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Draw,Go ( Guide to the Art of Counter)

Casual Casual Control Counters Mono-Blue

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Draw,Go

The main purpose of this Primer is to demonstrate the intelligent use of counters to newer players... never a simple task.

INTRODUCTION Blue decks have come a long way from when I first began playing. Years back, if the ordinary player wanted to build a counterspell deck, all he had was Counterspell and Power Sink (excluding Mana Drain), and had to stretch the list with picks such as Force Spike, Flash Counter, Remove Soul and Spell Blast. Even with the printing of Force of Will in Alliances, counters were always paired with another theme and were well-played in blue/white and blue/red control decks. As more and more counters were created, and especially with the printing of Forbid (which allowed a player to use weaker counters to good effect in the early game but still keep them as discard fuel later in the game), a deck that was mostly counters became possible. With the only non-land and non-counter cards (aside from Whispers and Impulse) being a creature or two and Nevinyrral's Disks, these decks often played nothing in their own turns, earning them the nickname, "Draw-Go".

Similar in structure to but at the opposite extreme of the burn decks, Draw-Go plays like a wall of countermagic. It requires great patience and skill as one can never afford to counter every spell played by the opponent but must appear to be able to. They excel in matches against slower decks where they can pick out one component of the deck and disrupt it, such as one part of a combo deck, or the victory conditions in a deck with very few of them such as a Wildfire deck. Their greatest nightmares, however, come against fast, aggressive and redundant decks which can overwhelm them with threats cheaper than the counters. At the height of their popularity, Draw-Go decks had difficulty facing red decks with cheap but potent cards such as Jackal Pup and Cursed Scroll.

THE ART OF COUNTERING SOMETHING Since you cannot counter everything, regardless of the deck you are playing against, you will have to make decisions on what to focus on. This becomes obvious when playing against a combo deck, for example, but the weak spot of a deck is not always easy to spot. In general, however, there are things you never counter.

Do not bother with cards that have no direct effect on the game, especially on the board. This is especially true of life gain, for example, such as Zuran Orb or of a Lightning Bolt aimed at you while you are at 18 life. Do not bother with mana producers (unless there is a good reason). Do not counter cards you can play around, especially creatures that will later die to Disk, Keg or the Morphling you are about to cast. Note, however, that you have to counter them if they will deal enough damage before the Disk, Keg or Morphling stops them, and that it takes some practice to discern what "enough" is.

Do counter things that will give the opponent card advantage such as Ancestral Recall and MOST ESPECIALLY Necropotence (but do not Force of Will Hymn to Tourach unless you need to save a key card since you still end up with two cards less). Do counter things that you cannot kill (such as a Rainbow Efreet) and especially permanent sources of damage you do not expect to remove with Disk or Keg. Do counter things that disrupt your counters (such as City of Solitude and Null Brooch, and if you actually can, first-turn Hypnotic Specters). Do counter things that reuse spells such as Gaea's Blessing if you expect a slower game (you do not want to wait for three more counters, for example).

It takes a lot of skill because you have to know both your deck and your opponents' just by observing closely and making intelligent guesses (without using things such as Jester's Cap, Lobotomy, Telepathy and Urza's Glasses), but you will never be able to play a control deck without this knowledge. This can be very confusing; against older Type II Replenish decks, for example, where various spells can be good or bad depending on its cards in hand. Players will play spells to bait you and hope you counter to deplete your counters, and sometimes, they play spells you have no choice but to counter.

One example of confusion is that you might want to counter the early mana producers of an opponent, especially a Birds of Paradise, to keep mana parity to allow you to counter all his spells if necessary until you can safely play a Disk or Keg. You might not bother with a first-turn 1/1, but you might want to play Force Spike to counter first-turn Jackal Pups, Goblin Patrols or Goblin Cadets as these quickly add up. Again, things like this take a certain knowledge of both decks.

Here, for example, is the commentary of Erik Lauer for his 1998 deck in the introduction (at a time when blue had a whole range of counters, unlike the Urza Type II where the dearth of good counters forced the creation of Accelerated Blue)

"When playing the deck, the early strategy involves countering almost any spell you can. For example, a Wall of Roots or a Bird of Paradise is a card I almost always counter in the early going; if my opponent has more mana available than I do, I will become unable to counter all the threats he can present in one turn.

"After I build up to about 4 mana, I will often use Quicksands for creature control, trying to hold off on playing a Disk when possible (since I have to tap my mana, letting my opponent cast any spells he wishes). When under severe pressure I cast a Disk as soon as possible. I try to gain a little card advantage using Dismiss, then eventually gain total control via Whispers of the Muse.

"Even when sideboarding against a very aggressive deck, I tend to leave all my Whispers in (since my main midgame plan is still to gain control through Whispers). If I am bringing in either the Sea Sprites or the Capsizes I tend to take the Rainbow out. The Sea Sprites give me enough ways to win (and the Rainbow is too slow against most red decks).

"When I bring the Capsizes in, I don't want to draw Capsizes and Rainbow in my opening hand (since they are both rather slow), and I know that eventually I can protect a Stalking Stone with a Capsize. While this deck is rather homogenous (just lots and lots of land and counters), I still find it rather enjoyable to play. I don't think this style of deck takes nearly as long to win with as a deck that uses Gaea's recursion to win; a Rainbow or a Stalking Stone typically just takes 7 turns to win with after you have established control."

As a general rule, of course, always leave mana open even if you have nothing but land in your hand. This is also known as bluffing, and you win the psychological game when your opponent automatically assumes you have a counter in hand whenever he casts a spell.

As a final note, your skills in countering will be sorely tested when playing against another counter deck, and you will generally be caught in counter wars where counters fly back and forth over one spell. When these happen, try to see whether or not you want to (or can) win and count mana available and both of your cards in hand. Counter wars can be bluffs, of course, and some decks can start these wars during the opponents' end phases (with cards like Fact or Fiction, Whispers of the Muse, Turnabout and Mana Short, for example) to clear the way for their main phases.

RUNDOWN OF PLAYABLE COUNTERS

(1 MANA)

FORCE SPIKE Cost: U Rarity: Common Set: Legends Errata: Counter target spell unless its controller pays 1. [Oracle 99/09/03]

Used in the early game, especially against potent first-turn creatures such as Kird Ape and Jackal Pup, and larger threats played with acceleration. Plays a psychological game by forcing an opponent to hold an extra mana open every time he plays a spell, slowing him down, or by tempting an opponent into having one less mana to counter with on your turn. Can still be discarded to Force of Will, Misdirection or Forbid later in the game.

DISRUPT Cost: U Rarity: Common Set: Weatherlight Card Text: Counter target instant, interrupt, or sorcery unless its caster pays an additional 1. Draw a card. Flavor Text: Oh, I'm sorry - did I break your concentration?

Similar to Force Spike, it can affect only non-permanents but replaces itself. It is stronger against decks with early non-permanents, such as discard decks and Hymn to Tourach, though these are weaker now that Necropotence is restricted. Remember that you draw the card whether or not the cost is paid and you can let Disrupt resolve, hopefully draw a better counter, then counter the original spell. Or, you can simply pay 2 mana to "cycle" this by targeting your own spell.

ANNUL Cost: U Rarity: Common Set: Urza's Saga Card Text: Counter target artifact or enchantment spell. Flavor Text: The most effective way to destroy a spell is to ensure it was never cast in the first place.

Far better than Force Spike when you know your opponent packs must-counter artifacts and enchantments. A top sideboard card.

HYDROBLAST Cost: U Rarity: Common Set: Ice Age Errata: Choose one - Counter target spell if it's red; or destroy target permanent if it's red.

Flavor Text: Heed the lessons of our time: the forms of water may move the land itself and hold captive the fires within." --Gustha Ebbasdotter, Kjeldoran Royal Mage Rulings: You can target any spell or permanent, it need not be red. It just does not do anything unless the color matches. [D'Angelo 95/06/09]

The second standard anti-red sideboard (after Chill, because Draw-Go generally wins a slow game, which mono red avoids like the plague) card, it is better than its cousin Blue Elemental Blast because it can be discarded (target a land) when needed (against Black Vise, for example, a bane of Draw-Go decks). This is only weaker than BEB when used against a control deck that can use Misdirection to deflect Hydroblast from its Pyroblast.

(2 MANA)

MANA DRAIN Cost: UU Rarity: UnCommon Set: Legends Errata: Counter target spell. At the beginning of your next main phase, add X to your mana pool, where X is that spell's converted mana cost. [Oracle 99/09/03]

Rulings: The mana gain is done as a beginning of main phase triggered ability and not as a mana ability or such. [D'Angelo 00/03/03]

Voted third most powerful Magic card by Inquest, this often results in mana burn in the wrong deck. Used in the sample deck to play Nevinyrral's Disk, Fact or Fiction and Morphling earlier. When paired with Mishra's Factory, excess mana can be sunk here. Remember that you can still use this to gain mana when needed from "cannot be countered" spells (Obliterate, for example), and that buyback and kicker are not part of X.

COUNTERSPELL Cost: UU Rarity: UnCommon Set: Alpha/Beta/Unlimited Card Text: Counters target spell as it is being cast.

The solid original. No frills and no drawbacks.

MANA LEAK Cost: 1U Rarity: Common Set: Stronghold Errata: Counter target spell unless its controller pays 3. [Oracle 99/05/01]

The third best 2-mana counter and used after Mana Drain and Counterspell slots are exhausted. Use in the early game to conserve Counterspells and in the tail end of counter wars, and discard to Force of Will or Forbid later. Outside pure blue, this is the best splashable counterspell, incidentally, with Arcane Denial a distant second.

TEFERI'S RESPONSE Cost: 1U Rarity: Rare Set: Invasion

Card Text: Counter target spell or ability an opponent controls that targets a land you control. If a permanent's ability is countered this way, destroy that permanent. Draw two cards. Rulings: Remember that a spell only targets something if it uses the word "target" in its text. For example, Armageddon is not targeted. [D'Angelo 00/10/14]

A sideboard card unless everyone has Wastelands or you have man lands, this is an Ancestral Recall against land destruction and the pesky Rishadan Ports of Type II decks that insist on tapping one of your two untapped Islands. Quite fun when you use Mishra's Factory or Faerie Conclave. The worthier successor of Interdict in casual decks based around Kjeldoran Outpost, incidentally.

("FREE")

FORCE OF WILL Cost: 3UU Rarity: UnCommon Set: Alliances Errata: You may pay 1 life and remove a blue card in your hand from the game instead of paying ~this~'s mana cost. ; Counter target spell. [Oracle 99/07/23]

This card is not a "free" spell since you lose an extra card when you play this. However, you gain the ability to counter even when you have no mana, an ability that must be used with discretion. This spell is extremely good for counter wars early in the game or when desperate (which is all the time). In a deck with nothing but blue spells and a lot of card drawing, incidentally, you can always find a weaker card to sacrifice such as Force Spike or Impulse.

MISDIRECTION Cost: 3UU Rarity: Rare Set: Mercadian Masques

Errata: You may remove a blue card in your hand from the game instead of paying ~this~'s mana cost. ; Change the target of target spell with a single target. [Oracle 00/10/24] Rulings: You choose the spell to target on announcement, but you pick the new target for that spell on resolution. [bethmo 99/11/30]; If there is no other legal target for the spell, Misdirection does not change the target. [D'Angelo 00/07/24]

This spell is better than Force of Will in high-power environments with Ancestral Recall, Mind Twist and Stroke of Genius. Lethal when used against an early Hymn to Tourach. Always remember that while one cannot Misdirect a counter onto itself, one can legally Misdirect it to Misdirection and cause it to fizzle, which achieves the same thing.

(3 MANA)

FORBID Cost: 1UU Rarity: UnCommon Set: Exodus

Errata: Buyback-Discard two cards. ; Counter target spell. [Oracle 99/05/01] Rulings: You actually have to discard the cards if you want to pay the buyback (see Rule A.9). [D'Angelo 98/06/18]

3-mana counters are rarely used with all the 2-mana and "free" counters available, but Forbid is the best one as it can reuse itself if one holds back weaker counters or spare land. It has weakened since all interrupts became instants (Sixth Edition rules allowed other instants to be cast in response to Forbid and before Forbid returned to its owners hand), but it is still potent (and can still be paired with Arcane Lab). Use it with buyback generally if it is your last counter in hand, and be wary of using buyback in a counterwar. Also, hold back excess land to fuel the buyback. Paired with a card drawer, Forbid allows a player to counter one spell each turn for "free" (discarding the card drawn normally and the extra card). Some players added Arcane Laboratory to their decks to turn the "Forbid lock" into a permanent one, though this is too narrow for general competitive play.

DISSIPATE Cost: 1UU Rarity: UnCommon Set: Mirage

Errata: Counter target spell. Remove that spell card from the game instead of putting it into its owner's graveyard. [Oracle 99/09/03] Flavor Text: If you weren't born with it, you don't need it." --Grahilah, former trader of Amiqat Rulings: The card does not go to the graveyard before being removed from the game. [DeLaney 99/01/04]

The only other reasonable 3-mana spell, this is used over Forbid when recurring spells or creatures are expected. In more casual environments, this prevents Draw-Go from losing to Hammer of Bogardan, Shard Phoenix, Ashen Ghoul, Nether Shadow, and the like.

RUNDOWN OF OTHER COUNTERS

MISCALCULATION Cost: 1U Rarity: Common Set: Urza's Legacy Errata: Counter target spell unless its controller pays 2. ; Cycling 2. [Oracle 99/05/01]

1 mana makes a big difference and this makes it weaker than Mana Leak, but some players prefer this since it cycles after the early game.

FLASH COUNTER Cost: 1U Rarity: Common Set: Legends Errata: Counter target instant spell. [Oracle 99/09/03]

One of the earlier counters, this card can be useful in most environments. An extra counter against other counter decks that can be sideboarded by players who want more. The much newer Gainsay can be used for similar purposes, but Flash Counter counters more spells, making for a more flexible sideboard. Against another Draw-Go deck, the most important spell it cannot counter is Morphling, but this is unimportant since it can counter the counters that defend the opponent's Morphling anyway.

DISMISS Cost: 2UU Rarity: UnCommon Set: Tempest

Card Text: Counter target spell. Draw a card. Flavor Text: There is nothing you can do that I cannot simply deny." --Ertai, wizard adept

One of the last choices in a counter deck due to its cost and despite the cantrip ability, this is usually played only when little else is available. It used to be filler in its time when one wanted about 20 counters, but the Draw-Go bench has deepened since then.

QUASH Cost: 2UU Rarity: UnCommon

Set: Urza's Destiny Errata: Counter target instant or sorcery spell. Search its controller's graveyard, hand, and library for all cards with the same name as that card and remove them from the game. That player then shuffles his or her library. [Oracle 99/11/01] Rulings: It removes the countered spell from the game. This is because the first sentence puts the spell into the graveyard before you continue to the second sentence. [Urza's Destiny FAQ 99/05/25]

This "super Dissipate" looks powerful, but is really too awkward to be played, and unless it removes a key spell such as a set of counters or Disenchant. It remains extremely fun in casual play, and can strip a careless Keeper player of half of his counters if it catches a Mana Drain or Force of Will. Remember to memorize your opponent's library, by the way.

DESERTION Cost: 3UU Rarity: Rare Set: Visions

Card Text: Counter target spell. If that spell is an artifact or summon spell, put that card into play under your control as though it were just played. Flavor Text: First the insult, then the injury.

Rulings:

This spell includes a replacement effect. If the target is an artifact or creature, it never goes to the graveyard. [D'Angelo 99/05/01] The card enters play as if just cast and you get to make all necessary decisions from scratch. [Duelist Magazine #17, Page 28] Any X in the casting cost is zero since it is not actually being cast. [DeLaney 97/02/02] The card is put into play, but any effects that check if the original card was "played from your hand" (such as with Cloud of Faeries) will not trigger or otherwise consider the card to have been played from your hand. The card was put into play by the effect of Desertion instead. [bethmo 99/11/30]The control magic counterspell is rarely played except as a surprise card due to its cost. In casual games, it is extremely fun, extremely annoying, and has cool flavor text and Richard Kane-Ferguson art.

POWER SINK Cost: XU Rarity: Common Set: Alpha/Beta/Unlimited

Errata: Counter target spell unless its controller pays X. If he or she doesn't, that player taps all lands he or she controls and empties his or her mana pool. [Oracle 00/10/24] Rulings:

When this spell resolves, you either pay X mana or let all your mana producing lands become tapped. The lands that become tapped are not "tapped for mana". [bethmo 97/10/09] If you choose to pay, you may pay the X mana using whatever mana abilities you want to use. Special lands which do not provide mana are also tapped by this card. [D'Angelo 00/11/06] (REVERSAL) If the land provides mana only for specific purposes (like Mishra's Workshop), it cannot be used to pay the X mana (unless that purpose is being filled). Mishra's Workshop, like most purposed mana, could not be used to pay for Power Sink. [WotC Rules Team 94/09/30] Does not increase the casting cost of the spell. It just requires a separate expenditure in order for it to succeed. [bethmo 94/05/05]One of the "original" counterspells, it has weakened after Sixth Edition because an opponent can respond to it with other instants. It is used mainly when a player wants to Power Sink a spell (even a useless spell) during his opponent's turn, tapping him out. Like Dismiss, it has simply been passed over after more cheap counters were printed.

SPELL BLAST Cost: XU Rarity: Common Set: Alpha/Beta/Unlimited Errata: Counter target spell with converted mana X. [Oracle 00/02/01]

A mediocre counter from the original set, it is now practically unplayable many expansions later.

ERTAI'S MEDDLING Cost: XU Rarity: Rare Set: Tempest

Errata: X can't be 0. ; The first time target spell would resolve, put X delay counters on it and remove it from the game instead. ; At the beginning of the upkeep of the removed spell's controller, as long as the spell is removed from the game, remove a delay counter from it. If the card has no delay counters on it, it goes on the stack as a copy of the original spell. [Oracle 00/02/01] Rulings:

Note that a delayed Counterspell will be countered when it resolves since the Counterspell will no longer find that its target is on the stack, which is a requirement for countering a spell. [D'Angelo 97/10/29] If a spell is targeted by more than one Ertai's Meddling, when the spell tries to resolve the first time, only one of the Ertai's Meddlings will be applied to it (by the choice of the caster of the spell being affected). The other Meddlings will fail since the spell will no longer be on the stack. [D'Angelo 00/02/15] A targeted spell which is delayed will still succeed even if its target has phased out and back in again. [bethmo 97/11/19] Once it is put back on the stack, it is a "new" spell again and can be countered or even targeted by another Ertai's Meddling. [D'Angelo 99/08/18]It just had to be mentioned. As ridiculous as this spell may seem, this actually saw use as an additional counter in its day.

RUNDOWN OF OUTRIGHT BAD COUNTERS

ARCANE DENIAL Cost: 1U Rarity: Common Set: Alliances

Errata: Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep. ; You draw a card at the beginning of the next turn's upkeep. [Oracle 99/11/01] Rulings: The player does not choose how many cards to draw until the beginning of the appropriate upkeep. [Duelist Magazine #13, Page 26] They choose how many before drawing the first one. [D'Angelo 96/11/11]

DO NOT EVER, EVER, > > > E V E R < < < PLAY ARCANE DENIAL. ARCANE DENIAL GIVES YOUR OPPONENT CARDS, AND THAT IS > > > B A D < < <. IT IS ONLY USEFUL IN COMBO DECKS OR AS A DESPERATE SPLASH COUNTER. THIS IS THE SINGLE MOST COMMON BEGINNER'S MISTAKE ON BEYOND DOMINIA.

MEMORY LAPSE Rarity: Common Set: Homelands

Card Text: Counter target spell. Put that spell on top of its owner's library. Flavor Text: Um... oh... what was I saying?" -Reveka, Wizard Savant---AND---"Oh, I had a conscience once, but alas, I seem to have forgotten where I put it." -Chandler Rulings: The card does not go to the graveyard before being put on the library. [bethmo 97/10/19]

Memory Lapse is not really a counter, it is an excellent stall card for aggressive blue weenie decks such as Merfolk-based ones, and is hilarious in these paired with Winter Orb. Draw-Go, however, is a much slower deck where one does not really accomplish anything in the time gained before the opponent replays the spell. It was reprinted, but with the lame flavor text.

SCENT OF BRINE Cost: 1U Rarity: Common Set: Urza's Destiny Card Text: Reveal any number of blue cards in your hand. Counter target spell unless its controller pays 1 for each card revealed this way.

Beginning players might try to play with this. Don't, since it is a bad Mana Leak that reveals your hand.

PROHIBIT Cost: 1U Rarity: Common Set: Invasion Card Text: Kicker 2 (You may pay an additional 2 as you play this spell.) Counter target spell if its converted mana cost is 2 or less. If you paid the kicker cost, counter that spell if its converted mana cost is 4 or less instead.

Though this works against most key spells, it is worse than others because you do look strange when going second and the opponent plays a 3-mana spell when you have only two Islands in play.

REWIND Cost: 2UU Rarity: Common Set: Urza's Saga

Card Text: Counter target spell. Untap up to 4 lands. Flavor Text: Time flows like a river. In Tolaria we practice the art of building dams." -Barrin, master wizard Rulings:

You can untap from 0 to 4 lands. [DeLaney 98/10/05] Does not target the lands. [DeLaney 98/10/05] Can be used on already untapped lands (with no effect). [DeLaney 98/10/05] Can be used on another player's lands. [DeLaney 98/10/05]This looks good, but is just too awkward, and can be countered in a counter war to keep your land tapped. The free counterspell is not usually very useful except when an opponent is trying to cast a lot of cheap permanents past your counters. The Sixth Edition rules changing this to an instant mean that you can respond to it before the lands untap, further weakening it.

THWART Cost: 2UU Rarity: UnCommon Set: Mercadian Masques Card Text: You may return three islands you control to their owner's hand instead of paying Thwart's mana cost. Counter target spell.

You will rarely need more than 4 Force of Will against must-counter permanents, and can add up to 4 Misdirection against certain other spells. Returning Islands hurts you in the following turns, so this card looks much worse than it is, unless you really intend to use those cards to pay for Masticore's upkeep or something similar. Keep this one in your Stasis variants. (And note Foil is usually just as unnecessary since it trades 3 of your cards for 1 of his. Misdirection is simply sufficient if one needs more Force of Wills.)

(Type II note: Rishadan Port was a popular card in the Urza-era Type II, making it better for decks to use the Port early on instead of holding back mana to counter because they prevent the opponent from casting nastier spells earlier. This does not work in Type I.)

CARD DRAWING AND MANIPULATION Card drawing is essential to most blue decks, and Draw-Go does not use the top blue card drawing permanent (Ophidian; the top permanent drawer is, of course, Library of Alexandria) because it keeps few permanents to maximize its artifact removal. This is also why it does not use the alternatives such as Treasure Trove and Jayemdae Tome.

Instead of Ophidian, it uses the latest (and possibly last) word in card drawing: the unbelievable Fact or Fiction.

FACT OR FICTION Cost: 3U Rarity: UnCommon Type: Instant Set: Invasion

Card Text: Reveal the top five cards of your library. An opponent separates those cards into two face-up piles. Put one pile into your hand and the other into your graveyard. Rulings: You choose which pile to put into your hand. [D'Angelo 10/14/00]

This unbelievable card takes a little imagination, but it allows you to filter through your next five cards, and pick up a key card such as Morphling, Nevinyrral's Disk, Powder Keg or Strip Mine, or pick up three to four extra cards. It is also an instant, and can be used as bait to draw counters during the end of your opponent's turn. (Beware of tapping out at this time if you expect your opponent might have something nasty, such as Boil. If you do not want it countered, use it when you reach at least 6 mana which allows you to either defend Fact or Fiction or start a counter war that will leave an opening during your turn.) In his Sideboard article, "Separating Fact from Fiction," Darwin Kastle said, "The card is so powerful that there is now a commonly used acronym referring to it: EOTFOFYL. End of Turn Fact or Fiction You Lose!"

Fact or Fiction greatly increases the consistency of Draw-Go and other control decks since it is card drawing and deck manipulation all in one.

When using Fact or Fiction, one has to be conscious of how an opponent creates his piles. Some choices are straightforward. When faced with a Powder Keg or Morphling when crucial separated from four other spells, take the four cards (especially when you already have a Keg or Morphling in hand, unknown to your opponent) unless the spell is indeed crucial.

Fact or Fiction, however, leaves a lot to the opponent's skill-or lack of it. In the same article, Darwin discussed what an opponent may do when faced with more difficult choices: "It's when there are three or more meaningful cards that it starts to get really difficult. The board/life situation and what you have in your hand are the main ways to decide which cards are meaningful... The better your position, the fewer cards will be meaningful."

"There are two main methods: make the piles as close to identical as possible, or try to fool your opponent. The first method is easier and safer. When you're not sure what to do, it is probably the way to go. The second method is harder and riskier, but the potential rewards are greater.

"The key to fooling your opponent is to convince them that your hand gives you important information that they don't have. One approach is to make the piles quickly and confidently. Put a normally powerful card that because of your hand you're not afraid of (I will call this the decoy) in a pile with something of little importance, maybe an excess land. Then the other pile will be composed of the three remaining cards, including the card you're actually most afraid of. Hopefully your opponent will become convinced that the decoy in the smaller pile scares the living daylights out of you and take it. I don't recommend overdoing this. Try to balance the piles enough that if your strategy backfires you might still have a chance to win. Of course if you're desperate enough you can take whatever risks you think necessary."

He added, "A Fact or Fiction immediately when your opponent reaches four mana can be quite interesting, especially if they didn't arrive at four mana promptly. In this situation I like to put all the land in one pile and the spells in the other. Now you are often guaranteeing a reasonable outcome. Either he is able to have some land to go with the spells he already had, or now he has some extra spells but often without enough mana to exploit this. Its important to separate the cards your opponent wants from those they need. While you should try not to be too greedy when making the separation, you should try and punish your opponent for being greedy.

"For example, when there is another Fact or Fiction among the five cards I'm separating, I often like to put it with the decoy pile. The other pile sometimes contains something so scary that I want to take my chances and another entire turn of my opponent's on a new Fact or Fiction. This is a trap many opponents fall for, since they are playing with Fact or Fiction they are usually a big fan of casting them whenever possible. As powerful as cards like Fact or Fiction are, it's usually dangerous to take too many turns for searching and card drawing and not actually doing anything that affects the board."

In more competitive Type I, however, note that mana can develop faster. Also, while Type II decks using Fact or Fiction can end up running out of cards if not careful, this is far less relevant in Type I because Morphling can be forced onto the board and win the game in only four turns.

Before Fact or Fiction, Whispers of the Muse was the card drawer of choice for decks that intend to play out long games of control (other decks used Opportunity and Stroke of Genius, for example), but it was too slow and expensive to use outside Type II. If you use it, the two things to remember are: 1) When you have four Whispers, do not be afraid to cast one early (when it is useless) without buyback to cycle through your library; and 2) When you reach 6 mana, a clever aggressive deck will try to cast something every turn to force you to counter in an attempt to stop you from drawing more cards.

Card manipulation has to be examined carefully in terms of net card gain. Frantic Search, for example, uses one card to draw two cards and discard two more for a net loss of one card (and it was used in Type II mainly to combat Tangle Wire, not to draw cards). The same goes for Attunement. Cards like Scroll Rack and Soothsaying also draw no cards and their manipulation ability is limited in a deck that is very redundant (and again, Fact or Fiction is simply faster).

Manipulation is necessary in Draw-Go to increase flexibility, and allow a player to filter into land if needed in the early game, or a key Disk, Keg or Morphling. The manipulation cards of choice are often Impulse and Brainstorm, which have a zero net loss. Impulse is the classic card as it cycles through four cards (deeper than similar cards); play it early before you untap to smooth out the land and counters in your hand.

Brainstorm only digs through two cards but it is more useful in some situations due to the tricks it can perform. In Type I, it is easily cast in response to a discard spell to "hide" key spells on top of your library. With Thawing Glaciers, one can also draw three cards and return two weaker cards (excess land, for example), which will them be reshuffled away.

BLUE'S BEST FRIENDS: DISK AND KEG This deck type would not be possible without Nevinyrral's Disk. The reset button gains you several cards because you can neutralize the entire board with it, destroying many of your opponent's cards with just one of yours. This is the reason why you can afford not to counter some of your opponent's spells and then begin countering more aggressively after you use the Disk. The loss of the Disk severely weakened mono blue in Type II, forcing them to seek faster wins partly because they could no longer clear the board.

A fun spell to use with the Disk in casual play is Capsize, as one can Capsize the Disk in response to its ability (it does not say "sacrifice" so the Disk will return to your hand to be used again). Some more serious decks use Capsize to return permanents that were not countered when they were first cast, especially regenerating creatures that do not die to Disk. Early on, they can be used as a desperation move to break the tempo of an aggressive attacking deck. (Note that in more competitive play, this combo is too slow and expensive, and a good player should be able to take control after the first use of Nevinyrral's Disk.)

The Urza Block brought Powder Keg, the popular Disk alternative, and this has become more important in Draw-Go because it can be played earlier. However, it does not sweep the board like its ancestor and does not affect enchantments. Nevertheless, it selectively kills opposing creatures, and can be used even when Morphling is already in play.

Disk is often held until needed because one does not want to avoid tapping out. Against some decks, however, you will want to play Keg as soon as you can instead of holding mana open to counter. The best example is Sligh, where you will want to destroy Jackal Pups, Goblin Cadets and Cursed Scrolls before you have to counter burn spells.

When using Keg, pay close attention to the number of counters. The number to maintain requires close observation of the opponent's deck. The general rule is to keep the counters at one less than the desired level, and add the last counter during your next upkeep. Against Sligh for example, one can add no counters (which kills man lands and Moxen) until one sees a Jackal Pup, or one can keep Keg at one counter for the weenies with the option to go to two counters if a 2-mana creature is seen. Against another Draw-Go deck, on the other hand, one will want to go to four counters and wait for the Morphling.

THE FINER POINTS OF MORPHLING Draw-Go contains just a few creatures because when it plays a creature, it expects to win. Morphling is the best finisher available in the game and is not nicknamed "Superman" for nothing. For beginners, though, the Morphling rules are described in this Primer as well.

(The classic choice was Mahamoti Djinn and was followed by other big creatures such as Waterspout Djinn and Silver Wyvern, but even the classic Serra Angel has been displaced by the mighty Morphling. There are alternatives, however, which survive the Disk unlike Morphling: Palinchron with its "free" casting and return-to-hand ability, and Masticore which is strong against weenies and regenerates after Disk.

Rainbow Efreet has become stronger after Sixth as it can now phase out after dealing damage, and can evade the Disk as well. Before Morphling, Draw-Go decks killed with only Stalking Stones and a lone Efreet.)

MORPHLING Cost: 3UU Rarity: Rare Type: Creature - Summon Shapeshifter Set: Urza's Saga

Errata: 3/3. ; U: Untap ~this~. ; U: ~this~ gains flying until end of turn. ; U: ~this~ can't be the target of spells or abilities until end of turn. ; 1: ~this~ gets +1/-1 until end of turn. ; 1: ~this~ gets -1/+1 until end of turn. [Oracle 99/05/01]

First, never play Morphling unless you have at least six mana (the sixth is to activate the "cannot be the target of..." ability to protect the Morphling); in Draw-Go, it is better to wait until you are in complete control. Always use this ability in response to spells and effects that target Morphling to cause them to fizzle, but note that if you have only two or three blue mana open, your opponent can attempt to unload a barrage of spells during the end of your turn to force you to tap out (you can try to conserve blue mana by instead increasing the toughness with colorless mana, if you have to). Once you can protect Morphling, play it immediately, do nothing else but keep mana open, and win in four turns.

Second, remember that if you want to fly past blockers, you have to give Morphling flying before blockers are declared.

Third, remember that Morphling untaps, so attack with it and untap it when you need a blocker.

Fourth, turn Morphling into a 5/1 for a faster kill or to kill a larger creature. The latter is done by using the reverse ability and pumping the Morphling's toughness after damage is assigned. The Morphling will deal damage based on its original power, but damage will be applied to its new toughness. Thus, to kill a Juzam Djinn, one only has to spend two mana to turn the Morphling into a 5/1, assign damage, then spend five mana to turn it into a 0/6.

Finally, against "power" Type I decks, remember that Morphling gets past both Moat and The Abyss, but dies to Balance, Wrath of God, Nevinyrral's Disk, Diabolic Edict and Tsabo's Decree as these are not targeted.

There are so many other little tricks to Morphling that one picks up as one goes. One responds to Abeyance by making Morphling untargetable. One gets past Ensnaring Bridge by turning Morphling into a 0/6 creature then to a 5/1. Note that a Replenished Treachery can legally be placed on Morphling because it is not considered a spell and does not need to target. Also note that Obliterate is used by some sadistic players as an anti-Morphling spell, and the Draw-Go player's only defense is to hold extra land in hand. Finally, some players sideboard Flash to allow Morphling to be cast as an instant and used as bait to force a counter war during the opponent's turn and create an opening for a second Morphling in the Draw-Go player's turn. (The Weatherlight land Winding Canyons does the same thing, though for more mana.)

In today's environment, Draw-Go decks usually cannot just pack one kill card such as the lone Rainbow Efreet of old because decks are faster, making it harder to maintain complete control and encouraging one to end the game faster. (Rainbow Efreet, however, is still used by some players in some situations despite its mana intensiveness because it and not Morphling slips past Oath of Druids.)

(As a final note, while Control Magic and Treachery do not affect Morphling, note that your opponent's random Bribery and Desertion become very good if they manage to get Morphling, so beware in casual play lest you become the laughingstock of your play group!)

MASTICORE Cost: 4 Rarity: Rare Type: Artifact Creature Set: Urza's Destiny Errata: 4/4. ; At the beginning of your upkeep, you may discard a card from your hand. If you don't, sacrifice ~this~. ; 2: ~this~ deals 1 damage to target creature. ; 2: Regenerate ~this~. [Oracle 99/07/21]

In weenie heavy environments, one will probably want to replace Morphling with Masticore. It has a brutal upkeep, but it can make up by killing weenies, surviving Disk and being able to defeat an opponent in 5 turns. It is also hard to kill when an opponent does not have Swords to Plowshares (or something like Pillage or Treachery), though it is still not as easy as Morphling to protect. One should know when to stop paying the upkeep (for example, when the ground stalls). Note that you can use Fact or Fiction in response to the upkeep to gain some breathing room (when you Impulse for it at the end of your opponent's turn, for example).

Be especially wary of playing Masticore against a discard deck, though, as you have to keep at least one card in hand for the beginning of the next turn, and a single discard spell can indirectly kill Masticore by emptying your hand.

Note that in addition to creatures, some Draw-Go decks use Treachery, and this can be competitive when creatures such as Ophidians are expected. Generally, however, these are bad (though fun) because an opponent may have no creatures, or no worthwhile creatures. When using it against a weenie deck with nothing worth stealing, steal a creature anyway if you have nothing else to do, to use as a sacrificial blocker.

Bribery, however, is a bad card (unless your opponent has only one Morphling, like some Keeper decks). Treachery costs a card and gains you one of your opponent's cards, for a net gain of one card in your favor. Bribery costs a card and gains you a card that was not in play, for no net gain. And, your opponent might still have nothing worthwhile.

LAND Before going into individual card choices, one has to note that Draw-Go has to use a lot of mana. When a control deck faces a similar deck, the one with more mana in play often wins, and many old Type II decks used as many as 30 lands. One has to be very conscious of this when creating a Draw-Go deck. In addition, one also has to pay attention to the number of blue mana sources in the deck and make sure that it consistently gets two blue sources by turn 2 so it can begin countering immediately.

Mana development is very important for the Draw-Go deck, which is why cards like Thwart and Daze can be very bad for it and why cards like Quicksand and Maze of Ith can hurt it more than they seem to.

Aside from Library of Alexandria, there is no land stronger in Draw-Go than Thawing Glaciers. It gives you the mana to win the counter war and thins your deck, improving your draws. However, it is a slow card that many players leave out in competitive play. When using this, make sure to drop at least two Islands first unless you are sure your opponent will play nothing you need to counter. Also note that if you went second, you may end up with nine cards in hand after using Thaw and be forced to discard a card. (Thawing Glaciers' effect is not felt until the midgame, which may make it too slow for more competitive play. As shown by the casual deck at the start of the article, however, it is fun in casual play and brutal with Dust Bowl.)

Mishra's Factory is a classic utility land, and gives a backup win option as well as a powerful early blocker (remember that in Sixth, tapped blockers deal damage but a Mishra's Factory just played still cannot tap itself and give itself +1/+1). Against an opposing counter deck, remember that Mishra's Factory is uncounterable. One must choose when playing one's first land, however, as playing Mishra's Factory in the first turn will remove its summoning sickness for the next turn but disallows you from playing Counterspell.

Faerie Conclave and Stalking Stones are other alternatives, though Faerie Conclave has the problem of coming into play tapped. If you like man-lands, you may also enjoy Trade Routes. While its main purpose is to convert excess land into spells, it bounces man lands (especially after combat damage goes on the stack) and doubles as defense against land destruction.

Land destruction is necessary in any deck and especially against opposing man-lands and Libraries of Alexandia that cannot be countered. The pinpoint land destruction of choice are Strip Mine and 4 Wastelands. Dust Bowl can be added to supplement the deck because Draw-Go plays long games where the Bowl's ability can come into play and offset the high land count Draw-Go has to run.

Remote Isle is a good Type II choice as it can be cycled if drawn late, but note that Thawing Glaciers is simply more powerful.

Finally, some old decklists contained Quicksand as a creature removal spell. It has to be sacrificed and stunts your development, however. If you like this, however, my personal favorite is the Desert of Arabian Nights. Another old favorite is Maze of Ith, is actually bad because it slows mana development, but can be fun in casual play because it forces an opponent to overextend and lose more cards to Nevinyrral's Disk.

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