Upheaval-Go on a budget: Infested DomainBy Magic1264
So, you've decided to build the "invincible" Upheaval-Infestation deck, a.k.a Zombie Nation, proclaimed invincible by both Bennie Smith and Alex Anderson, but you don't exactly have the budget to get yourself the Infiltrators or Undermines. Want to know a much better and cheaper version? Well, you came to the right place.
Infested Domain
3 Collective Restraint
3 Pernicious Deed
4 Evasive Action
4 Harrow
2 Restock
1 Holistic Wisdom
4 Allied Stratagies
4 Rampant Growth
3 Zombie Infestation
4 Worldly Counsel
4 Dromar's Charm
3 Upheaval
9 Forest
6 Island
4 Swamp
2 Plains
1 Mountain
Sideboard:
2 COP: Green
2 COP: Red
3 Lombotomy
4 Gainsay
2 Sacred Ground
1 Holistic Wisdom
1 Goblin Game( Team G-squared insignia)
Going strictly by E-bay prices the total cost of the deck goes for about forty-five dollars. Going by the same prices, just 4 Shadowmage Infiltrators cost almost seventy dollars. But the cost of the deck isn't the only reason the deck is better than it's U/B counterpart, its sheer card advantage is what makes it awsome. Potenial bad match-ups that the U/B version will have are non-existant with the domain version. More importantly, creatureless decks should do well in a metagame running rampant with flametounges, wraths, routs, terminates, etc.
How to play this deck:
This deck plays a lot like Rice Snack. In fact, you may have noticed that the maindeck looks alot like Rice Snack. Turn structure should look like this(varies against each archtype):
Turn 1: Land
Turn 2: Land, Rampant Growth
Turn 3: Land, Collective Restraint or eot Harrow
Turn 4: Counter, harrow, set up Upheaval-Infestation
Turn 6-9: Combo
Against any non control match up, the deck should combo between turn 6 and 9. Control match ups it should go between turn 12 and 15.
If you play with Rice Snack, you might be wondering what makes this deck better than Rice Snack? If you haven't deciphered it already, the deck can get off turn 6 to turn 9 CONSISTANLY. In my playtesting, turn 6 is impossible, turn 7 is lucky, turn 8-10 maybe, 11-X is definate.
Popular match-ups:
R/G/x
First on the list of contenders, R/G/x beats can't touch this deck. Even correct sideboarding can't harm it. Infested domain does not fear Spellbane Centaur like Zombie Nation does. Being able to remove Spellbane isn't necessary to stop a R/G player from harming you. Both deeds and restraints handle it, very well i might add, giving you enough time to search and set up.
Sideboard:
-1 Dromar's Charm
-1 Worldly Counsel
-1 Rampant Growth
-1 Evasive Action
+2 COP: Green
+2 COP: Red
Snake-Tounge
Next on the list, Snake-Tounge might be a little harder match-up than normal R/G/x decks, merely because of the counterspells. But maindeck boasting 8 counters of it's own and 7 maindeck hosers and 3 sideboard stoppers in my sideboard shouldn't make this match too hard. Dropping Collective is a must if you need a stall. Deed only when necessary as taking out their snakes and flametounges will also take out your Collective Restraints.
Sideboard:
-1 Rampant Growth
-3 Pernicious Deed
-1 Worldly Counsel
-1 Allied Stratagies
-1 Harrow
+4 Gainsay
+3 Lombotomy or +2 Sacred Ground and +1 Holistic wisdom if you see Price of Glory coming in.
Orbossition
Orbossition a.k.a Squirrel Opposition is the hardest match-up I experiance because dropping of static orb hurts a lot, and dropping the opposition with it just makes me concede. The only thing you need to do is stop static orb. This deck also boasts 8-12 counters, luckily, 4 of those are usually sycopates, so no need to worry about big counterwars.
Sideboard:
-1 Harrow
-1 Worldy Counsol
-1 Rampant Growth
-1 Zombie Infestation
+3 Lombotomy
+1 Holistic Wisdom
U/B Varients
U/B varients are a little cause for concern. This deck is more troublesome than the Orbossition match up. The reason being with only 4-8 creatures, Collective Restaint doesn't hurt it much and 12-16 counters w/discard really bites. I very rarely beat this deck in the first game, but have little more than 50% winning rate after sideboard. One thing that really screws this deck is a first turn duress. It usually hits the one rampant growth or harrow that will set you up for the game.
Sideboard:
-1 Rampant Growth
-3 Collective Restraint
-1 Worldly Counsel
-1 Allied Stratagies
-1 Harrow
+4 Gainsay
+3 Lombotomy
U/B Mirror Match(Zombie Nation)
The U/B mirror match should be treated just like above.
Rougish Match-ups:
WW/x
White Weenie hasn't grown much in popularity since states, but it still lurks around. All you got to do is drop collecive restraint and keep it on the table. Deed when neccesary.
Sideboard:
None
Sligh
Treat it like the white weenie match-up, but if you get behind in life, watch for burn.
Sideboard:
-1 Rampant Growth
-1 Worldly Counsol
+2 COP: Red
Rice Snack a.k.a 5c SuperGhitu
This deck has evolved greatly from the invitational. Before sideboard, the key is to disrupt his abilitly to constantly chant you until his combo is ready. So this means DON'T LET HOLISTIC WISDOM HIT THE TABLE!!! Wait for it, let him get a couple counsols and harrows off, if Holistic wisdom hits the table, he will get his combo off first through major chantage. Some boast duress, probably even worst than them infantly chanting you.
Sideboard:
-3 Collective Restraint
-3 Pernicious Deed
-1 Rampant Growth
+4 Gainsay
+3 Lombotomy
Ponza and R/B Braids
Land Destrution is the worst for this deck. Lucky for you, it doesn't do very well against some other major archtypes. This is the only deck that this deck does worse against than Zombie Nation. Duress and LD will tear you apart. If you can somehow get to three lands and a harrow safely in hand on turn 3, you should be fine.
Sideboard:
-3 Pernicious Deed
-1 Worldly Counsol
+2 Lombotomy
+2 Sacred Ground
Is Zombie Nation beatable? The answer is yes...beaten by the Infested Domain!!!
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[Edited 2 times, lastly by Magic1264 on December 19, 2001]