Dorotheâ
(80 Card Cube)
Blog Posts (7)
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After some discussions with @suinoq who has their own clone of Dorotheâ, I've decided to make the following changes. I'm back from holiday now and should be able to get some reps in with the deck soon. I don't intend to make any more changes until I've gotten a good number of playtests in.

Time Reversal was intended to be evocative of the copies of Diminishing Returns that were in the original Forgetful Fish list but has proven to be too slow and too much anti-advantage to be practically useful in a fast and stack-forward format as Dorotheâ. In it's place I'm adding Mission Briefing. I like how surveil simultaneously manipulates the topdeck and the shared graveyard and I think that adding a Snapcaster Mage effect will lead to fun and powerful turns in this environment.

I liked both Mistveil Plains and Mystic Sanctuary in brainstorming as ways to manipulate the shared graveyard and topdeck with lands but in practice the three islands stipulation in Dorotheâ as compared to in Forgetful Fish made Mystic Sanctuary almost always a tapped island with no upside and the two white permanents condition on Mistveil Plains made it annoyingly difficult to work with. In their places I'm adding the 1m cycling spheres from ONE. I considered adding Lonely Sandbar and Secluded Steppe to be evocative of the original list but I think that the gameplay texture of an onboard trick is potentially more interesting.

Currently there's a bit of a problem with flooding in the environment. With the amount of topdeck manipulation in the deck it's easy for your opponent to set you up with a dead hand. This is intended as it's part of the strategy of the format but, unlike the original Forgetful Fish, Dorotheâ lacked a way out of this situation. This is where Dream Cache comes in. Dream Cache fills the role that Brainstorm had in the original list but is a slower, more expensive, and more vulnerable to interaction. The ability to move dead cards from your hand back on top of the library can help save you from flooding. To make room for it I'm cutting Portent.

Great Hall of the Citadel was always a temporary solution. The card works too narrowly as a fixing land for my liking. In it's place I'm adding Nimbus Maze. This is one of my favorite janky WU lands and provides a potentially fast way to fix for both colors in the mid to late game.

Lastly, Niveous Wisps has wound up being more narrow than I initially anticipated. The fact that Dorothea, Vengeful Victim sacrifices herself on block means that there's rarely a reason for your opponent to block so, unless you're playing around some kind Tale's End/Reality Ripple + Cho-Manno's Blessing naming blue kind of line it's unlikely that Niveous Wisps will ever wind up being useful. In its place I'm adding Spiritualize. Spiritualize is a fun old instant that uses the old lifelink templating. That means that in addition to being a way to gain 4 life from your attack and cantrip you can also use it as a cantripping psuedo-fog by targeting your opponent's Dorothea (though notably since it uses the stack it cannot save you from lethal damage). I love emergent modality like this so Spiritualize seemed like a natural fit.

This was a somewhat predictable outcome. I desperately tried to find cards that interacted with top of library in white in unique ways but both of these effects are a real step down from from the power of everything else in the environment and, in early play tests, have had a non-negligible impact on win-loss depending on whether you hit them or not.

To fill the hole left by Visions, I'm adding Portent. One of my personal favorite sorcery-speed cantrips, Portent lets you set up the top of library and, interestingly, draws a card on the next upkeep meaning that you can potentially mess with your opponent's attempts to stack the top of the library since you can draw the card before they will. To keep color balance with the addition Portent, I've chosen to cut the twobert of Memory Lapse in favor of adding another pair of counterspells two white in the form of the new Repreive. Unsubstantiate fills a similar role in the original forgetful fish as a way to potentially counter an opponent's spell or save your own spell from theft by moving it to a relatively safe zone (your hand) instead of to the shared library or graveyard.

Lastly, to replace Board the Weatherlight, I'm adding two copies of Scout's Warning. One utility that I didn't have in the original list was something to fill the role of Ray of Command. The ability to give your Dorothea pseudo-haste in a format without red is a powerful thing for closing games and, in a pinch, you can "cycle" Scout's Warning for w to just draw the top card without necessarily needing a legal target like with Niveous Wisps.

I've pondered a lot of potentially good cards for the list. I've though about switching out Time Reversal for Commit // Memory. I've thought about switching out Unexpectedly Absent for the new Lost to Legend. I've thought about switching out Calciform Pools for a different fixing land that doesn't require counters. But ultimately I've rejected all of these changes. The only change that I really like is replacing Cackling Counterpart for See Double.

I don't imagine the flashback mode on Cackling Counterpart being relevant in games too often and in a list like this I really want to minimize the amount of text that isn't relevant. Every word on every one of these cards should add some kind of intrigue and complexity to the environment. See Double does this in spades. First off, it can still be an instant-speed clone effect to copy your Dorothea, Vengeful Victim to save her from dying to her own sacrifice effect + pseudo-vigilance. However, this can also make a copy of your opponent's Dorothea (on the stack or on the field). Can copy any of the other permanents on the stack meaning it can be an extra False Demise or Cho-Manno's Blessing and it can copy any of the other tuck spells or counterspells. Plus, it explores the shared graveyard by making it so that both your and your opponent's action potentially get whoever draws the See Double closer to being able to getting the threshold and getting both modes.

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