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					Paul Hagan's Magic The Gathering Deck Garage 
					 Casual Dragon Deck 
					
					
					6.03.05 
					
					Hey all, and welcome back 
					to the deck garage. Here’s this week’s e-mail… 
					 
					Hi.  
					 
					Thanks for offering your time to the community. We all enjoy 
					advices from pros [Paul’s Note: I’m far from pro, but thanks 
					for the praise :-) . I'm sorry if my english isn't five 
					star, as it is my second language. 
					 
					First, my deck is made to play casual T1 1on1/chaos or team 
					with 3 other friends mostly and some other random games. I'd 
					like the deck to be fair and fun for everyone while 
					competitive at the same time. It has to have the opponents 
					feel like they can win a game even if they don't start out 
					really great. (ie. isochron scepter + counterspell is not 
					considered fun) 
					 
					My budget is limited to about the price of the deck (around 
					290$US I think). So a couple of fancy cards are ok but no > 
					50$ ones. 
					 
					I think it is pretty obvious, this is a dragon deck. First, 
					the mana diversity is ok, I don't think I'd need more 
					manafixing, maybe a bit more acceleration but it depends on 
					my first hand. 
					 
					Second, the combos. The main combo of this deck is to drop 
					buried alive. Now I have 2 choices, bury 3 thralls if I 
					don't have a zombify and a chance to drop a dragon soon (fledgings 
					are good for this), or get bladewing the risen, another 
					situationaly good dragon (vampiric against weenies, 
					kilnmouth against fattier creatures or even kokusho/ryusei) 
					and a thrall. If I chosed the first, I can get 4 creatures 
					as soon as I get a dragon out. For the second, 3 much better 
					creatures and much more versatily. 
					 
					The terminates coupled with the kilnmouth and vampiric 
					dragon handles the creature control. (I use ryusei against 
					squirrel/token decks or the alikes) 
					 
					It can also reanimate pretty well after a wrath of god 
					granted I have a zombify. Otherwise I can still bring back 
					the thralls to the board really easily. 
					 
					I tried to add some draw engine with skullclamps. If I have 
					1 in hand at start I might get kokusho with bladewing the 
					risen instead, and two thralls, this way I have 2 creatures 
					I can play with that the opponent doesn't want to kill 
					unless necessery. 
					 
					Gratuitious Violence is mainly a finisher. It can also be 
					used as a combo with the Vampiric dragon to handle tribal 
					decks. 
					 
					Now on the bad sides, it can't handle enchantment/artifact 
					hate well. With a bad hand I can lose the game to fast 
					decks. It can't really do much against control decks (counterspells...) 
					but I don't intend to take it into tournaments so it might 
					not matter as much (remember, fun is a factor). 
					 
					The cards I'm not sure about keeping are Dark ritual, 
					Demonic tutor, Gratuitious Violence and Skullclamps. But I'd 
					also switch a few other ones for better options if need be. 
					 
					If you are still reading this, then, you really love your 
					job! If you can send me some feedbacks via email it would be 
					much appreciated. 
					 
					4x Bloodstained Mire  
					1x Maze of Ith  
					4x Reflecting Pool  
					4x Badlands 
					4x Swamp 
					4x Mountain 
					 
					Creatures : 
					 
					2x Bladewing the Risen 
					4x Bladewing's Thrall 
					2x Vampiric Dragon 
					2x Kilnmouth Dragon 
					4x Dragonspeaker Shaman 
					2x [], the [] Star // see sideboard 
					2x Fledging Dragon 
					 
					Spells : 
					 
					4x Buried Alive 
					4x Zombify 
					4x Terminate 
					1x Demonic Tutor 
					2x Skullclamp 
					4x Dark Ritual 
					2x Gratuitious Violence 
					 
					Sideboard : (incomplete) 
					 
					2x Ryusei, the Falling Star 
					2x Kokusho, the Evening Star 
					2x Cremate 
					 
					Thanks so much in advance. 
					Carl 
					 
					OK, jumping right into the mix of things, I immediately want 
					to include my all-time favorite dragon, Lightning Dragon. It 
					will help out the speed of the deck, and it is a good card 
					in its own right. Just don’t forget to pay Echo! 
					 
					+4 Lightning Dragon 
					 
					Going along with the cheapness of Lightning Dragon, we could 
					probably up the count of Fledgling Dragon to four as well. 
					It will help smooth out the curve, and this deck seems 
					capable of reaching Threshold quickly. 
					 
					+2 Fledgling Dragon 
					 
					All is not well in Dragon-Land, though. I’m not a huge fan 
					of Vampiric Dragon or Kilnmouth Dragon, as they both cost a 
					bit too much to be consistent winners. I realize that this 
					deck is utilizing such cards as Dark Ritual and 
					Dragonspeaker Shaman, but by the time they hit the table, 
					Carl should be well on his way to winning the game anyways. 
					 
					-2 Kilnmouth Dragon 
					-2 Vampiric Dragon 
					 
					To fill in the [Blank] the [Blank] Star slot, I really 
					prefer Kokusho the Evening Star over Ryusei. Not only is he 
					an issue that must be dealt with immediately, but you can 
					easily end the game by only swinging once or twice and then 
					finding a way to send him to the graveyard. In fact, I like 
					him enough to up the total count to three. 
					 
					+3 Kokusho the Evening Star 
					 
					Moving towards the non-creature spells, I think we can 
					immediately eliminate a few of the cards currently taking up 
					space, namely Gratuitous Violence and Skullclamp. Gratuitous 
					Violence is just a bit over-the-top, especially considering 
					that most of the cards in this deck do a ton of damage 
					already. No need to go overboard! 
					 
					-2 Gratuitous Violence 
					 
					Meanwhile, Skullclamp is great in decks with small creatures 
					that are easily killed and that need to see a lot of cards 
					in hand. This deck, however, should be set as soon as it 
					gets one or two creatures of size on the table. No need to 
					go killing your hard-earned dudes! 
					 
					-2 Skullclamp 
					 
					As a manner of preference, I think Carl could get rolling on 
					his reanimation strategy by including Exhume in the deck 
					over Zombify. So what if your opponent gets a creature too? 
					Yours are likely bigger and better anyways! 
					 
					-4 Zombify 
					+4 Exhume 
					 
					Finally, just as a minor change, I’d like to use up our 
					final slot (of the sixty) to include a single copy of 
					Vampiric Tutor. I don’t really have a great explanation for 
					that addition, except that Vampiric Tutor is an amazing card 
					and if you can play it, you should. 
					 
					+1 Vampiric Tutor 
					 
					Carl said that his mana base is working out well for him in 
					the e-mail, so why don’t we leave it as is? Remember – even 
					if it looks like it might need fixin’, don’t touch it if 
					it’s working for you as is. 
					 
					Turning our attention to the sideboard, I immediately want 
					to get rid of Ryusei the Falling Star and Kokusho the 
					Evening Star. If I can’t immediately identify the match-up 
					in which these cards would go in, they really don’t need to 
					be hanging out. 
					 
					-2 Kokusho the Evening Star [SB] 
					-2 Ryusei the Falling Star [SB] 
					 
					Next, I’d like to up the count of Cremate to three. If Carl 
					is seeing enough reanimation in his area to include this 
					card in the sideboard, he might as well include a third copy 
					to help the odds of drawing it up. 
					 
					+1 Cremate [SB] 
					 
					Carl mentioned that he has difficulty against some of the 
					faster decks, which I would assume have smaller creatures 
					than he does. What could we throw in to solve this problem? 
					Pyroclasm, of course! If the faster decks have a 
					creature-theme to them, such as Goblins or Elves, then you 
					could also swap Pyroclasm out for Engineered Plague. 
					 
					+3 Pyroclasm [SB] 
					 
					Carl also said that he has difficulty against decks packing 
					a lot of counter-magic. If that is an issue, it usually 
					comes with Islands. What does red have that can take care of 
					Islands? Boil! They can’t counter if they don’t have mana, 
					right? They could counter Boil, but if you play it at the 
					end of the other player’s turn, then they won’t have access 
					to the mana to counter the important stuff. 
					 
					+3 Boil [SB] 
					 
					Another helpful card against the blue decks with 
					counter-magic would be Urza’s Rage. I’m not sure what these 
					decks are using to win, but I’d be willing to bet it is at 
					least somewhat slow – blue tends to be like that. In that 
					case, as long as Carl is getting the opportunity to draw 
					more and more land, he might as well play an uncounterable 
					card that deals either 3 or 10 damage. 
					 
					+3 Urza’s Rage [SB] 
					 
					Finally, I want to include Perish. I don’t really have a 
					great reason to include this other than “Read The Card”, and 
					I would assume that someone in Carl’s area is playing green. 
					Teach them the way of the dragon – by wiping out a forest 
					full of green creatures! 
					 
					+3 Perish [SB] 
					 
					With that last change, I think we’re all wrapped up. Here’s 
					how the deck turned out… 
					 
					CREATURES (21): 
					4 Bladewing’s Thrall 
					2 Bladewing the Risen 
					4 Dragonspeaker Shaman 
					4 Fledgling Dragon 
					3 Kokusho the Evening Star 
					4 Lightning Dragon 
					 
					NON-CREATURE SPELLS (18): 
					4 Buried Alive 
					4 Dark Ritual 
					1 Demonic Tutor 
					4 Exhume 
					4 Terminate 
					1 Vampiric Tutor 
					 
					LANDS (21): 
					4 Badlands 
					4 Bloodstained Mire 
					1 Maze of Ith 
					4 Mountain 
					4 Reflecting Pool 
					4 Swamp 
					 
					SIDEBOARD (15): 
					3 Boil 
					3 Cremate 
					3 Perish 
					3 Pyroclasm 
					3 Urza’s Rage 
					 
					Hope that helps, Carl, and good luck! 
					 
					I’ll see y’all next week. 
					 
					-Paul Hagan 
					 
					 
					 
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