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Burning Desire: The Most Complex Deck In Magic

Koen van der Hulst
9/05
#Vintage 
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(Editor's note: As a rule I reject any article which claims an amazing win rate against the entire field. However this is a deck that hasn't had much written on it in the way of"how-to"s and as such I think it's worth a look - The Ferrett)

History
As far as I know Mike Krzywicki was the one who first introduced the this deck to the community under the name"Best Deck Ever." However at that time Mind's Desire was not restricted yet and he was using the full four Mind's Desires. But very shortly after Wizards made known that Mind's Desire would be restricted Mike Long posted a new article about this deck but this time with only one Mind's Desire he also renamed the deck"Burning Desire." Here is the decklist:

Burning Desire
By Mike Long

Lands: (12)
4 Gemstone Mine
4 Polluted Delta
1 Tolarian Academy
3 Underground Sea

Other Mana Sources: (22)
1 Black Lotus
4 Chromatic Sphere
4 Dark Ritual
4 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
5 Moxen
1 Sol Ring

Tutors: (8)
4 Burning Wish
1 Demonic Consultation
1 Demonic Tutor
1 Mystical Tutor
1 Vampiric Tutor

Card Advantage: (10)
1 Ancestral Recall
3 Brainstorm
1 Memory Jar
1 Necropotence
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Yawgmoth's Bargain

Utility: (7)
1 Abeyance
4 Duress
1 Time Walk
1 Tinker

Sideboard: (15)
1 Balance
1 Mind's Desire
1 Mind Twist
1 Obliterate
3 Phyrexian Negator
1 Recoup
4 Stifle
1 Tendrils of Agony
1 Vindicate
1 Yawgmoth's Will

A lot of people call it the new Neo-Academy; others disagree and still prefer the traditional Neo-Academy. To let you make a comparison and have a decklist to fall back on later here's a Neo-Academy decklist:

Neo-Academy
Build preferred by most players

Lands: (12)
4 City of Brass
4 Gemstone Mine
1 Tolarian Academy
1 Underground Sea
2 Undiscovered Paradise

Other Mana Sources: (12)
1 Black Lotus
1 Grim Monolith
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
5 Moxen
1 Mox Diamond
1 Sol Ring

Tutors: (8)
1 Crop Rotation
1 Demonic Tutor
3 Impulse
1 Mystical Tutor
1 Tinker
1 Vampiric Tutor

Card Advantage: (12)
1 Ancestral Recall
1 Braingeyser
1 Frantic Search
3 Meditate
1 Memory Jar
1 Stroke of Genius
1 Time Spiral
1 Timetwister
1 Wheel of Fortune
1 Windfall

Utility: (16)
2 Abeyance
2 Candelabra of Tawnos
1 Capsize
1 Fastbond
4 Force of Will
3 Helm of Awakening
1 Mind Over Matter
1 Regrowth
1 Time Walk

* - This build does not include a Mind's Desire yet but the card most definitely belongs in this deck. It just that very few people have tried it yet so there is little knowledge about an optimal list that includes Mind's Desire.

Neo-Academy is totally built around Tolarian Academy - and if you've read the deck's name this probably isn't a surprise. This deck wants to draw massive amount of cards while keeping dropping mana artifacts. The deck kills with a Stroke of Genius or Braingeyser fuelled by Academy which can be untapped using Mind over Matter or the Candelabra of Tawnos + Capsize combo.

Here's why I prefer Burning Desire over Neo-Academy:

  • It's faster. It might seem hard to believe but Burning Desire is almost a full turn faster than Neo-Academy.
  • It has more draw power. This also means the deck is more consistent.
  • It relies less on individual cards so there's less hate against you. (Wasteland Extract and Jester's Cap can ruin this deck.)
  • The deck is better against control. You run more must counters and are faster.

Or to quote VideoGame Boy from TheManaDrain:

"Eight Demonic Tutors seven Draw-Sevens and five Black Lotuses would make any deck good naja?"

This actually reflects some of my arguments very well:

8 Demonic Tutor - Consistency
7 Draw Sevens - Draw Power
5 Black Lotuses - Speed

Deck Analysis
Here is my most current decklist:

Burning Desire v2.0
By Koen van der Hulst

Lands: (11)
4 City of Brass
4 Gemstone Mine
1 Tolarian Academy
2 Underground Sea

Other mana sources: (22)
1 Black Lotus
4 Chromatic Sphere
4 Dark Ritual
4 Lion's Eye Diamond
1 Lotus Petal
1 Mana Crypt
1 Mana Vault
5 Moxen
1 Sol Ring

Tutors: (9)
4 Burning Wish
1 Demonic Consultation
1 Demonic Tutor
1 Mystical Tutor
1 Tinker
1 Vampiric Tutor

Card Advantage: (12)
1 Ancestral Recall
4 Brainstorm
1 Memory Jar
1 Mind's Desire
1 Necropotence
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Yawgmoth's Bargain

Utility: (6)
1 Chain of Vapor
4 Duress
1 Tendrils of Agony

Sideboard: (15 obviously)
1 Diminishing Returns
1 Primitive Justice
1 Tendrils of Agony
1 Yawgmoth's Will
1 Chain of Vapor
3 Pyroblast
3 Seal of Cleansing
4 Xantid Swarm

Lands:
Long's version featured Polluted Deltas but these were removed for two reasons: First of all they force you to run more dual-lands (Underground Sea Badlands and Volcanic Island to be more specific). And by running these lands you are running too many that don't produce all three colors. This will slow you down from time to time and it forces you to construct your sideboard of only blue black and red cards (and thus ignore powerful cards like Seal of Cleansing and Xantid Swarm). Secondly by running Polluted Deltas you make you opponents land destruction more valuable since they will effectively be destroying two lands if they destroy a land brought out by a Polluted Delta. These disadvantageous outweigh any advantages the Deltas could provide.

There are only two five-color lands with a drawback that has very little impact on the game (City of Brass and Gemstone Mine). So the decklist has also two Underground Seas because black and blue are the most important colors and the Underground Seas are thus the best choice after the five-color lands.

Tolarian Academy is a no-brainer with the high number of artifacts in this deck... But as opposed to Neo-Academy this deck does not need it to win.

Running very few lands is one of the trademarks of Vintage combo decks (Turboland excluded). But this deck runs fewer lands than any combo deck has ever before. Even the most popular build of Neo-Academy runs twelve where this deck only runs eleven. This low count can be justified because of the high amount of other mana producers and the high amount of card drawing. Also this deck wants - and most often does - win in the first three turns so it doesn't need to calculate in lands for the mid- and late-game. Actually I can name several hands in which you don't even need a land at all.

Other mana sources:
A lot of the mana artifacts in this deck are self-explanatory; you will see them in almost every other combo deck and even in most control decks. But this deck also contains mana sources that see very little to no play in other decks. Therefore I will explain why they belong in this deck.

Dark Ritual
Okay this is a card that sees a lot of play in all kinds of decks - but I would still like to point out why they fit into this deck. It's very clear that this card speeds a deck up a lot but in this deck you abuse them in more ways. Because you use all the draw-sevens you will suffer less from the card loss and you will see this more often. Also playing with this card means you can play Necropotence and Bargain very early which makes them a lot more powerful. And very important this card it great combined with Yawgmoth's Will - something you will Burning Wish a lot for.

Lion's Eye Diamond
Another card that makes the deck work the drawback is pretty heavy - but if you time them right it feels like you're playing with five Black Lotuses. This card is best used in response to Tutors or draw spells.

Chromatic Sphere
You might have wondered why this card is listed under mana sources a pretty logical thought since this card is actually mana disadvantageous. So it does not improve your mana quantity but it does improve the quality. The effect of this card might not look very spectacular but it has a lot of uses. First of all it's a perfect mana fixer with this you have to rely less on your lands for colored mana. Secondly it boosts the spell count and has very good synergy with Yawgmoth's Will. And last it makes the Mirage tutors better because you will be able to get the card you tutored for in your hand.

Tutors:
Demonic Vampiric and Mystical are played in many decks and don't need explanation. Mystical and Vampiric often turn into pseudo-Demonic Tutors when you combine them with Chromatic Sphere or Brainstorm. Demonic Consultation is probably more surprising; it is often not played because it is very weak at finding restricted cards. But in this deck there are two very good options to Consult for: Lion's Eye Diamond and Burning Wish. If you use Consultation for Wish you even have the potential of removing a juicy sorcery from the game to Burning Wish for.

Burning Wish is a vital card. With Diminishing Returns Yawgmoth's Will and Tendrils of Agony in the sideboard to Wish for you can always get started with a Burning Wish. If you have build up very few resources you can get the Diminishing Returns and use it in your next turns. If you already have played some nice mana producers (Lion's Eye Diamond Dark Ritual or Black Lotus) Yawgmoth's Will become an excellent option. And the Burning Wish can also get you win condition Tendrils of Agony. And as mentioned it can also get Primitive Justice form the sideboard to deal Sphere of Resistance Null Rod or any other problematic artifact. While Burning Wish is not as good as Demonic Tutor it is very close.

Tinker is only there for one reason: Memory Jar. While Tinker is a tutor it will always get a Memory Jar so basically it's a draw-seven. Under some very unorthodox circumstances you might want to Tinker for another cards most likely Black Lotus but that's rare.

Card Advantage
Just as in Neo-Academy we see the draw-sevens here. On top of the draw-sevens there are the two most broken black enchantments in the game: Necropotence and Yawgmoth's Bargain. Getting a Bargain is play equals winning if you have most of your life left; Necropotence is the same thing but it has an one-turn delay. Mind's Desire is one of the most broken spells and often decides the game when it goes off... But the mana cost can be a little harsh from time to time. That's why you don't want to spend mana Wishing for this.

It might not look like Brainstorm provides card advantage but it certainly does. Often you have cards in your hand that you don't need yet like a double draw-seven or a Bargain. Brainstorm allows you to trade these cards for new ones.

Utility:
These card do not fit into any of the above categories most of them is Disruption (Duress Chain of Vapor). And the other is your kill card (Tendrils of Agony).

Neo-Academy does run Force of Wills but this deck can not run these and has to settle with Duresses. The reason for this is that you have very few blue cards to remove for the alternative casting cost of Force of Will and that you want to run as few card disadvantageous cards as you can

Chain of Vapor is your maindeck answer to certain cards that (could) stop you from comboing (Sphere of Resistance Meddling Mage Null Rod Pyrostatic Pillar Arcane Laboratory). It's the best at this job because it's very cheap it's on color and it works at instant speed. Often you can bounce the problematic permanents at the end of your opponents turn and combo next turn.

The maindeck Tendrils of Agony is there for a few reasons: since all your tutors can find it you go from four (Burning Wish) to nine options to get one. And often when it shows up after a resolved draw-seven or something similar you have already played enough spells to make it lethal and guarantee your kill even Force of Will won't stop it.

Sideboard:
First of all an explanation why Balance is not in the sideboard. Balance is clearly the optimal answer to wish for against aggro but often Yawgmoth's Will or Diminishing Returns can just win you the game. The only use I see for Balance is not to be Burning Wished for but to be sideboarded in game two and three. If you see a lot Suicide in your metagame you might want to add it again in favor of one of the Seal of Cleansings or Pyroblasts.

A part of the sideboard is Wishable a part is not. A card that you can get with Burning Wish should most likely stay in your sideboard game two and three but sometimes you might want to sideboard in Balance (if you decide to add it). It should be clear by now that Yawgmoth's Will Tendrils of Agony Diminishing Returns and Mind's Desire belong here. The Primitive Justice is the best sorcery for artifact destruction and it's very nice to have some artifact destruction in your sideboard to deal with Null Rod or Sphere of Resistance if you can't find the maindecked Chain of Vapor.

The non-sorcery cards in the sideboard (and thus the cards you cannot Burning Wish for) are meanly there to battle the cards you hate most. Xantid Swarms and Pyroblast are excellent against blue-based control decks and the Red Elemental Blast can also be used against other combo decks. The Seal of Cleansings are there to battle the problematic artifacts and enchantments that have been mentioned a lot in this article. Pyroblast was chosen over Red Elemental Blast because you can always target a non-blue permanent with it to increase the spell count.

Cute cards that do not belong in this deck:

Fastbond
This is a staple in Neo-Academy but is totally misplaced in this deck. There are too many disadvantages and almost no advantages. The disadvantages:

  • Not all of your lands produce green mana
  • If your opponent is smart he will not counter this but he will counter the draw spell that will give you the extra cards
  • You only run eleven lands and thus will need to resolve draw spells to make this worth anything

Mox Diamond
It's a Mox - but in power it's not even close to the real Moxes. The fact is that this card almost never speeds you up in this deck as there will be very few situations where you will have two lands and Mox Diamond in your opening hand. It might be great when you're already drawing more and more cards - but at that point it's often not needed. In this deck this is actually a bad Lotus Petal you often only will be using it one turn.

Abeyance
This has great synergy with the draw-sevens stopping all Force of Wills that your opponent could draw. But it costs too many mana and you will often not be able to play this before your first draw spell which then meet get Force of Will. If you're drawing seven cards already a single Force of Will is not that scary anymore since you should have drawn at least three must-counters.

Future Sight
This card can provide insane card advantage and decks like The Shining and Keeper can abuse it very good. But in this deck it's ugly. If you look at the mana cost it's as hard to play as Yawgmoth's Bargain and Mind's Desire - if not harder - but it will often not win you the game where the other two do. This will be dead too often to include for the impact that it has.

Doomsday:
Doomsday's almost deck-worthy but it can't go all the way. With a Chromatic Sphere in pay/hand this turns into a game winner if getting (Ancestral Recall Black Lotus Lion's Eye Diamond Burning Wish Burning Wish). It has been in the deck and could see play again in the future but I decided not to add it in my latest version.

Strategy
A lot in this deck is about timing: When do you activate your Lion's Eye Diamond? What do you do on your first turn - Brainstorm or Duress? In what order do you try to resolve spells?

Your goal is obviously to kill your opponent with Tendrils of Agony - but how do you get to the point where you have played at least nine spells have mana for the Tendrils of Agony and have the Tendrils of Agony available to you?

As said before this deck is very complex. It's not a deck you just copy and take to a tournament. To use all of the deck's capabilities you need to know the basic strategies of this deck and have both a lot of experience with this deck and Magic in general.

Before that you get the illusion that you will play this deck correctly after reading this article let me tell you something: You will not unless you're one of the most talented players Magic has ever seen. (And even then you need actual experience with the deck.)

A good way to start with this deck is"goldfishing" playing without an opponent. All you need to worry about is getting a lethal Tendrils as soon as possible. If you do this for a good amount of time you should be getting the feeling that you get to know the deck better and better.

The next optimal practice would be against a deck that packs very little disruption and just goes for your throat. This adds a dimension to your actions; you don't need to kill as soon as possible anymore you just need to kill your opponent before he kills you. This means you sometimes can take more time to set up the ultimate turn.

The last step would be testing against the more competitive decks and get to know the best strategies against these decks. The matchup sessions can also help with this.

To give you a good example of the complexity of this deck let me show you a hand of seven cards with very much options.

Timetwister
Vampiric Tutor
Gemstone Mine
Duress
Chromatic Sphere
Mana Crypt
Mox Ruby

I will get back to this hand later and discuss the options you have; for now try to think about all the options. What would you do?

Facts:
It is almost always better to drop City of Brass before dropping Gemstone Mine. If you plan on casting a draw-seven you should drop the best land because you will lose the rest.

Lion's-Eye Diamond is best used in response to a tutor effect. Also after having played a Yawgmoth's Will it's handy to first play your Lion's Eye Diamonds from your graveyard and use them before casting any other spells.

Chromatic Sphere has a very good synergy with more cards in this deck. It allows you to get cards put back with Brainstorm (if you hid two cards from a Duress or if you want to use a Lion's-Eye Diamond before getting the actual spell) and it turns Mystical Tutor and Vampiric Tutor into pseudo-Demonic Tutors.

Brainstorm and a shuffling effect: Brainstorm saw very little play little time ago till Onslaught gave us the fetchlands. The shuffling effect combos very well with the Brainstorm meaning that you just traded your two worst cards for two better ones. This does not just work with fetchlands but also with cards in Burning Desire - Mystical Tutor Vampiric Tutor Demonic Tutor Demonic Consultation Timetwister Diminishing Returns Mind's Desire. Brainstorm also can be played before a draw-seven to put useful cards back on the top of you library so that you will draw them with the draw-seven.

If you Tinkered for a Memory Jar or hard-casted one and decide to wait a turn before using it it is best used during your upkeep so that you will draw seven cards plus your normal draw so that you have eight cards to work with.

Now lets take another look at the hand:

Timetwister
Vampiric Tutor
Gemstone Mine
Duress
Chromatic Sphere
Mana Crypt
Mox Ruby)

Here are the best options:

1. Dropping Mana Crypt Mox Ruby and Gemstone Mine and playing Chromatic Sphere and Vampiric Tutor for Black Lotus. Activate the Chromatic Sphere to draw the Black Lotus and play the Twister.

2. Playing the Gemstone Mine and Duress followed by Mox Ruby and Chromatic Sphere or Mana Crypt Mox Ruby and Chromatic Sphere. That will allow you to play Vampiric Tutor immediately; you could get a Black Lotus to make your Timetwister stronger next turn. Of course if you saw more disruption you could tutor for another Duress and the card drawn off of Chromatic Sphere might also change your decisions.

Obviously there are a lot more options and it really depends on the deck your playing against. Do you get another turn? Will they draw too much cards next turn? Does your opponent has a Force of Will? And of course ... What does your intuition tell you?

Cards You Do Not Want To See
Here are the top seven cards you don't want to see (form the worst to the one you can most live with.)

1. Sphere of Resistance (played in Stax en wMUD maindeck)
2. Null Rod (played maindeck in some Suicide builds and The Shining sideboard)
3. Arcane Laboratory (Sees more and more play in sideboards)
4. Gorilla Shaman (Sligh Stacker3 and Keeper play this maindeck)
5. Combination of Duress + Force of Will (Hulk Keeper The Shining Gro-A-Tog)
6. Chains of Mephistopheles (some Suicide builds play this and Mask sometimes does)
7. Pyrostatic Pillar (Stacker3 some Goblin Sligh builds and sometimes in wMUD sideboard)

Hulk /The Shining
These two decks are covered together cause they are very similar. Both decks run Duress Mana Drain and Force of Will as denial and both abuse the Intuition with Accumulated Knowledge card drawing mechanism. The real difference between this deck is the kill condition something that doesn't matter much against you.

The main difference against these decks is the denial they run. Duress and Force of Will are useful very early and can thus easily be played before you can combo them out. If your opponent plays with Force of Will your draw-sevens get a lot worse since they will often draw into a Force of Will to deal with your threats. Both decks can back this denial up with a good draw engine.

Against these decks you want to win quickly before there drawing engine gets active - but you also want to play carefully and not play suicidally. I you can choose between first-turn Duress or your only draw-seven Duress is a lot better. However if you're holding more threats you can also try to resolve one - and if it doesn't you will have Duress plus a threat ready for next turn.

Both decks don't pack much in their sideboard against you although some The Shining players have recently added a Null Rod to their sideboard. You have very good cards against them in your sideboard: Xantid Swarm and Pyroblast. You should try to play and resolve Xantid Swarm as early as possible and sometimes you will even have to tutor for it. It shuts down Mana Drain - but most importantly it shuts down Force of Will. It will make it a lot easier to win. The Red Elemental Blast can be used to force spells through (countering their Counterspell) or to stop card drawing from the opponent.

Sideboard strategy:
-1 Chain of Vapor
-1 Lotus Petal
-1 Chromatic Sphere
-1 Brainstorm
-1 Lion's Eye Diamond
-1 Yawgmoth's Bargain
-1 Tendrils of Agony
+4 Xantid Swarm
+3 Pyroblast

(If you expect a Null Rod from the Shining it's better to keep the Chain of Vapor in the deck and sideboard out a Dark Ritual or Demonic Consultation.)

Win Percentages:
Pre sideboarding: 50-55%
After sideboarding: 60%

Keeper
This deck also runs Duresses Mana Drains and Force of Wills. But on top of that it also runs Gorilla Shamans and Wastelands. This is your worst matchup. The only thing positive about this matchup (at least if you compare it to the Hulk/The Shining matchup) is that Keeper does often not refill their hand as fast as Hulk and The Shining can.

The same points about Duress and Force of Will also count here but when you keep Gorilla Shaman and Wasteland in mind your strategy changes a little bit. First you want to combo as soon as possible - but if you feel that you won't make it you should keep most of your resources in your hand to dodge possible Gorilla Shaman or Wasteland action.

Keeper also has very little in their sideboard but they do have some cards they want to side out (Swords to Plowshares possibly Timetwister) so their deck does get a little better against you after sideboarding. Against Keeper you can also bring in the Xantid Swarms. If you manage to get one into play you should really aim for an all deciding turn since all disruption they will have left is either at sorcery speed (Duress) or does very little in a single turn (Wasteland and Gorilla Shaman).

Sideboard strategy:
-1 Chain of Vapor
-1 Lotus Petal
-1 Chromatic Sphere
-1 Brainstorm
-1 Lion's Eye Diamond
-1 Yawgmoth's Bargain
-1 Tendrils of Agony
+4 Xantid Swarm
+3 Pyroblast

Win Percentages:
Pre sideboarding: 45-50%
After sideboarding: 50-55%

Rector Trix
Rector Trix is another deck that packs both Duress and Force of Will. For even more disruption they also run Cabal Therapy - but Cabal Therapy is very weak against Burning Desire. They run very few card drawing spells and the Force of Wills are mainly there to protect their combo. The real threat therefore does not lie in the disruption they run but in their combo.

This matchup is a lot about speed but still you need to be careful. If you play a draw-seven you want to win in the same turn because you will most likely lose against their seven new cards if they get another turn.

They can sideboard in Phyrexian Negators to get another option at winning. But this should not scare you much; even if Phyrexian Negator gets played on turn 1 you will get at least four turns to win. You have Seal of Cleansing to sideboard in - and don't forget about the"life gain on stack destroy your Illusions of Grandeur life loss on stack I win."

Sideboard strategy:
-1 Lotus Petal
-1 Chromatic Sphere
+2 Seal of Cleansing

Win Percentages:
Pre sideboarding: 60%
After sideboarding: 60-65%

Sligh
Sligh is an aggressive deck that runs very little disruption that hurts this deck. Gorilla Shaman is one thing and the Wastelands and the lonely Strip Mine are the other. Gorilla Shaman can easily be played around by holding your artifacts in your hand 'til the deciding turn.

You should not take too many risk in trying to combo out too early. You will usually get at least four turns so take your time.

They will most likely sideboard in Red Elemental Blasts and maybe even Pyroblasts. These cards can only stop few of your spells but you should still be careful.

Sideboard Strategy:
No changes

Win Percentages:
Pre sideboarding: 80%
After sideboarding: 75-80%

Stacker
This deck has maindecked several bombs against you (Pyrostatic Pillar Sphere of Resistance Gorilla Shaman). Aside from that they can be very aggressive and run a good amount of additional disruption in Wastelands and Tangle Wire).

Against this deck you want to win very quickly and thus risk more. You don't want to give them the time to create a lock and drop one of the key cards... But often you will not be able to stop them from dropping Sphere of Resistance of Pyrostatic Pillar. If they drop a Sphere of Resistance you will need to find a Chain of Vapor to bounce it at the end of the turn. However if they drop a Pyrostatic Pillar you don't always need the Chain of Vapor; you can also just combo them out but you have to be very carefully to play the Tendrils of Agony exactly as the tenth spell (which requires some very good scheduling).

Their maindeck already packs a lot of hate against you and therefore it shouldn't be surprising that they have nothing spectacular to sideboard in at most they will make some minor tweaks. You however have Seal of Cleansings in your sideboard.

Sideboard strategy:
-1 Brainstorm
-1 Yawgmoth's Bargain
-1 Chromatic Sphere
-1 Mind's Desire
+4 Seal of Cleansing

Win Percentages:
Pre sideboarding: 55-60%
After sideboarding: 60-65%

Suicide
Some Suicide decks are a threat and others aren't; it depends a lot on the build. In they pack maindeck Null Rods worry; otherwise you don't really need to prepare for this matchup.

Your lands will most likely not stay long on the table so use them for the right things. Their creatures are not very quick - thus you will get a good amount of time to combo them out. However if they are packing Null Rods you might want to risk some more.

Sideboard strategy (if you expect Null Rod or Chains of Mephistopheles):

-1 Lotus Petal
-1 Mind's Desire
+2 Seal of Cleansing

Win Percentages:
Pre sideboarding: 60-70% (depending on their build)
After sideboarding: 70-80% (depending on their build)

MUD/Stax
This is the matchup I have tested most not only because it is one or the hardest ones but also because I play with MUD in real life and am one of the creators. This matchup is totally about a single card: Sphere of Resistance. While MUD is full of disruption without a Sphere they can't stop you from comboing. But if MUD can resolve a Sphere of Resistance they have enough disruption to back it up with to leave you with very little time to deal with it.

You want to be highly explosive and go for the kill as soon as possible. Wastelands Powder Kegs and Tangle Wires can slow you down a little but once you got going these all won't influence you anymore.

Some MUD players put Pyrostatic Pillar in their sideboard and almost every build has Null Brooches so expect these cards. Of course you have the Seal of Cleansings.

Sideboard strategy:
-1 Windfall
-1 Brainstorm
-1 Yawgmoth's Bargain
-1 Mind's Desire
+4 Seal of Cleansing

Win Percentages:
Pre sideboarding: 55-60%
After sideboarding: 55-65% (55% if they got Pyrostatic Pillars)

Future
What does the future hold for this deck?

I think that this deck if it gets known better and played by some of the better players will be able to dominate Type One. I could even see this deck lead to the restriction of either Burning Wish or Lion's Eye Diamond or even both.

Koen van der Hulst
(A dedicated Type One player)
for any questions or comments you can contact me at: Thug@vunzzz.net

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