I had a Darigaaz deck before the "Darigaaz Domination" List was posted, and
who ever designed it really needs help on deck building.
Weakness #1--Mana Base
The first weakness in his deck that i saw and that i had to overcome in my
own version in a bad mana-base. I used four birds of paradise to help me (i
am not like those rich shitheads on the pro-tour who spend thousands of
dollars on cards; i traded) and i used elfhame sanctuary. The birds are a
secure, first turn, mana producing creature. And the sanctuary helps me
search for mana that i don't have readily available. I too, used to run
four
of the caldera but when i got two in my hand and no other lands, i switched
to two. To cover the B/R/G land aspect i threw in a couple of Llanowar
Wastes
and Urborg Volcanos and Shivan Oasis to smooth things over. And any deck
over two colors with green in it should be a basic green deck with the
other colors splashed.
Weakness #2-- Creature Costs
With Seven of his creatures costing five mana or more in a three color deck
with only two birds is insane. Maybe if there where any familiars in here
it
wouldn't be too bad, but i don't see any. The killer of the deck would
hopefully be Darigaaz himself or Blastoderm (he is even not-fitting to the
deck because hehas no evasion or game-altering abilities (other than brute
force)).
The Attendants are not needed. They are over priced at five mana and have
an ability
that can be useful, but not significant. The Orgg shouldn't even be
in the deck, Why not run three more Blastoderms, or even go out on a limb
and
play a solitary Spiritmonger. Crypt Angel and Fallen Angel can be good but don't
really fit. And who the hell plays with Goblin Raiders?! C'mon, one
of the worst
bears in the game, omg...
Weakness #3-- Deck Direction
If you want to make a deck that is streamlined and effective then you
should
focus on one topic, ie. Discard or control, maybe even land destruction.
You
don't go for discard and pump up. i would take out the Ostracise, Duress
and
Giant growth and put in four consume strength. Creature Removal and pump
up.
The Digging Team should be a sideboard, and The Shivan Zombie + Yavimaya
Barbarian are only good for sacrificing them to the Fallen Angel.
Weakness #4-- Creature Removal
What this deck needs is a way to clear the path for Darigaaz or whatever is
your finishing move. 1 Blaze, 1 Urza's Rage and 4 Darigaaz's Charm are not
significant. What is needed is 4 Ghitu Fire (or Blaze), 2 (or more) Urza's
Rage and if you really want them 1 or 2 Darigaaz's Charm. For other removal
proof cards against decks with lots of burn you should run 3 Nightscape
Familiar to help your mana cost and for repetitive blocking.
This is what i have for my deck:
Enchantments (4):
4 Elfhame
Sanctuary
Creatures (26):
2
Skizzik
2 Blurred
Mongoose
4 Birds of
Paradise
2 Pyre
Zombie
2 Darigaaz, The
Igniter
3 Flametounge
Kavu
1 Thunderscape
Familiar
3 Nightscape Familiar
2 Thunderscape Battlemage
2
Spiritmonger
1 Thunderscape Master
Instants/Sorceries (11):
4 Ghitu Fire
4
Terminate
2 Consume Strength
1 Urza's Rage
Land (21)
2 Shivan
Oasis
2 Urborg
Volcano
2 Llanowar
Wastes
2 Darigaaz's
Caldera
4
Mountain
6
Forest
3
Swamp
Essentially, you have at least one card to drop each turn. this keeps the
deck going against counter and you should always have something new on the
table after your turn.
The sideboard should have Pernicious deeds for board clearing and more
Rages
and Consume Strength. Seal of Fire is good against merfolk and elves. That
is
what a true Darigaaz deck should look like.
~Wact Weasel