home *** CD-ROM | disk | FTP | other *** search
- @node start " MENU #4"
-
- '`;,,,, `;;;;; ,,,,,, ,,,,,, ,,,, ,,,,,;
- ;;;;;, ;;;; , ';;; ;; ' ;;' ,;; ''
- ,;;';;;; ;;;;;; ,; ;;;;, ;; ,,; ;; ;;
- ,;;' ';;;;,;' ;;;; ,;;;' ;;;; ';,,,;; ;; ';;,
- ,;;' ';;;; ;;;; '' '' '''`; ,''' ''''''''
- ,;;' ;;;; ;;;;.
- ,;;; ;;;; ;;;;;. T h e G a t h e r i n g (TM)
- ,;''' ;;'' ```````` PLAYER GUIDE VOL 1
- ` '
-
- Inquest Feature: THE FINAL 4
- How to play and beat the top four type II Magic decks. By Jeff Hannes
-
- @{ " Introduction " Link "intro"@}
- @{ " The NecroDeck " Link "nec"@}
- @{ " The Erhnamgeddon " Link "erh"@}
- @{ " The Land Destruction " Link "ld"@}
- @{ " The Turbo Stasis " Link "ts"@}
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 4 " Link "start"@}
-
- @endnode
- **--
- @node intro
-
- You spent all night getting your Goblin deck ready for the big tournament.
- It was flowing fast and smooth in the practice runs and the sideboard was
- ready to deal with anything. In the first round it looked like your hard
- work was going to pay off. You pounded the heck out of some poor kid who
- was using Craw Wurms and Basilisks. Things were looking good...until the
- next round, when you promptly got crushed by a Necropotence deck.
-
- You went back to the drawing board for the next tourney, finally coming
- up with a solid white-weenie deck with four Karmas in the sideboard to
- handle that pesky all-black deck. This time you managed to beat the
- Necrodeck but got hammred by an Ehrnam Djinn/Armageddon deck. See a
- pattern?
-
- It's real simple. Despite what some people might try to tell you, there
- are basically only four deck types that consistently win in Type II play:
- the all-black Necrodeck, the green/white Ehrnamgeddon deck, the green/red
- land-destruct on deck and the blue/white Stasis deck.
-
- Although it's certainly possible to win a tourney with another type of
- deck, it's these four decks that consistently dominate. So if you want to
- win, your best bet is to play one of these decks and know how to beat the
- rest. Sounds simple enough, but there's more to playing these decks than
- just throwing together all the cards on the checklist. Anyone can do
- that-it's how well you play the deck (along with a little bit of luck)
- that will ultimately determine how well you finish
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 4 " Link "start"@}
-
- @endnode
- **--
- @node nec " "
-
- THE NECRODECK
-
- In a game environment already short on efficient card-drawing tools,
- Necropotence is the ultimate in card advantage. You can draw a card for
- the measly cost of one life, and you can do it as many times as you want
- The only real draw back is that you lose your draw phase.
- Fortunately, if you're ahead, that's not much of a problem.
-
- Necrodecks rely on card advantage to stay ahead, using Hymns to Tourach
- to knock down your opponent and using the Necropotence to keep your
- card supply full.
-
- Amazingly efficient creatures like Hypnotic Specters and Orders of
- the Ebon Hand do the dirty work, while Nevinyrral's Disks keep you safe
- from just about anything. Life-gainers like Ivory Tower, Zuran Orb
- and Drain Life insure that you'll be able to consistently use
- Necropotence without drawing yourself to death. Put it all together
- and you've got the most powerful Type II deck out there.
-
- How to Play It
-
- Know when to play the Necropotence. It's the first and most important
- rule of playing a Necrodeck. Too many people make the mistake of throwing
- down the Necropotence as soon as possible. Their eyes light up when they
- see a Dark Ritual and Necropotence in their opening draw. We'll make
- it easy for you: This is bad. The idea behind the Necrodeck is that it
- gives you a card advantage when you and your opponent are both low on
- cards.
-
- By playing it early in the game, you're denying yourself the free cards
- of a regular draw phase. Wait until your opponent is low on cards, or
- until you've only got one or two in hand, and then drop the Necropotence
- to fill up your hand.
-
- Keep a Disk handy. Nevinyrral's Disk is the key to a Necrodeck. Without
- it, your chances of winning decrease significantly. Besides giving black
- the necessary capability to deal with artifacts and enchantments, it
- allows you to off you own Necropotence when you don't need it
- anymore. If you've got a handful of cards and your opponent has none,
- you don't need the Necropotence any more.
-
- Don't play all your creatures at once. Unless you need them for defense,
- you should pretty much never have more than two creatures on the board at
- once. The last thing you want is for four creatures to be knocked out by
- a single Wrath of God or Pyroclasm. It's also good to save creatures
- so that when you set off a Disk you've got some attackers in reserve.
-
- Take your time. Despite what it looks like, the Necrodeck is not a speed
- deck. Sure, a first turn Hypnotic Specter never hurts, but the idea isn't
- to overwhelm your opponent. As long as your opponent has cards in hand,
- always use the Hymns before you do anything else. You're much better
- off knocking that Lightning Bolt out of his hand before you play your
- Black Knight.
-
- Don't think you have to kill your opponent in a frenzy. Wait for the
- game to settle into a balance and then drop a Necropotence to gain the
- card advantage that should carry you to victory.
-
- How to Beat It
-
- Don't get rid of the Necropotence. As strange as it sounds, by knocking
- off your opponent's Necropotence, you're doing him a great favor. Since
- Necropotence can always be used the turn it comes into play (destroying
- it doesn't prevent its controller from getting cards at the beginning
- of his discard phase), your opponent will get to fill his hand no matter
- what you do. By destroying the Necropotence, you're allowing him to regain
- his normal draw. Save your Disenchants for the more dangerous cards, like
- Ivory Tower, Zuran Orb and the Disks.
-
- Direct damage is usually not the way to win. Despite what many people may
- think, a deck full of Lightning Bolts and Incinerates isn't necessarily
- the bane of a Necrodeck. If you don't take the time to off his creatures,
- they'll run all over you. The alternative is to use mass creature-killers
- like Pyroclasm and Serrated Arrows and defensive beasts like Dancing
- Scimitar to keep your opponent's weenies at bay. If you can set up a
- strong creature defense, pound away with direct damage. Otherwise, you'll
- probably have to rely on hefty creatures (especially flying ones) to do
- the deed.
-
- Of course if all else fails, you could always try using a Juxtapose or
- Gauntlets of Chaos to give your opponent a Library of Leng...
-
- THE BIG BLACK BEAST
-
- Black Creatures
- 4 Black Knights
- 4 Hypnotic Specters
- 1 Ihsan's Shade
- 4 Orders of the Ebon Hand
- 2 Sengir Vampires
-
- Black Spells
- 4 Dark Rituals
- 4 Drain Lifes
- 4 Hymns to Tourach
- 4 Necropotences
-
- Artifacts
- 2 Icy Manipulators
- 1 Ivory Tower
- 3 Nevinyrral's Disks
- 1 Zuran Orb
-
- Lands
- 4 Strip Mines
- 18 Swamps
-
- Sideboard
- 3 Dystopias
- 1 Feldon's Cane
- 1 Fountain of Youth
- 3 Glooms
- 1 Nevinyrral's Disk
- 3 Serrated Arrows
- 3 Terrors
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 4 " Link "start"@}
-
- @endnode
- **--
- @node erh " "
-
- THE ERHNAMGEDDON
-
- Not too long after Chronicles came out, people started trying to find the
- best way to harness the power of the incredibly cheap Erhnam Djinn. When
- all was said and done, the answer was found in land destruction, and
- Erhnamgeddon was born
-
- The theory is simple-get out a really big creature, blow up all your
- opponent's land so he can't do anything about the creature, and then
- run him over like a stray groundhog on the interstate. Not very elegant,
- but terribly effective
-
- As the name of the deck implies, Erhnam Djinns are standard fare. Serra
- Angels, Autumn Willow, Deadly Insects and Whirling Dervishes generally
- round out the attack force. Defense comes in the form of Disenchants,
- Swords to Plowshares and Icy Manipulators, as well as from the ever-
- present life-gaining Ivory Tower and Zuran Orb.
-
- Assorted mana elves and Fellwar Stones give you a mana edge; the Land Tax
- and Lodestone Bauble help for a quick recovery from the Armageddon.
-
- The thing that really makes this deck so powerful is that it can come
- back to win from almost any deficit. You could be down 20-3 and facing a
- horde of creatures, but with the right draw, you could easily turn the
- game around on your opponent and win 3-0. A well-placed Balance or Wrath
- of God followed by an Armageddon can easily swing the contest in your
- favor.
-
- How to Play It
-
- Don't be afraid to cast Armageddon. Ideally you'd like to be able to tap
- all your lands, play an Armageddon and then throw down a big creature with
- your leftover mana, but if you sit around waiting for eight mana, you just
- might get stoped in the process. If there are no big creatures in sight
- and you've got a couple of elves and/or Fellwar Stones, don't be afraid
- to fire off an Armageddon. It'll keep your opponent at bay, and by the
- time you draw that big beastie, you should have more than enough mana to
- cast it.
-
- Use your toys. This may seem obvious, but the Land Tax and Sylvan Library
- aren't in there just for the fun of it. If your opponent has more land
- than you, use the Tax-always. It helps you thin out your deck. This is a
- good thing, because the last thing you want to draw when you need a key
- card is a plains.
-
- The card-drawing ability of the Library is also incredibly useful. If
- drawing an Armageddon can help you lock up the game, don't be afraid to
- spend four or even eight life to grab a couple of extra cards. The cards
- you draw may not be helpful, but it'll bring you that much closer to the
- cards you do need.
-
- Don't fear the Terror or Swords to Plowshares. Don't hesitate to play a
- creature just because you think your opponent might have the means to get
- rid of it. If your opponent's got an StP in hand, he's got it, and there's
- not a heck of a lot you can do about it. Keep playing creatures and
- eventually one will slip through the cracks.
-
- How to Beat It
-
- Hold onto your extra land. This one's real simple-if you've got enough
- land in play, don't play any more. Against an Armageddon deck, you should
- never have more land in play than what you need to cast something. And
- don't rush to put out four lands in anticipation of drawing your Icy.
- Unless you need it for something else, keep the fourth land in your hand
- until you actually draw that Icy.
-
- Don't hesitate to cast spells. Use it or lose it-that's the philosophy
- you've got to play by. If you wait a turn to play that Nevinyrral's Disk,
- you may never get the chance. If your opponent has at least three mana
- during your turn, there could be an potential Armageddon coming your way.
- Keep that in mind when you start to think twice about playing something.
-
- Fry the weenies. Lightning Bolts on the player are usually fruitless,
- especially if you're using Swords to Plowshares for creature defense.
- The Erhnamgeddon deck thrives on the mana production of its Elves and
- Stones, so do your best to even the field by depriving your opponent of
- these resources.
-
- THE ERHNAMGEDDON DECK
-
- Green Creatures
- 1 Autumn Willow
- 1 Deadly Insect
- 4 Erhnam Djinns
- 2 Fyndhorn Elves
- 3 Llanowar Elves
-
- Green Spells
- 2 Sylvan Libraries
-
- White Creatures
- 2 Serra Angels
-
- White Spells
- 4 Armageddons
- 1 Balance
- 3 Disenchants
- 1 Land Tax
- 4 Swords to Plowshares
- 2 Wraths of God
-
- Artifacts
- 2 Fellwar Stones
- 2 Icy Manipulators
- 1 Ivory Tower
- 1 Lodestone Bauble
- 1 Zuran Orb
-
- Lands
- 4 Brushlands
- 7 Forests
- 9 Plains
- 4 Strip Mines
-
- Sideboard
- 2 Circles of Protection: Black
- 1 Circle of Protection: Green
- 3 Circles of Protection: Red
- 1 Feldon's Cane
- 3 Karmas
- 2 Reprisals
- 3 Serrated Arrows
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 4 " Link "start"@}
-
- @endnode
- **--
- @node ld " "
-
- LAND DESTRUCTION
-
- When Alliances was released Pillage helped give Type II land destruction
- a new lease on life, and now it's one of the hottest deck types out there.
- It doesn't take a genius to figure out the strategy behind a land-
- destruction deck-kill our opponent's land so he can't cast anything and
- then crush him with big beasties.
-
- The theory is a lot like the Erhnamgeddon, but the red/ green approach is
- more selective and much more aggressive. The only problem with this kind
- of deck is that it's possible for your opponent to get a large clump of
- land, and if that happens you may not be able to recover.
-
- However, more often than not, the 16 landkill spells are more than enough
- to completely screw with your opponent's carefully laid-out plans. The
- Erhnams are all too familiar, but using red also lets you employ the
- services of the big bad Balduvian Horde. Unless your opponent's packing
- cheap creaturekill cards like Swords to Plowshares or Terrors, he's going
- to be in for a world of pain.
-
- Four Lightning Bolts, a Stormbind and a Black Vise round out the damage
- -dealers, and the must-have Icies give some creature defense (if you
- should need it) as well some additional land depletion.
-
- How to Play It
-
- Kill, kill, kill! Always play your land-destruction spells as soon as
- possible. Never let your opponent get a lot of mana if you can prevent
- it. The last thing you want to see is an angry Erhnam staring you in the
- face. First-turn Strip are great, but if you've got other landkill spells
- in hand and it looks like you'll be needing that Strip Mine for your third
- mana, hold onto it until you've picked up another land or fired off
- all the landkill cards in your hand.
-
- Attack the mana-producing colors. If your opponent's playing with Elves,
- get his green mana first so he can't play his Elves. If he's using Dark
- Rituals, attack the swamps. If your opponent's playing two or more
- colors, pick one and go after it.
-
- Tap away. If you've got an Icy out and nothing better to do, tap your
- opponent's land during his upkeep. It's almost as good as destroying the
- land, and you can be selective about which land you tap every turn.
-
- Fear the Land Tax and Lodestone Bauble. Yeah, it's not much of a tip, but
- these cards suck for you. There's not much you can do about the Bauble,
- but try to get rid of the Tax as soon as possible.
-
- How to Beat It
-
- Play with artifact and creature mana. "Land" destruction is just that;
- besides Pillage, these decks usually don't bother with other means of
- mana deprivation. By using artifacts like Fellwar Stone and Sol Grail
- and/or creatures like Llanowar Elves and Elvish Spirit Guides, you vastly
- increase your chances against any deck employing a large amount of
- landkill.
-
- Expect the first land you play to be destroyed. Here's what we're getting
- at: If you have two mountains and a plains in your opening draw, play a
- mountain first and expect it to get blown up. The basic rule is to play
- the land you want least first. So if you don't care much about losing
- that City of Brass, make it the first land you play.
-
- Save your creaturekill for the biggies. Don't bother knocking off the
- Birds unless your opponent is having serious mana problems. The exception
- is if your opponent plays one on the first turn. In that case it depends
- on what you've go in your hand. If buying an extra turn before you start
- losing land will let you play something important, like a Fellwar Stone,
- then knock off the bird. Otherwise, save it for something much more
- troublesome, like an angry mob of Balduvian
-
-
- THE HORDES
-
- Green Creatures
- 1 Autumn Willow
- 4 Birds of Paradise
- 4 Erhnam Djinns
-
- Green Spells
- 1 Sylvan Library
- 4 Thermokarsts
- 1 Tranquility
-
- Red Creatures
- 4 Balduvian Hordes
-
- Red Spells
- 4 Lightning Bolts
- 4 Pillages
- 4 Stone Rains
-
- Gold Spell
- 1 Stormbind
-
- Artifacts
- 1 Black Vise
- 2 Icy Manipulators
- 1 Zuran Orb
-
- Lands
- 8 Forests
- 4 Karplusan Forests
- 8 Mountains
- 4 Strip Mines
-
- Sideboard
- 3 Burnouts
- 2 Hurricanes
- 3 Incinerates
- 1 Jokulhaups
- 2 Nature's Wrath
- 2 Primitive Justices
- 2 Tranquilities
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 4 " Link "start"@}
-
- @endnode
- **--
- @node ts " "
-
- TURBO-STASIS
-
- Although knocking your opponent down to zero life is the most common
- way to win, it's not the only way. If you can pull it off, running your
- opponent out of cards is just as effective. After all, in tournament
- play it's not how you play the game-it's whether you win or lose.
-
- The deck-removal standard used to be Millstones, but now it's
- Turbo-Stasis. The theory behind Turbo-Stasis is simple but incredibly
- effective. Play a Howling Mine on the second turn and a Stasis on the
- third turn, and then use cards like Boomerang, Recall and Despotic Scepter
- to keep the Stasis effect going for the rest of the game. Kismet
- completes the lock, and if your opponent doesn't have any untapped lands
- at that point, he might as well give up.
-
- Thanks to the Howling Mines, you should be able to play another land
- just about every turn. And with Boomerang and the Scepter, you can negate
- the effects of your Stasis before your untap phase, allowing you to untap
- everything and set up another Stasis.
-
- The Force of Wills are invaluable, as they allow you to thwart your
- opponent's plans without slowing down your Stasis payments. Arcane
- Denials are easy to cast, give you an extra card, and the option they
- give your opponent to draw to more cards actually helps you more than
- him (since you're trying to run him out of cards).
-
- Overall, the Turbo-Stasis deck may not seem that great at first glance,
- but when it works, it's absolutely devastating.
-
- How to Play It
-
- Don't worry about your life total. Once you get the Stasis/Kismet lock
- into play, the only damage you should be taking will be from your own
- pain-lands. Don't worry if your opponent hits you early or if you have
- to spend five life on a Lim-Dûl's Vault. As long as you stay alive, you
- have a chance to win.
-
- Get those Mines out! The Howling Mines are probably the most important
- card in the deck, so if you don't have one to play on the second turn,
- use a Lim-Dûl's Vault to go fetch it.
-
- Don't counter anything you can neutralize with a Stasis. Deadly Insects
- may seem like a horrid thing against this deck, but if you've got a
- Stasis in hand, it shouldn't really be a problem. Just suck up six points
- of damage and then keep it locked down for the rest of the game. Save
- your counters for more devastating effects like Armageddon or Disenchants
- that would bother your Stasis or Howling Mines.
-
- How to Beat It
-
- Get those Mines out! Out of the game, that is. The Turbo-Stasis deck need
- the Mines to support its lock, so if you can eliminate them early on,
- you'll be going a long way towards thwarting the deck's plans.
-
- Save your mana. Don't tap your lands unless you're casting something
- really key. Once the Stasis comes out, you may never get another untap
- phase, so make all of your spells count.
-
- Use Feldon's Canes. One way to beat the Stasis deck is to beat it at its
- own game. Make sure you play the Canes as soon as you draw them (but
- don't use them until you need them) as a Kismet will neutralize them if
- it comes out first.
-
- Use Winter Orbs. Even more devastating to the Power-Stasis deck than the
- Canes, one Winter Orb can ruin a Stasis player's day. It neutralizes the
- effects of Boomerangs and the Despotic Scepter, making it very difficult
- for your opponent to maintain the Stasis lock.
-
- Yotian Soldiers? They worked at Nationals, and they can work for you.
- Creatures that don't tap are the bane of the Power-Stasis deck. Serra
- Angels are also an effective tool, so if you've got room, put some of
- these critters in your sideboard.
-
- THE TURBO-STASIS DECK
-
- Artifacts
- 1 Black Vise
- 2 Despotic Scepters
- 1 Feldon's Cane
- 4 Howling Mines
- 1 Ivory Tower
- 1 Zuran Orb
-
-
- Blue Spells
- 4 Arcane Denials
- 4 Boomerangs
- 4 Forces of Will
- 2 Recalls
- 4 Stasis
-
-
- White Spells
- 1 Balance
- 2 Kismets
-
-
- Gold Spells
- 4 Lim-Dûl's Vaults
-
-
- Land
- 4 Adarkar Wastes
- 4 Cities of Brass
- 13 Islands
- 4 Underground Rivers
-
-
- Sideboard
- 2 Blue Elemental Blasts
- 2 Disenchants
- 2 Hydroblasts
- 1 Kismet
- 2 Mana Shorts
- 3 Swords to Plowshares
- 3 Walls of Air
-
- Copyright 1996 Gareb Shamus Enterprises, Inc.
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 4 " Link "start"@}
-
- @endnode
- **--