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                            The Disruptor
                            v2.0 
                            Trent Garner The previous build of The Disruptor deck worked out
                        well during thetournaments I played over the weekend.  It beat
                        Fires (without using
 Perish!) and U/W Control, but was only able to stall
                        Counter Rebels,
 eventually succumbing to the onslaught.  I tried to
                        force Wash Out through
 but got beat in the counter war.  Counter Rebels is
                        a tough match-up,
 especially in my area, where the decks consist of 12- 14
                        Rebels and the rest
 is counter spells.  No kidding.  I think part
                        of my success with this deck
 vs. the "net decks" was simply the Rogue
                        element.  Several people said
 something about not having faced some of the cards I
                        used before, catching
 them off-guard.
 
 Anyway, after going 2 - 2 in a small Type II, double
                        elimination tournament,
 I decided the current decklist is good, but it could be
                        better.  So I
 thought about the strengths and weaknesses I faced
                        against the decks that
 beat me and have v2.0 ready for testing this coming
                        weekend.  The original
 decklist can be found at the end of this article, or in
                        the Pojo Strategy
 archive.
 
 The Disruptor v2.0
 
 CREATURES (18)
 ---------
 Cavern Harpy x4
 Cloudskate x4
 Marsh Crocodile x2
 Nightscape Familiar x4
 Ravenous Rats x4
 
 SPELLS (20)
 ------
 Counterspell x4
 Fact or Fiction x4
 Power Sink x4
 Probe x4
 Recoil x4
 
 LAND (22)
 ----
 Islands x12
 Swamps x8
 Salt Marsh x2
 
 Alright, let's get into the changes made and why I
                        decided on them.
 
 First comes the Cavern Harpy.  This little monster
                        is truly amazing, gating
 Rats and Cloudskates, blocking and bouncing, etc. 
                        I originally ran only
 three, but there were a couple of times I really needed
                        her and didn't have
 her.  So one more is the order.
 
 Notice that Daze is now gone.  It's just too easy
                        to play around, so I
 replaced it with Power Sink.  In my experience,
                        Power Sink can mimic Daze in
 every way (U1 is minimal casting cost to be effective)
                        except alternate
 casting cost, which may be missed in the long run. 
                        Time and testing will
 tell.  Daze and Foil have good synergy, so I may
                        switch back to Daze.
 
 I also decided to run Fact or Fiction maindeck, as I
                        found myself needing to
 move through my deck faster than Probe allows by itself. 
                        I kind of liked
 having them as a surprise in the sideboard, but they
                        will be more effective
 maindecked.  That first win is important! 
                        Unfortunately, this pushed
 Rushing River to the sideboard, but as you'll see, I
                        have a new strategy
 there as well.
 
 The next big change was removing the Urborg Drake from
                        the deck altogether.
 This is a scrapper, but the drawback hurts too much in
                        the wrong situation.
 I'd rather have something that can take a defensive
                        stance when the need
 arises.  Flying is good, always having to attack is
                        not so good.  In their
 place I added two Marsh Crocodiles, which work better
                        with the overall theme
 of the deck, i.e. discard.  Plus, his two CIP
                        effects allow for some
 distressing (for your opponent) bounce/discard tricks. 
                        These are the only
 change made to the creature base.
 
 That is pretty much all the changes made to the maindeck. 
                        I would like to
 point out something here that I only realized after the
                        second build was
 done.  This deck contains no Rare cards, excluding
                        the sideboard which we'll
 discuss below.  All you will find are Uncommon and
                        Common cards here, making
 this an affordable deck for most players.  I like
                        cheap, cheap is good.
 
 On to the sideboard:
 
 Foil x4
 Rising Waters x4
 Rushing Rivers x4
 Washout x3
 
 You can see from this list that the sideboard strategy
                        is to go Blue Control
 for game two.  The addition of four more counters,
                        plus the added bounce
 with Wash Out and Rushing Rivers all combine nicely with
                        Rising Waters to
 lock down the game and keep it locked.  Granted
                        this is not an original
 idea, as you'll see Skies decks doing something similar,
                        although not quite
 as focused.  I am trying this approach to beating
                        Counter Rebels, which
 seems to be the toughest matchup for this deck.
 
 Some of you might wonder why the sideboard changed so
                        dramatically.  The
 truth is I found myself unable to use the Dust Bowls
                        effectively, as I
 rarely had the mana free for the activation cost, or
                        wound up not drawing
 enough mana.  Perish wasn't needed against Fires,
                        so it's gone, Fact or
 Fiction is maindeck now, and I still can't quite get the
                        hang of Yawgmoth's
 Agenda.  I am opting for a strategy I can play,
                        rather than the cool factor
 the Agenda gave me.  In fact, only one other deck
                        even played Agenda in the
 tourney besides myself.  I just need more practice
                        with it so I can use it
 to best effect.  It may make it back in as the deck
                        gets honed to a razor's
 edge.  What a cool phrase.  Last but not
                        least, Massacre.  I only put it in
 to battle the Rebels, but it got countered every time I
                        tried to play it
 out, as did Wash Out.  I may do a little swapping
                        between Wash Out and
 Massacre as I continue testing to see what works best.
 
 I would like to add a note here:  I fully realize
                        that there are better
 counter spells in the Type II format, but I personally
                        don't feel like
 dropping nearly $100 to get four Undermines and four
                        Absorbs into this deck.
 It would be nice, and if I get some through boosters,
                        tourney packs or
 trading, I'll put them in.  :-)
 
 
 The Disruptor v1.0
 CREATURES (18)
 ---------
 Cavern Harpy x3
 Cloudskate x4
 Nightscape Familiar x4
 Ravenous Rats x4
 Urborg Drake x3
 
 SPELLS (20)
 -----------
 Counterspell x4
 Daze x4
 Probe x4
 Recoil x4
 Rushing River x4
 
 LAND (22)
 ---------
 Island x11
 Swamp x8
 Salt Marsh x4
 
 SIDEBOARD (15)
 --------------
 Dust Bowl x2
 Fact or Fiction x2
 Foil x3
 Massacre x4
 Perish x2
 Yawgmoth's Agenda x2
 
 
 
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