The concept of Dimir Campaign centers around the enchantment Disinformation Campaign that looks to leverage card advantage while denying your opponent their game plan.
The strategy of Dimir Campaign is CONTROL. Tapping out on our turn to deny your opponent cards. Or a significant board state. This style of control looks to fight other control strategies on a different axis. Using hand disruption and manipulation rather than fighting counter wars on the stack.
The Cards of Dimir Campaign
The Core
Disinformation CampaignThe core of the deck is this enchantment that provides us card advantage. Many may claim that this card bad or does nothing to affect the board. However Campaign WILL gain us card advantage after only playing it twice. While at the same time putting the opponent in the uncomfortable position of discarding. This effect is magnified if the opponent has mulliganed.
Since each individual Campaign in the deck replaces its self, we are never down a card by casting it. Recasting the same Campaign positively nets cards.
Even late game, Campaign always replaces itself when the opponent has no cards.
Lets look at some examples of how effective Disinformation Campaign can be:
T1 - land
T2 - Thought Erasure
T3 - Disinformation Campaign
T4 - Ritual of Soot / Cast Down
In this scenario, we have denied our opponent two cards while also addressing the battlefield
Here is another:
T1 - land
T2 - Cast Down
T3 - Disinformation Campaign
T4 - Discovery // Dispersal (Return Campaign to our hand)
T5 - Disinformation Campaign
In this scenario we have cast the same campaign twice. There fore gaining us a +3 card advantage.
The first Campaign replaces itself. Replaying the same campaign now gains us a card.
Thought Erasure The all powerful affect of seeing your opponents hand. And stripping them of valuable resources. Triggers Campaign.
Discovery // Dispersal Filters through the deck while triggering Campaign. Disperal also serves as removal.
Win Conditions
Nightveil Predator This unassuming gem is extremely difficult for opponents to deal with.
Dream Eater YES. Dream Eater. This nightmare sphinx is HIGHLY underated. Triggers Campaign while setting up our draws with a powerful surveil FOUR. The surveiled cards can then be quickly acquired with Campaign or Discovery. Dream Eater further gives us the option to return a permanent to the opponents hand. To later be dealt with through our discard campaign strategy.
Flashing in Dream Eater at the opponent's EOT allows us to turn the corner and go on the attack. It is important to note that Dream Eater is almost always an OFFENSIVE strategy and NOT a defensive one. Win rates tend to be high once Dream Eater is in involved.
The Eldest Reborn Another enchantment that provides discard. Return a Dream Eater from the grave to battlefield and triggering its ETB affects again is significant. Or choose of our opponents creatures or planeswalkers that were dicsarded or destroyed.
The Strategy of Dimir Campaign
Ideally we want to start with a turn 2 Thought Erasure followed by a turn 3 Disinformation Campaign to start disrupting out opponents strategy. Then follow up with which ever 4cmc card is tactically appropriate.
Since Dimir Campaign is a tap out strategy we will not be holding up counter spells. However, access to a couple Negate main board is highly effective in protecting our plan.
Strategies that Dimir Campaign can deafeat:
Esper Control
Grixis Control
Sultai Midrange
Izzet Drakes
Mono Blue Tempo
Orzhov Knights
Rakdos Aggro
Bant Arcades' Defenders
The Sideboard of Dimir Campaign
Duress / Negate - Against Control and Reclaimation
The concept of Dimir Campaign centers around the enchantment Disinformation Campaign that looks to leverage card advantage while denying your opponent their game plan.
The strategy of Dimir Campaign is CONTROL. Tapping out on our turn to deny your opponent cards. Or a significant board state. This style of control looks to fight other control strategies on a different axis. Using hand disruption and manipulation rather than fighting counter wars on the stack.
The Cards of Dimir Campaign
The Core
Disinformation CampaignThe core of the deck is this enchantment that provides us card advantage. Many may claim that this card bad or does nothing to affect the board. However Campaign WILL gain us card advantage after only playing it twice. While at the same time putting the opponent in the uncomfortable position of discarding. This effect is magnified if the opponent has mulliganed.
Since each individual Campaign in the deck replaces its self, we are never down a card by casting it. Recasting the same Campaign positively nets cards.
Even late game, Campaign always replaces itself when the opponent has no cards.
Lets look at some examples of how effective Disinformation Campaign can be:
T1 - land
T2 - Thought Erasure
T3 - Disinformation Campaign
T4 - Ritual of Soot / Cast Down
In this scenario, we have denied our opponent two cards while also addressing the battlefield
Here is another:
T1 - land
T2 - Cast Down
T3 - Disinformation Campaign
T4 - Discovery // Dispersal (Return Campaign to our hand)
T5 - Disinformation Campaign
In this scenario we have cast the same campaign twice. There fore gaining us a +3 card advantage.
The first Campaign replaces itself. Replaying the same campaign now gains us a card.
Thought Erasure The all powerful affect of seeing your opponents hand. And stripping them of valuable resources. Triggers Campaign.
Discovery // Dispersal Filters through the deck while triggering Campaign. Disperal also serves as removal.
Win Conditions
Nightveil Predator This unassuming gem is extremely difficult for opponents to deal with.
Dream Eater YES. Dream Eater. This nightmare sphinx is HIGHLY underated. Triggers Campaign while setting up our draws with a powerful surveil FOUR. The surveiled cards can then be quickly acquired with Campaign or Discovery. Dream Eater further gives us the option to return a permanent to the opponents hand. To later be dealt with through our discard campaign strategy.
Flashing in Dream Eater at the opponent's EOT allows us to turn the corner and go on the attack. It is important to note that Dream Eater is almost always an OFFENSIVE strategy and NOT a defensive one. Win rates tend to be high once Dream Eater is in involved.
The Eldest Reborn Another enchantment that provides discard. Return a Dream Eater from the grave to battlefield and triggering its ETB affects again is significant. Or choose of our opponents creatures or planeswalkers that were dicsarded or destroyed.
The Strategy of Dimir Campaign
Ideally we want to start with a turn 2 Thought Erasure followed by a turn 3 Disinformation Campaign to start disrupting out opponents strategy. Then follow up with which ever 4cmc card is tactically appropriate.
Since Dimir Campaign is a tap out strategy we will not be holding up counter spells. However, access to a couple Negate main board is highly effective in protecting our plan.
Strategies that Dimir Campaign can deafeat:
Esper Control
Grixis Control
Sultai Midrange
Izzet Drakes
Mono Blue Tempo
Orzhov Knights
Rakdos Aggro
Bant Arcades' Defenders
The Sideboard of Dimir Campaign
Duress / Negate - Against Control and Reclaimation
Moment of Craving - For Mono Blue tempo and hyper aggro strategies
Current list:
4 thought erasure
4 discovery // dispersal
4 cast down
2 negate
4 disinformation campaign
4 ritual of soot
4 vraska's contempt
2 the eldest reborn
4 Nightveil Predator
3 Dream Eater
Lands - 25
1 dimir guildgate
1 detection tower
1 field of ruin
4 drowned catacomb
4 watery grave
7 island
7 swamp
C Long Live Eldrazi C