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Dragon Primer Part II
By Dicemanx (Peter Olszewski)
I. The Worldgorger Dragon combo deck – what is it?
The Worldgorger Dragon combo deck came into existence after Judgment, the third
set in the Odyssey cycle, became legal in all formats in the early part of
2002. It revolves around the abilities that trigger when a Worldgorger Dragon
is animated from the graveyard using an enchantment such as Animate Dead. When
the Dragon enters play this way, all other permanents leave play, including the
Animate Dead. This causes the Dragon to return to the graveyard, causing all
removed permanents to return to play, untapped. The Animate Dead returns as
well, and can re-target the Dragon and thus begin the process all over again. During
each loop, the lands that leave play can be tapped for mana prior to their
departure, and they come back untapped so that an endless supply of mana can be
generated. These loops cannot be stopped (causing the game to be a draw),
unless the Dragon player can target another creature with the Animate Dead, or
if he can use instant effects to kill his opponent after generating large
amounts of mana. The kill of choice for a long time was either Stroke of
Genius, Ghitu Fire, or Magma Mine, until players started discovering new
possibilities. Some experimented using other targets for Animate Dead, such as
Ambassador Laquatus or Aerial Caravan, which could respectively either mill the
opponent completely, or draw every single card in the library to find the kill
card. Although many builds and strategies of this combo deck have emerged,
there is often a big difference in opinion with respect to determining the most
optimal build.
II. Why play Dragon Combo?
Combo decks typically have three types of cards: combo pieces, search and/or
card draw, and disruption (cards with the ability to "protect" your
combo). A fair way of comparing combo decks would be to examine both the amount
and quality of these three card types. Other important criteria would be a
combo deck’s speed, vulnerability to various forms of hate, and the stability
of the mana base.
Worldgorger Dragon decks typically have the following advantages:
1. Redundancy of combo pieces – The fastest combo decks tend to have the most
redundancy when it comes to their combo pieces. If there is a limit on the
number of combo pieces that you can run, the average time it takes for the deck
to combo the opponent increases - you will typically have to spend precious
turns tutoring or drawing cards to set up your combo. Decks such as Dutch
Tendrils (TPS) or Neo-Academy have the ultimate form of redundancy, as the
decks revolve around generating lots of mana and usually massive card drawing.
Dragon decks are not too far behind, having multiple ways of getting the Dragon
into the graveyard, multiple ways of animating the Dragon, and multiple ways of
finishing off the opponent once an “infinite” amount of mana is generated. As a
consequence, the Dragon deck is one of the fastest combo decks in T1.
2. Casting cost of combo pieces - Apart from the redundancy, another important
consideration for a combo deck is the casting cost of its combo pieces. Dragon
decks use very inexpensive cards to go off, including cards like Entomb at one
mana, various Animate cards at two or three mana, or Intuition or Buried Alive
at three mana. With a bit of mana acceleration, which could include something
as simple as Dark Ritual, it is theoretically possible to go off on turn 1,
perhaps turn 2; even without any acceleration, it is possible to pull off the
combo on turn 2. Such feats do not even require particularly remarkable initial
hands - this fact makes Dragon decks especially fearsome.
3. Flexibility of combo pieces – This is where Dragon combo decks really shine.
Many of their combo pieces, especially the kill cards, have other potentially
important functions such as tutoring power, card drawing, and creature
destruction. This allows Dragon decks to have an incredible amount of
flexibility, allowing you to contend with a wide variety of T1 decks. The
flexible combo pieces will be discussed in more detail below.
4. Number of available slots for disruption cards – Disruption is important for
the combo deck to contend with control decks running counterspells and with
decks using “hate” cards that can disrupt your combo. The more disruption you
can run, the better you can protect your combo and the more chances you have of
going off sooner. This is where Dragon decks outshine Academy and long.dec –
they can simply afford more slots dedicated to disruption so they have more chances
of success, especially against control decks.
5. Reliability of the combo & time required for kill – If you go off with
the Dragon deck unimpeded, you win immediately and 100% reliably. This gives
you a slight advantage over decks like Academy and long.dec which always have
the possibility of running out of gas while going off. Also, long.dec and
Academy are very difficult decks to play, which can cause play mistakes to crop
up more frequently in the later rounds of a large tournament. Dragon, on the
other hand, does not require you to make too many complex decisions, so it’s
much easier to pilot it to consistent finishes.
6. Ability to go off on opponent's turn – This is a huge point against control
based strategies. Dragon is the only combo deck that can win with instants on
your opponent's turn, or at least start counter wars on their turn. No other
combo deck can do this.
7. The cost of building the deck - Worldgorger Dragon combo decks are one of
the least expensive competitive combo decks to build, as they run fairly well
without any power. This makes Dragon an excellent choice for those budget
players who want to try playing something other than budget-aggro or
aggro-control.
Disadvantage to running Worldgorger Dragon decks:
1.Vulnerability to hate cards – Because Dragon decks rely on a creature that
needs to be animated from the graveyard with an enchantment, they are
vulnerable to creature removal, enchantment removal, and graveyard removal.
This is a particular problem if the opponent knows when to destroy your Dragon.
When the Dragon comes into play via an animate spell, its “permanents leave
play” ability goes on the stack. If it is destroyed at this point, its
“permanents return to play” ability goes on the stack. This causes the “permanents
leave play” trigger to resolve last, which means that you will lose your
permanents! Any form of removal might seem like a death knell for this deck,
but the situation is not as hopeless as one might think. Enchantment removal is
very scarce in most T1 metagames. Also, there are few top level decks that run
significant amounts of creature removal spells that are capable of destroying
the Dragon once it enters play. Those decks that do run such removal are often
slow decks in any case, so they allow you to play around this form of
disruption. Finally, graveyard hate is usually present in sideboards to some
extent of most high level decks. Nevertheless, most decks will not devote more
than 1-3 graveyard hate cards in their SB, which allows the Dragon deck to
remain very competitive. This deck can be hated out severely, but it
still has a lot of tools available to survive and prosper in any metagame.
III. Building the Dragon deck – what are the best cards to play?
Because of the various approaches one can take to constructing the Worldgorger
Dragon deck, builds may vary from person to person to quite an extent. However,
there seems to be a most optimal build at the present time, which is presented
below in the decks section. Despite the large amount of choices one can make,
there are what could be considered “optimal card choices”. In this section, all
of the possible card choices for Dragon decks will be discussed (for main deck
and sideboard), with a rating given for each card (either excellent/good/average/poor).
The idea behind this is to allow the reader to pursue alternate builds if he
has certain budget limitations, or if he’s feeling particularly adventurous and
wishes to experiment with other approaches. Also, the idea is to give a list of
choices that apply to T1.5, not just T1.
The cards are broken down into various categories: combo pieces,
tutors/search/card drawing, disruption, and mana sources. A number of cards
qualify for more than one category, so they might be listed more than once. Such
cards have typically very high ratings, so deserve serious consideration when
building the deck.
A. Combo pieces
i. Cards that put creatures into graveyard
There are two types of such cards. The first type searches out the creatures
from your library and puts them in the graveyard. There are only three cards
that do this: Buried Alive, Entomb, and Intuition. The rest of the cards
provide the means for getting a drawn creature into the graveyard, such as
Wheel of Fortune, Bazaar of Baghdad, Read the Runes etc. This might seem like a
very narrow set of cards to use because you will not draw your creatures very
often. However, they are listed here because they are usually very flexible
cards, and can provide card drawing or function as win conditions.
Buried Alive – This card allows you to put both a Worldgorger Dragon and either
Ambassador Laquatus or Aerial Caravan into your graveyard to set-up the two
card combo. It also usually serves to clear your library of all creatures at
once, which improves your draws. The drawback to this card is the fact that it
is a 3-cc sorcery and lacks flexibility. Rating: excellent
Entomb – Another high-quality card that puts a Worldgorger Dragon into the
graveyard, at instant speed and only one mana, while often functioning as a
kill card: provided that you’re running the Ambassador or the Caravan, the
Entomb can fetch those cards when you’re going off. It also helps you to remove
cards from your library that function as card drawing (Deep Analysis). Rating:
excellent
Intuition – A must in any Dragon deck, this card has multiple functions. It can
put Dragons in the graveyard, it can serve as a regular tutor for any card that
you have three copies of in your library, and it functions as your kill card
when you’re going off: by fetching cards like Entomb, Cunning Wish, Read
the Runes, etc. You can also Intuition for either the Ambassador or Caravan and
another non-Dragon creature (if you choose to run one) when you go off.
Intuition is one of the best cards to have in Dragon, due to its incredible
flexibility. Rating: excellent
Wheel of Fortune – This puts a Dragon in the graveyard only when you’ve drawn
one. This is an excellent inclusion in a Dragon deck as it helps you to draw
more cards; despite its symmetry, it is the combo deck that will benefit most
from refilling the hand. Combo decks usually break the symmetry of this card,
as they can usually win very quickly after replenishing their hand. Wheel is
also an excellent card to fetch with Vampiric and Mystical Tutors against heavy
hand disruption decks such as Suicide. The downside is the R requirement – red
doesn’t add very much to Dragon outside of Wheel.. Rating: excellent
Windfall - Similar to Wheel, but weaker as it doesn't work very well if
opponent has few cards in hand. It still merits consideration if you are not
running red in your build. Rating: average
Read the Runes - This puts a Dragon in the graveyard only when you’ve drawn
one. This card is also very flexible. It can allow you to have a net gain of cards
if you sacrifice useless permanents or discard any creature cards; it also
helps to cycle through your cards much faster to set up your hand, and it can
serve as a kill card as well: you can draw your whole library with this card
when going off, keeping whatever cards you need by sacrificing all the
permanents that you have on the table. Rating: excellent
Frantic Search – Similar to Read the Runes, except that it limits the amount of
cards you can draw and cannot be used as a kill card. Untapping up to three
lands is marginally useful, given that this can be used at instant speed
anyways. It’s restricted to boot. Rating: poor
Careful Study – Similar to Read the Runes and Frantic Search, but likewise
limited in terms of the number of cards you can draw and the fact that it
cannot be used as a kill card. Rating: average
Bazaar of Baghdad – Similar to Read the Runes. The upside is that it is
re-usable and could conceivably find you a kill card when you’re going off -
Bazaar comes back untapped with each cycle, so you can use it multiple times.
It’s a kill card if you have either Ambassador Laquatus or Aerial Caravan in
your deck, as you can mill yourself repeatedly when going off to put the kill
cards in your graveyard. Bazaar also has a limited search function, but this
comes at no cost apart from a land drop and vulnerability to Strip Mine and
Wasteland. If you run Squees, then Bazaars could be very strong, although
Squees could be wasted slots if you don't draw into a Bazaar or if you cannot
keep it on the table. However, Squees could power your Compulsion, so it might
be a wise idea to include multiple copies of such cards in your deck along with
Bazaar. Rating: excellent
Compulsion - Like the Bazaar, it serves many purposes – putting creatures in the
graveyard, giving you search capabilities by cycling cards through it, or
serving as a win condition when going off by searching out your win conditions
once you generate tons of mana. The upside is that it is much less vulnerable
to removal, but the downside is that it is slower. Compulsion is particularly
good with Squee, and helps you draw cards if your Bazaars are destroyed by your
opponent’s Wastelands. Rating: good-excellent
Anvil of Bogardan – A colorless way of getting a drawn creature into the graveyard,
while allowing you to rapidly cycle through your deck. The symmetry might be a
potential problem, however. Rating: poor
Jalum Tome – A non-symmetric version of Anvil of Bogardan, but it costs three
to put into play and has an activation cost of two. It improves your card
quality, and functions as a kill card, so it has excellent flexibility.
The Tome is similar to the Bazaar or Scrying Glass when going off - you
can either use it to cycle through your deck to find the kill or eventually
drop a Caravan/Ambassador into your graveyard. The problem is that it doesn't
net you card advantage outside of the combo and it’s more vulnerable than
Compulsion. The problem is that the Tome is a bit too slow. Rating: good
Survival of the Fittest – A slow way to get your creatures into the graveyard,
and it’s dependent on having at least one creature in hand to begin with.
Generally speaking, it’s a very poor choice, but there could be some strong
possible builds that utilize a larger number of creatures (like a combination
of reanimator + Dragon that uses mana creatures). If you can generate
green mana when you go off, and if you have a creature in hand, then Survival
can serve as a kill card, allowing you to fetch your Sliver Queen or Ambassador
Laquatus. This will not work very well outside of builds devoted to making
Survival work. Rating: poor-good
Vodalian Merchant- When it enters play it can put a Dragon in the graveyard.
Merchant is a win condition that offers Edict protection when going off -
remember, its ability triggers every time it leaves and re-enters play, so it
has a similar function to cards like Compulsion and Bazaar of Baghdad. It's
two-toughness also helps to block Ophidians vs mono-U, which could be very
important. Otherwise, it serves as a chump blocker. Nevertheless, its minor
ability outside of the combo makes it a generally weak choice for inclusion in
the deck. Rating: poor
Undead Gladiator - A very slow method of discarding a drawn creature from your
hand, but it allows you to cycle through your library to find your win
condition if you go off during your upkeep. You can do this only with
Necromancy. Otherwise, the Gladiator could be a way of drawing cards slowly
over time. This is more of a budget build consideration. Rating: average
Hermit Druid - With just one to two basic land in your deck, the Druid
could be used to rapidly bury a Dragon along with the win condition. However,
this plan is not always consistent, and the Druid is very vulnerable,
especially against Sligh. It’s difficult to make the Druid work in Dragon.
Rating: poor-good
Zombie Infestation - This is a cheap discard outlet, and can be effective
if you are running up to 4 WGD in your deck, as well as 4 Squees. Its
purpose is to give you an alternate win condition so that you're not reliant on
just the combo. The downside is that it doesn't contribute to the combo apart
from the discard effect, so it has some stiff competition from more flexible
combo pieces. Infestation might be appropriate in some budget mono-B builds.
ii. Cards that animate the Dragon
Dance of the Dead – only 2 cc, and increases the Dragon’s toughness by one.
This might be very significant against a deck like Sligh, which cannot use a
Fireblast + Lightning Bolt to kill the Dragon and end the combo. Rating:
excellent
Animate Dead – Exactly like Dance of the Dead, except toughness is not boosted.
However, Animate Dead can be more useful when you might want to animate a
non-Dragon creature (the Caravan, or a Verdant Force; see below). Rating: excellent
Necromancy – This is a three-casting-cost enchantment, which makes it
potentially a little slower as you will need three mana to go off – you only
theoretically need two mana to go off with the Dance of the Dead or Animate
Dead. However, Necromancy can be played as an instant, forcing a control deck
to counter on their turn, or allowing you to get around Planar Void or Ankh of
Mishra post SB. It’s also an excellent card to stop your opponent from pulling
off end-of-turn plays like fetching a land or casting an instant such as Fact
or Fiction or Accumulated Knowledge. Of course, this can only happen if you’re
set to go off with a Dragon in the graveyard. One final advantage of Necromancy
is that, at 3cc, it allows you to get around a Chalice of the Void set at 2.
Rating: excellent
iii. The kill cards when you’re going off
Before I list the cards, I want to clarify what exactly constitutes a
"kill" card. While something like Stroke of Genius or Ghitu Fire
actually win the game for you, I consider the game over if you are able to draw
every card in your deck, or if you have the means to find the kill. This is why
cards like Aerial Caravan and Read the Runes (mass card draw) , Bazaar of
Baghdad (search card for Caravan/Ambassador), Entomb and Intuition
(instant speed tutors that find the kill cards) are listed here. Also, don't
forget that cards like Bazaar of Baghdad, Cursed Scroll, Scrying Glass, and any
other permanent-based kill card can be used an unlimited number of times when
you're going off. This is because the permanents all leave play and come back
untapped. Here is the complete list:
Aerial Caravan – This is a non-counterable way of drawing your whole library
when you go off, provided you have a pain-free source of blue mana on the
table. It’s a creature to boot, having excellent synergy with cards like Buried
Alive, Read the Runes, or Entomb. The downside of Caravan is that you need U
mana when going off, and you also need to include an actual kill card itself,
like Stroke of Genius or a Cunning Wish to fetch it. Rating: excellent
Ambassador Laquatus – A non-counterable win condition, having the same
synergies as Aerial Caravan. The upside of the Ambassador is that he will win
you the game single-handedly; the Caravan still requires that you play a kill
card to finish off the opponent. Also, the Ambassador is excellent against
Orim’s Chant or Abeyance, as the Animate on Worldgorger will be the last spell
you will have to cast to win the game, provided that the Ambassador is already
in the graveyard or has a way of getting there (via Bazaar). Another advantage
to the Ambassador is that he can mill the library with only colorless mana,
which allows you to play him in mono-B builds. The downside to the Ambassador,
compared to the Caravan, is that he cannot handle Gaea’s Blessings very well.
Furthermore, the Caravan can actually be cast or animated providing a very
useful draw effect; the Ambassador’s ability in such scenarios is virtually
useless. Rating: excellent
Sliver Queen – When you go off with Dragon, the Queen allows you to use
colorless mana to generate an infinite amount of 1/1 Sliver tokens. The big
downside is that this extends the kill by a turn. The up-side is that the Queen
makes a better reanimation target outside of the Dragon combo, and it gets
around the occasional problem of Gaea’s Blessings which might foil your
Ambassador from time to time. Rating: good-excellent
Shivan Hellkite – The ultimate kill card. It kills on the spot and can kill
creatures as well, which means it gets around potential problems such as Ankh,
True Believer, or Gaea’s Blessing. It also makes an excellent reanimation
target outside of the combo. However, the major problem is the red mana
requirement when going off. This would be an automatic inclusion were it not
for the downside. Rating: excellent
Intuition – See above. Rating: excellent
Entomb – See above. Rating: excellent
Cunning Wish – These are usually played if you do not want to include a
main-deck kill card like Stroke of Genius, relegating it to the side board
instead. When you go off with WGD and generate tons of mana, you can use
Cunning Wish to fetch a Stroke of Genius from the SB and deck your opponent.
Wishes are also highly flexible, allowing you to tutor up disruption or answers
from the side board as well. A very strong choice. Rating: excellent
Read the Runes – See above. Rating: excellent
Scrying Glass – Provided that your opponent has at least one colored-card in
hand, you can use this card to draw your entire library when going off (the
Glass returns to play untapped after each cycle). If your opponent doesn’t have
any colored cards in hand, chances are that he’s playing a non-control deck
which you should be able to defeat regardless. Furthermore, the Glass gives you
much needed card drawing and gives you a peek at the opponent’s hand to scan
for any creature/enchantment removal. A highly flexible card. Rating: excellent
Bazaar of Baghdad –See above. Rating: excellent
Compulsion – See above. Rating: good-excellent
Jalum Tome –See above. Rating: poor
Survival of the Fittest – See above. Rating: poor-good
Vodalian Merchant – See above. Rating: poor
Cursed Scroll – Allows you to win when going off by dealing damage, provided
that you have at least one card in hand. It also doubles as creature removal or
an alternate route to victory, which makes this card potentially very useful
against certain decks. For instance, it can be used to kill most of suicide-B’s
creatures after they whittle down your hand with their hand disruption and stop
you from going off early. The Scroll can also remove some nasty anti-Dragon
creatures prior to going off, such as Withered Wretch, True Believer, or Elvish
Lyrist. Very flexible card. Rating: good (or excellent depending on the deck
you’re facing)
Whispers of the Muse – You can use Whispers to draw your entire library when
you go off. Since you will require six mana to start generating card advantage,
this will not help you very much in the card drawing department. Otherwise, its
cantrip ability is virtually useless – if you cast Whispers to draw a card, you
are trading a kill card for a random top-deck. Rating: poor
Stroke of Genius – Generally a poor main deck choice, as it lacks flexibility.
You cannot even cast it if you draw it if it’s your only kill card in the deck and
you have no graveyard recursion. This is better off in the SB while using main
deck Wishes instead. Rating: poor
Ghitu Fire/Flaming Gambit – See Stroke of Genius. You have to have a red source
of mana in play when you go off to boot. Flaming Gambit has good synergy with
Intuition, as you can cast it from the graveyard as an instant due to its
flashback cost. However, it becomes a very poor kill condition if your opponent
gets a creature on the table before you can go off. Rating: poor
Magma Mine – Again, not very flexible. Much worse than Cursed Scroll, for
instance. Rating: poor
B. Tutoring/search/ card drawing
i. Tutoring
Demonic Tutor – A no-brainer. Rating: excellent
Vampiric Tutor - A no-brainer. Particularly good against suicide, allowing you
to hide your card on top of the library. Rating: excellent
Mystical Tutor - A no-brainer, but only in instant-heavy builds. Particularly
good against suicide, allowing you to hide your card on top of the library.
Rating: excellent
Intuition – See above. Rating: excellent
Cunning Wish – See above. Rating: excellent
Merchant Scroll – It’s not an instant, so it cannot be used as a kill
condition. The Scroll is never bad if you’re running Ancestral Recall, and can
help you track down an Intuition or Cunning Wish. A tough call on this one, but
it’s probably too slow. Rating: good
Lim-Dul’s Vault – Decent tutoring power, but the mana requirement is a bit
harsh. However, Vault does have fantastic synergy with Bazaar of Baghdad, as it
can help stack your deck to amazing effect. Rating: average - excellent (in
Bazaar builds)
Spoils of the Vault - This is an excellent cheap tutor, but is extremely risky
to use. In some builds this could very well be suicidal, as you might lose
critical combo parts when using it(like WGD or Ambassador). Also, losing too
much life might spell your doom against fast aggro decks like Sligh. Spoils
gains in reliability in decks that have a large amount of redundancy and that
mix reanimator and Dragon strategies. One such build is presented in the budget
T1 build section. Rating: good
ii. Search
Impulse – A cantrip that gives you a limited search is always a good inclusion.
However, Impulse is a bit weaker in the Dragon deck compared to other search
cards such as Read the Runes, which can function additionally as kill. It lacks
flexibility, but it is still very useful nonetheless. The problem with such
cards is that Dragon functions best as a massively redundant deck. Instead of
adding search, it’s best to just include more copies of the combo pieces
instead. Adding too much search results in wasting turns trying to find the
right combo pieces, because Dragon has a limited amount of mana to work with.
Rating: poor-average
Tainted Pact – Like Impulse, but could potentially search deeper into your
library. The trade-off is that you can hit the same spell twice and draw zero
cards as a result. Nevertheless, the Pact can be a decent choice in mono-B.
Rating: poor-average
Brainstorm – Lacks flexibility, and can be quite poor if you do not combine it
with your few shuffle effects (tutors, Entomb, and fetch-lands). Impulse is
probably better. Rating: poor-average
Frantic Search/Careful Study – As mentioned above, not as flexible as some of
the other choices. Rating: poor
Bazaar of Baghdad – See above. Rating: excellent
Compulsion – See above. Rating: good-excellent
Jalum Tome – See above. Rating: good
Time Walk – Included in the search category, because it helps you to dig one
card deeper while both accelerating and/or re-setting your mana. However, Time
Walk could actually have a drawback in this deck: if you see it in your opening
hand, it is effectively a placeholder for the next card in your library that
you don’t get to see. This can affect mulliganing decisions, as a Time Walk
does not help you with evaluating your starting hand. Still, you cannot
underestimate the potential strength of this card. In fact, Time Walk really
shines in Bazaar-Squee builds, where it could allow you to draw more cards if your
Bazaar engine is going. Rating: poor-excellent
iii. Card Drawing
Ancestral Recall – Rating: excellent
Wheel of Fortune – See above. Rating: excellent
Timetwister – This might seem quite surprising, but in fact Timetwister is not
a bad choice. Replenishing you hand, even if it means re-shuffling your
graveyard into your library, is often a game-winning play. Plus, Timetwister
also helps out against Suicide (particularly if you’re not even running a
5-color build so you cannot include Wheel), and helps you reclaim any lost
win-conditions (if all your Cunning Wishes end up in the graveyard, for
instance, because they are countered or Duressed away). Rating: poor-excellent
Windfall – See above. Rating: average
Read the Runes – See above. Rating: excellent
Scrying Glass – See above. Rating: excellent
Deep Analysis - A great card to fetch with Entomb or Intuition. However, this
card can be a bit weak if you actually draw it, as 4 mana is a tall order for
Dragon. Still worth considering, even though it doesn’t contribute at all to
the combo. It could theoretically be used to win right away when used in
conjunction with Ambassador Laquatus (rather than waiting for the opponent’s
next draw phase). However, this is usually of very minor importance, unless your
opponent has a Necropotence in play and isn’t drawing any cards. Rating:
average-good
Necropotence – If the mana base supports this card, it’s a virtual no-brainer.
Perfect for mono-B builds, as they are bound to run Dark Rituals. Not as good
in the U/B or 5-color versions, which run fewer black sources and no Rituals
(usually). Rating: good-excellent
Yawgmoth’s Will – This is strong if you play lots of pro-active disruption (see
below), but it is nevertheless a bit too conditional and won’t give you the
type of card advantage as Keeper could generate, for instance. Rating:
poor-average
Whispers of the Muse – See above. Rating: poor
Stroke of Genius – See above. Rating: poor
C. Disruption
Dragon can use either reactive or pro-active disruption. Reactive disruption
includes cards like counterspells and Red Elemental Blasts, while proactive
disruption involves using cards like Defense Grid, Duress, or Abeyance to
pre-empt your opponent’s plans. Since the choice of disruption and the number
used is deck-dependent (i.e. what colors you use) or metagame dependent (i.e.
what types of decks you will face or what hate cards you have to contend with),
this section does not offer card ratings. Reactive disruption has the advantage
of stopping anything, including buying you time against aggro, or stopping hate
cards from entering play. The downside is that it’s very difficult to protect
your combo early with reactive disruption, as you might not have the mana to
force through your combo against a control deck on your turn. Pro-active
disruption helps to get around that problem, as you can cast your disruption
cards first and then combo them out. However, this type of disruption doesn’t
help you to buy time in some instances, and it cannot always deal with hate cards
(a Duress cannot stop a top-decked Tormod’s Crypt, for instance). The other
problem with pro-active disruption is that it cannot take advantage of a
“squeeze play”: for instance, if opponent has two blue mana open with two
Counterspells in hand, then a single Duress will not be sufficient, because it
doesn’t force them to tap mana. The final form of disruption, usually saved for
the sideboard, is removal – this gives you the ability to remove any permanents
that impede you from going off.
i. Reactive disruption
Force of Will –A free counter is always an excellent inclusion, but you might
find yourself lacking a non-important blue card to pitch. Also, you have to
watch out and make sure that you are running enough blue cards to make FoW more
useful. Around 15-18 blue cards is usually recommended.
Mana Leak – Your best counterspell, particularly if you are running a fully
powered Dragon build so that a Mox and land gives you first turn counterspell
ability.
Mana Drain – The ultimate counterspell in this deck, helping you to power your
more expensive spells. However, the double UU casting cost is a major concern,
so it’s not an automatic inclusion.
Red Elemental Blast – Purely a metagame call, this is the cheapest
counterspell, in terms of mana and card efficiency, against counterspell-based
control decks. However, it lacks any flexibility.
ii. Pro-active disruption
Defense Grid – More of a metagame call, the Grid can be cast as quickly as the
first turn to hose counterspell strategies and stop certain
creature/enchantment removal spells such as Diabolic Edict or Disenchant. The
down-side is that Grids are vulnerable to Powder Kegs, and they are not
guaranteed to stop counterspells for long – in fact, opponents can cast Force
of Will when they reach three mana. Nevertheless, Grids are a powerful option
to deal with control decks, as they can stop counterspells long enough for you
to win the game. 3-4 Grids are a virtual must-inclusion in many metagames that
feature, strong, fully-powered control decks.
Duress – Your cheapest and one of the most effective disruption spells, and
let’s you peek at an opponent’s hand to evaluate whether or not it’s safe to go
off. It’s also an excellent choice against other combo decks. However, it
doesn’t let you use the aforementioned “squeeze-play”.
Cabal Therapy – This is excellent only if you are running a full complement of
Duresses and Scrying Glasses to see your opponent’s hand. It is particularly
good at cleaning out multiple copies of the same spell – for instance, using
Therapy to nail three Swords to Plowshares against Parfait after you peeked at
their hand would be a marvelous play. The down side is that it is weak without
Duress or the Glass.
Unmask – Weaker than Duress, but might be included if four copies of Duress are
used. Still, finding a black card to pitch to this early might be problematic,
so this spell might be a little too conditional - especially since you might
invest two cards only to find that your opponent doesn’t have anything
important in hand and top decks something thereafter. You cannot underestimate
a free disruption spell, though.
Last Rites - This is a discard spell that doubles as a way to discard your
creatures from hand, and gives you the opportunity to remove multiple spells
from your opponent's hand. The downside is that it's very costly at 2B, and
isn't very efficient if you don't draw any creatures.
Mind Twist – A very serious consideration for fully powered builds. It helps to
clear out any hate cards in opponent’s hand before going off, but it’s
difficult to do this to a player playing counterspells, unless you can get a
very early Defense Grid into play.
Abeyance – This is one of the strongest proactive disruption spells available
to you. It stops just about every hate card (including cards like Tormod’s
Crypt, Elvish Lyrist, Aura Fracture, Swords to Plowshares, Disenchant, Edict,
etc). If you are running Cunning Wish, you can even fetch it out of the
sideboard. The down side is having to splash white, which is otherwise a weak
color to include.
Orim’s Chant – It’s cheaper than Abeyance, but it doesn’t stop activated
abilities on permanents, like Seal of Cleansing or Elvish Lyrist, which could
be a potentially serious shortcoming. On the other hand, it can buy you a turn
if you use it on your opponent’s turn to stop them from casting any threats.
Xantid Swarm – An excellent way of dealing with Instant-based Dragon hate,
stopping everything from counterspells to creature removal (StP, Edict,
“Stifle”) to instant speed graveyard removal (Coffin Purge).
Petrified Field - This is card is specific for Bazaar-based decks. It can be
added in anticipation of heavy Wasteland use if your Dragon deck relies heavily
on Bazaar.
iii. removal
Powder Keg – Your best answer against the most frequently side boarded card
against you: Tormod’s Crypt. It also handles other problematic cards like Ankh
of Mishra, Elvish Lyrist, Withered Wretch or cards that help other decks
outdraw you or outrace you like mono-U’s Ophidian, Sligh’s 1 cc creatures etc.
Nevinyrral’s Disk – Like the Powder Keg, but more expensive. However, Disk
helps you deal with Planar Void, Aura Fracture, Humility, or any other
enchantment that might shut down your combo. Plus, it takes out everything in
one fell swoop – if your opponent has multiple permanents stopping you from
going off (Crypt, Ankh), then Powder Keg might not be sufficient.
Pernicious Deed – This is a faster and more selective form of Nevinyrral’s
Disk. However, it’s also more difficult to cast.
Rushing River – An excellent catch-all that you can wish for. It can bounce two
problematic permanents at once.
Chain of Vapor –Like Rushing River, but much cheaper.
D. Mana sources
Dragon functions best when full power is included. The reason is that there are
many combo pieces at 2 and 3 mana, which means that acceleration is a must for
this deck to kill quickly and consistently. The following are must cards:
Black Lotus
Mox Jet
Mox Sapphire
Mox Pearl
Mox Emerald
Mox Ruby
Sol Ring
Mana Crypt
A sufficient number of mana sources in Dragon ranges approximately between
21-26, depending on the amount of search/card drawing. For instance, Bazaar
versions run fine with just 21 sources, while other versions heavy in 3cc combo
pieces (Intuition, Cunning Wish, Buried Alive) need 25-26.
Non-permanent sources of mana, such as Dark Ritual and Lotus Petal are usually
excluded. This is because the deck runs a minimal number of mana sources, and
consequently every source should ideally be permanent. This is especially important
against control, where building up your mana base is essential. However, if
power is unavailable because of budget considerations or because of the format
(T1.5), then the following make for good choices:
Sol Ring
Mana Crypt
Dark Ritual
City of Traitors
Ancient Tomb
Jeweled Amulet
City of Traitors or Ancient Tomb help with the casting costs of Intuition,
Necromancy, or Buried Alive, while Jeweled Amulet likewise helps out early with
the 3cc cards. However, Jeweled Amulet is more of a T1.5 card, and functions
best in builds that use Bazaar of Baghdad (which take away a land drop early in
the game, making the Amulets decent choices for acceleration).
IV. Dragon Builds
In this section I will list builds for both T1 and T1.5, with consideration for
budget builds in both formats as well. Note that these are just example builds;
there are many good card choices when constructing your Dragon deck, so it's
impossible to exhaustively list all of the possibilities here. Therefore, some
cards that received "excellent" ratings might not appear in these
sample builds.
Generally speaking, there are two main approaches when constructing Dragon. The
first way is to include a relatively large number of creatures and rely on
discard effects (cards like Bazaar of Baghdad, Compulsion, Read the Runes,
Jalum Tome, Last Rites) to get them to the graveyard. This approach can allow
for the effective mixing of Dragon and reanimator strategies, as you can fill
your main deck with Dragons and other non-combo creatures such as Verdant
Forces. Build "A-i" is a prime example of this strategy.
The second approach is to rely solely on cards that fetch your creatures from
the library and put them into the graveyard - these include Buried Alive,
Intuition, and Entomb. This allows you to reduce the number of main-deck
creatures to the bare minimum, creating more room for more combo pieces and
disruption. That's the upside; the downside is that this is a less efficient
strategy than the discard approach, and also much easier to disrupt as
you have to run more expensive spells. Build "A-ii" is an example of
this approach.
A. Full Power, T1
----------------
i. Full Power Bazaar-WGD
While there are a large number of possible builds that could be assembled from
cards that received a good-excellent rating above, one build in particular is
considered ideal right now. It’s a build that abuses Bazaar of Baghdad, along
with 4xSquee. What makes this build stand out in particular is the Squee-Bazaar
card-drawing engine; this deck can use it to outdraw control decks and
overwhelm them with disruption and combo pieces. Here is the build.
Vintage Dragon (build by Shock Wave and Dicemanx)
Combo pieces:
4x Worldgorger Dragon
1x Ambassador Laquatus
4x Squee
3x Animate Dead
2x Dance of the Dead
3x Necromancy
4x Intuition
4x Bazaar of Baghdad
3x Compulsion
-----------------------------
28
Disruption/Tutoring/Other
4x Force of Will
3x Duress
1x Ancestral Recall
1x Time Walk
1x Demonic Tutor
1x Vampiric Tutor
-----------------------------
11
Mana
1x Black Lotus
1x Mox Jet
1x Mox Sapphire
1x Mox Pearl
1x Mox Emerald
1x Mox Ruby
1x Sol Ring
1x Mana Crypt
4x Underground Sea
4x Polluted Delta
2x Bayou
1x Tropical Island
1x Gemstone Mine
1x Swamp
----------------------------
21
SB:
4x Xantid Swarm
4x Pernicious Deed
3x Verdant Force
4x xxx
The last four slots are metagame dependent. The might include:
Stifle (vs Dragon or long.dec)
Tormod’s Crypt (vs Dragon or Hulk)
Chalice of the Void (vs combo or any control deck packing StP and Coffin Purge)
Reanimate (vs wMUD, which gets around Chalice set to 2 when trying to animate
up a Verdant Force and is easier to cast under Sphere)
For other choices, see part II below.
This build utilizes Intuition, Bazaar, and Compulsion to get a Dragon into the
graveyard. Consequently, there are 4 Dragons included in this build to maximize
the probability of drawing one to discard to the Bazaar or Compulsion. Four
Squees have been added in order to create a powerful draw engine. There is a
mix of pro-active and reactive disruption here as well; this deck is quite mana
shy in the early stages, so it relies on pitch-counters to protect the combo.
FoWs are also necessary in today’s metagame, as a few decks can literally
win on the first turn or at least set up a hard lock. Duresses are also present
as they help to check opposing hands for creature removal and clear the way for
the combo. Duress is also an excellent tool in slowing down fast decks like
combo or wMUD.
This deck operates in two modes. The first mode is pure combo mode – trying to
combo out as fast as possible. This style of play is used when racing a deck
like Sligh, wMUD or other combo decks like long.dec. The deck can combo out on
turn three on average, with frequent turn 2 kills. Intuition is often used to
fetch critical combo pieces, while Bazaar is usually dropped early to start
cycling through the library looking for the combo, without regard to card
advantage. If you’re losing cards when cycling, so be it. In this mode, card
advantage is irrelevant, so the Squee-Bazaar engine plays a minimal part.
Compulsion rarely plays a significant role either, but it can still come out
early from time to time and let you drop a Dragon in the grave quickly.
The second mode is the slow-play card-advantage route. In this mode you take
your time, set up your draw engine(s), draw cards and explode in one big turn
once you’ve amassed your Duresses, FoWs, and animate spells. This mode of play
is used against slower control decks that typically have countermagic and
creature/graveyard removal, such as Hulk or Keeper. Intuition is usually played
to fetch 3xSquee or 2xSquee and 1xWorldgorger, while your tutors often fetch
the Bazaar of Baghdad. Even if you cannot overcome all of their removal with
your disruption, you can use your animate spells instead. For instance, when
going off, you can Animate your Dragon. If they StP it, you can Necromancy in
response, and go off again. Alternately, you can hold back a mana source, put
all mana into your mana pool, and cast Animate. If they kill your Dragon at
instant speed, you can let it resolve, losing your all your permanents. Then
you drop your mana source, and try to go off again with another animate spell.
Note that these plays might only work if you have multiple Worldgorgers
in the graveyard. Because of the massive card advantage that you will generate
over the course of the game, chances are that you will eventually punch through
with disruption or multiple animates. Note that if you draw a Duress, it isn’t
an automatic play; better to amass your disruption for one critical turn then
to randomly cast it and waste it before you go off. Also, their card drawing
doesn’t mean very much as long as you’re keeping pace. Since they can only hold
seven cards at a time, drawing cards will only improve their card quality, not
the total number of cards! Meanwhile, if you have Bazaar going, on your turn
you can find yourself with 9-10 cards to their 7 when you are set to go off.
If they destroy your Bazaar(s), your Compulsion is an excellent back-up.
In fact, if you only manage to find a single Squee early, you might be
Compulsioning more often than using the Bazaar. Compulsion is very important
part of your slow-play strategy, which is why 3 are included in the deck.
I would be wary of cutting them down to 2 or less, unless your metagame is
light on control. Some players have chosen to cut one for a Deep Analysis,
which I think is a mistake. Deep Analysis cannot function as a combo piece, and
it will draw less cards over the course of the “long-game” than Compulsion.
Since Wastelands are probably going to be more and more prevalent, it will be
imperative to have multiple Compulsions in the deck.
While playing this deck is fairly straightforward, there are some “tricks” that
the Dragon player needs to be aware of. The first is what to do in the event
that the Bazaar or Compulsion is destroyed, or not drawn at all, while you hold
Intuition(s) in hand (along with Animate spells). One possibility is to
Intuition up 2x WGD and 1xAmbassador. Chances are that they will put Ambassador
in your hand. You can then cast the Ambassador, then go off the following turn
if you run out of mana. This gives you the added benefit of creating a chump
blocker if need be, but don’t make this play if you suspect your opponent plays
with StP. Alternately, if you have 2x Intuition, you can likewise fetch 2x WGD
and 1xAmbassador. With Ambassador in hand, you can go off, then Intuition again
as you’re going off for 3xSquee. Once you generate a million mana (you need
blue mana),you can move the Animate to Squee to break the cycle, then hard-cast
your Ambassador and mill them. They of course cannot kill your Ambassador in
response, as they never get priority.
Other tricks help you get around certain problem cards. If your opponent plays
an Ankh of Mishra or Necropotence, or has Gaea’s Blessing in his deck, then you
can still win via Compulsion and Ancestral Recall. Just combo off with
Compulsion in play (on opponent’s turn with Necromancy if Ankh is on the
table), then dump Ambassador into the grave when cycling with Compulsion. Use
Compulsion to track down an Ancestral, then cast it on them once the Ambassador
has milled them. They will lose while either lethal damage (via Ankh) or a
Gaea’s Blessing trigger is on the stack. You can even use Compulsion to track
down FoWs to protect the Ancestral once you’re ready to cast it.
One final thing to remember is that you have the option to draw the game in
case something goes wrong. To do this, all you have to do is animate the
Worldgorger without any other creatures in either graveyard. Since you cannot
break the loop by moving the animate onto another creature, the game is
declared a draw. You might have to resort to this option when you are unable to
win. For example, if your Ambassador is Extracted or Crypted/Coffin Purged
away, or if your opponent has Gaea's Blessings and you cannot find your
Ancestral, then a draw is your main hope. Alternately you might find yourself
with a Dragon in the graveyard without a way to fetch the Ambassador because,
for instance, your Bazaar was Wasted. Your opponent might be putting severe
pressure on you, and you might have to bail out with a draw. The problem is
what to do if you need to draw and there are multiple creatures in one or both graveyards.
In such a scenario, you need two animate spells to draw the game. First, you
cast one animate spell on any non-WGD creature in any graveyard. Then, you cast
the second animate on the WGD itself. After the first cycle of the WGD loop,
the first creature and the first animate spell return to play. However, that
creature forgets that it was "dead", so it cannot be re-targeted with
that animate - it just remains in play. Instead, you can use that first animate
spell to target a new creature in any graveyard, repeating the process until
you have retrieved every single creature in every graveyard. The end result is
that you will have all of the creatures from all graveyards in play, plus the
WGD loop is continuing. The first animate spell ends up in the graveyard, as it
eventually finds itself with no targets. A draw will ensue if no player can
break the cycle at this point. Just be careful with multiple Squees in your
graveyard. Squee is a legend, so you cannot have more than one in play. This is
rarely a problem, as you can retrieve all of your Squees during each of your
upkeeps.
The sideboard – One place where this version really shines is the SB. It turns
out through testing and tournament success that if a color is to be splashed in
U/B Dragon, it should be green. The reason is that green offers two terrifying
solutions for two types of Dragon hate cards – instant based (counterspells,
creature/enchantment removal, graveyard hate, and Stifle), and permanent based
(Ankh, Tormod’s Crypt, Sphere of Resistance, Seal of Cleansing, Withered
Wretch, Planar Void, Blood Moon etc). Two cards are enough to completely handle
both types of problem cards – Xantid Swarm for instants, and Pernicious Deed
for permanents. All four Xantids are sided in against most control decks –
resolving an early Xantid is pretty much game, just as it is game when Xantid
resolves in long.dec against control. An added bonus is that you can use your
excess Animate spells to bring back a Xantid if it was countered or killed via
removal (Fire, for example). Against permanent-based hate, Pernicious Deed
completely cleans up. It is sided in against decks like Stacker3, wMUD, Sligh,
Parfait, Suicide, Sligh or any deck that you suspect might side in
permanent-based hate. A resolved Deed is practically game, regardless of what
hate they might be running, as it can clean up all problematic enchantments,
artifacts and creatures in one fell swoop. It might still be advisable to run
Powder Kegs in the open SB slots to complement the Deeds if you anticipate
heavy permanent hate, as Kegs are easier to cast.
Apart from the removal, the SB features Verdant Forces. The Forces are in there
because, when Animated, they are near auto-wins against certain decks such as
wMUD, Suicide, Sligh. They replace Squees post SB in accordance with the
aggressive play mode against such decks where Squees play a limited function.
This gives you up to eight animate targets post SB, with four of them being the
“slow kill”. Verdants are usually also near-auto wins versus URPhid and perhaps
even Hulk. They are even brought in against Keeper to soak up the creature
removal. However, here they just serve as additional threats; they do not
replace Squees in these match-ups! The Verdants allow you to use your Animate
spells to “test the waters” and see if the opponent is holding creature
removal, without worrying about losing all of your permanents. The precise
sideboarding strategies will be given in the match-ups section of this primer.
The remaining slots are variable, and depend on what you expect to face in the
local metagame. Some possibilities have already been listed above and
constitute my prime considerations – Stifles or Crypts for both the mirror and
either long.dec or Hulk respectively, or otherwise 3xReanimate with a fourth
Verdant if I expect a ton of Chalice-wMUD.
ii. Full-Power, non-Bazaar WGD
Here is an alternate build, fully powered but without Bazaars.
Vintage Dragon II – classic speed build (Dicemanx)
Combo:
2x Worldgorger Dragon
1x Aerial Caravan
3x Animate Dead
2x Dance of the Dead
2x Necromancy
4x Buried Alive
4x Intuition
1x Entomb
3x Cunning Wish
---------------------------
22
Disruption/tutor/search
4x FoW
3x Defense Grid
3x Duress
1x Ancestral Recall
1x Demonic Tutor
1x Vampiric Tutor
---------------------------
13
Mana
4x Dark Ritual
1x Black Lotus
1x Mox Jet
1x Mox Sapphire
1x Mox Pearl
1x Mox Emerald
1x Mox Ruby
1x Sol Ring
1x Mana Crypt
4x Underground River
4x Polluted Delta
4x Underground Sea
1x Swamp
----------------------------
25
SB:
1x Rushing River
1x Stroke of Genius
1x Read the Runes
1x Coffin Purge
4x Powder Keg
2x Verdant Force
1x Mind Twist
4x Stifle
Since Bazaars are a hot commodity right now not easily obtained, Dragon
enthusiasts might have to search for non-Bazaar versions to play. This is one
such build, which attempts to use the maximum amount of acceleration, including
Dark Rituals, along with a large amount of disruption in order to force through
the combo as quickly as possible.The kill method here is the superior
Caravan for Cunning Wish and Stroke, although the Caravan is not absolutely
necessary. There are only 2 WGD in the deck, since 4 are only necessary if you
want to draw them. This deck doesn’t. This deck has Defense Grid as a way to
fight control, to make up for the lack of a drawing engine. Also, the Cunning
Wishes add some flexibility to the deck, as you can fetch removal, card
drawing, or disruption. The SB plan is similar to the first build with respect
to Powder Keg and Verdant Force, while a lot of Instants have been added to
make the Wishes maximally useful. Mind Twist is there to remove instant-based
hate that an opponent might hoard in their hand waiting for you to go off. This
deck is not as consistent as the Bazaar build as it lacks a draw engine, but
it’s still quite fast while packing lots of disruption.
B. Budget T1
-------------
i. Budget Bazaar WGD
For those Dragon players on a budget, the following build is still competitive:
Vintage Budget Dragon (build by bebe, with some Dicemanx assistance/adjustments)
Combo:
4x Worldgorger Dragon
3x Verdant Force
1x Sliver Queen
1x Ambassador Laquatus
2x Squee
4x Dance of the Dead
1x Animate Dead
3x Necromancy
3x Buried Alive
1x Entomb
4x Bazaar of Baghdad
---------------------------
27
Disruption/tutor/search:
4x Duress
3x Cabal Therapy
3x Spoils of the Vault
1x Demonic Tutor
1x Vampiric Tutor
---------------------------
11
Mana:
1x Sol Ring
1x Mana Crypt
4x Dark Ritual
12x Swamp
2x Ancient Tomb
1x City of Traitors
----------------------------
21
SB:
4x Null Rod/Chalice of the Void
3x Tormod's Crypt
4x Powder Keg
1x Verdant Force
3x Reanimate
This is bebe’s build with my minor modifications. The idea here is to mix
Dragon with reanimator. Animating a Verdant, as mentioned above, is already
game over against a lot of decks, so their inclusion, along with Sliver Queen,
makes a lot of sense against many decks in the field. Going the partial
reanimator route is especially good against Sui, Sligh, and wMUD. Notice that
Entomb is added to this build. Also notice the Reanimates in the SB, once
again included to fight against Chalice-MUD. Squees have been cut down in
number because there aren’t that many ways to abuse them in this deck against
control –there are no Compulsions, and no Intuition to fetch Bazaars if need
be. The mana base is less vulnerable to Wasteland and Blood Moon, while the
acceleration is sufficient to muscle out some quick kills. Three Spoils of the
Vault have been added to help in finding Bazaar or other combo pieces; in this
scenario, having search cards makes a lot of sense, as Bazaar is such a
critical component in this deck. Spoils are less of a risk in the
reanimator-Dragon hybrid since losing an Ambassador or your Dragons is not very
crippling - you still have Sliver Queen and Verdants as back-up reanimation
targets.
One last point is with the choice of Animate spells. Four Dances have been
included to make it easier to find one with Spoils of the Vault. Furthermore,
if you Dance up a Verdant, it can kill in two turns (if the Verdant and the
tokens are unblocked). With an Animate Dead, it would take three turns. This
can be important against control - you kill them a turn sooner to deny them an
extra turn to find answers. However, there are a couple of downsides - you need
mana during upkeep to untap your creature; furthermore, by Dancing up a
creature you deny yourself a blocker against fast aggro decks like Sligh, which
in conjunction with your Vault, can dish out heavy damage very quickly. If you
face a lot of aggro, or decks like Suicide that can Sinkhole your precious few
lands and prevent you from untapping a Danced creature, then 4x Animate Dead
might be the way to go.
While this build is designed with the budget T1 player in mind, do note that
this build is easily adapted to T1.5. For example, Crater Hellion's build is as
follows:
+1 Buried Alive
+1 Animate Dead
+3 Defense Grid or Chalice of the Void
+1 Swamp
-1 Vampiric Tutor
-1 Demonic Tutor
-1 Sol Ring
-1 Mana Crypt
-1 Entomb
-1 Spoils of the Vault
This build features even more disruption in the form of Defense Grids, which is
a fine metagame choice if control is rampant in your area. The cost of the
extra disruption is the slightly weaker mana base, but the risk might very well
be worth it.
ii. Non-Bazaar Budget WGD
For those that cannot afford Bazaars, here is a possible build that you can
try:
Budget WGD (build by Morphon, with suggestions by DicemanX)
4x Worldgorger Dragon
1x Ambassador Laquatus
3x Verdant Force
4x Animate Dead
4x Necromancy
3x Buried Alive
1x Vampiric Tutor
1x Demonic Tutor
1x Entomb
4x Jalum Tome
2x Scrying Glass
4x Duress
4x Last Rites
4x Dark Ritual
1x Mana Crypt
1x Sol Ring
14x Swamp
3x Ancient Tomb
1x City of Traitors
SB
4x Defense Grid
4x Powder Keg
3x Tormod's Crypt
4x Null Rod
This build is mono-B, as it is debatable if blue adds anything significant to
the deck. The Bazaars have been replaced by alternate discard outlets in the
form of Tomes and Last Rites. Squees have been cut, as they are only marginally
useful in this deck. Also, notice that Buried Alive is an alternate way of
burying creatures. Like bebe's build, this deck mixes reanimator and Dragon
strategies to good effect.
This is a mere example build; you have to experiment with what's available to
you budget-wise and see how effective it is in your metagame.
C. T1.5 Dragon
--------------
i. U/B Bazaar WGD
Not surprisingly, one of the best 1.5 builds is very similar to the fully
powered T1 build.
Vintage-Restricted Dragon (build by Shock Wave/DicemanX)
Combo:
4x Worldgorger Dragon
1x Ambassador Laquatus
1x Sliver Queen
4x Squee, Goblin Nabob
3x Animate Dead
2x Dance of the Dead
3x Necromancy
4x Intuition
4x Bazaar of Baghdad
3x Compulsion
-----------------------------
29
Disruption/tutor/search
4x Force of Will
3x Duress
1x Rushing River
3x Lim-Dul’s Vault
-----------------------------
11
Mana
4x Underground River
4x Polluted Delta
4x Underground Sea
1x Island
1x Swamp
2x City of Traitors/Ancient Tomb
4x Jeweled Amulet
----------------------------
20
SB:
3x Rushing River
4x Powder Keg
4x Verdant Force
4xTormod’s Crypt
This deck is similar to the powered T1 build. It can also operate in two modes
(combo and slow play card drawing). It’s a bit slower of course because of the
lack of good acceleration in the format, but since the format is slower as a
whole, there is less pressure to combo so quickly. The Amulets are particularly
effective in this build, since they give you acceleration while you spend a
land drop to play the Bazaar. A start such as land-Amulet turn 1, Bazaar and
combo turn 2 occurs with some appreciable frequency. Rituals are not played
here because there is no Buried Alive in this build, and Amulets are more
important than City of Traitors/Ancient Tomb because those lands compete with
Bazaar for early plays. However, the deck is a bit land light, so it’s possible
to cut a disruption spell (FoW most likely, since it’s not so essential in this
format) for a third City/Tomb. This deck features a lone Sliver Queen because
you need a win condition against Oath, which plays Gaea’s Blessing. The SB is
also similar to the T1 powered build, except that Rushing Rivers have been
added to deal with permanent-based hate in addition to the Kegs. It might be
possible to splash green in this build for Xantids and Deeds, but it’s
something that still needs to be tested.
ii. Mono-B Speed-WGD
Since T1.5 is much slower than T1, it is possible to throw caution to the wind
and take a few risks to make the Dragon combo lightning-fast. This is achieved
by running four copies of Spoils of the Vault in a mono-B version of the Bazaar
build, and adding Elvish Spirit Guide for acceleration. This is very risky, but
makes the deck extremely quick with an average goldfish turn of 2. That's
insane for a relatively slow format.
Spoils Dragon (build by Phantom Tape Worm, with minor alterations including a
green splash)
4x Worldgorger Dragon
1x Ambassador Laquatus
2x Sliver Queen
4x Bazaar of Baghdad
4x Buried Alive
4x Animate Dead
3x Dance of the Dead
2x Necromancy
4x Spoils of the Vault
4x Duress
4x Xantid Swarm
4x Dark Ritual
4x Elvish Spirit Guide
4x Bayou
4x Polluted Delta
8x Swamp
SB:
4x Pernicious Deed
4x Verdant Force
(4x Squee)
Xx ?? (metagame dependent)
The build was initially mono-B with four Squees, but this version splashes
green and goes with Xantids over Squees. Running Xantids makes theoretically
more sense in this deck, which relies more on pure speed to get past control
and decks featuring Dragon hate. Since establishing your Squee-Bazaar draw
engine might prove to be too slow against control given the scarcity of
disruption spells in this version, it might be better to remove Squees
altogether or shift them to the SB.
V.
Match-ups
For this section, the primary focus will be on what is considered to be the
strongest T1 build: the B/U/g Bazaar-Squee version. I will not restrict myself
to specific deck list however, especially where the SB is concerned. Instead, I
will list all of the top-level SB choices even if it takes us beyond 15 cards.
I will also list possible alterations to the main deck. When discussing
match-ups, I will try to identify which cards are key players. The idea is to
allow Dragon players to either customize their main-deck/sideboard for their
metagame, or choose a configuration that will maintain the maximum flexibility
and allow you to deal with a wide array of threats.
Here is a starting list plus the extended sideboard:
Vintage Dragon (build by Shock Wave and Dicemanx)
Combo pieces:
4x Worldgorger Dragon
1x Ambassador Laquatus
4x Squee
3x Animate Dead
2x Dance of the Dead
3x Necromancy
4x Intuition
4x Bazaar of Baghdad
3x Compulsion
-----------------------------
28
Disruption/Tutoring/Other
4x Force of Will
3x Duress
1x Ancestral Recall
1x Time Walk
1x Demonic Tutor
1x Vampiric Tutor
-----------------------------
11
Mana
1x Black Lotus
1x Mox Jet
1x Mox Sapphire
1x Mox Pearl
1x Mox Emerald
1x Mox Ruby
1x Sol Ring
1x Mana Crypt
4x Underground Sea
4x Polluted Delta
2x Bayou
1x Tropical Island
1x Gemstone Mine
1x Swamp
----------------------------
21
While the deck list is fairly tight, there is still a little room to maneuver
here. It is possible to include main-deck removal either directly in the form
of cards like Rushing River or Chains of Vapor, or indirectly through slower but more
flexible options like Cunning Wish (while having removal, counterspells, and
hate cards like Coffin Purge, or Stroke of Genius in the sideboard).
Alternately, Lim Dul’s Vault is another powerful choice here. The Vault is
usually a full turn slower than tutors like Vampiric or Demonic because of its
casting cost, but its effect is very synergistic with Bazaar. The ability to
stack your next five cards fits very well with the card drawer, especially since
you can attempt to Vault up multiple Squees to get your draw engine going as
soon as possible. And since Bazaar is such a key component in the deck, any
additional tutoring power that can fetch Bazaar in the first place is always a
welcome addition, especially in light of many recent decks packing a full
complement of Wastelands. The problem with Wastelands also slightly diminishes
the power of Intuition’s tutoring ability, as it is quite risky to tutor up a
Bazaar while putting two others in the graveyard.
In order to make room for removal or for Vaults, the following cards are
usually the first to go:
-1 Animate Dead
-1 Compulsion
-1 Intuition
-1 Demonic Tutor
It is relatively safe to cut some of these cards, as Vaults replace the loss of
tutoring ability of Demonic Tutor and Intuition, and the fact that they can
fetch multiple components of the Squee-Bazaar draw engine all at once
diminishes the importance of running too many Compulsions. So why aren’t there
4 copies of Vault to begin with? This is because Vault still has non-negligible
drawbacks. The casting cost is one of them, and in fact it is difficult to get
UB if you’re planning to play a Bazaar early. The other drawback is that, like
Vampiric Tutor, you lose a card for the tutoring effect. Over time, it is
possible to find Vaults to be fantastic at times, and other times to be too
slow and costly in terms of tempo and cards.
When considering which cards to cut, it is recommended that the disruption
remain untouched, as it is important to have some balance in the number of
combo pieces, tutors, and disruption that the deck runs. If you go too light on
disruption, you might not have enough resources to push your combo through the
opponent’s hate or disruption cards, regardless of how many cards you end up
drawing with your draw engines. Nevertheless, it is quite possible to tinker
with the disruption base itself without diminishing the total number of
disruption cards. This is usually metagame dependent. The list presented above
is designed for a general metagame; FoW and Duress are useful regardless of
what decks you face. However, there are stronger choices against specific deck
types. For instance, it is advisable to main deck Xantid Swarms against a
control-heavy field, while main-deck Pernicious Deeds are excellent if you face
decks with many problematic permanents. Not only will such a plan strengthen
certain match-ups, it will also possibly free up important SB space.
Apart from metagaming with your disruption, you might want to alter the
disruption base regardless. For instance, you might cut down FoWs to 3 and go
with 4 Duress. FoW, while being the ultimate stopper, is not as good in this
deck as a regular control deck when used defensively to meddle with the
opponent’s own game plans. This is because you have few blue spells to begin
with to pitch to Force of Will; secondly, anything you pitch will be of some
major importance. If you use FoW against control, you will most likely pitch
must-counter spells like Intuition or Compulsion. While FoW was of paramount
importance when the much faster Long.dec was a threat, it is no longer
absolutely mandatory to run this card. It still deserves major consideration
given the fact that there aren’t too many better options. Mana Leak is,
however, another decent option, as is Cabal Therapy. Leaks are better against
permanent-based hate (like Null Rod, Ankh of Mishra, Sphere of Resistance, and
Chalice of the Void etc). Therapies are better against instants like
counterspells, Swords to Plowshares, Stifles etc. Why? Because hand disruption
is poor against permanents as it cannot stop a top-decked permanent from being
cast; on the other hand reactive disruption such as Mana Leak is not as
effective against Instants, because you need to keep mana open in addition to
the mana you use to combo off. Hand destruction spells are cheaper and can be
used ahead of time (pro-actively), helping you to budget your mana. In
conclusion, you must decide what disruption base is best for your own meta.
One final main deck consideration is to have a mixture of Dragon and reanimator
by including Verdants and/or Sliver Queen in the main deck (cutting some of the
cards listed above). Such main-decking of more win conditions presents a very
interesting dilemma. The problem with this plan is that you need to cut
business spells that facilitate even *getting* the opportunity to Animate that
Verdant or Queen. Space is at a premium in this deck, and having extra win
conditions is counter balanced by diminishing the number of combo or disruption
spells, whichever would get cut. Even though Verdants are sided in almost every
match, they are brought in to offset what the opponent sides in to try and stop
you. Verdants are a great way of baiting extra removal brought in from the SB,
or baiting graveyard hate like Crypts and Purges.
Having said that, there is a countervailing argument for inclusion of Queens and Verdants. Right
now, control is on the rise, and most control decks feature main deck creature
or enchantment removal, or otherwise indirect removal like Stifle. This means
that the abundant Animate spells that Dragon runs are "wasted" as
they cannot be used early to bait countermagic for fear of losing all of your
permanents when trying to animate a Dragon. This problem would be addressed by
adding non-Dragon win conditions. There are two other minor points as well that
have some significance. First of all, adding Verdants could free up some room
in the sideboard. Secondly, you'll "combo off" slightly faster
because of the extra redundancy in the total number of win conditions. However,
this of course only applies to Verdants if they succeed in winning the game for
you before the opponent finds an answer.
So, the final verdict is: run more main deck win conditions if your metagame is
rife with removal. Otherwise, you can take the risk and reserve your Verdants
for the sideboard. Furthermore, even if you expect heavy control, those decks
cannot afford to run much removal in the first place, because it tends to be
very weak against other control decks. A deck like Keeper might run only two
Swords to Plowshares, maybe three at most, and perhaps one Disenchant spell. It
could have access to more via Cunning Wish, but that's harder to pull off
because it requires having four mana open to at least bluff having a Wish. A
deck like Hulk usually runs no instant removal apart from what the Cunning
Wishes could fetch. Because of the relative scarcity of removal in control
decks game 1, you can take big risks and try to combo early to bait counterspells
without slow-playing it. Sometimes you just have to throw caution to the wind
if you want to be successful in T1 magic.
If, for some reason, your meta consists of mostly aggro or is heavy on
artifact-prison, then Verdants also could be a big consideration. In this case,
you could replace some or all of the Squees and perhaps one Compulsion to make
room, as the draw engines are not so crucial against these decks. You should
probably still retain at least two Squees (as seen, for example, in bebe's budget
build in part 1) to have card drawing power against any control that you do
manage to run into.
And now the sideboard:
3-4x Xantid Swarm
3-4x Pernicious Deed
3-4 Verdant Force
Xx Stifle
Xx Tormod’s Crypt
Xx Chalice of the Void
Other possibilities:
Coffin Purge
Reanimate
Plated Slagwurm
Sliver Queen
Powder Keg
Hurkyl’s Recall
Magus of the Unseen
The SB cards will be discussed when dealing with specific match-ups.
Before I discuss the match-ups, I just want to say a couple of things. First of
all, Dragon doesn’t crush the field and its not the undisputed “best deck” in
the format now that long.dec is gone. It can still be either hated out, and it
can lose to other decks’ primary strategies. It can succumb to Keeper’s
disruption and Wastelands, to Fish’s heavy mana denial, to Stax’s and wMUD’s
lock pieces, and even to Sligh’s combination of hate cards and fast aggro
beatdown. However, Dragon has the tools to compete against all deck types, and
probably doesn’t have a single bad match-up as long as there isn’t too much
hate being played against it specifically. This makes it a very fine choice for
a tournament. Because Dragon is so versatile and can beat anything, I will
refrain from including win percentages or comments as far as which match-ups are
favorable or unfavorable.
I. Aggro
1. Goblin-Sligh
Sligh doesn’t normally present too much of a challenge pre-SB, unless they
elect to pack some main deck hate. This match-up is just a race to the finish
line. You will combo off faster than the time it takes for them to kill you. Be
careful though; modern Sligh is so fast that they can kill you inside of three
turns on occasion. Otherwise, they could use their Wastelands to either deny
you mana or prevent you from going off with Bazaar. This match-up depends
heavily on your starting hand. Lots of mana acceleration is very important,
plus combo pieces or tutoring to allow you to combo off under four turns. You
might have to mulligan aggressively here, as keeping slow hands is unacceptable
in this match-up. Also, refrain from expending resources in establishing your
draw engines. Card advantage is of minimum importance here. If you have to,
drop Bazaar early and use it to search for combo parts. It’s OK to lose cards
in the process, as long as you have enough in the end to combo out. Some Sligh
decks might pack main-deck hate in Ankh of Mishra (as did the Ankh-Sligh decks
from a while back) which might present some problems. The upside is that such
decks are usually to slow for the environment, so it is doubtful you will see a
lot of them. Because they are slow, this might give you enough time to get
around Ankh if you failed to nab one with your Duress or FoW it. You can play
Compulsion and go off with Necromancy on their turn, using Compulsion to find an
Ancestral Recall and deck them with damage on the stack. Alternately you can
just use Necromancy to draw the game on their turn if there are no other
animate targets in either graveyard. Just be careful that they don’t have a way
of getting a creature into the grave via a burn spell or sacrificing a Fanatic.
Plays to avoid:
1) Although you might have to play a Bazaar early for its search capabilities,
avoid playing it at all if you don’t have to. Don’t present a Wasteland target,
especially if you need Bazaar to win the game. On the other hand, if you have
two Bazaars in hand, or are short on mana and don’t require Bazaar to win, you
might want to play it to re-direct a Wasteland away from your other lands.
2) Avoid playing too many lands, or fetching out a Dual Land where a basic land
would suffice. Always worry about a game-ending Price of Progress.
3) Avoid using an Animate Dead or Necromancy on a Dragon unless you have no
choice or have disruption as back-up. Don’t forget about their Lightning Bolt +
Fireblast combo that can kill the Worldgorger.
Pre-SB:
Key-cards – Dragon: Anything that helps you to combo off as quickly as
possible; Intuition and Bazaar are often most important here
Key-cards - Sligh: Wasteland/Strip Mine, 1st turn Goblin Lackey and enough
burn/creatures to win quickly
Post-SB:
-4 Squee
-3 Duress/FoW
+3-4 Verdant Force
+3-4 Pernicious Deed
Also possible SB choices: Powder Keg, Chalice of the Void
Post SB, your plan is similar except that Verdants give you additional win
conditions. Incidentally, Verdants are usually better with Animate Dead instead
of Dance of the Dead, as it can help to have an extra blocker when animating a
Verdant. If using Verdants, it becomes even more important to ensure that you
don’t get burned out by Price of Progress, as it will take more time to crash
through for enough damage. The Forces are also a great way of getting around
Ankhs, and can be used to bait Tormod’s Crypt if necessary. The Pernicious
Deeds are excellent all-purpose sweepers, either destroying their hate cards or
wiping out their aggressive starts, or both. Squees are typically cut because
the draw engine is rarely critical here, while Duress usually gets the boot to
make room for the ”upgrade” to Deeds unless you suspect that the opponent is
SBing in Red Elemental Blasts. In that case, it might be better to remove FoWs
instead. Kegs are an excellent supplement to Deeds as they are easier to cast
and they take out Crypts quickly, but it might be a SB luxury you cannot afford
to devote space to. Chalice of the Void is another possibility, but it can be
pointless or too slow if your opponent manages to get his business into play
(particularly the Lackey or Shaman). This match-up turns from bad to worse post
SB for Sligh.
II. Aggro-control
1. Suicide
This match-up depends on the sheer quantity of disruption cards in coming from
Suicide’s first few turns, and whether they can disrupt you sufficiently to
stop you from going off. If their Hymns hit your drawn creatures and Duresses
don’t nail enough combo components, they can do little to stop you. They might
instead try to stunt your mana development with Wasteland, Chalice for 0, Null
Rod, and Sinkhole. Alternately, they could include nasty main-deck hate, such
as Withered Wretch, Blood Moon (if red is splashed), or to a lesser extent
Chains of Mephistopheles. The difficulty of this match up for Dragon depends on
the quantity of hate cards Suicide runs, and how many of those cards it draws
early enough. The first game might come down to luck, although Dragon gets a
slight pull because it doesn’t need much, especially in terms of mana, to pull
off the combo.
Pre-SB:
Key-cards – Dragon: Anything that helps you to combo off as quickly as
possible; Intuition and Bazaar are often most important here
Key-cards - Suicide: Wasteland/Strip Mine, large quantity of early disruption
cards
Post-SB:
-2 Squee
-3 Duress
-1 FoW
-1 Demonic Tutor
-1 Compulsion
+3-4 Verdant Force
+4 Pernicious Deed
Also possible SB choices: Powder Keg
Post SB, Deeds come in against all of Suicide’s permanent-based hate. If a Deed
resolves, your board position is strengthened considerably, and you can
accumulate cards to combo off as Suicide tends to be slow with putting on a
clock at times. Duresses are removed because they tend to be weak against cheap
permanent hate cards; Squees are also trimmed down as the draw engines are not
very critical here, especially with so many ways to destroy Bazaar plus the
anticipated Planar Voids and maybe even Chains of Mephistopheles from the SB.
Verdant Forces are game enders, so they are an automatic inclusion. Dragon has
a lot of hate to fight through pre- and post-SB, but with a Pernicious Deed or
a quick Verdant in the graveyard it can catch Suicide with its pants down.
2. Fish
This match-up revolves around Fish’s ability to control Dragon’s mana base, or
otherwise have enough disruption to slow Dragon long enough to win via
beatdown. The card drawing in Fish might seem scary (Standstill, Curiosity),
but despite it all they might still find themselves on the losing end because
they don’t draw enough stoppers (FoW, Stifle). This match-up totally depends on
the quality and quantity of Fish’s early disruption. The presence or absence of
Stifle also influences the match heavily; without Stifle, Dragon has a free
hand at attempting to animate a Dragon. Fish only has a meager 4 FoWs to stop
you unless they can get mana open for their Voidmage Prodigy or otherwise
control your mana to make their Dazes and Spiketail Hatchlings effective. Stifle’s
strength against Dragon doesn’t mean that it will be an automatic inclusion in
Fish, as it is a bit weak otherwise against other decks.
Apart from its counter base, Null Rod can be quite fearsome, especially coupled
with Wastelands/Strip-Mine. Dragon only runs 21 mana sources, 8 of which are
artifact based. However, if you get lucky and run into a streak of lands, their
Rods and Hatchlings/Dazes could be rendered irrelevant. Your goal is to try and
establish your card drawing engine while trying to go off at opportune moments
if Stifle isn’t a possibility for them. You are racing against their clock,
which can be surprisingly fast.
Plays to avoid:
1) Don’t play your artifact mana if you don’t need to. A quick Null Rod might
render them all useless. Save them to pitch to Bazaar. Having said that, avoid
pitching your lands to Bazaar early on. You might be in for a long tough fight,
and you might need all the lands you can get.
2) Don’t automatically use your fetchland if they have one mana open, as you
might walk straight into a Stifle. Do this only if you have plenty of mana and
wish to bait the Stifle.
3) Duresses are precious – don’t squander them unless you are ready to go off
or unless you fear Null Rod. They have few cards you need to Duress, so you
might not catch anything important and they might later draw into something
later with all of their card drawing.
Pre-SB:
Key-cards – Dragon: Lands, Duress, draw engine components
Key-cards – Fish: Stifle, Null Rod + Strip Mine
Post-SB:
-4 FoW
-1WGD
-1 Mana Crypt
-1 Animate Dead
-1 Demonic Tutor
-1 Compulsion
-1 Intuition
+3 Verdant Force
+4 Pernicious Deed
+3 Xantid Swarm
Also possible SB choices: Chalice of the Void, Plated Slagwurm
Fish depends on many permanents to fulfill the roles of proactive disruption
(Null Rod, Wasteland) and reactive disruption (Voidmage Prodigy, Spiketail
Hatchling). Post SB, they will even bring in Tormod’s Crypt, or possibly Blood
Moon. Many Fish decks are also sideboarding Seal of Removal, but at least it
tends to be inferior to Tormod's Crypt unless they leave their Null Rods in.
All this permanent-based hate makes Pernicious Deed quite powerful and
extremely important in this match-up, if you manage to cast it and get it past
their Stifle. Don't forget that Fish also has instant based disruption – FoW
and Stifle, and possibly even Blue Elemental Blast as a Dragon kill card. This
makes Xantid Swarm an important card, but watch out for their active Grim
Lavamancers. Xantids incidentally stop their instants even though they might be
blocked – it is only their attacking that is relevant. Verdants also come in as
they are near auto-wins against Fish, and because they are safer to try to
animate compared to WGD because of Stifles. You could even try Plated Slagwurms
if Fish starts relying on Seal of Removal instead of Crypts. Post SB you have
effectively beefed up your disruption and introduced better win conditions, so
the match-up improves slightly in your favor, but not by much. Chalice of the
Void improves this match-up for Dragon if space can be made in the SB, as a
Chalice set for 1 stops Curiosity, Blasts, Seal of Removal, and Stifle.
Consider adding Chalices instead of the Xantids when SBing if you have them,
but be wary of Chalices getting wiped out by Deeds.
To sum up, the down side is that Fish can really bring in a lot of hate against
Dragon to make its life very difficult. However, Fish cannot afford to waste
too much SB space for many Stifles, Crypts and Seals, because they need
something against all of the control decks and prison decks that will most
likely dominate the meta. How well Dragon does will be inversely proportional
to how much hate Fish can run.
III. Control
1. Keeper
This match-up is very difficult for both sides. Chances are very good that
Dragon will not be comboing off early too often, because as soon as a white
source of mana (or a fetchland) appears on Keeper’s side there is always the
danger of StP with FoW protection. You then have two choices: either throw
caution to the wind and try to combo off as soon as possible (and risk losing
all your permanents to StP), or slow play it by trying to establish your draw
engine(s) and work towards going off all in one turn with a lot of disruption
as back-up. Since a number of Dragon’s spells are instants, you might save them
for the most opportune moments to cast them. For instance, if they tap out for
end-of-turn effects, or maybe to use their fetchland ability, you can try to
cast your spells in response. This is why Necromancy is a really good weapon
against control. Not only does it get around Chalice of the Void set at 2, but
you can combo off at instant speed, which limits your opponent’s options. A
good control player will refrain from tapping out at any time against Dragon if
there is a potential danger of instant speed effects.
If you choose to slow-play it, the game will usually revolve around your draw
engines. Keeper’s draw “engines” are not as critical for two reasons: they are
usually not as powerful as Dragon’s draw engines, and card parity is irrelevant
to you. If they draw 2-3 cards a turn, then that is not too bothersome as long
as you can keep up in the card drawing department. They cannot hold more than 7
cards at a time anyways. This means that when you go off, you will likely hold
8-10 cards to their 7 even if they’ve drawn more cards over the course of the
game. Since they need to stop you from drawing cards, their Wastelands are very
critical cards. If they don’t see them once you play a Bazaar, they could be in
major trouble. Furthermore, any tutoring effects are a great way to win the
Bazaar vs Wasteland war, and are typically must-counter spells. This means that
extra tutoring power in the form of Lim Dul’s Vault is potentially key in this
match-up. Beware of using Intuition to fetch Bazaars though; if they manage to
destroy it, you’ve lost access to 3 Bazaars.
Bazaars by themselves aren’t always enough, as you might have trouble finding
your Squees. This is why tutoring is very important in this deck, particularly
Intuition and to a lesser extent Lim Dul’s Vault; it’s also why it can be very
important for Keeper to counter these spells. You might have to fall back on
Compulsion. Compulsion is mana intensive, but it’s a more efficient card drawer
as it doesn’t rely on more than one Squee to generate card advantage.
Keeper might have additional tools to fight the combo and card drawing through
main deck Chalice of the Void. Chalice is usually set for two, and stops not
only most of the animate spells, but also the Compulsions and tutors. This can
be a huge blow for Dragon, but the good news is that it doesn’t stop the combo
completely. Plus, they neuter 4 of their disruption spells (Drains) while
leaving your disruption untouched. Another potential problem is Isochron Scepter.
If they imprint Mana Drain you might have quite a bit of trouble getting past
it unless you can somehow amass enough spells and mana to go off in one turn.
Alternately, if they imprint StP, it is annoying but less problematic. This is
because you can still FoW the StP, or work around it with multiple animates and
Dragons in the graveyard. Just save a mana source in your hand, and try to go
off with one animate. If they Plow, put the rest of the mana into your mana
pool, play a mana source, and try to go off again with another animate and the
other Dragon in the graveyard.
Plays to avoid:
1) If you need to use Bazaar to find your Laquatus, be warned that Keeper can
hold off until you have milled yourself and lost all of your cards in hand in
the process. This means that Keeper could hold off casting its StP (or Cunning
Wish for a hate spell) until you have nothing left in hand.
2) Don’t be quick to throw the Ambassador into the graveyard when Intuitioning
or activating your Bazaar/Compulsion. Keeper runs Cunning Wish which can be
used to fetch a Coffin Purge. This will prevent you from winning; you will have
to try to draw the game instead.
Pre-SB:
Key cards – Dragon: Bazaar, Compulsion, Squee, Tutors (Intuition, Lim Dul’s
Vault, Vampiric/Demonic Tutor), Necromancy
Key cards – Keeper: Wasteland/Strip Mine, StP, Chalice of the Void (if
included, and if set at 2), Isochron Scepter (depends on what gets imprinted)
Post-SB:
-4 FoW
-1 Animate Dead
-1-2 Compulsion/Intuition/Demonic Tutor
+3-4 Xantid Swarm
+2-3 Verdant Force
Also possible SB choices: Stifle, Pernicious Deed, Magus of the Unseen, Plated
Slagwurm.
Post SB, Dragon bring in Xantid Swarms to deal with all of the instant based
hate. Swarms not only stop countermagic, StP, Stifle, Coffin Purge, or
Disenchant effects, they also stop Isochron Scepter. If you can resolve and
maintain a Swarm in play, you are almost free to do whatever you wish without
being impeded. Even if they deal with the Xantid, you’ve either soaked up a
valuable StP, or you can reanimate it if it was dealt with in any other way
(via counterspelling, Balance, or Fire and Ice). The Verdants come in for a
couple of reasons: they soak up creature removal effectively, and they allow
you to otherwise bait counterspells with your excess animate spells. Slagwurms
are even better if you find room for them, as they shrug off any removal
completely. Animate spells are normally very poor counter-bait with Worldgorger
Dragons versus any decks that have removal, as any creature/enchantment removal
will result in heavy losses for you. Not so with Verdants. Since you’re running
more win conditions and more powerful disruption post-SB, you can cut back a
little on the tutoring effects or card drawing components. Also, FoWs are
usually cut over Duresses, because, as explained above, FoWs make for poor
defensive disruption spells and you would otherwise be forced to pitch
must-counter spells to them. On the other hand, Duress is amazing against any
control deck that has removal, because seeing their hand allows you to assess
whether they have critical creature removal in hand. After SBing, the
Keeper-Dragon match-up doesn’t change very much, except that you’ve upgraded
your disruption and now have a way to utilize your Animates early. Verdants allow
you to not be so reliant on your draw engine, as you can end games early
through Force beatdown instead before they can find their answers. Your SB plan
is balanced by the fact that they will bring in more removal and graveyard
hate, although the edge is with Dragon post SB.
It is also possible to consider Pernicious Deed as a SB option. This card is
especially good if they have many problematic permanents, such as Scepters,
Chalices, and Tormod’s Crypt. It’s unlikely that they will have Crypts over
Coffin Purges, but there are exceptions. Another option is to include Stifles
to stop Wastelands, Chalice, Scepter or Tormod’s Crypt activations, but it’s
debatable if the cards that would be cut for Stifles would be too much of a
loss of power or consistency in the deck. You cannot cut too many combo parts
to include heavy disruption as that will diminish consistency, while cutting
other disruption for Stifle might be a bad idea, as Stifle cannot deal with
counters or StP. Finally, you might like to consider Magus of the Unseen if you
are facing Keeper that has up to 4 Scepters and/or uses Tormod’s Crypt over
Coffin Purge. This is a completely untested idea as Scepter Keeper isn’t too
popular yet, but it’s worth it to keep this in mind for the future.
If you face a lot of Keeper and other blue based control in your meta, running
Xantids main deck to begin with is a very good idea.
2. Hulk
The Hulk match-up is almost identical to the Keeper match-up, except for a few
minor differences. The major one is their lack of targeted removal. Since you
don’t have to worry about Swords to Plowshares, you are free to cast your
Animate Spells to bait counterspells without fear of reprisal. However, watch
out. If Hulk starts main-decking Stifle then this will change, as Stifle is
just as bad as StP for you. Hulk has some alternate tools that can cause you
grief. If they manage to get a Pernicious Deed in play and have two mana open,
they can effectively stop you from going off. If they manage to do this, you
will have to fight against it in similar fashion as described above against
Keeper’s StP. Getting a Deed into play is a bit problematic, as it might tap
them out if played too early or cut into Mana Drain mana. Hulk also plays
Cunning Wishes and multiple Coffin Purges in the SB, so it has access to more
powerful graveyard hate game 1. Having enough time and mana to Wish up that
hate might be also problematic, but it might put Dragon on a bit of a “clock”
because of this dangerous possibility. Finally, Hulk can play the role of the
combo deck; always be wary of the possibility of them comboing you out. You do
not have as much time against Hulk as you do versus Keeper.
Your strategy is again to try to establish your draw engine(s), but you are
more free to try to go off with an Animate effect without too much fear. With a
combination of disruption and lots of animate effects, you might crash through
without relying on outdrawing them. The battle will revolve around Wastelands
and Bazaars as with the Keeper match-up, but there is that extra layer of
complexity because Hulk always has to worry about you going off at any time,
and likewise the Dragon player has to ensure that they don’t die to a Berserked
Psychatog. If Hulk chooses to forego the full complement of Wastelands, then
the struggle becomes much easier for Dragon. On the other hand, since Hulk is
partially a combo deck, its explosive draw engine (Intuition+Accumulated
Knowledge) is something to fear if it leads to a quick combo.
Plays to avoid:
1) If Hulk has four mana open, this presents a considerable threat to you if
you want to test the waters and go off with an animate effect. Four mana is
just the right amount to use Cunning Wish and have mana left over for Stifle or
Coffin Purge.
Pre-SB:
Key-cards – Wasteland/Strip Mine, Cunning Wish, possibly Pernicious Deed
Key-cards – Dragon: Bazaar/Compulsion, tutors
Post SB:
-4 FoW
-1 Animate Dead
-1-2 Compulsion/Intuition/Demonic Tutor
+3-4 Xantid Swarm
+3-4 Tormod’s Crypt
Also possible SB choices: Stifle, Pernicious Deed, Verdant Force
As with any control deck, Xantids are absolutely key here. Xantids are a big
problem for Hulk, because they have no good way to get rid of them once they
enter play outside of the slow Pernicious Deed. No StP means that Xantids can
be reanimated if they are countered early. Verdant Forces are eschewed in favor
of Tormod’s Crypt. While Verdants are strong, they are not necessarily game
winning – a Berserked Psychatog might still trample over a Force and any tokens
in play, or at least hold a Verdant off and buy the Tog player some time.
Crypts are effective because they minimize the damage from Coffin Purges, and
they seriously hamper Hulk’s win condition. Stifles also deserve serious
consideration as they stop Deeds and Wastelands, while Deeds can stop opposing
Deeds and Psychatogs. It’s impossible to say what SB strategy is best, as each
SB card is advantageous in its own unique way.
3.
Landstill
Landstill
is similar to Keeper in that you are facing countermagic, Wastelands/Strip
Mine, and 1-casting-cost spells that can stop your combo (Stifle, or Swords to
Plowshares if Landstill is splashing white). The good news is that Landstill
isn’t very explosive, as it doesn’t run full power. The bad news is that
Landstill runs Disks and more 1-cc combo stoppers, which might include up to 4
Stifles and some Chains of Vapor. You have to avoid a Disk hitting their side
of the table, which means you have to be very careful not to walk into Mana
Drain. Otherwise the Disk might not hit play anytime soon, because Landstill
cannot afford to tap too much mana against you. To have a chance against
Landstill, you either have to get lucky and combo off early with some
disruption back-up, or hope that you can establish your draw engine(s) and outdraw
them before they can destroy your Bazaars or deal with your Compulsions. You
have a bit of time as their kill conditions are very slow and mana intensive.
Because of this, sometimes during the mid-game you can just focus on Animating
the Ambassador instead of the Worldgorger to avoid losing your permanents. The
Ambassador can mill them in no time while blocking a factory. Don’t do this if
they splash white for StP.
Plays
to avoid:
1)
Don’t walk into Mana Drain followed by Disk. Even an end-of-turn Intuition
could be disastrous especially if you don’t have any follow-up on your turn.
2)
When they play Standstill, don’t automatically break it at first opportunity.
Try to wait and see if their hand gets refilled to seven cards, and hit them
end-of-turn with an instant speed spell. Otherwise, you can use the Standstill
yourself to use your Fetchlands safely or ride your Bazaar+ Squee engine if
you’re lucky to get it going.
Key-cards
– Wasteland/Strip Mine, Stifle, Chain of vapor, Nevinyrral’s Disk
Key-cards – Dragon: Bazaar/Compulsion
Post SB:
-2 FoW
-1 Intuition
-1
Time Walk
-1
Vampiric Tutor
-1
Demonic Tutor
+4 Xantid Swarm
+3 Verdant Force
Possible
SB choice: Pernicious Deed
Landstill
will bring in Tormod’s Crypts against you, and quite possibly Chalice of the
Void as well to stop either your Animates or Moxes/Lotus/Crypt. This means that
they will have a varied combination of instant-speed hate and permanent-based
hate, a deadly combination. This means that Xantids and Verdants are the best
way to try to fight Landstill. Pernicious Deeds are not bad either, as they can
destroy Crypts, Disks and their win conditions, but they can be Stifled. Still,
trading a Deed for a Stifle is not that bad, but involves a major investment in
time, and leaves you open to Mana Drain which you would like to avoid if
possible. If I were to consider bringing in 3 Deeds, I’d take out 2 FoWs and a
Compulsion to make room. This is going to be a very difficult match-up, but you
can take comfort in the fact that you have some very powerful tools at your
disposal to win.
4. Stax/wMUD
This match-up is completely dependent on the prison deck’s starting hand. They
have to either lock you quickly or deny you mana via Wasteland and Spheres, or
stop your animates with Chalice. They have approximately 2-3 turns to do this.
Even if they get certain lock components in place, it won’t always be
sufficient enough to stop you. Even with starts like 2x Sphere, 1x Chalice, 1x
Wasteland, you can recover if they don’t have any more gas to follow up their
initial early-game lock. If they don’t have a good start, will be completely
unimpeded when going off, and it only takes two mana for you to end the game.
Plus, you still have FoW and Duress as ways to stop their spells, which makes
their life even more difficult. So, pre-SB just sit back, relax, and see if the
artifact-prison is lucky enough to draw exactly what it needs to stop you. It’s
almost completely out of your hands apart from the disruption spells you might
be holding in your hand. If you are not very much impeded, don’t bother setting
up your draw engine, as it’s almost irrelevant - go for the immediate
kill. You’ll most likely want to Intuition for Dragon and Ambassador instead of
three Squees to go with your Bazaar. Also, don’t be afraid of losing cards to
Bazaar if you don’t have Squees in hand. You can frequently play Bazaar early
and use it to hunt down the cards you need, as you don’t have a lot of time
before they lock you eventually.
Pre-SB:
Key-cards – Artifact Prison: early multiple lock cards, Wasteland/Strip Mine,
Chalice set for 2 to slow you down, or 0 if part of a lock strategy
Key-cards – Dragon: Anything that helps you to combo off as quickly as
possible; Intuition and Bazaar are often most important here
Post SB:
-4 Squee
-3 Duress
-1 Time Walk
+3-4 Verdant Force
+4 Pernicious Deed
Also possible SB choice: Reanimate.
The SB brings in two nightmare cards against artifact-prison – the nigh
unstoppable Verdant Force, and the ultimate sweeper in Pernicious Deed. The
match-up doesn’t change very much (it still depends on their opening hand
luck), except you now have a way to destroy their whole board if you squeeze a
Deed into play early on. Deed is also important because they will bring in
permanent-based hate against you, including Tormod’s Crypt, Blood Moon, and
possibly Null Brooch. Verdants gives you up to eight creatures in your deck
that you can animate for the win compared to just 4 pre-SB. On rare occasions
Prison decks can contend with Verdants via recurring Powder Kegs and
Smokestack, but those situations will be rare. Squees are cut because, as
stated above, the draw engine is largely irrelevant. If they lock you, it won’t
matter how many cards you draw. Duress is also cut because it is weak against top-decked
permanents. Finally, Time Walk is cut because it is weak under Chalice for 2,
Tangle Wire, or Smokestack. Plus, with the draw engine gone, Time Walk doesn't
allow you to draw even more cards by taking an extra turn. Artifact prison
often plays out its hand quickly, so Duress is rarely something you want to
draw into unless it’s present in your opening hand. If artifact prison is
prevalent in your area, then Reanimates are interesting SB options, as they get
around Chalice set at 2 and reduce the mana requirement down to 1. This means
it’s even easier to animate up a Verdant for the win. Still, Reanimate in the
SB is a definite luxury, and the space it takes up might not warrant its
inclusion. You might be better off considering cards like Hurkyl’s Recall or
Magus of the Unseen. Magus stops Smokestack which buys you a ton of time, and
it’s also a good way of dealing with Tormod’s Crypt and Null Brooch.
IV. Combo
1. Dragon Mirror
Not much to say here. It’s a pure race, plain and simple. Whoever draws more
cards and has more disruption is usually the winner, both pre- and post-SB.
This means that establishing your card drawing engine is important, but don’t
lose sight of the fact that the opponent can combo you out quickly if left
unimpeded. Necromancy is especially important in this match-up, as it can
snatch away Dragons in the opponent’s graveyard at instant speed.
Plays to avoid:
1) Don’t be too hasty to bury your Dragon in your graveyard unless you can win
right away. The opponent can use it to go off himself.
2) Having three mana open is key. It represents a possible Necromancy. Don’t
needlessly risk going off if you don’t have to if you see three mana untapped
on the opponent’s side.
Pre-SB:
Key-cards – Dragon: Bazaar+Squee engine, Duress+FoW, Necromancy
Post SB:
-2 Worldgorger Dragon
-3 Compulsion
-1-2 Animate Dead
-1 Swamp
+ up to 4 Tormod’s Crypt
+ up to 4 Stifle
Also possible SB choices: Xantid Swarm, Pernicious Deed, Verdant Force
The Compulsions are way too weak and too slow, especially since the Bazaars
cannot be destroyed in this match-up. It’s also unnecessary to run so many
Animate spells. All tutors must stay (to fetch the draw engine components,
particularly Bazaar), along with all of the disruption. The Dragons are cut down
to 2 (not 0), because you still want to leave yourself with an ability to combo
out if you gain card advantage and have enough disruption to get past his
disruption. This turns into a vicious battle of hate cards and card drawing – a
war of attrition, where the victor will be the one that has the most hate cards
and can draw most of them.
An additional plan that you can adopt in the mirror is to try and hate-out
their hate. This can be done mainly by SBing in Xantids to stop their
instant-based hate (and Necromancy). The risk in this plan is that Xantids do
not interfere with the opponent’s combo-aspirations, so you are wasting
main-deck slots for cards that don’t disrupt his attempts at winning or
otherwise don’t help you with your card drawing. Xantids also don’t stop Crypts
unless you have Stifle back-up. Alternately you can try SBing in Deeds. Deeds
can stop them from comboing out and are a good way of dealing with Crypts, but
they are hard to cast and involve tapping out early to maximize their effectiveness.
If you can get away with sneaking a Deed into play, you’ve established good
control over the board. Still, don’t get too confident, because Stifle can stop
Deed in its tracks.
One final possibility is to ditch the Worldgorger plan (-4 WGD, maybe even –1
Ambassador, but then you cannot use opponent’s dragons to go off and win) and
go for Verdant Force beat down. This will allow you to cast animates almost
haphazardly without fear, but don’t forget that if you don’t succeed (because
of the opponent’s Stifle on the animate or FoW),your opponent might reap the
benefits and animate the Force himself.
Which of these strategies is best? It’s hard to tell, as each plan involves
some risk. It might also depend on how many Stifles and Crypts you run in the
first place, as not all Dragon builds will run 4 of each. This might leave you
with enough room to try Xantids and/or Deeds.
2.
Dutch-Tendrils (TPS)
Similar
to long.dec, this tendrils deck relies on numerous cheap mana sources and card
drawers to power out a quick Tendrils for 20+. They have little in the way to
stop you outside of 4 FoWs, but you have to be very careful as they could combo
you out very quickly, as early as turn 2. Game 1 is very similar to an combo vs
combo match-up – it’s simply a race to see who can combo out first. You have a
slight edge if they are forced to use their draw-7 cards and end up passing the
turn. It’s hard to say who has the edge here, as both decks need a lot of luck
to be the first to combo out.
Plays
to avoid:
1)
Don’t automatically FoW their draw-7, even if it’s a Timetwister and you have a
WGD in the graveyard. If they are unable to keep going, you could just win on
the following turn. On the other hand, if they have tons of mana in play, then
countering the draw-7 might be a wise idea.
2)
Don’t waste time by establishing your draw engine(s). Intuition for combo
pieces, not Squees. You should likewise Bazaar aggressively, even if you end up
losing massive card advantage.
Key
cards – TPS: FoW
Key
cards – Dragon: early disruption, Bazaar
Post
SB:
-1
Squee
-3
Compulsion
-1-2
Animate Dead
-1
Time Walk
-1 Swamp
+
4 Xantid Swarm or Deed (see below)
+ 2 Tormod’s Crypt
+ up to 4 Stifle
Other
sideboard cards to consider: Chalice of the Void
Post
SB, you want to beef up your disruption while removing your slow Compulsions
and some random 1-of spells. Deed is an excellent choice if you anticipate them
bringing in permanent-based hate such as Tormod’s Crypt or Seal of Cleansing.
Otherwise, if they bring in instant speed hate (particularly Stifle), then
Xantids are the way to go. You might have to wait until game 3 to SB properly.
You can rely on Bazaars completely as you have no Wastelands to worry about.
You can consider siding out Squees completely, but the Squee-Bazaar draw engine
makes more sense if you have lots of disruption to slow them down. If you can
make room for Chalice in the SB, it would be an excellent choice to slow TPS
down, whether you end up setting it at 0 or 1. It still comes down to luck post
SB.
V.
Aggro-Combo
1.
Vengeur Masque
Vengeur
Masque is a combo deck utilizing the Mask + Dreadnaught and
Shapeshifter/Survival of the Fittest/Phage combos. They play some disruption
spells and utility creatures to try to stop you, but the bottom line is that
you’re simply much faster in this match-up. You can practically go off at will
too, as they typically will not have creature removal or bounce. Their lone
Withered Wretch, if they run one to begin with, could be the one serious
threat, but getting it into play early enough might be a difficult task. You
should have an advantage in game 1 in this match-up.
Plays
to avoid:
1)
They might pitch some beefy creatures into their graveyard via Survival of the
Fittest. Try to avoid the temptation of Animating up a Phage.
2)
If they have a Shapeshifter and two creatures out (and Survival possibly), be
wary that you don’t walk into their Tradewind Rider when you try to go off. You
might have to risk it regardless, as they could quickly find Phage and end it
next turn.
Key-cards
– Vengeur Masque: quick combo pieces with disruption back-up
Key-cards – Dragon: quick combo pieces.
Post SB:
-1 Squee
-1 Intuition
-1
Compulsion
-1
Time Walk
+4 Pernicious Deed
Also possible SB choice: Xantid Swarm
Post
SB, they will most likely bring in Tormod’s Crypt against you, and possibly
some instant speed hate such as Naturalize or Stifle. To counter this plan, you
can bring in Deeds, which also destroy their combo completely. FoWs stay in,
because you want as much disruption as possible, and FoWs can readily protect
your Deed if you tap out to cast it. It is almost senseless to bring in
Verdants, because even if you succeed in animating one you might still lose via
Dreadnaughts. Still, you can think about trying one Verdant “just in case”.
Focus on your combo kill. You can consider bringing in some Xantid Swarms, as
they will deal with their FoWs and possibly Naturalize/Stifle while potentially
serving as an emergency chump blocker vs Phage. I’d rather not bring them in
until game three, once I know for sure that my opponent is running lots of
problematic instants. This match-up should continue to be in your favor, as
Deed is just as threatening to them as your combo.
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