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This article by Brian Weismann was a relevation for Magic, by introducing the concept of card advantage to the masses. It also is responsible for the fame of the "The Deck", or "Keeper" archtype. Who wouldn't want to let a lone Serra Angel fly over the shambles of their opponent's failed deck? May 1995.
My original intent behind the construction of "the deck" was to build something that I could never cease to improve on playing, and that would win in direct proportion to how skillfully it was played. What began originally as a standard blue/white permission- big creature deck, gradually evolved into an entirely defensive/retroactive card efficiency/advantage machine. I argue incessantly with people on the net that despite their experience, speed is not what wins the game of magic; that is pure time-tested fact. What wins the game is simply more options and more cards. Since, under normal circumstances, the most important thing you do every turn is draw another card, every time that balance is offset, you gain the equivalent of a one turn advantage over your opponent. For this reason, ancestral recall in most circumstances is three times as powerful as timewalk: the former gives you three more cards, the latter only one. When you examine the contents of "the deck", you can see that nearly every card exploits the efficiency or card advantage principle to the fullest. If you can swords to plowshare a creature when your opponent has invested an enchantment or a giant growth or a blood lust in it, you have gained a two for one; the equivalent of an extra turn. When you cast a moat and nullify the attacking power of three creatures already in play as well as innumerable creatures still to be drawn, you have taken potentially dozens of extra turns. When you have nullified their draw for the turn by making them discard counterspell with the scepter, you have taken an extra turn. When you permission their wheel of fortune, mindtwist, braingeyser, or balance, you have saved numerous cards out of your hand or prevented their drawing numerous cards; many turns gained in the process. When you draw an extra card with the jayemdae tome, or prevent the attack of two of their creatures with your serra angel, you have taken an extra turn. And so on. You get the idea; any non-rookie player would. Every card in the deck, provided it is used carefully and at a prudent time, has the potential to gain a many-to-one card advantage on your opponent. Since the entire focus of the deck is to do only this: not kill them quickly, not deplete their hand in three turns and do rack damage, not run them out of cards, not burn them to death with X spells or attack them with hordes of little creatures, etc. etc., it wins and wins. In its complete reactive passivity, it stands unique in the grand scope of competitive tournament decks. And unlike almost any deck in existence, it wins in direct proportion to how well it is played. When you examine the most commonly played and competitive decks in type I, the same theme reoccurs. All these decks are so straightforward in their means of attack that they leave their controller with almost no options during the course of the game. What does a land destruction deck do besides destroy your land? What does a card-denial deck do besides make you discard, what does a weenie deck do besides attack you with little creatures? All these decks could be played by trained chimpanzees, and all of these decks completely collapse if their cheap narrow tricks don't work right. "the deck" is a complete exception to this rule. Since it fundamentally doesn't do anything at all, their is nothing to go wrong. All I have to make sure is that I don't get killed, the rest is just a matter of time. Since so many of my cards gain an advantage on my opponent, they will pretty soon exhaust all their resources, and at that point, one serra will fly on over to clean up the shambles of their failed deck. Whenever I play the deck in tournaments, I always hear the same thing from people who lose to it "well, my friend's X (insert some standard type of deck here) would kill it." People swear up and down that their is no way I could beat a weenie deck, or a land destroyer, or a juzam/permission deck, and so on. The thing is, they say this because they have never really seen a deck like mine. In its absolute and fundamental passivity, it is a counter to everything. True it is not the best deck one can play against a weenie deck, or a land destroyer, or a fast juzam deck, or whatever. What it is is the best thing that one can play against EVERYTHING. And it is versatility and consistency that really wins a lot of tournaments, not much else. Though countless people in the bay area play with a near or exact copy of my deck, only I have been able to play it to the level where it truly can beat everything. I have won three sanctioned tournaments with it in the last eight months, and dozens of smaller ones. The only decks that I have lost to with it in type I competition in the last year or so have been copies of it played by friends of mine who learned from me. It completely dominates the Bay Area playing environment, as elite an environment as I have ever seen or heard of. Anyway, enough preaching and braggadocio, I am sure you are getting bored. 2 Serra Angel 4 Disenchant 4 Swords to Plowshares 2 Moat 4 Mana Drain 2 Counterspell 1 Time Walk 1 Timetwister 1 Ancestral Recall 1 Braingeyser 1 Recall 1 Demonic Tutor 1 Mind Twist 1 Regrowth 2 Red Elemental Blast 2 Disrupting Scepter 1 Jayemdae Tome 1 Ivory Tower 5 Moxen 1 Black Lotus 1 Sol Ring 2 Strip Mine 1 Library of Alexandria 3 City of Brass 1 Plateau 1 Underground Sea 2 Volcanic Island 4 Tundra 3 Plains 4 Island Sideboard: 1 Plains 1 Disrupting Scepter 1 Jayemdae Tome 1 Tormod's Crypt 2 Control Magic 1 Counterspell 2 Blood Moon 3 COP:Red 2 Divine Offering 1 Moat One of the most important things in the deck is its high(potentially 47%) mana percentage. This is to allow you to continue to do nothing as long as possible. It is invariably the high mana percentage that allows me to destroy other permission decks when I play them. I can continue to play a land or mox sometimes 15 turns into the match. They on the other hand, playing between 33 and 40% mana usually run out of land to play after five or six turns and have to do something. It's then when my deck has to deal with the threat, sometimes through a mana drain. Then in the interim, I play one of my key artifacts, a tome or scepter, and go back to waiting; only now, the waiting game is costing my opponent cards and is severely disrupting the balance between the two of us. Under this pressure, my opponent will begin to take action, and I will be able to counter it due to the extra card advantage I am gaining. All this time, their hand gradually disappears, and their position grows gradually weaker. Finally, when their resources are exhausted, it's as if they have just been mindtwisted for 7. They have no defense, and die from the single angel that comes for them. The cards in the sideboard are very strategy specific, and can be rotated in for very predetermined cards in the deck itself. I lost probably 5% of my duels following the use of the sideboard, and I believe it to be the strongest aspect of the deck in competition. Since playing the deck is much about decision making, it is something that you can always get better at doing. Counterspell decisions comprise only a small part of its overall playing, especially because you only have 6. Since you really don't have enough resources usually to deal with everything your opponent might be up to, you have to always pretend that you do. To make them believe you, it is of utmost importance to play in a totally unpredictable fashion, and to pay extremely close attention to every little thing they do. I used to play with glasses of urza a long time ago, but abandoned them because I realized that I had come to the point where I paid so much attention to my opponent's play habits and more importantly, their draw phase, that I could usually figure out what they had in hand. The bluffing involved in playing this deck goes eons beyond always keeping blue mana untapped. A great deal of the time it is important to let your opponent know things: that you don't have permission, that you just drew a land and did the turn before also, etc. All to make your play style unpredictable. That way, when you don't make this things obvious to your opponent, they really do have something to fear. It's of utmost importance that you don't always try to play the poker face: eventually your opponent will get bored of being fearful, and will kill you. I could go on forever about the subtleties of play that I incorporate when playing the deck; but I won't. It just has to be seen and played to be understood. -weissman
Here an update to the orignal work, November 1995.
When examining the contents of this deck, remember one very important thing: it is PLAY SKILL that allows one to win consistantly with this deck. In the course of its play, one has to make many game-determining decisions, and if enough of these situations are made correctly, it is almost impossible to lose. I have been playing this deck competitively and have won five sanctioned tournaments with it along with countless lesser ones. Obviously, like any deck in magic, it has weaknesses, but its great strength lies in its tremendous versatility, making it the best option to take into a type I tourney where one is certain to encounter the stereotypical variety of that environment's decks. The sideboard is very carefully set up to help against the nemisis of this deck. The Blood Moons alone are enough to destroy most land destruction and red/green/blue speed effeciency decks. The Deck's sideboard generates a lock I call the "Triple Threat" This lock consisting of blood moon/COP Red/Moat will reduce probably 80% of type I decks to nothing but moxes. The extra scepter and tome are vital against other slow decks, and the latter can be a savior against card denial as can that third counterspell. The basic plains gets switched for some other land when blood moon is added, and it is put in against land destruction to boost the mana ratio of the deck to 49% with 22 color-producing lands. The tormod's crypt is primarily included to destroy other versions of "The Deck", as these duals usually involve a large amount of positional Timetwisting. The extra artifact defense is extremely useful against a whole myriad of type I decks, escpecially "The Deck" itself, and can be switched for disenchant when facing a deck with no enchantments. Finally, the control magics are employed against decks with numerous flyers, where the quantity of creatures cannot be controlled by moat alone. Take care. -weissman