MTG Salvation Forums
Home Articles Zendikar Spoiler (249/249) Radar Forums Blogs Wiki Writing/Contests Chat About

Go Back   MTG Salvation Forums > MTG Salvation > Articles
Register Blogs Search Today's Posts Mark Forums Read

Reply
 
Thread Tools Search this Thread
Old 05-16-2005, 11:05 PM   #1
Lesurgo
Realmbreaker
Administrator
MTGS Writer
Three Time FCC Winner (December 2005, May 2006, October 2006) Best Standard Strategist 2006 FCC Maker of the Year 2006 Best Moderator, 2007
 
Lesurgo's Avatar
 
Join Date: Jan 2005
Location: Washington
Posts: 7,267

United States

Send a message via AIM to Lesurgo Send a message via Skype™ to Lesurgo
Default



By Gavin Verhey

Culture is a large part of Magic. Some people may write Magic cuture off as simply the metagame. The truth is, while the metagame is a part of any given Magic culture, there is much more to it than that. Local groups and well-known Magic experts, popular formats and player skill, along with the metagame, are all parts of an area's Magic culture.

In this article I'm going to talk about a part of my local Magic culture, a popular format in the California-Arizona region named "Dangray." This format was created during the summer of 2001 to give the staff and dealers at Costa Mesa Women's Club events something to do during particularly slow times, and was formalized by Dan Gray as a fun tournament format. Ever since, it has grown to outside the Costa Mesa Women's Club, and mainly into Arizona and throughout California.

How is the format played? First of all, the decks use "Highlander" rules, which mean that you cannot play more then one of any given card. Furthermore, you can play no more then 3 of each basic land (Snow-Covered lands count as their basic counterparts). Decks must also use at least 100 cards, and no more then 125. Any set/card is legal (Including gold bordered cards from things like World Championship decks, or white-backed "Artist Proof" cards. Some people dislike using Unhinged/Unglued, so make sure to ask your opponent if it's okay to use them if your deck contains Unhinged/Unglued cards).

An average sized Dangray deck
Now heres where things get tricky: You must play at least 7 cards of each color, 7 multicoloured cards, and 5 Artifacts that don't produce mana (split cards count towards multicoloured cards). Luckily, you are allowed to proxy all of the original dual lands (Tundra, Underground Sea ETC.) as well as 5 cards of your choosing. There is a ban list for standard two-player games and a ban list for Two-Headed Giant gameplay that is on the website, located a handful of words down. There are a few other minor rules that I haven't listed here that aren't really critical to Dangray play, such as special rulings on Chaos Orb and Test of Endurance in Two-Headed Giant play. To see these rules, along with all of the official rules, go to http://www.aztlan-promotions.com/typedangray.html.

The exact rules of the format may vary depending on which area you play in. Some areas only use the standard banned list, and some areas only use the Two-Headed Giant banned list. Likewise, some areas always allow one free mulligan, or if you haven't played a land this turn and you have 3 or less lands in play, you can discard a card at random to search your deck for a land and put it into your hand. Before you start a Dangray game with someone not from your area, always clarify beforehand what rules they may be using.

Building a Dangray deck sounds like a formidable task, but in the end you'll probally have more then enough cards to make a deck from... so many that you'll probably have to cut some. Dangray decks (like most "large deck" formats) tend to be control decks that counter until the late game and then follow up with a large threat (although a quick aggressive deck is perfectly viable).

Usually in this format, each colour is good for 1-2 different uses. Green is usually used for mana acceleration, Blue is usually used for countermagic and other various control cards like bounce, Red is usually used for artifact destruction and burn, White is usually used for board sweepers and Black is usually used for destruction and tutors.

Dangray also has several unwritten rules. Foil, foreign or signed cards are always better then their normal counterparts. A combination of those 3 is

even better. While it doesn't change what the card does, it certainly makes your Dangray deck a lot cooler then the others guy's.

Another unwritten rule is how the Wishes or Ring of Ma'Ruf work in Dangray. When these effects resolve, you get to choose any card that the card would normally allow you to pick (i.e. no getting sorceries with Cunning Wish), and then put the Wish or Ring back into your hand as the chosen card.

A very important unwritten rule is that you shouldn't abuse the proxy rule. If you need a Panoptic Mirror proxy for your Dangray deck based on it, fine. If you need a Demonic Tutor proxy, fine, but you might get some lighthearted complaints. If you use an Ancestral Recall proxy, many people simply won't play with you. Dangray is a fun, casual format. When you start making your deck with proxies of power or other broken old cards, it simply just isn't fun anymore.


Kids, don't do power proxies.
A card shop in Arizona used to run unsanctioned Dangray tournaments. The result? After the first few weeks, nobody came. People played Dangray because it was something fun you could do between rounds or when you had some extra time. When something was actually at stake, the decks were cutthroat and everyone was rules-lawyering, while in a normal game most opponents will let you take back moves as long as you haven't done anything else since you cast it.

Moving on, there are also a lot of good cards in Dangray that you probally haven't seen elsewhere. Here are several good cards that are maybe a bit more obscure. Please keep in mind, that while these cards are good, not every deck needs them.

Tainted Pact: In a normal format, you risk running into the same card often and losing several other cards for nothing. In Dangray, the only card that can make it stop is two of the same basic land, which doesn't happen very often.

Amnesia: In most formats, by turn 6 a lot of players have emptied their hand or have an assured counterspell. Not so in Dangray. If you can get this to resolve, you've just increased your chances of winning by a lot.

Last Stand: This card is amazing in this format. Let's say you control 3 of each basic land type when you cast this card. Having your opponent lose 6 life, you gaining 6 life, dealing 3 damage to a creature, drawing and discarding 3 cards, and getting 3 1/1 tokens is pretty good for a measly 5 mana. Keep in mind, however, that a creature must be in play to play this card, because you have to choose a legal target for the damage ability.

Skyshroud Claim: This card is one of the best mana accelerators in the format. Not only do you get 2 untapped lands for 4 mana, but you can get Tropical Island, Bayou, Savannah, and Taiga with it too!

Reclaim: What to do when Regrowth and Eternal Witness are banned? Go to the next best thing, of course! Reclaim is basically a tutor, but for your graveyard instead of your library. It is very important because there

The next best thing
are only a handful of legal ways to reuse cards that you've played in Dangray, and this is one of them.

The Bringers: These guys are played in almost every Dangray deck whose owner owns one. They are 5/5 tramplers for 5 with amazing abilities to boot. While the White one rarely ever sees play, and the Green and Red ones are usually good, the Black and Blue one are played in most decks. Vampiric Tutor every turn is especially good in this format, because your deck should always have answers. Have good board position? Get counterspells every turn. Need to get rid of a big creature or annoying Artifact? Go get destruction.

Vedalken Orrery: In a format where you're almost always playing against control, this card is crucial. It lets you tap out to play your game-winning threat without worrying about your opponent playing a larger threat next turn.

Lim-Dul's Vault: This card is amazing in this format. Not only does it let you get what you want for a handful of life in a format where the right threats and answers are everything and dead draws can cause you to lose, but it lets you set up your draws for the next few turns as well.

Recoup. This card is fantastic. It allows you to reuse everything from sorcery destruction to sorcery mana acceleration to sorcery speed tutors. Once again, in Dangray finding ways to get around the 1-of rule is very important, and this is no exception.

Now let's take a look at two Dangray decklists. The first is from Mark Rosewater (the forum member).

Mark Rosewater's Dangray '05  
Green

1 Birds of Paradise
1 Sakura-Tribe Elder
1 Naturalize
1 Exploration
1 Fierce Empath
1 Krosan Drover
1 Kodama's Reach
1 Tooth and Nail
1 Krosan Tusker
1 Ravenous Baloth

Red

1 Kiki-Jiki, Mirror Breaker
1 Sneak Attack
1 Starstorm
1 Anger
1 Ghitu Fire
1 Flametongue Kavu
1 Rorix Bladewing
1 Browbeat

Black

1 Spirit of the Night
1 Desolation Angel
1 Beacon of Unrest
1 Oversold Cemetary
1 Visara the Dreadful
1 Nezumi Graverobber
1 Nezumi Shortfang
1 Phyrexian Arena
1 Bringer of the Black Dawn
1 Avatar of Woe

Blue

1 Tomorrow, Azami's Familiar
1 Wonder
1 Clone
1 Meloku, the Clouded Mirror
1 Morphling
1 Bringer of the Blue Dawn
1 Apprentice Wizard

White

1 Disenchant
1 Exalted Angel
1 Eternal Dragon
1 Rout
1 Wrath of God
1 Swords to Plowshares
1 Mother of Runes
1 Decree of Justice
1 Akroma, Angel of Wrath

Multicoloured

1 Eladamri's Call
1 Pernicious Deed
1 Fires of Yavimaya
1 Iridescent Angel
1 Death Grasp
1 Vindicate
1 Terminate
1 Mystic Enforcer
1 Spiritmonger
1 Lightning Angel
1 Anurid Brushopper
Artifacts

1 Staff of Domination
1 Platinum Angel
1 Vedalken Orrery
1 Sword of Fire and Ice
1 Solemn Simulacrum
1 Umezawa's Jitte
1 Skullclamp
1 Darksteel Colossus
1 Etched Oracle
1 Wayfarer's Bauble
1 Sensei's Divining Top

Land

1 Krosan Verge
1 Temple of the False God
1 Blinkmoth Nexus
1 Treetop Village
1 Yavimaya Hollow
1 Underground Sea
1 Tundra
1 Volcanic Island
1 Tropical Island
1 Bayou
1 Taiga
1 Plateau
1 Savannah
1 Scrubland
1 Badlands
1 Sulfurous Springs
1 Underground River
1 Karplusan Forest
1 Adarkar Wastes
1 Brushland
1 Battlefield Forge
1 Shivan Reef
1 Llanowar Wastes
1 Yavimaya Coast
1 Caves of Koilos
1 Bloodstained Mire
1 Wooded Foothills
1 Flooded Strand
1 Polluted Delta
1 Windswept Heath
3 Forest
3 Swamp
3 Mountain
3 Island
3 Plains

The first thing you may notice when looking at this decklist is a lack of counterspells. At first this seems absurd, but when you take a closer look at the deck you see that instead of counterspells, Mark opted for more answers. This is a risky move, because your opponent is most likely going to have counterspells and you're not, plus you can't deal with opposing instants or sorceries. What this deck gains is the ability to destroy threats that could normally sneak past counterspells and play more threats because it doesn't need to hold onto mana to counter spells. As you can see, it has several game-winning threats, and a early Sneak Attack could easily be doom for your opponent. If the deck goes into the late game, an entwined Tooth and Nail should be enough to seal the deal.

Now lets take a look at my Dangray combo deck:
Lesurgo's Standard Dangray-Legal Infinite Turn deck  
Black:
1 Bringer of the Black Dawn
1 Chainer's Edict
1 Death Wish
1 Demonic tutor
1 Diabolic Tutor
1 Tainted Pact
1 Vampirc Tutor

Blue:
1 Time Stop
1 Thought Courier
1 Time Warp
1 Beacon of Tomorrows
1 Richard Garfield Ph.D.
1 Fervent Denial
1 Fact or Fiction
1 Worldly Council
1 Cunning Wish
1 Merfolk Looter
1 Fabricate
1 Brainstorm
1 Counterspell
1 Decree of Silence
1 Mystical Tutor
1 Last Word
1 Opportunity
1 Desertion
1 Flash of Insight
1 Ertai's Meddling

Green:
1 Elven Cache
1 Gaea's Bounty
1 Harrow
1 Krosan Tusker
1 Kodama's Reach
1 Reclaim
1 Skyshroud Claim

Red:
1 Flametongue Kavu
1 Grab the Reins
1 Lightning Bolt
1 Magma Jet
1 Mogg Salvage
1 Recoup
1 Smash

White:
1 Balance
1 Enlightened Tutor
1 Final Judgement
1 Orim's Chant
1 Orim's Thunder
1 Ray of Distortion
1 Wrath of God
Multicoloured:
1 Absorb
1 Dromar's Charm
1 Jungle Barrier
1 Lim-Dul's Vault
1 Terminate
1 Undermine
1 Vindicate

Artifacts:
1 Isochron Scepter
1 Nevinyrral's Disk
1 Panoptic Mirror
1 Platinum Angel
1 Vedalken Orrey

Land:
3 Island
2 Swamp
2 Plains
1 Forest
1 Mountain
1 Bayou
1 Savannah
1 Badlands
1 Volcanic Island
1 Underground Sea
1 Taiga
1 Plateau
1 Scrubland
1 Tundra
1 Tropical Island
1 Coastal Tower
1 Elfhame Palace
1 Shivan Oasis
1 Salt Marsh
1 Urborg Volcano
1 Tainted Isle
1 Tainted Field
1 Tainted Wood
1 Tainted Peak
1 Grand Coliseum
1 City of Brass
1 Darkwater Catacombs
1 Skycloud Expanse
1 Forgotten Cave
1 Tranquil Thicket
1 Llanowar Wastes
1 Underground River
1 Barbarian Ring
1 Tree of Tales
1 Mirrodin's Core
1 Riftstone Portal

What does this deck do? It tries to set up one of three combos that should win you the game or at least stall out until you can get something that wins you the game. What are the combos, you may ask?

Well, the first and most obvious one, as well as the deck's main idea, is to put either [card]Time Warp[/card or Beacon of Tomorrows on a Panoptic Mirror and then, barring any destruction or counterspells from your opponent, take infinite turns and win the game.

The second combo is a variation of the first. It costs a lot of mana to work, but it only requires a single card instead of two. The card is Bringer of the Black Dawn. What you do is you play Bringer of the Black Dawn, and then next turn tutor up Beacon of Tomorrows with its ability. Since Beacon goes back into your deck when it resolves, you can tutor it up next turn as well. You don't get infinite turns in this way, since it does cost 2 life an activation, but the game shouldn't last long with a 5/5 trampler on your side anyways. An alternate way to do this is to get an Isochron Scepter with a Mysticial Tutor imprinted on it, in which case, it is infinite turns.

The third combo is a soft lock, and usually your opponent has an answer within a few turns, but it does allow you to stall until you draw one of your other combos. The combo is Isochron Scepter with Orim's Chant.

The deck basically uses its tutors to get a piece for a combo that hopefully you already have the other half for in your hand. It uses card drawing to get to combo pieces, tutors, and answers for opposing threats as well. Counterspells are critical in this deck so you can counter threats and counter anything that would disrupt your combo.

You might be asking yourself right now, "Why should I play this format instead of a more well known one like 5-colour?" Well, I play Dangray over 5-colour because the large deck and single copies of each card make games random, but not too random for my tastes. The Banned and Restricted list keeps the game fun by getting rid of cards that aren't really fun to play against, while making sure that most of the cards you desire for your deck in someone else's trade binder aren't banned.

Try it out, build a deck, and talk to people in your local area about the format, and maybe Dangray can become popular in your area too. Even if just two people play it between rounds, you will get people asking about it, and after telling them about it, maybe they will play too. Many formats can get large this way, and I encourage you to write an article about your local casual format.

-Gavin Verhey, AKA, Lesurgo

Credits:
Writer: Lesurgo
Deck Providers: Mark Rosewater and Lesurgo
Original Provider for my Deck's Idea: Dan Voigt
Images: Iloveatogs
Editor: Binary
Special Thanks: All my fellow Dangray Players who play near me, especially Brian and Matt. Keep playing it like a fish with strings attached to its ears.

Last edited by Goblinboy : 05-16-2005 at 11:05 PM. Reason: Merged posts: 262752, 232303
Lesurgo is offline   Reply With Quote
Old 05-16-2005, 11:11 PM   #2
Cyan
Immortal One
Clan of the Year, 2007 Mafia Player of the Year, 2008
 
Join Date: Jan 2005
Posts: 14,080
Send a message via ICQ to Cyan Send a message via AIM to Cyan Send a message via MSN to Cyan Send a message via Yahoo to Cyan
Default

Dan Gray is super sweet...it's something to do with all of your foils after the cards rotate out of T2 and are suddenly worthless.
Cyan is offline   Reply With Quote
Old 05-17-2005, 02:25 AM   #3
Machius
Machiavellian Manipulator
 
Machius's Avatar
 
Join Date: Jan 2005
Location: Sunshine Coast
Posts: 4,001

Australia

Default

Looks like a fun format, i'm going to try to convince some players around here to give it a go.
__________________

Banner Concept By Machius, Banner Design By Votan.

Machius proudly supports R_E's right to Rumour!

Quote:
Originally Posted by Orange Mage View Post
In general, Machius is right on the button. You should follow his line of thinking.
Machius is offline   Reply With Quote
Old 05-17-2005, 04:28 PM   #4
Lesurgo
Realmbreaker
Administrator
MTGS Writer
Three Time FCC Winner (December 2005, May 2006, October 2006) Best Standard Strategist 2006 FCC Maker of the Year 2006 Best Moderator, 2007
 
Lesurgo's Avatar
 
Join Date: Jan 2005
Location: Washington
Posts: 7,267

United States

Send a message via AIM to Lesurgo Send a message via Skype™ to Lesurgo
Default

Quote:
Originally Posted by Cyan
Dan Gray is super sweet...it's something to do with all of your foils after the cards rotate out of T2 and are suddenly worthless.
Yes, this is true. Some people will play subpar versions of cards simply because they have a foil/foreign/signed version of it.
Lesurgo is offline   Reply With Quote
Old 05-17-2005, 04:51 PM   #5
Guttersnipe
Wizard Mentor
 
Guttersnipe's Avatar
 
Join Date: Apr 2005
Posts: 594
Default

What is it with foils anyway? For us here, far away, it always was just a marketing ploy to which nobody subsided, then we started hearing all these crazy things of sparkly Masticores going for a 100$! We were (and then we were :dance2:, because we had some ). Can somebody explain?

And I've convinced a guy at the store to play with me in a week and this excites me far more than it should.
Guttersnipe is offline   Reply With Quote
Old 05-17-2005, 05:47 PM   #6
Lesurgo
Realmbreaker
Administrator
MTGS Writer
Three Time FCC Winner (December 2005, May 2006, October 2006) Best Standard Strategist 2006 FCC Maker of the Year 2006 Best Moderator, 2007
 
Lesurgo's Avatar
 
Join Date: Jan 2005
Location: Washington
Posts: 7,267

United States

Send a message via AIM to Lesurgo Send a message via Skype™ to Lesurgo
Default

I think a lot of people just like foils because they look different and have a much more rare feel to them. Especially with the new style of foiling on the new card face where they highlight certain aspects of the card, that can just be downright cool sometimes.
Lesurgo is offline   Reply With Quote
Old 05-19-2005, 09:43 AM   #7
Mark Rosewater
Cannabis Consumer
 
Mark Rosewater's Avatar
 
Join Date: Jan 2005
Location: I'd love to move to Amsterdam!!
Posts: 1,707

United States

Send a message via MSN to Mark Rosewater
Default

Really, it gives you an opportunity to show off some highlights of your collection. For most people, that = foils. Personally, for my deck (yes, the one in the article), I just threw a bunch of good powerful cards together in accordance with the deckbuilding guidelines. My highlights are real duals (I am only short a Taiga at this point), Japanese Kokusho, Portugese Morphling (signed), Foils: Eternal Dragon, Rorix, Anurid Brushhopper, Platinum Angel, Jens, Vedalken Orrery, FNM Flametongue, Krosan Drover, all basic lands.

Pretty intimidating, huh? LOL
__________________
Mayhem for Life
Friend to Gaymers everywhere!!
Pimp tight SLAYER avvy by votan!!



"You only know that which you are told."

I smoke weed.

I encourage anyone interested to get high and check it out.


Currently Smoking:
Block-Head (cause when u smoke it, it takes you to legoland!!)
Mark Rosewater is offline   Reply With Quote
Reply


Thread Tools Search this Thread
User Name:


Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -6. The time now is 06:59 PM.


vBulletin, Copyright ©2000 - 2005, Jelsoft Enterprises Ltd.