Dedicated to Ben, who build the rainbow deck
to beat all rainbow decks.
I'll continue my streak with some rainbow and
domain cards thart don't quite make the cut a lot of the time.
Spirit of
Resistance and Coalition Victory looked interesting when they were released with
the rest of the Invasion set back in November 2000. That faded within the
next month or so as people realized that with just one set, a rainbow deck
wasn't viable, let alone breaking both cards in a fast enough fashion to win
games.
As the rest of the block showed itself to be even more rainbow
oriented than Invasion did, more and more cards began to reveal themselves,
making the deck viable. Domain became the five color deck of choice, which
left these cards unfortunately out.
Still, the rainbow deck remained a
hidden threat, revolving around a stupid way of locking down your opponent, and
embarassing your opponent through the "stupidest way to win."
Oh yes, I
should probably tell you what both of these cards do before I go on with the
deck list.
Spirit of Resistance is so fun, but is hard to get going.
It is a white enchantment with a casting cost of 2W, which reads "If you
control a perminent of each color, prevent all damage that would be dealt to
you."
Coalition Victory is just dumb. It's so stupid because
everyone hates loosing to it, and nobody ever expects it . Coalition
Victory's casting cost is outrageously undercosted for what it does, but still
remarkably fair. It costs 3GWRBU, and is a sorcery that reads, "If you
control one of each basic land type, and a perminent of each color, you
win the game."
Now, with this style of deck, you're virtually playing a
checker board of things that you normally wouldn't play. First thing is
first though, you need Cromat.
No if's and's or but's here.
You need Cromat, and I'll give you four reasons why.
First
is because you're playing Coalition Victory. He costs one of each color,
thus making him the ultimate card to be coupled with Coaltion.
Two, he's
big. Amazingly big. He's a 5/5 that does more things than a swiss
army knife. End of story.
Three is because it also flips the bill
for Spirit of Resistance.
Four is because I said so.
Now, just because you play it doesn't mean you'll want to rely on
it a lot of the times. You need to put in a lot of new tricks, and a lot
of cool things for your deck. This means that you'll be using
everything from stupid combos to fun cards that everyone plays.
Draco is
a normally stupid card that you can get going with all 5 colors. Getting
all 5 colors is usually no problem, so he can go in to be a normally imposiong
threat.
One such combo that I've seen played is with Elfhame Sanctuary
and Phyrexian Tyranny. You bypass the Tyranny with Sanctuary. By the
time you start to draw cards, you have the mana to pay the two each time.
It's just another way of tying up your opponent's mana so thatr they
have less for counters and other tricks on your turn.
The Scouting
Trek-Clear the Land combo is also potent at getting your mana to multiply faster
than normal. This combo is up to you, but your musts are Lay of the Land
and Harrow, Harrow especially.
You need to be able to get the mana you
need, when you need it. Truthefully, without Harrow, you won't be able to.
Now, I'm going to give you the don't for this style of deck, since
the rainbow deck is literally whatever meets your fancy.
Last Stand is a
definite don't. Never EVER play Last Stand. The cards effect is too
limited to help you, especially if you try to rush it.
The next
definite no are the Apprentice's and the Master's. If you put these in,
you realize that your deck is, well, to slow with a small multiple of the them.
Then you wind up centering your deck around those, and that deck is loopy
at best.
The next don't are the tap lands. The one of two colors is
not worth it, especially since it comes into play tapped, and they don't help
you since they aren't basic lands.
Last, but not least, is running fewer
than 25 land. You need to be able to access a lot of your land and be able
to get it out as fast as possible, so you need a lot of it. Anything less
is offensive, and you probably will have a lot of mana problems.
Well, I
guess I'll show you what Ben's deck looked like. Keep in mind his deck was
ruled by cards that ran in singles and doubles, like Spirit of Resistance and
Coalition Victory. Like I said about Ice Cave, those are your trump cards,
your veritable ace's up your sleeve.
They win you the game, or
make it so your opponent cant win no matter what they did.
Ben's Rainbow
Deck
Creatures (4)
2 Cromat
2 Draco
Spells (31)
4 Elfhame
Sanctuary
4 Harrow
2 Phyrexian Tyranny
3 Spirit of Resistance
2
Coalition Victory
2 Fact or Fiction
1 Scouting Trek
2 Clear the
Land
4 Fertile Ground
1 Planar Despair
2 Dismantiling Blow
4
Sterling Grove
Land (25)
2 Forsaken City
3 Terminal Morraine
6
Forest
4 Island
4 Plains
2 Mountain
4 Swamp
Again, and
always, Counters will give this deck trouble. Still, if you catch them off
guard with a Spirit of Resistance and the insignificant cards like Tyranny and
Grove, then you literally win. That is possible, and it does happen quite
often.
I see Fires being faster than this deck, but beating it is
still in the air.
The cool thing about this deck is that so much of the
deck is insignificant that people will let it slide by, and regret it later
when you drop a Spirit of Resistance or something. Which means that
is has a chance againse every deck in the current format.
Just remember
to have fun playing, and I'll catch you on the flip side with another stupid
rare.
Over and Out,
John "The Happy Heretic" Hornberg
Remember
my E-Mail promiseland85@hotmail.com if you have any questions, want some help
with a deck, or just want me to break a stupid rare that I haven't yet. If
I don't reply, don't feel left out, I have many pressing concerns that need to
be taken care of, like school.