Danish Brews: Part III
Things may move a little slow around here. But to break the fasting I recently got the chance to bring you a most glorious feast. Hans Henrik Rasmussen's Danish Brews Part I & II are among my very favorite post on this blog, and in Magic brewing generally regardless of context. Four years since the last one, and well worth the wait, it is my absolute pleasure to present Danish Brews: Part III. Enjoy! /Mg out
Two notes about
Danish Brews Part I and II
(http://oldschool-mtg.blogspot.com/2015/08/danish-brews-part-i.html
and
http://oldschool-mtg.blogspot.com/2015/08/danish-brews-part-ii.html):
-
Back in 2015 when I did the first Danish Brews write-up we didn’t have power cards – that has changed (for the better).
-
It’s been a while since they’ve appeared on the table, but I’d still say paying 1R for the Alpha versions of Orcish Oriflamme and Orcish Artillery is nothing to be ashamed of. Which by the way is very apropos of the latest (at the time of writing this) All tings considered podcast where they discuss changing various old school cards from bad to playable.
Now,
on to the three (well, four really) decks I’d like to show you
today. Like last time, I’ll try to keep it short(ish) and will be
very happy to discuss them further in the comments. Unlike last time,
however, I’ve included lots of photos which I hope you’ll enjoy.
Dragon Rock
I had one Gauntlet
of Might about a quarter of a century ago (and never saw another one
back then) and I always thought it was the most insane card ever. As
is the allure of Old School (and internet shopping) now suddenly
obtaining a playset is possible and it was one of the first
“expensive” cards I got years ago when I started playing Old
School.
Fists! |
As you can read in
the earlier Danish Brews post write-up I did back in 2015 I
originally tried the Gauntlet in Goblins (and Kobolds), but certainly
their use is not limited to the various little green men. Rather, it
makes sense to focus on its ability to be a one-sided Mana Flare, and
this is what this deck does while also utilizing one of the latest
unrestrictions that is taylormade for this deck:
I remember trading for my first Fork back in the day from an older kid. I can’t remember what I traded him for it but I remember vividly that I got screwed. |
The unrestriction of
Fork was a great move. It is such a cool swiss army knife type of
card: It copies your already huge Fireball, your opponent’s
Ancestral Recall, Time Walk, Mind Twist and Demonic Tutor, your
opponent’s removal spells – and it counters the Counterspell that
was about to ruin your day.
And here is the
decklist with notes below:
Dragon Rock |
The Fireballs,
Shivan Dragons and Rock Hydras serve as the mana sinks and can all
get lethal extremely fast. Rock Hydras can even be cast as only a 2/2
and then grow bigger later on.
The Mana Vaults
serve both as a way to play a turn one Gauntlet of Might and to play
your big mana spells when you don’t have a Gauntlet. Candelabra of
Tawnos is of course insane once you’ve got a Gauntlet or two in
play. Jayemdae Tome can easily be tap two lands: draw a card.
The sideboard has
Tranquility to remove Circle of Protection: Red and Mountain Yeti
which with a Gaunlet out is a creature that can’t be killed by
neither Swords to Plowshares nor Lightning Bolt and which is
unblockable with a Blood Moon in play. And then the usual suspects:
REB and Shatter and an Earthquake against fast weenie decks.
Sideboard |
The list is way
faster than I first expected it to be and can kill on turn 4 pretty
easily. Here are three gameplay photos to highlight what it can do:
Turn 4 kill. |
That’s two 9/9 Rock Hydras on turn 4. |
I think I did about 36 damage on the following turn. |
Concerning possible
changes I think that Fork is so insane that I should probably add 4
Volcanic and maybe a single City of Brass plus Ancestral and Time
Walk instead of a creature and one other card. I could even see
adding Badlands to play a single Demonic Tutor just to be able to
tutor for two Fireballs or 2 Gauntlets (or hey, do both and tutor for
both Ancestral and Time Walk).
Concerning Fork I
would also like to note that playing four in a UR deck is quite
brutal. When I do, I simply consider it part of an “I win” combo
with Ancestral Recall since Forking an Ancestral usually leads to
victory. Forking a Psionic Blast for 8 damage is also a lot of reach
that comes out of nowhere.
Wb Jihad (but in
a nice way)
This deck started
with the dual ambition of taking advantage of the best so-called
anthem effect in old school, the quite busted Jihad, and making a
deck that had no dead cards versus creatureless decks.
Top candidate for least likely card ever to get reprinted. |
Providing +2/+1 for
three white mana is really quite busted in old school. I usually play
at least one in the sideboard when I play White Weenie (even as just
a temporary boost it can be quite a brutal surprise), and had Jihad
not had any further requirements I can’t imagine that it wouldn’t
have been a mainstay in the maindeck. Whether its requirement is
satisfied is however not necessarily something that is up to your
opponent to control. Enter a card from one of the least powerful
magic cycles ever printed:
Looks dead to me! |
If your opponent is
low on colored permanents or only has creatures that can he can make
sure gets killed in combat, you can use Deathlace to turn one of your
opponent’s lands black and all your Jihads are now live (unless
your opponent destroys his own land which isn’t exactly a horrible
outcome for you).
Wb Jihad |
Sideboard |
With 4 +2/+1s and 4
Crusades in the deck, it is now possible to forego the stable Swords
to Plowshares and instead play Preacher along with everyone’s
favorite leper Abu Ja’far. Against a creatureless opponent StP
would be useless and Preacher and Abu almost as well, but with Jihad
on board, these 1/1s and 0/1s can suddenly grow into real threats.
The Diamond Valley is just for that sweet Preacher interaction.
Abu brings the pain |
Deathlace can also
be used to turn one of your opponent’s creatures black, so that you
can block it with White Knight or destroy it with Exorcist or Norther
Paladin. Paladin can even take out any permanent if needed. And he
can grow quite big:
9/7 Northern Paladin. |
Bant Enchantress
Draw engines in Old
School aren’t that easy to come by and Vesuvan Enchantress is
certainly one of the most potent. I’ve made loads of Old School
Enchantress decks after having been enchanted (sorry) with it back
when it appeared in Type 1, and I’ve always sought to make it less
all-in combo-y and more aggro-controlish. And this is where I’ve
ended up. It’s a list with a lot of internal combos which I’ll
comment on over below:
Bant Enchantress |
Sideboard |
So going over the
individual cards we have:
Remove Enchantments:
This deck’s Glimpse of Nature. With all the cheap enchantments (10
1cc and 4 2cc) this can draw huge amounts of cards in the mid- or
late game. Can also remove opponent’s Control Magic and can help
transfer your own Control Magic or Spirit Link to a better target.
Big turn ahead. |
...where I got to draw a lot of cards and play all this. |
...and after successfully flipping the three Orbs. |
Consecrate Land:
Play it on Mishra’s Factories to make something as unusual in Old
School as an indestructible creature or use it to protect a Wild
Growth’ed land from destruction (later on you can always bounce it
with Remove Enchantments and then place it on a factory) and of
course it can also protect Library of Alexandria.
Talk about doing a Moat impression--and that Strip Mine won’t help you |
Spirit Link: Against
opposing creatures and to be played on our own for a nice life gain
that can be turned into cards via Sylvan Library against control
decks. Is also good with Serendib Efreet, negating the self damage.
Copy Artifact: Often
acts as a Fellwar Stone that draws you one or more cards with a Mox
(on either side of the table) and an Enchantress in play. Can also
copy Mishra’s Factory and Su-Chis as well as your opponent’s
Triskelion.
Ifh-Biff Efreet: A
beating with Spirit Link and against Flying Men, Scryb Sprites and
Birds of Paradise. Is also a fast clock with its potential to deal 5
damage a turn.
Serendib Efreet: The
best non-Lightning Boltable creature to serve as a target for the
creature enchantments and to provide pressure so your opponent can’t
just sit with their removal waiting to kill your Enchantresses.
Su-Chi: Same as
above plus can be copied with Copy artifact.
The Candelabra is
just a good value card. Good with Wild Growth, with Mishra’s
Factory and Library of Alexandria and for color fixing.
Control Magic: Most
underplayed Old School card. It really is insane. Especially when it
draws you a card or more. Remember that you can play it on your own
creature to draw a card (and it’s always possible to replace it
later via Remove Enchantments).
Unstable Mutation:
Another 1cc enchantment that is especially good with Remove
Enchantments and with the Ifh-Biff Efreet.
That Shivan isn’t so great for you now is it? |
Another Dragon about to desert. |
Bonus: Tax Djinn
Just while typing
this up, I noticed that someone had made a nice comment on the Part
II and asked to see the Land Tax/Serendib Djinn deck that I mentioned
in passing back then. So here, without (much) further ado is the
list. I hope that someone finds it fun and again, I will happily
discuss it further in the comments, but I guess it’s pretty
straight-forward: Land Tax fuels the Djinn (and Djinn fuels the Tax
by getting you low on lands) and works very well with Jalum Tome (and
you won’t have the mana for Jayemdae) and the recently unrestricted
Recall discarding lands to draw cards or get them back from your
graveyard. Tolaria to minimize damage from blue-producing lands (and
just to play Tolaria). Savannah Lions to provide cheap and early
pressure. It would be great to get a few Fellwar Stones in here, but
space is limited. Braingeyser is too expensive and is omitted. Land
Equilibrium in the sideboard to bring in versus The Deck to stop them
from getting to the point where they can use Jayemdae Tome every turn
and still do other stuff.
It flies, it burns, its got really crazy hair. |
Sorry, I haven’t
got a photo of this, but here is the list:
4 Savannah Lions
4 Serendib Efreet
3 Serendib Djinn
1 Old Man of the Sea
4 Land Tax
4 Counterspell
4 Swords to
Plowshares
3 Disenchant
3 Recall
1 Ancestral Recall
1 Mana Drain
1 Time Walk
1 Timetwister
2 Jalum Tome
1 Black Lotus
1 Chaos Orb
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
1 Sol Ring
3 City of Brass
5 Island
1 Library of
Alexandria
4 Plains
1 Tolaria
3 Tundra
Sideboard:
1 Old Man of the Sea
2 King Suleiman
1 Greater Realm of
Preservation
4 Land Equilibrium
1 Disenchant
1 Holy Light
3 Power Sink
1 Psionic Blast
1 The Tabernacle at
Pendrell Vale
Note 1: I did try a
funkier version with COP: Blue to stop the Efreet/Djinn self damage
while providing defense in combination with Sleight of Mind, but that
was probably going a little too deep.
Note 2: The Recalls
make me one to revisted my Recall Reanimator that I put together
after the unrestriction. It wasn’t quite there, but man, it’s a
cool 4-of.
That’s it! I hope
you enjoyed reading this and thanks for doing so!
Hans
Thank you Hans, and Magnus for posting it on the blog. It was very much worth the wait. Very inspirational brews again and once again liberating to see cards from outside the classic top 200 card pool. Hans you are a brewmaster and ambassador for innovation in Old School Magic. Thank you!
SvaraRaderaThanks for the very nice words!
SvaraRadera-Hans
I keep returning back to this hoping for a part 4!! Any chance?
SvaraRadera