Type 2 as it can always
pick up 3 cards if you want.  At only 4 mana with three being generic this
is very potent in the game and can draw you all the right cards needed.

Drake-Skull Cameo:
This is needed because it is one of the few ways the deck can produce black
mana to play the pet.  The reason I used this over ritual is because you
need a black to cast ritual and ritual doesn't stick around plus you only
need it for a few spells.  And I chose this over diamonds because this
doesn't tap when played so you have mana to counter or left after a thwart. 
This also helps against any 'geddon decks you see.

Lands:
Both rivers and marshes are in there because you will need the black mana
later and the blue mana early on for counters.  Salt Marsh is great since
it's disadvantage isn't too bad and it helps you recover if a 'geddon slips
by.  So many Islands are mainly to support the Thwarts and you don't need
more black mana since you have 12 sources.

Sideboard:
4 Perish(any green deck)
3 Tsabo's Decree(rebels)
4 Wash Out(mono colored decks or many creatures)
4 Gainsay(Control)


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