Type: Deck Idea
Format (legal 👍) vinVintage
Approx. Value:
$5,021.15

0 Likes 0 Comments
Avg. CMC 2.91
Card Color Breakdown
Card Type Breakdown

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Main Deck - 60 cards, 20 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (7)
3 Erhnam Djinn
$0.24 Creature - Djinn
4 Serendib Efreet
$0.10 Creature - Efreet
Instant (15)
2 Counterspell
$1.08 Instant
3 Disenchant
$0.11 Instant
2 Force of Will
$68.27 Instant
4 Mana Drain
$43.28 Instant
4 Swords to Plowshares
$1.03 Instant
Sorcery (1)
1 Wrath of God
$3.81 Sorcery
Enchantment (7)
2 Browse
$0.14 Enchantment
2 Control Magic
$1.15 Enchantment - Aura
3 Spirit Link
$0.66 Enchantment - Aura
Land (30)
1 Forest
$0.08 Basic Land - Forest
6 Island
$0.09 Basic Land - Island
3 Kjeldoran Outpost
$11.04 Land
3 Mishra's Factory
$0.11 Land
4 Plains
$0.09 Basic Land - Plains
4 Savannah
$307.18 Land - Forest Plains
2 Thawing Glaciers
$16.26 Land
3 Tropical Island
$515.73 Land - Forest Island
4 Tundra
$457.08 Land - Plains Island
Sideboard - 15 cards, 7 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (6)
1 Disenchant
$0.11 Instant
2 Divine Offering
$0.05 Instant
3 Hydroblast
$2.79 Instant
Sorcery (4)
3 Political Trickery
$3.57 Sorcery
1 Wrath of God
$3.81 Sorcery
Enchantment (5)
3 Circle of Protection: Red
$0.19 Enchantment
2 Mind Harness
$0.27 Enchantment - Aura

Notes
 
Source: Inquest #26 (June 1997), pp.38-39; author: Mark Justice

Substitutions:

4 Mana Drains -> 2 Counterspells, 1 Force of Will, 1 Dissipate
4 Savannahs -> 3 Forests, 1 Plains
4 Tundras -> 2 Islands, 2 Plains
3 Tropical Islands -> 1 Forest, 2 Islands

"The spectacle with begin with a simple playing of a Tundra.  Your opponent's complacency will soon turn to terror as you launch an army of Efreets, Djinns and Warriors.  To add insult to injury, they will be unable to touch your creatures because of your masterfully played countermagic.  The final blow will come when their creatures are either destroyed or begin to serve a new, more powerful wizard - you.

When played properly, this Type 1.5 (Classic Restricted) deck not only wins games, it dominates tournaments.  Occasionally you'll destroy an opponent with an early barrage of Serendibs and Erhnams.  More likely you get into a minor war until you build up enough Outpost tokens to finish them off.

All that is nice but, without the defense to back it up, your offense will just be one of the many similar attack decks.  In most Type 1.5 tournaments, the field is dominated by decks based on quick creatures and direct damage.  When building a killer deck, you need to keep in mind what the majority of the field will be playing.  You might have the greatest blue / white control deck ever to grace our game but, if everyone else is playing Necrodecks, you don't have a killer deck.

With that in mind, let's look at creature defense.  With so many creatures in the environment, this deck has strong defenses to protect you from an early assault.  Swords to Plowshares has always been a staple defensive card and its value increases even more in this quick creature environment.  The two Control Magics help your card advantage because your opponent not only loses a creature, they have to use another one of their cards to take care of the new threat.  Don't hesitate to steal an Elvish Archer or Savannah Lions, as your opponent will usually end up using a Lightning Bolt on it.

The Spirit Links end up winning an incredible amount of games.  Not only are they the quick-creature-defense required in this environment, but they can turn into a life-gaining machine when thrown on a Serendib Efreet (yours or your opponent's).  With Ivory Tower and Zuran Orb not available, a little extra life will swing a lot of games.  One Wrath of God can also help clean up a lot of unwanted messes.

It is important not to take a lot of early damagae in this environment.  If an opponent play a first-turn Kird Ape with a Taiga, do not hesitate to Swords to Plowshares or Spirit Link it.  This is somewhat against advanced play strategy, but the current 1.5 environment warrants it.

I could spend pages talking about Counterspells and the proper use of them.  Let's leave it simply with, 'Don't waste them.'  The Mana Drains can be used in countering an early creature if it will aid you in putting out a quicker Erhnam Djinn. In general, Counterspells should be used only in pivotal moments of games.

To round out your spells, you have three Disenchants.  The environment does not invite many Stasis or Winter Orb type decks, so Disenchant is just for general cleanup.  You also have two Browses.  This card protects your offense if used correctly.  Get a creature or an Outpost in play with Browse on the table and you will be able to add additional Counterspells to protect your creatures as you attack.  You can also get that Swords to plowshares and cast it immediately most of the time.

Now that the defense has been set up, let's analyse the two creatures in the deck: Serendib Efreet and Erhnam Djinn.  They are big and they are fast - the size these creatures provide helps you against the field because your opponent will either have to double Bolt them or waste a creature and Bolt.  Worst case scenario: they've wasted two cards to kill your creature.  Best case, you have a counterspell in your hand and that second Bolt doesn't quite get through.

So what if your opponent plays with four Suleiman's Legacies or four of King Suleiman standard in their deck?  Then go ahead and beat them to death with land (Mishra's Factory and Kjeldoran Outpost).  The army the Outpost can provide can be quick and devastating.  Smile with glee as your opponent wastes Incinerates or your 1/1 warriors.  And remember that you Savannahs and Tundras count as Plains so, if need be, you can sacrifice them to bring the Outpost into play.

Mishra's Factories round out a mana base that is well diversified.  The dual-lands help with the flow of the deck and the two Thawing Glaciers help give that extra edfge you need to help avoid the dreaded mana clump.

The sideboard helps with a few of the deck's vulnerable points.  If someone does play a Winter Orb deck against you, there is extra defense with Divine Offerings.  As I expect red in most 1.5 decks, there are three COP: Reds and three Hydroblasts.  Mind Harness is mainly for Wildfire Emissaries and Political Trickery is great against decks that rely heavily on Outposts.

As you will find, the deck can be both an offensive and defensive machine.  Decks that meet those two requirements end up winning a lot of tournaments.  The deck does not just play itself, it requires thought and proper timing, but with a little practice it will stomp its competition into the ground."
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