Welcome to the second installment in what I hope will be something of a regular feature in my articles: Magiccards.info Random Card Tells Me What Deck To Build! In case you haven’t seen my first article (featuring Death Pit Offering), let’s go over the rules: For these columns, I will in fact attempt to build a deck in real life, imposing two rules on myself when doing so: The deck will showcase the first card I pull up using the random card function on Magiccards.info; and other than that card, I will solely use cards I actually own. Tonight’s random discovery was, like Death Pit Offering, an old and weird rare enchantment with a crippling drawback. Only it’s… more so all of those things. It’s older, it’s weirder, and it’s drawback is arguably nastier! Here we’re dealing with Island Sanctuary, a flavor-packed doozy of a control card that originated in the very depths of time: Alpha!
This is a card that allows the well-tempered white control wonk to sit in his personal heaven while condemning his aggro-wielding opponents to a Tantalus-like hell of never attacking! There is, however, one small problem… You have to skip drawing a card during your draw step to actually use the thing. Dropping it amounts to sitting and praying your opponent can’t answer it and/or doesn’t have flyers and/or islandwalkers to slip past it and milling them to death whilst never drawing your own win condition; or to working around its massive card disadvantage to throw down a punishing assault from a protected position. Guess which we’re doing tonight?
First, to address the glaring issue, we will include the control player’s perennial friend Howling Mine. See, the thing with the Sanctuary is you only have to skip one draw per turn in order to turn it on. Even though Howling Mine gives you its extra draws during your draw step… you get to take the additional card AND be protected by your Sanctuary!
Of course, with only one Mine, your opponents will still be outdrawing you 2 to 1, not good odds even for the hardest-nosed planeswalker. To that end, we’ll be including a second copy of the Mine, as well as its big brother, Font of Mythos (which I fortuitously have two of).
Aside from these two artifacts, I’ll put a few draw spells in this deck (as you’ll see, it’ll be a bit important that we run blue); I think the inclusion of four Gitaxian Probes is worth mentioning, because if need be they can be FREE!
Now to deal with the cracks in the defenses. Flyers and islandwalkers can simply fly or swim up to your island paradise and take a swing to your face. Luckily, there are ways of dealing with either! Flying has been hosed from here to kingdom come by green cards across Magic’s history. I’ll include four Plummets for sheer simplicity and efficiency, as well as four Ezuri’s Archers; in the absence of flying opposing creatures they’re on-curve weenie attackers.
To kill the islandwalkers, there’s only one place to turn, only one (mer)man with the skills for this job: Merfolk Assassin. I wouldn’t recommend maindecking this guy, but side as many as you can in if you face a deck with islandwalk creatures.
But how, then, do we kill our opponents? A few big finisher creatures are a must in any aggro/control archetype, and I’m putting in my Goliath Sphinx, Deathless Angel, and Angelic Overseer (quite a few of the creatures in this deck are Humans)!
Here, then, is our decklist:
2x Island Sanctuary
2x Augur il-Vec
4x Doomed Traveler
4x Elite Vanguard
4x Empty-Shrine Kannushi
1x Deathless Angel
1x Angelic Overseer
4x Gitaxian Probe
1x Jace’s Ingenuity
3x Invisible Stalker
1x Goliath Sphinx
4x Ezuri’s Archers
2x Avacyn’s Pilgrim
2x Howling Mine
2x Font of Mythos
Until next time, may you remain undisturbed at your sweet Dominian vacation resort!