A Lesson in Futility: Same Gam..

by Awz? on 19 February 2011

Main Deck (60 cards)

Creatures (8)



Instants (12)

Planeswalkers (2)



Land (22)

Sideboard (15 cards)

Sorceries (3)


Instants (8)

Artifacts (2)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Passive aggression rarely does any good.

Re-edit, 3/20/2011.

Unorthodox and unpredictable; such is life.

Leyline of Punishment prevents life gain, making Condemn and Oust the most efficient methods of removal in the game. Condemn for removing threats permanently, Oust for controlling the opponent's hand.

With creature removal handled, Lightning Bolt handles the big three threats: Jace, Garruk, and Venser.

Wall of Omens and Survival Cache (while unable to gain life, isn't totally useless due to Lightning Bolt) for cheap blockers/card advantage.

Rage Nimbus for a cheap blocker and to force a Condemn. The Nimbus essentially becomes a removal spell in itself.

With no attackers, the win condition is satisfied in one of two ways:

I. Under the safety of weird removal, building up counters on Zektar Shrines and attacking/Flinging after Silence. (Rage Nimbus can be Flung as a last measure.)

II. Using Chandra Ablaze and the draw power of Walls/Caches to force Elemental Appeals into the graveyard, then activating her final ability and hitting with free 7/1 Elementals (that can usually be kicked).

Silence the opponent before setting up a win condition or calling Chandra. Worst case scenario: Silence forces a counter and lets you stall. Otherwise, casting Silence with seven mana available is a guaranteed win.

Judgments/Chains for clearing the board. Chains have the advantage of potentially leaving walls alive. A substitution of Emerge Unscathed for anything is perfectly viable if Chain Reaction is used over Judgment. Emerge Unscathed is also handy to thwart Doom Blades/Go For the Throats.

Revoke Existence for artifact/enchantment hate. Sorcery speed is negated by Silence. In my experience, the two most significant threats are Leyline of Sanctity and artifact-based removal like Argentum Armor and Spine of Ish Sah. Substitutions of Crush and Demystify are acceptable. Crush is especially handy for the Swords.

Edges for Colonnades and dual-lands, as per usual.

Possible substitutions are Reverberates (for copying retrieval spells or negating counterspells).

Major counters...

Kuldotha RDW seriously tears this up. Your best bet is an opening hand with a Judgment, two Shrines, a Mesa, and a Fling. Otherwise, expect to get pecked to death by the goblins you don't silence.

Caw Blade is a menace. Silence/Bolt/Crush/Condemn. Nimbus won't keep you alive forever.

Knowledge Pool is also a serious threat, but can also be a serious boon. Casting an Elemental Appeal for one white mana is sublime.

Enchantment hate is this deck's main weakness. Silence is the closest thing this deck has to a counterspell. When you have it, use it agressively.

EDIT 4/3/2011: Mill hurts. Fuck. Chandra helps that a little bit, though.

EDIT 6/22/2011: New Phyrexia is the best Goddamn thing.

This deck resorts to mindgames far more than R/W ever should; this is a U/G in disguise.

-Awz?

"It's like Albert Einstein fucking a doorknob." - The_Stinkweed_Pimp

Deck Tags

  • Fun

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1800330

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for A Lesson in Futility: Same Game Over and Over Again.

This deck is bullshit. You are full of bullshit. Hey, get that bullshit off your face. Bullshit.

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Posted 03 March 2011 at 09:22

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But it is alright, though.

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Posted 03 March 2011 at 09:23

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This deck is a waste of time, money, and existence.

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Posted 21 March 2011 at 00:41

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I can dig it.

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Posted 21 March 2011 at 11:14

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