You are viewing a single child comment thread. If you'd like to view the original post Click here

 avatar
Rufus avatarRufus 16 months
{"ops":[{"attributes":{"underline":true},"insert":"60-card list introduction:"},{"insert":"\nThis list differs only so slightly from the original list („"},{"attributes":{"italic":true},"insert":"The DanDan Deck“"},{"insert":") which was created in 1997 by "},{"attributes":{"italic":true},"insert":"Nick Floyd."},{"insert":"\nBefore we dive deep into the pond, there are two major things that need to be addressed: The tutors ("},{"attributes":{"italic":true},"insert":"Mystical Tutor & Merchant Scroll"},{"insert":") and "},{"attributes":{"italic":true},"insert":"Vision Charm"},{"insert":".\n\nI will start to go into detail with the latter:\nThe only replaced card from the ‚OG 60‘ is "},{"attributes":{"italic":true},"insert":"Vision Charm"},{"insert":", which proved itself to be too powerful and, more often than not, led to games where players are pigeonholed into trying to deck eachother. While it is indeed quite amusing that the literal fish in the deck is used as bait (deceiving newer players to think that the combat strategy is an actual winning option while it is not), it makes for pretty one sided games which lack quite a bit of.. depth (no pun intended).\nAfter analysing and tinkering with a lot of cards (and even completeley replacing the tutors in addition), I came to the conclusion that "},{"attributes":{"italic":true},"insert":"Sapphire Charm"},{"insert":" is a perfect fit not only as a replacement but an actual upgrade. Here’s why:\nThe incentive to commit more than one fish to the board is near to nil with "},{"attributes":{"italic":true},"insert":"Vision Charm"},{"insert":" "},{"attributes":{"underline":true},"insert":"and"},{"insert":" "},{"attributes":{"italic":true},"insert":"Ray of Command"},{"insert":" in the deck. There is no reward but actual punishment if you decide to apply pressure. The sheer amount of removal is too dense, too affordable and too easy to reach with the tutors. In short - the games ‚felt‘ like that there is too much removal and no reward for actually playing the decks namesake. DanDan is intended to be the star of the show, not a sidekick for a mill mirror.\nAnd this is where "},{"attributes":{"italic":true},"insert":"Sapphire Charm"},{"insert":" comes into play: Less hard removal? Check! Controlling the top of the library? Check! Evasion? Check! Countering "},{"attributes":{"italic":true},"insert":"Ray of Command"},{"insert":"? Check! Punish players harder for playing Diminishing Returns? Check!\nIt is like the card was made for the deck and was overlooked for no apparent reason. Now games don’t feel like they have too much removal, combat matters and, while all that is true, the thread of getting milled is still there in quite some games. The card all by itself warps the gameplay in the best way possible.\n\nRegarding the tutors:\nAt first glance, there are a ton of reasons why you should "},{"attributes":{"underline":true},"insert":"not"},{"insert":" play tutors in DanDan. They can feel like they are too impactful, give technically access to a full information about the opponents hand and virtually add more copies of every card to deck. While all of the points above have some truth to them, the powerlevel of the tutors is actually a lot lower in reality. "},{"attributes":{"italic":true},"insert":"Mystical Tutor"},{"insert":" is carddisadvantage and a very high risk factor with the high amount of top manipulation. The card is so unique in what it does in the deck that I go out on a limb here and say that losing it is a loss no other card can truly make up for. The more you play with the card (regardless if its a 60 or 80 card list) the more you understand why its spot is deserved and shouldn’t be touched.\n"},{"attributes":{"italic":true},"insert":"Merchant Scroll"},{"insert":" on the other hand, is a bit different. The limitations of the card mainly stem from its lack of flexibility (and in rare cases a relevant loss of tempo) and in a list that includes "},{"attributes":{"italic":true},"insert":"Vision Charm,"},{"insert":" it is plausible that its impact is a too high. The actual problem in that case is the density of removal spells though, not "},{"attributes":{"italic":true},"insert":"Vision Charm"},{"insert":" by itself. With "},{"attributes":{"italic":true},"insert":"Vision Charm"},{"insert":" being absent the card feels in line with the rest of the decks powerlevel and makes games more interesting than not having it. Unlike "},{"attributes":{"italic":true},"insert":"Mystical Tutor"},{"insert":", I feel like the card is replaceable but still changes the decks dynamic substantially. With every replacement (I can recommend "},{"attributes":{"italic":true},"insert":"Forget"},{"insert":" or "},{"attributes":{"italic":true},"insert":"Dream Cache"},{"insert":") the games feel like more draw and less skill dependant which you should be aware of.\nHow to solve the awkward situation where players are looking very long through the deck to get to know your hand:\nSet a timer on 1 or 2 minutes. All info they can gather is fair game and exciting"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Just show your hand (and let them write it down). Depending on the capabilities of your opponent, he will get to know it sooner or later anyway with resolving the tutor. It is a upside that is easier to accept than to fight and taking a look at your opponents hand once is an advantage that actually vanishes faster than you like."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"Conclusion:"},{"insert":"\nThe majority of players I‘ve written or spoken to dislike the classic (or a 60 card list to begin with) version since decking is the major win strategy. Furthermore the classic list and a smaller card pool is judged (too early) for not being as exciting or fun. In my opinion, none of those argument remain true with "},{"attributes":{"italic":true},"insert":"Sapphire Charm"},{"insert":". I can not encourage you enough to give this list a spin and see for yourself how impactful a single changed card can be.\n\n\n"},{"attributes":{"underline":true},"insert":"In-depth review of every card, tips & tricks:"},{"insert":"\n\n"},{"insert":{"card-link":"Dandân"}},{"insert":" \nIn a lot of games, it isn’t as important to know when to play the fish but rather to know when you shouldn’t.\nBut what does that actually mean? A few examples:\n\n"},{"attributes":{"bold":true},"insert":"1."},{"insert":": You started the game on the play and it's your second turn. You control 2 Islands and have no other (basic) land in hand. Do you cast a DanDan?\nTricky! Why? The chance your opponent has 2 Mind Bend/Magical Hack in hand is very relevant. If your 2 Islands get hit by those, you're not only losing the Fish but 2 precious basic lands as well. The loss of tempo (and the fact that you have no other basic land in your grip) is often so severe that you can lose the game right on the spot. The only \"upside\" (if you want to call it that way) in this scenario is, that future opposing DanDans wont be able to attack for some time. In the meantime though, your opponent is progressing with his board state and in the long run will be able to overwhelm you. While it is not cemented that this will happen, you should be able to be prepared if it happens and have a plan B.\n\n"},{"attributes":{"bold":true},"insert":"2."},{"insert":": You have a DanDan on board and successfully connected with it in the last round and put your opponent to 12. Your opponent is holding some of his cards in hand for a few turns now. You don't have a Memory Lapse in hand. Do you cast another DanDan?\nMost of the time, you don't. Why? The thought to apply more pressure is a worthy consideration but you put yourself behind if there is either Memory Lapse or Ray of Command in your opponents hand. So often enough the risk outweighs the potential gain. Especially Ray of Command can be a blowout if you're not prepared for it.\n\n"},{"attributes":{"bold":true},"insert":"3."},{"insert":": You started the game on the draw and it's your second turn. Your opponent is tapped out. You control an Island and an untapped Syvelunite Temple. You have a Memory Lapse but no tutor or Mind Bend/Magical Hack in hand. Do you cast a DanDan?\nMost of the time, you don't. Why? A single alteration of your basic land kills of the Fish and is especially devastating if you cant answer an opposing DanDan. You are now left with just one land that produces blue mana "},{"attributes":{"underline":true},"insert":"and"},{"insert":" still need to catch up in tempo "},{"attributes":{"underline":true},"insert":"and"},{"insert":" find an answer. Doable, but quite difficult.\n\nIn short: You should take all possible outcomes into consideration before playing your DanDan. DanDan is not a format where you get rewarded for playing ballsy but analytical.\n\n\n"},{"attributes":{"underline":true},"insert":"Memory Lapse:"},{"insert":"\nIn my experience, no other card in the deck isn't used to its full potential as often as Memory Lapse. This stems from the common misconception that this is an actual Counterspell in the format.\nThe rule of thumb for proper use of Memory Lapse is, that it is not worth to delay a spell that is cast in your turn. Your opponent will draw it and simply recast it on the following turn and you threw away a copy of one of the most precious cards for no to little effect. This is especially true when fighting over Mind Bend/Magical Hack. If there is no chance for further top manipulation or you can out-tempo the opponent (often reassured through multiple copies of Memory Lapse) with casting it, spare it for later uses.\nAnother common mistake ist to use up all your Memory Lapses when fighting over resolving your own DanDan. Often it is better to simply let the opposing Lapse resolve and cast your own copy of Lapse on the (now opposing) DanDan on the following turn to bounce it back to you. This little Ping-Pong game is a lot more managable and opens up a window for new opportunities.\nView Memory Lapse, in general, as a control card and not as much as a tempo element if that helps.\n\n\n"},{"attributes":{"underline":true},"insert":"Mind Bend/Magical Hack:"},{"insert":"\nOne mana removal spell and/or a basic land altering effect (that sticks). Use it on opposing DanDans, use it on opposing Islands. Play it before an otherwise unanswered Diminishing Returns resolves.\nIt is very important to not run into double Bend/Hack on turn 2-3. If your hand can't afford to get hit by it, dont tap out and open up for it. In some rare games a straight mana denial plan is actually working and a valid strategy (via getting multiple copies with tutors and Relearn); I wouldn't recommend gambling on it though. Remember that the type you want to change is chosen on resolution and only the target on cast, so there is no option of saving your fish with a Mind Bend/Magical Hack of your own. Another rule of thumb is to leave your non-basic lands untapped when shipping the turn and not your (vulnerable) Islands.\n\n\n"},{"attributes":{"underline":true},"insert":"Diminishing Returns:"},{"insert":"\nThis is a reset button that I wouldn't choose to press lightly. If you don't know your opponents hand, the benefit can be not as one-sided as you'd like it to be and the tempo loss is always massive. Your opponet will have a fresh turn with a full grip which can make it near impossible to comeback, depending on your luck of the draw.\nReturns is a great target for Mystical Tutor when you used up all your gas and can meddle real good with your opponents hard earned card quality advantage. It is also legit to ship a Returns as a useless card to your opponent to clog up his hand or trick him into using it, depending on the situation. Keep track of the removed cards since this heavily influences how the game will play going forward!\n\n"},{"attributes":{"italic":true},"insert":"(A spicy fact about Returns is, that you have to choose the set number of cards you'd like to draw before the spell resolves. Most of the times you want a full 7 but this can theoretically vary when a lot of the deck is gone; I have yet to experience such a game though and it seems unlikeley to reap any benefit from going below 7)"},{"insert":"\n\n\n"},{"attributes":{"underline":true},"insert":"Portent, Ray of Erasure & Sapphire Charm:"},{"insert":"\nAll delayed draw spells have some tricks to them but there is one useful thing all of them have in common. You can effectiveley counter Memory Lapse with them. Simply play a delayed draw trigger on your own turn after your opponent \"lapsed\" a spell to regain access to it. The order in which multiple delayed draw triggers resolve is APNAP, so it is decided in which (active) players turn they resolve, not the point of time in which the spells were cast in the first place.\n\n\n"},{"attributes":{"underline":true},"insert":"Relearn:"},{"insert":"\nThis is a prather obvious card. Get back what you need, be careful what you play so your opponent (with a Relearn in hand) won't get access to it. Great card to ship to your opponent when they are already behind on tempo. Having this in the mid to lategame is a luxury though.\n\n\n"},{"attributes":{"underline":true},"insert":"Brainstorm:"},{"insert":"\nThis is one of the single most powerful cards in the format (and game in general). Never use Brainstorm for no apparent reason or a lucky dig. The value this card generates can be backbreaking if used right so be patient with it.\n\n\n"},{"attributes":{"underline":true},"insert":"Boomerang:"},{"insert":"\nAllows for great tempo plays and is a hard removal in the face of Dimishing Returns. You can also use it to effectiveley counter any removal spell on your DanDans, the tempo loss can be very much palpable though.\n\n\n"},{"attributes":{"underline":true},"insert":"Ray of Command:"},{"insert":"\nWith Vision Charm being gone, this is effectiveley the only way to 2VS1 an opponent who tries to beat you down with multiple Fishes. The dreading presence of it is necessary since otherwise theres no real comeback mechanism left in the deck when you're way behind. It adds a layer of complexity to the deck which I quite enjoy and keeps your opponent away (still) from overcommiting. An absolute feel bad move is to use it as a pseudo fog on a single DanDan but sometimes it is the only way to stay alive. Be very much aware of Sapphire Charms flying / phasing mode when planning to 2VS1 the opponent!\n\n\n"},{"attributes":{"underline":true},"insert":"Mystical Tutor:"},{"insert":"\nThe most important parts are already written above. Don't underestimate how powerful it can be to blank your opponents draw with it. Putting a useless card on top for your opponent can tip the scales in your favour.\n\n\n"},{"attributes":{"underline":true},"insert":"Merchant Scroll:"},{"insert":"\nPretty much self explanatory. The shuffling effect is super relevant though. Use it after a Memory Lapse for additional effect. Use it as bait before resolving your key spell for the turn - The card is powerful enough to draw attention.\nWhen yore behind go for one of the (cheap) removals. When youre ahead go for Memory Lapse to cement your Victory. When you're in a very dire situation go for Mystical Tutor to hopefully grab a Diminishing Returns and a comeback. When in doubt, grab Brainstorm, this card is seldom a wrong choice.\n\n\n"},{"attributes":{"underline":true},"insert":"Coral Atoll:"},{"insert":"\nBe careful with its trigger. When you only have a single untapped Island. A Mind Bend/Magical Hack on said land can put you behind substantially in the early game.\n\n\n\nA detailed writeup for the 80 cards list will follow in the future. In general it can be said, that the 60 card version might not be as flashy as the 80 card version, but feels like your decisions matter more since there are so few ways to generate card advantage or card quality.\nThe 80 card version is way more swingy and embraces possible ups and downs. It is more beginner friendly and has a somewhat more casual vibe to it, since the mana base isn’t as vulnerable and there are potent ways to generate card advantage. \nRemoved are 2 "},{"attributes":{"italic":true},"insert":"Mind Bend"},{"insert":", 2 "},{"attributes":{"italic":true},"insert":"Merchant Scroll"},{"insert":", 2 "},{"attributes":{"italic":true},"insert":"Ray of Erasure"},{"insert":" and 2 "},{"attributes":{"italic":true},"insert":"Sapphire Charm"},{"insert":" for the complete sideboard, which leaves you then with 80 cards in total.\n\n"},{"attributes":{"italic":true},"insert":"Thank you very much for taking your time out of the day to read this guide. My goal is to introduce more players to this amazing and challenging format and hopefully give some insight to players who are already a fan. "},{"insert":"\n\nSee you soon in the pond,\n\n\nRufus\n\n"}]}
Edited 6/13/2023, 9:33:12 PM
1