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 Post subject: Oath of Vorosh
AgePosted: 2010-Jul-29 8:50 pm 

Joined: 2010-Jul-29 8:45 pm
Age: Egg
OATH OF VOROSH

[deck=Oath of Vorosh]
General (1)

1x Vorosh, the Hunter

Creatures (1)

1x Emrakul, the Aeons Torn

Planeswalkers (5)

1x Garruk Wildspeaker

1x Jace, the Mind Sculptor

1x Liliana Vess

1x Sorin Markov

1x Tezzeret the Seeker

Instants (8)

1x Mana Drain

1x Vampiric Tutor

1x Mystical Tutor

1x Relic Crush

1x Capsize

1x Evacuation

1x Fact or Fiction

1x Stroke of Genius

Sorceries (26)

1x Diabolic Tutor

1x Grim Tutor

1x Demonic Tutor

1x Imperial Seal

1x Fabricate

1x Timetwister

1x Time Spiral

1x Temporal Manipulation

1x Capture of Jingzhou

1x Time Warp

1x Maelstrom Pulse

1x Decree of Pain

1x Damnation

1x Profane Command

1x Ashes to Ashes

1x All Is Dust

1x Yawgmoth's Will

1x Restock

1x Regrowth

1x All Suns' Dawn

1x Gaea's Blessing

1x Acquire

1x Bribery

1x Cultivate

1x Kodama's Reach

1x Skyshroud Claim

Enchantments (9)

1x Oath of Druids

1x Sylvan Library

1x Phyrexian Arena

1x The Abyss

1x Pernicious Deed

1x Treachery

1x Power Artifact

1x Mana Reflection

1x Mind Over Matter

Artifacts (12)

1x Sensei's Divining Top

1x Lightning Greaves

1x Temple Bell

1x Memory Jar

1x Mirari

1x Gilded Lotus

1x Coalition Relic

1x Mana Vault

1x Sol Ring

1x Mana Crypt

1x Basalt Monolith

1x Grim Monolith

1x Voltaic Key

Lands (37)

2x Forest

3x Island

2x Swamp

1x Scalding Tarn

1x Wooded Foothills

1x Misty Rainforest

1x Flooded Strand

1x Polluted Delta

1x Marsh Flats

1x Verdant Catacombs

1x Underground Sea

1x Bayou

1x Tropical Island

1x Breeding Pool

1x Watery Grave

1x Overgrown Tomb

1x Drowned Catacomb

1x Twilight Mire

1x Sunken Ruins

1x Flooded Grove

1x Yavimaya Coast

1x Underground River

1x Llanowar Wastes

1x Creeping Tar Pit

1x Dimir Aqueduct

1x Reflecting Pool

1x Exotic Orchard

1x Tolaria West

1x Bojuga Bog

1x Shizo, Death's Storehouse

1x Minamo, School at Water's Edge

1x Strip Mine

1x Vesuva[/deck]


Fast Deck Analysis

I choose to play Vorosh because i love the color combination.
This deck is not designed to actually abuse it, but Vorosh is a good secondary win condition and let's you win the game in 3 turns max, thanks to general damage.
This is basically a combo creatureless deck (except for Emrakul) full of good cards and it's really funny to play (at least for me :P).
I wanted to use Oath of Druids because i love the card and no one tried to really abuse it in EDH.

Let's analyze the deck composition :


Mana (51) :


Lands (37)

All mana lands except for Vesuva, Tolaria West and his main targets (with Mana Crypt) :
[cards]
Bojuga Bog
Shizo, Death's Storehouse
Minamo, School at Water's Edge
Strip Mine
[/cards]


Mana Artifacts (9)

[cards]
Gilded Lotus
Coalition Relic
Mana Vault
Sol Ring
Mana Crypt
Basalt Monolith
Grim Monolith
Voltaic Key
[/cards]


Land Searchers (3)

[cards]
Cultivate
Kodama's Reach
Skyshroud Claim
[/cards]


Not much to explain here. Good lands + a lot of artifact mana + the 3 best land acceleration.


Other Mana Accelerations (2)

[cards]
Garruk Wildspeaker
Mana Reflection
[/cards]

Garruk is always good, mana reflection is a bomb and a combo piece.


Tutors (7):

[cards]
Vampiric Tutor
Mystical Tutor
Diabolic Tutor
Grim Tutor
Demonic Tutor
Imperial Seal
Fabricate
[/cards]


Simply the best tutors in the format


Cards Draw/Selection (10) :

[cards]
Jace, the Mind Sculptor
Fact or Fiction
Stroke of Genius
Sylvan Library
Phyrexian Arena
Temple Bell
Sensei's Divining Top
Memory Jar
Timetwister
Time Spiral
[/cards]


2 One-Shot Draw + 3 Draw 7 + 4 Permanent Draw + the always good Sensei. Temple Bell and Stroke are mainly here for combo potential.


Creature Removal/Bounce/Stealing (11):

[cards]
Evacuation
Capsize
Maelstrom Pulse
Decree of Pain
Damnation
Profane Command
Ashes to Ashes
All Is Dust
The Abyss
Pernicious Deed
Treachery
[/cards]


Everything you need to keep creatures on check. The Abyss is a game winner in a nearly creatureless deck like this. All is dust maximize the great artifact acceleration of the deck.


Non-Creature Removal/Bounce (5)

[cards]
Capsize
Maelstrom Pulse
Pernicious Deed
All Is Dust
Relic Crush
[/cards]


Just the minimum necessary to remove dangerous permanents. Relic Crush is a great double Naturalize.


Graveyard Recycle (5)

[cards]
Yawgmoth's Will
Restock
Regrowth
All Suns' Dawn
Gaea's Blessing
[/cards]


To abuse broken singleton (like the following...). Blessing is needed for Oath of Druids.


Extra Turns (3)

[cards]
Temporal Manipulation
Capture of Jingzhou
Time Warp
[/cards]


Mainly here for Emrakul/Vorthos pseudo haste and for planeswalkers abuse, but they're good in every situation specially with the 5 recyclers above.


Bombs (9)

[cards]
Emrakul, the Aeons Torn
Sorin Markov
Jace, the Mind Sculptor
Liliana Vess
Tezzeret the Seeker
Acquire
Bribery
Mirari
Mind Over Matter
[/cards]


Emrakul is the only creature in the deck to maximize Oath of Druids.
The 4 planeswalkers have all amazing abilities and can win games on their own.
Acquire and Bribery are just too good to not play.
Mirari in a deck with lots of instants and sorceries like this it's a real bomb.
MoM is a combo piece that also control the board


Finishers (5)

[cards]
Vorosh, The Hunter
Emrakul, the Aeons Torn
Temple Bell
Stroke of Genius
Profane Command
[/cards]


Vorosh needs to connect only 3 times to win the game
Emrakul annihilate the opponent on the first attack
Temple Bell wins instantly with MoM in play
Stroke and Profane can be arbitrary large with the Grim/Basalt Monolith and Power Artifact/Mana Reflection Combo


Main Deck Combos :

Oath of Druids + Emrakul, the Aeons Torn (+ Lightning Greaves/Time Walk Effects)
Emrakul needs to attack only once to seal the game.
If you can cheat it into play with Oath and attack through haste or time walk you have basically won.

Mind Over Matter + Temple Bell
Instant Win. You can discard the Emrakul and shuffle the deck to win without decking yourself.

Basalt Monolith / Grim Monolith + Power Artifact / Mana Reflection
Infinite Colorless Mana. Use Stroke of Genius or Profane Command to win the game

Waiting for critics/suggestions :P


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 Post subject: Re: Oath of Vorosh
AgePosted: 2010-Jul-30 7:28 am 
User avatar

Joined: 2009-Aug-20 7:49 pm
Age: Elder Dragon
Location: New Hampshire
Well, you're utterly lacking in permission or ways to recur stuff that's exiled, so if you were in my group, I would make a point of casting a Sadistic Sacrament (or similiar effect) your way at the earliest opportunity every game, removing Emrakul, and probably Sorin and Jace, because I'd probably think your deck was cool about... once. If you want some resiliency, I'd add some countermagic to protect your combo, and Riftsweeper.

_________________
My avatar is a flying, firebreathing hippo. Your argument has been rendered invalid, sir.

Stardust is now my personal hero - viewtopic.php?f=14&t=3351&start=62


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 Post subject: Re: Oath of Vorosh
AgePosted: 2010-Jul-30 8:10 am 

Joined: 2010-Apr-02 6:44 pm
Age: Drake
Location: United States
Agree with Sid. You can pretty much count on 1 of 2 things happening every game after people figure out what you are playing.

1.You get hit with either Jester's Cap, or Sadistic Sacrament Every game by turn 5 and loose all your win conditions.

2. Your 4 or 5 business spells that can actually win the game get countered EVERY SINGLE TIME.

If you intend on winning with combo, you MUST run permission.

_________________
My $.10

Current Generals:

Sharuum, the Hegemon
Zur, the Enchanter
Teneb, the Harvester
Progenitus - Creatures are for the Weak


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 Post subject: Re: Oath of Vorosh
AgePosted: 2010-Jul-30 6:22 pm 
User avatar

Joined: 2010-Jun-02 4:02 pm
Age: Drake
Location: Mexico City, Mexico
I'd also add Boseiju, Who Shelters All for the game-ending Stroke of Genius or Profane Command.

_________________
"By tradition, we don't speak for two days after battle. If our deeds won't speak for themselves, what else could be said?"

UG Natural Science (Momir Vig, Simic Visionary)
WUB Metal Gods (Sharuum the Hegemon)
WBR Power of the Dragonflame (Oros, the Avenger)


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