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Make Your Own Standard Decks For You (Gauntlet/Netdeck)

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Level 3 Judge

Joined: 15 Jun 2006
Posts: 277

PostPosted: Fri Jul 08, 2011 2:57 pm    Post subject: Make Your Own Standard Decks For You (Gauntlet/Netdeck) Reply with quote

We've got a Trial in MYOS this Sunday. We also haven't had MYOS tournaments in forever so many people are probably in the dark on what's going on in this format. As such, I'm going to make this little listing of some of the more popular/powerful decks in the format

First, format rules (
- Pick two (2) out of the following blocks:
Scars Block (Scars of Mirrodin, Mirrodin Besieged, New Phyrexia)
Zendikar Block (Zendikar, Worldwake, Rise of the Eldrazi )
Alara Block (Shards of Alara, Conflux,Alara Reborn)
Lorwyn-Shadowmoor Block (Lorwyn, Morningtide, Shadowmoor, Eventide)
Time Spiral Block (Time Spiral, Planar Chaos, Future Sight) [Includes Timeshifted Cards]
Ravnica Block (Ravnica: City of Guilds, Guildpact, Dissension)
Kamigawa Block (Champions, Betrayers and Saviors of Kamigawa)
Mirrodin Block (Mirrodin, Darksteel, Fifth Dawn)
Onslaught Block (Onslaught, Legions, Scourge)
Odyssey Block (Odyssey, Torment, Judgement)
Invasion Block (Invasion, Planeshift, Apocalypse)
Masques Block (Mercadian Masques, Nemesis, Propecy)
Urza Block (Urza's Saga, Urza's Legacy, and Urza's Destiny)
Rath Cycle Block (Tempest, Stronghold, and Exodus)
Mirage Block (Mirage, Visions, and Weatherlight)
Ice Age Block (Ice Age, Alliances, and Coldsnap)

- Pick one (1) out of the following core sets:
5th Edition
6th Edition
7th Edition
8th Edition
9th Edition
10th Edition
Magic 2010
Magic 2011
Magic 2012

- Anything banned in Legacy or any Block is banned. As such, the banlist is as follows: (no, it's not a perfect list, but we work with the rules we're given)
AEther Vial
Amulet of Quoz
Ancient Den
Arcbound Ravager
Cursed Scroll
Darksteel Citadel
Demonic Consultation
Disciple of the Vault
Frantic Search
Gaea's Cradle
Goblin Recruiter
Great Furnace
Hermit Druid
Lin Sivvi, Defiant Hero
Mana Vault
Memory Jar
Mind's Desire
Mystical Tutor
Oath of Druids
Rishadan Port
Seat of the Synod
Serra's Sanctum
Squandered Resources
Survival of the Fittest
Thawing Glaciers
Time Spiral
Tolarian Academy
Tree of Tales
Vampiric Tutor
Vault of Whispers
Voltaic Key
Worldgorger Dragon
Yawgmoth's Bargain
Yawgmoth's Will
Zuran Orb

Control Decks: UW Control, Faeries, Painter's Stone
Aggro Decks: Goblins, Zoo, Elves, White Weenie, Jund Aggro
Combo Decks: Dark Depths, Hypergenesis, Reanimator
Remaining Decks: Aggro Loam, Show an Eldrazi, Ichorid, Narcobridges

Last edited by Eldariel on Sat Jul 09, 2011 5:15 am; edited 5 times in total
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Level 3 Judge

Joined: 15 Jun 2006
Posts: 277

PostPosted: Fri Jul 08, 2011 2:59 pm    Post subject: Reply with quote

Control Decks

UW Control (Ice Age/Zendikar/Magic 2011)
3 Plains
3 Island
1 Scalding Tarn
1 Arid Mesa
1 Halimar Depths
4 Glacial Fortress
4 Adarkar Wastes
4 Celestial Colonnade
4 Tectonic Edge
4 Wall of Omens
2 Baneslayer Angel
2 Frost Titan
3 Jace, the Mind Sculptor
3 Gideon Jura
4 Force of Will
4 Counterspell
4 Brainstorm
4 Swords to Plowshares
3 Day of Judgment
2 Crystal Ball

1 Day of Judgment
3 Spell Pierce
3 Hydroblast
4 Disenchant
4 Flashfreeze

Explanation: Best removal ever, best counters ever and a bunch of insanely strong finishers and engine cards, along with the best card filtering ever. Raw card power wise, this is probably the strongest deck in MYOS. Of course, as it has to tap out for its 4- and 5-mana bombs, if you can punch through Force of Will you're in a good position against it. Graveyard-based strategies are probably its biggest vulnerability.

Faeries (Kamigawa/Lorwyn/7th Edition)
4 Underground River
4 Secluded Glen
4 Mutavault
3 Sunken Ruins
3 Swamp
7 Island
3 Cryptic Command
4 Bitterblossom
3 Umezawa's Jitte
3 Nameless Inversion
4 Counterspell
3 Force Spike
3 Thoughtseize
1 Meloku the Clouded Mirror
4 Spellstutter Sprite
4 Vendilion Clique
3 Mistbind Clique

1 Thoughtseize
3 Threads of Disloyalty
4 Curse of Chains
3 Jace Beleren
4 Hideous Laughter

Explanation: The old stand-by, the Kamigawa-version actually has some chance against red decks, particularly Goblins. It has strategic superiority over most control and combo thanks to being an "instant speed aggro deck with counters and hand disruption" and Jitte, Hideous Laughter & Threads of Disloyalty greatly shore up the aggro match-up. Graveyard is again probably the biggest Achilles' Heel, though as always, even with the Kamigawa-additions Faeries have a bit of a soft spot against aggressive decks with burn.

Painter's Stone (Tempest/Lorwyn/5th Edition)
4 Sunken Ruins
5 Island
4 Reflecting Pool
4 Secluded Glen
1 Ancient Tomb
4 Underground River
4 Painter's Servant
4 Cryptic Command
4 Mana Leak
4 Thoughtseize
4 Ponder
4 Intuition
4 Grindstone
3 Force Spike
3 Memory Lapse
4 Counterspell

2 Delusions of Mediocrity
1 Oona, Queen of the Fae
4 Propaganda
4 Duress
4 Engineered Plague

Explanation: Basically a classic combo control deck (for those not in the know, the combo is turning opponent's library one color and activating Grindstone naming that color, which mills the deck), it has the mana stability and a rather solid set of counters to work with. It just holds you back, plops the combo given an opening and wins the game. Has trouble dealing with threats on board, though, and is rather vulnerable to disruption on the combo since the combo pieces are eminently removable. Discard kinda helps with that, though, and it's easy enough to sideboard into an alternative win condition when getting the combo through seems difficult. Discard is very key to pave way for combo and to see if the coast is clear; Vendilion Clique might also be worth exploring.

Last edited by Eldariel on Fri Jul 08, 2011 6:49 pm; edited 4 times in total
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Level 3 Judge

Joined: 15 Jun 2006
Posts: 277

PostPosted: Fri Jul 08, 2011 3:03 pm    Post subject: Reply with quote

Aggro Decks

Goblin Sligh (Urza's Saga/Zendikar/Magic 2010)
4 Teetering Peaks
18 Mountain
1 Shivan Gorge
4 Goblin Lackey
4 Siege-Gang Commander
4 Goblin Guide
4 Warren Instigator
4 Goblin Matron
4 Goblin Chieftain
4 Goblin Bushwhacker
4 Goblin Shortcutter
1 Burst Lightning
4 Lightning Bolt

3 Goblin Ruinblaster
3 Searing Blaze
3 Ricochet Trap
3 Disorder
1 Tuktuk Scrapper
2 Shatter

Explanation: Drop Lackey/Instigator, remove blockers, win. Alternatively, drop bunch of Goblins, swing, burn, win. Extremely simple. The number of Goblins vs. Burn is malleable, but I'd avoid the temptation to go Magic 2012 for Goblin Grenade; Siege-Gang Commander is by far the nastiest thing you can Lackey in and you'd lose that in the trade. Obviously, to beat this deck you have to stop Lackeys from connecting, probably through removal (or race really fast). Other than that, it's the classic deal against red deck; avoid being dropped to burn range, trade as much as possible, try to outlast them.

Zoo (Ravnica/Zendikar/9th Edition)
4 Arid Mesa
2 Blood Crypt
4 Sacred Foundry
4 Scalding Tarn
4 Stomping Ground
1 Temple Garden
4 Verdant Catacombs
3 Burning-Tree Shaman
4 Dark Confidant
3 Goblin Guide
4 Loam Lion
4 Plated Geopede
4 Steppe Lynx
3 Char
4 Lightning Bolt
4 Lightning Helix
4 Burst Lightning

4 Leyline of the Void
4 Naturalize
4 Searing Blaze
3 Tin Street Hooligan

Explanation: Not much to say; bunch of efficient dudes, good mana, burn. Play dudes, remove blockers or burn face, win. Obviously, Ravnica/Zendikar offers by far the best mana you can have earning it the nod. Again, it's the same deal as always with red decks; try to stabilize and outlast them or play some degenerate combo in hopes to outrace them.

Elf Order (Mirage/Lorwyn/Magic 2010)
1 Gemstone Mine
4 Gilt-Leaf Palace
4 Twilight Mire
12 Forest
2 Devoted Druid
4 Elvish Archdruid
4 Elvish Visionary
4 Heritage Druid
2 Imperious Perfect
4 Llanowar Elves
4 Nettle Sentinel
3 Quirion Ranger
4 Regal Force
1 Woodfall Primus
4 Natural Order
3 Primal Command

2 Imperious Perfect
1 Eyeblight's Ending
4 Faerie Macabre
4 Thoughtseize
4 Wren's Run Vanquisher

Explanation: Aggro or combo, you basically drop a ton of Elves and Natural Order/hardcast Regal Force, chain them with Primal Command, draw more, win. If necessary, Woodfall Primus can be Natural Ordered to Persist it and remove some permanents and overall, the deck's answer to basically everything is dropping more Elves. Uses the natural Heritage Druid/Nettle Sentinel engine alongside Quirion Ranger/Elvish Archdruid and the standard draw- and mana production elves. Combating this deck, stopping the big mana spells does a lot. Either plain counter them or stop the mana engine. If Elves gets to drop Regal Forces, it's probably winning.

White Weenie (Tempest/Kamigawa/5th Edition)
1 Eiganjo Castle
17 Plains
1 Ancient Tomb
4 Wasteland
2 Hand of Honor
4 Isamaru, Hound of Konda
4 Lantern Kami
4 Samurai of the Pale Curtain
1 Soltari Foot Soldier
2 Soltari Monk
4 Soltari Priest
3 Armageddon
2 Disenchant
4 Pacifism
3 Shining Shoal
4 Umezawa's Jitte

1 Armageddon
2 Disenchant
1 Shining Shoal
2 Cataclysm
3 Humility
3 Paladin en-Vec
3 Pithing Needle

Explanation: Drop a few preferably hard to remove guys, trump with Jitte against aggro and Wasteland/Armageddon against control. The sets offer solid sideboard options against just about anything you might face in MYOS giving you a surprisingly resilient aggro-deck that lacks reach but can offer meaningful trumps to basically any strategy you can face. To beat White Weenie, find an angle of attack they are not prepared for. They can prepare for everything but they can only prepare for so many things at any given time. That or just outmuscle them; the creatures are not impressive in a vacuum, if you're not trumped by the protections.

Jund Aggro (Ravnica/Alara/Magic 2010)
1 Overgrown Tomb
4 Pillar of the Paruns
4 Savage Lands
1 Skarrg, the Rage Pits
1 Forest
1 Gruul Turf
3 Blood Crypt
2 Rakdos Carnarium
3 Stomping Ground
1 Mountain
2 Swamp
4 Lightning Bolt
4 Blightning
4 Dark Confidant
3 Giant Solifuge
4 Burning-Tree Shaman
4 Putrid Leech
4 Bloodbraid Elf
3 Rise/Fall
3 Bituminous Blast
4 Terminate

4 Duress
3 Magma Spray
2 Thought Hemorrhage
3 Jund Charm
3 Naturalize

Explanation: More of a Rock-style value deck, it's just a bunch of efficient beaters from 2 forward alongside 2-or-more for 1s. Confidant (Ravnica) vs. Tarmogoyf (Time Spiral) is a tough call but the superior mana and other utility from Ravnica is probably superior. Rise//Fall in conjunction with Blightning can be pretty sweet. To combat Jund, it's the manabase you want to target. Though of course, this deck is more brute force than pinpoint discard; combo-decks can easily win through that. That said, the Duresses and Thought Hemorrhages on the sideboard promise to alter that particular dynamic post-board.

Last edited by Eldariel on Fri Jul 08, 2011 6:49 pm; edited 8 times in total
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Joined: 15 Jun 2006
Posts: 277

PostPosted: Fri Jul 08, 2011 3:04 pm    Post subject: Reply with quote

Combo Decks

Dark Depths (Ice Age/Zendikar/Magic 2010)
4 Dark Depths
4 Drowned Catacomb
2 Island
3 Misty Rainforest
2 Swamp
4 Underground River
3 Creeping Tar Pit
3 Verdant Catacombs
4 Vampire Hexmage
4 Brainstorm
1 Doom Blade
4 Duress
4 Force of Will
1 Into the Roil
4 Lim-Dul's Vault
1 Pithing Needle
3 Ponder
4 Spell Pierce
3 Jace, the Mind Sculptor
2 Inquisition of Kozilek

3 Into the Roil
2 Pithing Needle
2 Inquisition of Kozilek
4 Hydroblast
4 Counterspell

Explanation: Basically, you just take a ton of tutor and setup, a bunch of protection spells and 4 Hexmages to drop Marit Lage off your Dark Depths on turn 3. That's the deck in a nutshell. Between the cantrips & Lim-Dul's Vault, it packs some serious filtering power and Jace 2 always offers a solid alternative win condition. Only problem is, cards like Wasteland are really hard to deal with and threaten Dark Depths from an angle you cannot really combat.

Hypergenesis (Time Spiral/Alara/Magic 2011)
3 Dragonskull Summit
1 Rootbound Crag
4 Savage Lands
1 Molten Slagheap
4 Grove of the Burnwillows
4 Gemstone Mine
1 Gemstone Caverns
4 Fungal Reaches
3 Stormtide Leviathan
1 Akroma, Angel of Fury
1 Vesuvan Shapeshifter
4 Street Wraith
4 Sphinx of the Steel Wind
3 Simian Spirit Guide
2 Realm Razer
1 Karrthus, Tyrant of Jund
2 Broodmate Dragon
4 Bogardan Hellkite
3 Bloodbraid Elf
4 Demonic Dread
2 Hypergenesis
4 Violent Outburst

1 Stormtide Leviathan
1 Hypergenesis
3 Blightning
1 Gibbering Descent
3 Krosan Grip
1 Mystical Teachings
1 Tar Fiend
3 Voidstone Gargoyle
1 Empyrial Archangel

Explanation: Hope to rip a good one, SSG into Hypergenesis on turn 2, win. That's all there is to it. Probably the fastest deck in the format, but also inconsistent and vulnerable to hate. Particularly the match-ups against blue decks are atrocious.

Reanimator (Odyssey/Zendikar/5th Edition)
2 Island
3 Swamp
2 Misty Rainforest
3 Verdant Catacombs
1 Cephalid Coliseum
4 Underground River
4 City of Brass
3 Putrid Imp
2 Pelakka Wurm
1 It That Betrays
4 Iona, Shield of Emeria
2 Terastodon
3 Inquisition of Kozilek
2 Cabal Therapy
4 Entomb
4 Mental Note
4 Careful Study
4 Brainstorm
4 Animate Dead
4 Stitch Together

1 Inquisition of Kozilek
2 Cabal Therapy
3 Sickening Dreams
2 Coffin Purge
4 Spell Pierce
3 Smother

Explanation: Reanimate Iona/Terastodon, win. Basically the same strategy that once invoked fear in Legacy, just with some less consistency. The threats are awesome and you can get them into play early but your reanimation spells take some work and the deck is deceptively hard to play. As always, graveyard decks hate graveyard hate.

Last edited by Eldariel on Fri Jul 08, 2011 6:36 pm; edited 3 times in total
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Joined: 15 Jun 2006
Posts: 277

PostPosted: Fri Jul 08, 2011 3:06 pm    Post subject: Reply with quote

Remaining Decks

Aggro Loam (Odyssey/Ravnica/10th Edition)
1 Swamp
2 Overgrown Tomb
2 Ghost Quarter
3 Barbarian Ring
4 Terramorphic Expanse
4 Stomping Ground
4 Blood Crypt
2 Mountain
1 Forest
2 Karplusan Forest
1 Genesis
3 Werebear
4 Wild Mongrel
4 Terravore
4 Dark Confidant
1 Putrefy
3 Life from the Loam
4 Cabal Therapy
3 Devastating Dreams
4 Burning Wish
3 Seismic Assault
1 Last Rites

2 Putrefy
1 Life from the Loam
1 Devastating Dreams
1 Last Rites
1 Pyroclasm
1 Haunting Echoes
1 Shattering Spree
1 Creeping Mold
2 Crime/Punishment
4 Naturalize

Explanation: Classic Loam-deck, takes advantage of the ability to have lots of cards in hand and lots of lands in graveyard by playing really big threats and wiping board with anything in play. Burning Wish offers extra Loams, and generic answers to anything as needed.

Show an Eldrazi (Urza's Saga/Zendikar/5th Edition)
4 Eldrazi Temple
2 Eye of Ugin
4 Halimar Depths
4 Island
2 Misty Rainforest
2 Scalding Tarn
4 Svyelunite Temple
3 Emrakul, the Aeons Torn
2 Kozilek, Butcher of Truth
3 Ulamog, the Infinite Gyre
4 Everflowing Chalice
1 Expedition Map
4 Grim Monolith
4 Show and Tell
4 Temporal Aperture
4 Thran Dynamo
4 Worn Powerstone
1 All Is Dust
4 Brainstorm

1 Eye of Ugin
3 All Is Dust
3 Force Spike
4 Hydroblast
4 Memory Lapse

Explanation: Urza-block's obscene artifact-based mana acceleration into Eldrazi with a sidedose of library manipulation? Sounds strong. Doesn't hurt there's also the Show and Tell which can come down as early as turn 2 to plop down an Emrakul. Plain and simple, to beat this deck you either have to somehow negate the Eldrazi or attack the mana engine. It's possible, but extremely difficult, to outrace this deck's faster draws and Hypergenesis may be a bad plan if your opponent plops down Emrakul, Ulamog and Kozilek.

Ichorid (Odyssey/Ravnica/7th Edition)
4 Cephalid Coliseum
3 Island
1 Riftstone Portal
6 Swamp
4 Underground River
4 Watery Grave
4 Golgari Grave-Troll
1 Golgari Thug
4 Ichorid
4 Psychatog
4 Putrid Imp
4 Stinkweed Imp
1 Wonder
4 Cabal Therapy
3 Careful Study
3 Deep Analysis
3 Tolarian Winds
3 Zombie Infestation

1 Coffin Purge
1 Darkblast
3 Duress
3 Engineered Plague
3 Firemane Angel
3 Leyline of the Void
1 Ray of Revelation

Explanation: Mill your library, remove opponent's hand from the play with Cabal Therapies and kill them with Ichorids, huge Psychatog or a ton of Zombies? Yeah, this is the original Ichorid and the only guise in which you can really make it work in MYOS. Cabal Therapy gives you a huge tool against other combo- and control-decks and Deep Analysis and Wonder keep you going against most stalls. As always, you're vulnerable to graveyard hate but in MYOS, not all set combinations contain the necessary quality or quantity to make your life hard and even then, Ichorid is quite resilient with a lot of plan Bs.

Narcobridges (Ravnica/Time Spiral/7th)
4 Breeding Pool
2 Forest
2 Island
4 Overgrown Tomb
1 Swamp
4 Underground River
2 Watery Grave
3 Drowned Rusalka
2 Flame-Kin Zealot
4 Golgari Grave-Troll
1 Golgari Thug
4 Greenseeker
4 Magus of the Bazaar
4 Narcomoeba
4 Stinkweed Imp
4 Bridge from Below
3 Dread Return
4 Glimpse the Unthinkable
4 Tolarian Winds

1 Akroma, Angel of Wrath
3 Boomerang
3 Darkblast
4 Duress
2 Extirpate
1 Life from the Loam
1 Svogthos, the Restless Tomb

Explanation: The same as Ichorid except lacks the means to disrupt other combo, but is faster in return. This is basically the Hypergenesis of Graveyard Combo; extremely fast but kind of balls on the walls. It's also more reliant on discard outlets sticking than Ichorid; lack of good Flashback outside Dread Return means the slow-dredge plan doesn't do much good here. Basically, better for racing, worse for dealing with faster decks and hate/interactive opponents.
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