the Domain Deck

  • Thread starter Captain Caveman
  • Start date
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Captain Caveman

Guest
The latest Top deck has what might be the ultimate Casual
deck. It uses cards with the Domain Mech. Some of them seem
to be really powerful if you can get enough basic land into
play. Does anyone have a really good Domain Deck, yet?

The Domain Deck,
orginal deck by Henry Stern.

My play-test version:
4 Birds of Paradise
1 Darigaaz, the Igniter---(direct damage)
2 Groundskeeper
1 Rith, the Awakener---(token generator)
4 River Boa
1 Treva, the Renewer---(life gain)

1 Dismantling blow
1 Earthquake
1 Gobal Ruin---(semi-geddon)
4 Harrow---(gets those basic lands)
2 Probe
3 Spite/Malice---(semi-counter or semi-removal)
4 Tribal Flames---(potential 5 damage for 2 mana)
2 Vampiric Tutor---(fetch those powerful Domain spells)

2 Brushland
1 City of Brass
9 Forest
3 Island
4 Karplusan Forest
4 Mountain
2 Plains
4 Swamp
 
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Zadok001

Guest
'~BLAH~ for each basic land type you control.'

Personally, I think this deck is BEGGING for Scouting Trek/Clear the Land. With fast mana from Birds, it can be pulled off fast enough, and it makes Collective Restraint almost a game-breaker (pay FIVE to attack with ONE creature???). Even Wandering Stream is good with all the basic land types in play!

Problem is, the deck lacks consistancy and a good kill. The best kill I could come up with was Tek, and he wasn't fast enough. Molimo costs too much!
 
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Dark_Tira

Guest
I think it looks pretty good though I'd prefer more versatility myself. Zadok I think is overanalyzing since the dragon legends should be sufficient as kill cards in this sort of deck.
 
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Captain Caveman

Guest
Re: FoR, Whats domain?

Domain is the mech that features cards that get better based
on the number of "basic" lands you have in play. (Check out
Tribal Flames, Global Ruin, Strength of Unity, Collective
Restrain and others.)


Re: Dark_Tira

I would agree with most of your assessments. However, I
feel if you add anymore versatility, to the deck, it would
be very difficult to play.


Re: Yellowjacket

I'll try to work a few of them in.


Re: Zadok001

The Dragon Legends are the real kill of this deck(as Dark_
Tita suggested)I realize 3 colorless and 3 different colors
are hard to get but Harrow helps out.(A flying6/6 for 6 isn't bad.)

I was thinking about Collective Restraint but that would make
the deck somewhat different. It would be fun to use Coalition
Victory in a deck like this. Here's a cheezy casual decklist


4 Birds of Paradise
1 Blind Seer---(makes creatures different colors)
1 Captain Sisay---(gets Legends)
2 Groundskeeper
1 Rith, the Awakener---(token generator & V.C #1)
4 River Boa


1 Coalition Victory---(victory condition #2)
4 Collective Restraint
1 Dismantling blow
1 Gobal Ruin---(semi-geddon)
4 Harrow---(gets those basic lands)
2 Probe
3 Spite/Malice---(semi-counter or semi-removal)
2 Vampiric Tutor---(fetch those powerful Domain spells)

4 Adarkar Waste
2 Brushland
1 City of Brass
9 Forest
4 Island
2 Mountain
4 Plains
3 Swamp
 
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Gizmo

Guest
It has like 29 land in! And THEN another 8 mana sources on top - no wonder it`s light on threat cards. I really don`t think you need all those lands in here, you can happily drop a bunch of them (and the Groundskeepers) and run other spells instead. I think your original version was much better.

The other option is to use the 5c nature of the deck to pick up some of the best Spellshapers and use them, keep Groundskeeper Willie in the deck and find an Overtaker, a Seismic Mage, Dawnstrider, Silverglade Pathfinder, and a Jolrael HAS to go in...possibly add a Squee or two on top as well,
Then cut down on the Tutors because I think they aren`t really necessary and actual card-drawing spells would be better (Fact Or Fiction probably, taking out the Probes and Tutors). I`d rather run fast through a deck with 8-10 threats than slow through one Tutoring for 2-3 threats.

BTW: How is Captain Sisay POSSIBLY better than running two of the Dragon Legend?
 
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Captain Caveman

Guest
Re: Gizmo

As usual, what you have to say makes a lot of sense. Since
the deck is casual_ only_ then playing with all 5 color
seems like a good idea.

Here's what I'm thinking, per your input and everyone else's

Domain Five Color

1 Captian Sisay---( fetch those Legends)
1 Darigaaz, the Igniter---(direct damage)
1 Dawnstrider
2 Groundskeeper
1 hanna, Ship's Navigator
1 Jolrael, Empress of the Beast
1 Overtaker
1 Rith, the Awakener---(token generator)
4 River Boa
1 Squee, Goblin Naboo
1 Treva, the Renewer---(life gain)

1 Collective Restraint
1 Dismantling Blow
3 Fact or Fiction
1 Gobal Ruin---(semi-geddon)
4 Harrow---(gets those basic lands)
2 Haunted Crossroads
1 Meteor Storm
3 Spite/Malice---(semi-counter or semi-removal)
4 Tribal Flames---(potential 5 damage for 2 mana)


2 Brushland
1 City of Brass
9 Forest
3 Island
2 Karplusan Forest
4 Mountain
2 Plains
4 Swamp
 
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Captain Caveman

Guest
This version is for the Invasion Block Constructed format.(IBC)


The Domain Deck

4 Elfhame Sanctuary
4 Sterling Grove
4 Collective Restraint
4 Worldly Counsel
4 Global Ruin
4 Meteor Storm
1 Tectonic Instability
1 Protective Sphere
3 Dismantling Blow
4 Tribal Flames
4 Fact or Fiction

12 Forest
3 Island
3 Plains
3 Mountain
2 Swamp



[Edited by Captain Caveman on 10-15-00 at 11:46 AM]
 
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Duel

Guest
Yes! Tribal flames IS a kill card.

I would possible add harrows to the deck, but watch for counterspells.
 
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Captain Caveman

Guest
Re: Duel

I thought about using Harrow in place of the
Sanctuary but because of the Meteor Storm, putting
cards in your hand is better.

Tectonic Instability and Meteor Storm are in the
deck to help vs counter decks
 
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