In case you wanted a reference, here is one http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193658 On the bottom is a (+) click it to show ruling. Read the rulings
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How do you plan to win? All is dust will destroy all the colored permanents on your board... so how do you play to wipe your lands? You realize that lands are colorless right? All lands generated colored mana, but when it comes down to it, all lands are colorless. Thus, if you play All is Dust you still have your lands in play and your Barren Glory will not trigger for your win condition. So back to my original question. How do you win?
No prob.
Alright drumhead21! Are you ready? I got a chance to test this deck out. First off I have to say that I was fairly excited to give this deck a try. Initially I did not expect much from this deck because I was initially very skeptical of this deck because of a few cards. However, I did give this deck a whirl and what ended up happening? Well this deck actually kinda surprised me. Here were the results listed below: Against: -Blue/White Control- This match can go very one sided for either side. If you manage to get a Tempered Steel through with 2-3 artifacts in play generally speaking you are going to win the game. However, depending on if the opponent has a Day of Judgment / Condemn in his hands the fight can go very one sided. Again, the match again U/W Control is a very difficult fight. Why? Mana Leak costs 2 mana to put out, Negate costs 2 mana to put out, Deprive costs 2 mana to put out. These 3 counters are what most U/W control decks run. And most control runs 4 Mana Leaks, 2-3 Negates, and 2-3 Deprives. Thus, the chance of you getting out a Tempered Steel is fairly low. Unless you manage to get a Tempered Steel out the U/W player will just sit there tanking the damage from 1/1 (Memnites, Myrs, and 0/2 Ornithopters). Surprisingly, the Glint Hawk Idols are some what decent against U/W. Because Glint Hawk Idols are only creatures for one turn (on your turn). They survive Day of Judgment! Thus, the only thing they are vulnerable to is condemn. Overall, I'd have to say that U/W Control will win against your deck because of the sheer number of counters and board wiping. Your deck just doesn't dish out enough damage without Tempered Steel in play and running 2 Condemns, 3 Journey to Nowhere and 4 Dispense Justices main board does not actually help the deck because that's 6 spells that do not actually add threat to your board. The U/W player meerly will play down a turn 8 Jace, the Mind Sculptor and exile your decks in a few turns. There is no need for him to attack you, so the main deck of running 9 removals does nothing to scare U/W. -Red Deck Wins- This match was yet again a very one sided match. From the play testing I was able to scrap up. It seems to me that you can win the game fairly easily if you manage to drop a turn 3 tempered steel with 2-3 artifacts in play. However, should you be able to land a turn 3 Tempered Steel along with 2-3 artifacts in play, then the game is pretty much won by the red deck. From what I can see, this deck is very heavily based on Tempered Steel. In fact, I would go so far as to say that this deck greatly relies on Tempered Steel, in that without it the deck almost does not have a win condition. Yes in deed you do have 9 removals against the red deck. However, a few of these cards are not particularly efficient against the red deck. For example, condemn is not a particularly good card against red. Why? Against red deck, your goal is to kill him before he kills you. With condemn, you are giving him lifes by allowing him to put it on the bottom. Sure you are getting rid of a creature, but you are also giving him life. And also, running condemn eats up a card from your deck and does not actually give you card advantage. What do I mean? Take for instance a 10 card deck. Red runs 10 creatures. You run 8 creatures and 2 removals. You are taking board advantage, however you are also lacking in creatures. 10 creatures > than 8 creatures, so the condemns don't actually help in the fight against fast red decks. Additionally, the other removal, Dispense Justice is 3 mana for a single removal or 3 mana or 2 removals if you happen to have metalcraft. I tend to find that a few times against red, you are actually trading creatures for creatures. Against red decks you have to trade creatures with them or they will just keep ramping up on creatures and burn, and the next thing you know your life total is close to 0. Additionally, it is common for red to dish out most burn spells i.e. Lightning Bolt to your face, but occassionally, they will not hesitate to kill a Glint Hawk or another artifact to pave the way for their attackers. Once again, I find the deck to be very revolved around Tempered Steel. I have to say though the Indomitable Angel is a fairly hard creature for red to deal with. Especially if you manage to smack down a turn 3 Indomitable Angel. Usually red has to waste 2 burn spells to get rid of the flyer or just bite the bullet and attack. So I will say that the angel was better than I thought. But I'm afraid that you have no way of effectively dealing with Koth of the Hammer. I would say that he is a threat on the turn he comes out all the way throughout the rest of the game. If your opponent drops a turn 4 Koth, you are racing against a timer. Conclusion: I know that I haven't run this deck against all the decks out there in standard (T2), but this should be a starting point of analysis for you. I'll sum up what I found in a few key points (1) The deck relies too heavily on Tempered Steel. A large majority of the artifact creatures (64% to be exact) are either 1/1 or 0/2. That means you are going to have a very hard time trying to dish out damage in anything significant without Tempered Steel. (2) Many times the removal spells are not as helpful as you would imagine them to be. There have been a few occassions, I found them to be quite helpful, but those cases were far and few, much less so than I thought. I had initially imagined that the removal would be super effective, but alas they were not as powerful as I had thought. (3) This next point is something I was thinking of since I first saw your deck post. This deck looks very similar to a deck called Weenie Quest or White Weenie Quest. I don't know if you have heard of it or not. But do look it up. Not to bash on your deck at all, but I feel that Weenis Quest is a more effective means of a white weenie deck because they run more mana efficient creatures and have more threats to play on the board. (4) And last point, run 8 fetch lands or 4 fetch lands (Arid Mesa / Marsh Flats). Why run these lands that end up hurting you? The reasoning is that you want to thin your deck out. What do I mean by thinning a deck out? You want to get rid of as many lands as possible so that you can have a higher chance of drawing creatures. A single fetch land will get rid of 2 lands in the deck for you and allow you to draw more creatures and other spells. Well I hope that helped. Best of luck on your deck making and I hope you are able to come up with something innovative and awesome. Later.
This deck looks a little odd to be in a few ways: 1) Wall of Omens: I'm not so sure what a weenie deck is doing with 4 wall of omens in it. Wall of omens does give you card advantage, however it does not allow you to do anything except that. Weenie decks are focused on playing fast paced creatures to attack and kill your opponent quickly. The wall of omens do not do that. Yes you could make a case that the wall could end up allowing you to draw an ornithopter or a memnite, but in my opinion there would be a better card that would replace the walls. 2) Darksteel Juggernaut: You have one darksteel juggernaut in this deck. I'm not sure what purpose that serves. Sure if you were to draw it, and you have 5 mana and you have a bunch of artifacts in play to make it useful, it would be awesome. Seeing how you only have 1 darksteel juggernaut in this deck and no search cards to help you search for it. I could only begin to wonder just how difficult would it really be for you to find it. 3) Day of Judgment: I know this is a sideboard card and perhaps can be used to help you clear the board, but when would you really use it and against what deck? It is rather rare to see a board wiping card in a sideboard for a weenie deck because all the creatures you play would also be swept up by Day of Judgment. So I find it a bit odd to have a sideboard with 3 cards that has the potential to wipe your board. Understandably, you are running control in this deck and occasionally you might want to hold onto some creatures, then play a Day of Judgment. Kill all the creatures on your opponent's side of the board and then play some creatures of your own after having killed your opponent's creatures. But, to my knowledge, if white weenie is not throwing down threats, it is losing on tempo either to control, aggro, combo or some combination of the three. Again, I'm not here to bash your deck. I'm just trying to give you a few tips on what I think of it. I have not tested this deck out, but I'm very interested in doing so. When I get the chance (perhaps tonight) I'll make this deck and test it out. Innovative deck idea, I like it, but just a bit odd. I'll give you a more in depth review on it, when I get a chance to test it out.