Showing posts with label Deck Tech. Show all posts
Showing posts with label Deck Tech. Show all posts

Friday, 30 September 2011

The Command Tower - Building Hanna

by Alex Gershaw

Hey.

Before I get started with my EDH/Commander (hereby referred to as EDmander) deck tech, I want to outline what my goals are and why I am doing this. I was inspired by a fellow planeswalker of mine, Andy Pemberton, who originally began posting EDmander articles on the Team Leeds blog before he got drafted by MTG:UK (check out his articles - they are all good). His style is to post about his commanders, do some set overviews and post about his EDmander experiences, I will not be stealing his thunder. Instead I will be taking suggestions of commanders and doing a deck tech for them. I hope you enjoy.

Hanna Ship's Navigator



A friend of mine once asked me to look over his Hanna deck a while back and I didn't manage to do a great job, possibly because I would have preferred to gut the deck and start again, this is what I have done this time around.

Observations first, this commander doesn't have haste, I don't mean in the conventional red creatures and some green or black creatures "This creature is unaffected by summoning sickness" kind of way. I mean in the "This creature works immediately, I don't have to pass a turn to use it" way (read that article, if you haven't before). Hanna requires you to either give it haste or pass the turn in order to use her and one set of turns is a very long time in EDmander. This fact alone makes Hanna a slightly harder commander to work with.

On the upside of observations, her ability is definitely a "build around me" ability and it has given me plenty of options when building the deck. The deck list (with notes) is as follows:

Cheap Artifact suite:


Aether Spellbomb - Bounce effects are often useful for indestructible or hard to deal with creatures, this seems like a good cheap re-usable toy for Hanna to play with.
Dispeller's Capsule - Cheap, easy to use, just what every dispeller needs.
Elixir of Immortality - A favorite card of the friend who wanted me to build this deck there will be many of these. Crafting an EDmander deck is a personal experience and the deck needs to be fun for everyone but especially the pilot. There are many of these in the deck.
Expedition Map - I won't go into great detail on the lands until later but needless to say this can fetch a multitude of great effects (except I did have to say it).
Everflowing Chalice - Solid ramp in slow ramp colours especially when after casting Hanna from the command zone once to get her effect, she loses value every time. This should help offset that in the late game while also being a useful early game ramp spell.
Sensei's Divining Top - Any deck with enough shuffle effects should pack a top, it's like drawing another three cards every time you shuffle.
Pithing Needle - Need to shut down a commander with a tap effect... look no further than the handy-dandy Pithing Needle, shuts down important combo pieces, no questions asked. No refunds if Mindslaved into injecting your own commander with the needle.
Sol Ring - Obviously
Tormod's Crypt - Because graveyards won't remove themselves, actually sometimes they do.
Wayfarer's Bauble - It's like ramp but colourless.

Other Ramp Artifacts:

Green is the best colour for ramp effects sadly since Hanna can't run any of them she has to stumble around looking for baubles, signets and talismans to get the job done.
Azorius Signet, Talisman of Progress, Armillary Sphere, Darksteel Ingot, Coalition Relic, Solemn Simulacrum and Coldsteel Heart.

Tutors:
EDmander is about inconsistency and some people find the use of tutor effects in this format a problem, I do not think this, I think you can use tutors to make different choices than you did in the last game thus making the overall experience different:
Tezz 1.0 - The -x ability can be used on 1 to get any of the cheap artifact suite (or even 0 to get the Crypt or artifact lands). Which brings me on to... Trinket Mage the EDmander blue workhorse, if I had an artifact for every time I resolved Trinket Mage, I would have used him correctly.
Enlightened Tutor, Mystical Tutor, Idyllic Tutor and Fabricate as ways of getting useful singletons from your library to your Brain pan scroll room (read hand). The only one of real interest is the Mystical Tutor as it doesn't seem to be doing anything so far, but you shall see, you'll all see.

Draw spells:
Rhystic Study Asymmetrical effects are generally considered a good thing, this three mana enchantment either slows opponents down or gives you a card, make sure you ask politely.
Let me give you the Opportunity to see a great instant speed draw spell, reload at the end of an opponents turn and have a full grip for your turn.
Fact or Fiction - Has netted me somewhere between 2-4 cards at instant speed in the past, never be surprised about how wrong opponents can get your piles since they don't know what you know.
I also can't recall how many times I have stroked myself... but enough about my personal life.
Future sight and Magus of the Future - What if I told you every land you played and every spell you cast came with an additional "Draw a card" clause... What? Wait... Five manas?
Pulse of the Grid - I find this card a draw spell to find draw spells, when it's my only option I probably only have 3-4 cards in hand while my opponents have 6, so I can use it twice at the end of an opponents turn and dig four cards for something better. This is a bit of a personal choice but ever since a friend started using Pulse of the Tangle I knew I wanted to run is one in a couple of my decks.
Courier's Capsule - Re-usable instant speed draw when using Hanna. It might not be great and the first thing I would put on the chopping block.

Counters:

So you happen to be playing Blue so you have all of these counterspells to choose from which do you pick:
Hinder and C-c-c-crumple are two counterspells that I personally dislike (not that I don't or haven't used them in the past) but they are very useful for getting rid of pesky commanders who just won't die. These were selected personally as cards wanted for this deck.
Some Mages won't take "no" for an answer, but now you can tell the repeatedly with Forbid.
Glen Elendra Archmage, Draining Whelk and Venser, Shaper Savant are all wonderful options for counterspells, Glenny with her re-use-ability, Whelk with "I'm also a beat stick" and Venser with his versatility, all personal favorites.
Time Stop - Exile the stack? End the turn? I use this and Riftsweeper in my Bant deck to hopefully one day stop two turns in a game as it exiles itself.
Decree of Silence - I have no idea why my playgroup doesn't run this apart from the "risk of hardcasting" it into a dull game. Cycle this for six mana and get a nigh on uncounterable counterspell and draw a card. (Note those are the only four effects in the game that I can think of that usefully stop triggered abilities aside from maybe Sundial but that card sucks anyway). Also for this deck in particular it is an enchantment so for three more mana Hanna can fetch it back.

Removal:
All decks need some form or removal usually in the form of wraths although spot removal is necessary too.
Wrath of God and Rout for creature clearing.
Austere Command and Oblivion Stone for a general destroy everything (or some of everything) kind of wrath.
Path to Exile, Swords to Plowshares and Soul Snare backing up your sweeps with some spot exile.
Aura of Silence and Seal of Cleansing which backs up the Dispeller's Capsule for more point artifact and enchantments hate. (Be aware that some of the above removal spells are either artifacts or enchantments and thus reusable with Hanna, time and time again).
Finally in this section Stonecloaker - Evacuate your MVP, or pay three to exile a card and bounce it to use again. Stonecloaker is an almost auto include for any deck I build carrying White.

Enablers:

Usually this section would be for any combo enablers I would have. I have neglected to give this deck a combo finish, it is more of an attrition style build and as such likes to grind down its opponents and beat them with fatties (in a later section). So in this section I have included cards which give Hanna haste and one which gives the deck a bit of a boost.
Lightning Greaves, Swiftfoot Boots and Strider Harness to grant Hanna actual haste, although if I was going to cut back here, I'd let go of the Harness as it doesn't protect your commander.
Thousand-Year Elixir - If your commander has a tap ability and does not have haste or enough of your creatures, this is an auto include.
Rings of Brighthearth - Since the deck is built upon activate abilities, you might want to use them again, copy them for two mana... Bargain.

Fatties:
These are just eight big Blue/White/Artifact Creatures I could find, Since this deck wants to exhaust the opponents and then win, it didn't really matter what I put in these slots. You get the added bonus of their effects, some are draw, removal or recurrsion but mostly they are here to bring the pain.
Sun Titan, Yosei, the Morning Star, Consecrated Sphinx, Elesh Norn, Grand Cenobite, Deathless Angel, Wurmcoil Engine, Godhead of Awe and Rite of Replication (not technically a creature, but also technically five creatures).

Lands:

Due to budget considerations, I'm not going to tell you how to build the mana base, technically 18 Island and 18 Plains should do it. I wanted to inform you of the best lands in these colours (and colourless).
For this deck specifically: Ancient Den and Seat of the Synod due to Tezzeret's -x ability.
Generally: Kor Haven, Reliquary Tower, Tolaria West, Winding Canyons, Prahv, Spires of Order, Terrain Generator.

If budget wasn't an option I'd cut the two cards I mentioned earlier (Courier's Capsule and Strider Harness) for Land Tax and Scroll Rack. I would also suggest a whole swath of lands you could use ranging from Tundra to Mystic Gate to Glacial Fortress.

If anyone has any suggestions for Commanders you want me to build around, tell me the general, how competitive your play group is (from casual to competitive on a 1-10 scale) and how involved you wish the deck to be (from easy and fun to challenging and involved on a 1-10 scale). Please do not suggest either Hakkon or Phage as all you will get is a Mono-Black Control deck with no care about the commander.

Thanks for reading.
Alex

Thursday, 30 December 2010

The Ten Command-Ments: Building your First Commander Deck

by Andrew Pemberton


Howdy, gang! I hope everyone had a suitably Magic-filled Christmas, and is ready to get back to some real brewing. Last article, I talked about my own Azusa Commander deck, and this week, I'd like to continue on from that to show you the steps to creating your own Commander deck, by not only leading you through the thought processes, but give you examples along the way.

1, Selecting your Colours and Commander


Now, to start off deck building, it's imperative to know what you wish to accomplish: Do you want to smother the battlefield with powerful board spells, or intricately build up a machine-like combo? Once you know what you need to accomplish, you can choose your colours accordingly. For the intricately minded, Blue offers a lot of tricks and disruption effects, while the aggressive strategies offered by both Red and Green may appeal to others among you.

You may not even want to choose your colours first: I have known many people (Including myself) to pick a Commander first and go with the colour(s) he or she offers. It's also fine if you like a Commander for his abilities, or even just sentimentality. It's Casual, so it's perfectly fine to have sentimentality enter the fray.


2, Knowing your Commander and your Plan of Attack

So, you've chosen your colours and (Hopefully) Your Commander. Now, we can start to build up an idea of the type of deck we would like to run. To do this, I often make a Pros and Cons list of what my deck should be able to do, as a result of my Commander choice. Doing this allows you to pinpoint both the strengths and weaknesses of your chosen Commander, and allows you to formulate basic plans of attack in order to fight your weaknesses. For example, if you need to sacrifice a creature in order to activate your Commander's effect, then having a few token generators allows you to use very little mana and card advantage to gain a continuous source of fodder.

Of course, knowing your Commander also means knowing your plan of attack, stemming into the Three major Archetypes: Control; Aggro; and Combo.

Control decks tend to favour a permission style of play: That is, they allow you to control what happens on the board, either through 'Sweepers' (Effects that destroy all of a given type of card on the field, i.e. Day of Judgment), Counterspells (Mana Leak), and bouncing permanents to their controller's hand (Unsummon). Supplemented with a fair amount of card draw, this style of play always needs a fairly large card count in hand in order to benefit fully, and cards that recycle themselves, such as Capsize, are often at use in these forms of decks due to the lack of Card Advantage spent in order to gain their full effects.

Aggro decks are the complete opposite of their Control counterparts: They want to win, and they want to do it as quickly and brutally as possible, either by playing a threatening creature every turn, or using fast ramp spells (Spells that increase your mana production or land count on the Battlefield) in order to put out their bigger Creatures as fast as possible. These strategies always include lots of efficient creatures that either have a high Power and Toughness, or that have very useful effects when in combat, such as Trample or Flying. Aggro decks also tend to have a lot of removal, either in the form of single-one-shot effects or their own versions of sweepers, and also gain benefit from having utility-style effects such as Hull Breach in order to target multiple threats at once.

Combo decks are a little more complex than the previous Archetypes: Combo decks support combination play, in that they want to assemble a game-winning set of cards as fast as possible. Not usually running many creatures, these types of decks instead want to use Card Draw and Tutors (Cards that allow you to search your library for a specific type of card) in order to assemble said combo as quickly as possible. There are plenty of Combination plays available, and even Aggro and Control decks can use certain combos in order to gain advantage. Combo play is also the most versatile form of attack, which can result in milling the Opponent's library; dealing infinite damage to every player; and making infinite mana to support said combos. Combo decks are also, by their nature, very fragile: If one of your pieces is gone, you may have trouble reforming it, so it does take careful consideration in order to make the right plays.

3, Choosing cards to fit your plan

Now, most Pro Players will say that a good basis to any deck is knowing what your deck does, and how its cards interact. In Commander, there is very little difference: In fact, the nature of Highlander formats allows us to have more interactions between our spells, and generally the more our cards interact, the better our results become. Certainly, it is important to consider what cards you need to achieve certain goals, and how versatile these cards are in our overall plan. Not only that, we need a structure so that we don't overdo it on certain areas: We don't want to be drawing too many removal spells when we need a Creature to end the game for us.

As a basic plan, I tend to not have a fixed outline for deck building, as some decks need cards that others don't. As a basic principle, I would look to this as an outline;

-35-40 Land

As with any format, you can't do much without Land. This should be a mix of both colour-producing lands and utility lands. In accordance with the number of spells of a specific colour, your lands should have a similar ratio in producing those colours. Of course, two and three-colour decks have the benefit of Dual Lands and Tri-Lands in order to help fix their mana base. Utility lands are lands that serve a purpose other than producing mana, and should be at their minimum in a 3 or more colour deck. This will give you the right mana to cast your spells, but can be added to or reduced depending on the lands you need to accomplish your goals. Some lands can add Coloured mana as well as an effect, such as Oran-Rief the Vastwood, allowing you access to the lands without crippling your mana base.

-5-10 Mana producers (Land Search, Ramp, Artifact Mana)

Depending on the colour, you may have more or less access to Ramp. Green tends to be the best colour for land searching and ramping, and can easily be a support colour in a three colour deck to ensure you get your mana as fast as possible. However, in other colours this ramp is a little harder to achieve. One way around this is to use the best slots available within your colour: All colours have some form of Land search or ramp spells;

White: Land Tax; Weathered Wayfarer
Blue: High Tide
Black: Dark Ritual
Red: Desperate Ritual; Seething Song

It's up to you to weed out what you think is the best style of card for your deck. The second option is the use of Artifact-based mana. Though sometimes expensive in terms of monetary value, this allows you to ramp if your colour is a little weak in terms of options in this field. Cards such as Mana Vault, Darksteel Ingot, and the Signets from Ravnica Block offer fairly inexpensive ways of producing mana, and depending on your budget, Sol Ring makes an invaluable ally in Ramping for any deck.

-20-25 Creatures

Now, let me get this point across very clearly: Everyone has creatures in Commander. If you go in unprepared, you'll find it incredibly hard to win. These creatures can change, depending on the makeup of your deck, however. If you have a control style of deck, you may find that loading up on Removal is a better prospect than having more guys, and finding one to protect may be an easier prospect than having your creatures constantly destroyed.

I like to think of creatures in a few ways: I want a few creatures that do specific roles - Some to help me ramp, some to give me some utility, and some to win me the game. Getting the right balance is all about playing with the cards and finding out what works for you, and whether cards are optimal for the deck as a whole.

-7-12 Card Draw / Card Advantage

Having some form of card draw, even in colours that are scarce of it, allows you to keep refilling your hand and finding gas. Just like ramp, all colours have some form of draw, although some draw is better than others... and just like ramp, there are colourless options as well, though they tend to be more of a 'group hug' (Cards that help all players equally) field than anything. Colourless draw that is targeted (Jayemdae Tome, etc), can be expensive in most cases, but may be better than having no options at all.

-2-5 Tutors

Invaluable for combo decks, these allow you to find what you need straight away. Black tends to have the most versatile tutors, but some will cost you life. Depending on your game plan, you will need some form of tutoring in order to find what you need easier: If you know a card is key to your strategy, then packing a couple of ways to search it up is never a bad idea. These cards can be a little expensive in monetary terms depending on your colours, though, but there are always options in a field of 11,000 Cards. Reusable Tutors are always handy (Artificer's Intuition; Survival of the Fittest), and can let you go for whatever you need as you go through the game, often for minimal cost.

-8-10 Removal (Including Sweepers and Spot Removal)

As with creatures, removal is essential for any deck. The types of removal vary greatly from colour to colour: White prefers to destroy everything on the board or Exile certain threats, while Red prefers to burn everything to a crisp. The best way to pack your removal is to know that you have something for everything, so at least you have a chance at neutering opposing threats. The best cards in this category for versatility are the Command Cycle from Lorwyn Block. Each Command offers at least some form of removal over its four 'Modes', but that versatility means that the cards can still be useful should you not be under direct threat of a Woodfall Primus stomping on your face.

-10-15 Utility Spells (Recursion, Token Generators, etc)

These incorporate cards that aren't defined the above structure. These cards can include recursion, either returning cards to play or to your hand, or cards that allow you added utility in some regard. These cards are usually tied to your Commander in some way, either in creating a combination play, or just in aiding your board position a little by letting you re-use key cards.

Now, the structure is never a perfect structure: You can never tie many strategies into one style of deckbuilding, but you can at least get a starting point from this style of thinking. Just think of what you need to be playing, and dedicate an area of your 100 cards to that specific point.

4. Testing and tweaking your Deck.

Of course, Commander is meant to be a fun format, but that doesn't mean you can't always tweak your deck. Building the deck is half of the fun, but actually playing and enjoying your deck is the major part of any game of Magic. Now, you can never make a perfect Commander deck on the first try: I find myself always finding cards that I want to try, or cards that I didn't find were up to the task that I'd set for them.

Deck Construction in this format should be in a constant state of flux: You should always want to try and adapt your strategies, try new cards if and when your budget allows, or even so much as change the Commander you're using if it means developing your play style further. If there's one thing I want you to take away from this, it is that you never have to keep your deck the same: Change cards, mix it up a little, and you'll find your understanding deepen, and even take some helpful hints into Standard or Drafting at the next WNM. Your deck won't evolve if you don't evolve with it.

5. Repeat Ad Nauseam

Now, once you've caught the bug of actually building and playing decks, you can experiment with new colours and Commanders. The world of Commander is a constantly evolving format: With each new set comes new potential for Commanders, new removal cards, and new cards to supplement our strategies. Only by exploring these intricacies will we find our new ways to play.

...and with that, I will bid thee adieu. I hope you enjoyed this week's segment as much as I enjoyed writing it. Until next week, feel free to use the links below to contact me, or just grab me for a chat at WNM next week.

Until then, take your game to the next level!
Andy P
e-mail: Ajpem@castlecore.com
MSN: Mirage_Knight@hotmail.co.uk

Sunday, 19 December 2010

The Ten Command-Ments: Azusa, Lost but Seeking

by Andrew Pemberton

Howdy, all. After last week's success (or so I've been told), I can now announce my further involvement in the Team Leeds Blog! Ron Wagner has set me up as a Co-Author for the site, and I will be using this capacity mainly as a multiplayer writer. My aim is to get more people involved and interested in all formats, but for the most part, I'd like to talk about Commander in many facets, from strategy and politics to deck techs from not only myself, but other players within the group.

However, as of last week's discussion, two major rules changes have occurred:

*Emrakul, the Aeons Torn is now BANNED!


For those of you just getting into Commander (Or for those who have played against John Ingham or Mark Hammond any time during the last 3 months), Emrakul was the bane of any player's existence. Play would devolve into one of two scenarios usually;

1, You cast a 15-Mana 'I win the game spell', which forces everyone else on the table to try and kill you before you kill them.
2, A player would cast Bribery, and often steal a player's Emrakul, sealing the win for themselves as early as turn 4 or 5 with acceleration.

Now, the Giant Tentacle Monster is no more, and we can all feel free to enjoy intricate combos again. As for the other change;

*When building a Commander deck, the mana symbols in the text box are just as important as those in the cost of a card. The Commander’s color identity restricts what cards may appear in the deck.

In short, this translates to previously unplayable Generals such as Memnarch; Bosh, Iron Golem and Rhys the Exiles being legal for Commander play. Colour Identity refers to both the mana cost and any mana symbols in your chosen General's text box, and you may use cards of those colours.

i.e. I am running a Thelon of Havenwood Commander deck. Under the old rules, I could only use Green or Colourless cards because Thelon's colour identity was only Green. Now, Thelon decks are allowed to use both Green and Black coloured cards, as Thelon has a Black mana symbol within his text box: Perfect for those who love Pernicious Deed!

OK, now that those have been addressed, I'd like to begin my real talking point. At the request of Steve McAleer, I have produced a Deck Tech for my own Commander deck. I present to you... Azusa, Lost but Seeking!


Commander:
1 Azusa, Lost but Seeking


If you remember from last week, I described a few ways in which you should look to use your general. Azusa, in my eyes, is a little bit of a unique general, in that you want to be able to cast her often, but even just casting her once can put you incredibly far ahead based on what your hand looks like. I sit in the Sam Black school of thinking, in that I want to abuse my general as much as possible, and what way to do that than with a lot of land?

Lands:
20 Forest
1 Misty Rainforest
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills



As a Mono-Green build, the Forests are essentials. The fetches allow me to thin my deck slightly, and also combo well with cards further down the list. I generally want one or two Green-producing lands in my opener, ideally with one of the next few cards.

1 Havenwood Battleground
1 Hickory Woodlot
1 Ancient Tomb
1 Crystal Vein



These lands are all special in that each one allows me to cast a turn 2 Azusa. Some do it at the cost of life, others at the cost of a sacrifice. Either way, the resources in Commander are such that you can afford some form of liberties, either with your life total or with sacrificial outlets. The increase in tempo they allow you is well worth the cost.

1 Dust Bowl
1 Strip Mine
1 Tectonic Edge
1 Wasteland



Land Destruction is helpful both in 1V1 and Multiplayer situations. In any case, most LD is used to keep a cap on someone trying to abuse utility lands such as Academy Ruins to set up a combo. At a push, you can keep people off colours, but it depends how cut-throat you want to be. Know that by destroying lands just for the sake of it, you will likely incur the wrath of your opponent.

1 Blasted Landscape
1 Slippery Karst
1 Tranquil Thicket



The cycle lands offer a little bit of extra draw late game, while being acceptable as land drops in the early game. Every card matters, and having some that can pull double-duty is important in such a format.

1 Gaea's Cradle
1 Yavimaya Hollow
1 Boseiju, Who Shelters All
1 Eldrazi Temple
1 Eye of Ugin
1 Petrified Field
1 Reliquary Tower
1 Temple of the False God
1 Vesuva



The rest of my mana base just offers various utility depending on what I need. Cradle gives me lots of mana; Hollow allows me to protect my creatures, while Boseiju protects my spells. The Temple and Eye of Ugin are for my small Eldrazi contingent, and it gives me a tutor for not only them, but also other Colourless creatures, depending on what I need. Petrified Field lets me re-use my sacrificed lands; Temple of the False God is an easy 2 mana in this deck; Reliquary Tower lets me go overboard on some of the draw effects; and Vesuva allows me doubles of any land, or just detroy my opponent's Legendary land.

Mana Acceleration:
1 Crop Rotation
1 Hermit Druid
1 Lotus Cobra
1 Rofellos, Llanowar Emissary
1 Sylvan Scrying
1 Life From the Loam
1 Realms Uncharted
1 Journey of Discovery
1 Gaea's Bounty
1 Oracle of Mul Daya
1 Seek the Horizon
1 Primeval Titan
1 Krosan Tusker
1 Mana Vault
1 Sol Ring
1 Armillary Sphere
1 Crucible of Worlds



Many green Commander builds are based around the production and effective use of mana, and mine is no different. There's plenty of cheap, effective ramp for my strategy, and I don't skimp out on it. Land search is prevalent, and it mainly adds lands to my hand, allowing me to use Azusa to her full potential, as well as trigger Landfall, making Lotus Cobra a very good addition. Primeval Titan is usually seen fetching Valakuts, but here it allows me to fetch any two lands I need. However, the two most important cards are Life From the Loam and Crucible of Worlds: Both of these allow me to add another layer to my gameplay: Using the graveyard as a resource. Crucible allows me to recur my 2-mana producing lands, as well as fetch lands, while Life from the Loam gives me back the cycle lands to re-cycle (Heh ;p) for more advantage. Cast, Dredge, Repeat. The ability to constantly cantrip with the Cycle lands gives me plenty of options, including the ability to dredge back Loam should I have two or more of them at my disposal.

Draw:
1 Sylvan Library
1 Harmonize
1 Greater Good
1 Regal Force
1 Sensei's Divining Top
1 Scroll Rack
1 Horn of Greed
1 Well of Knowledge
1 Mind's Eye



Green does have some of the worst time with stable draw, so I've tried to include not only the best draw from my own colour, but also some artifact-based draw. Sylvan Library, Harmonize and Greater Good let me dig deeper, while Sensei's Divining Top helps me filter what I need, along with Scroll Rack. However, the most influential card is Horn of Greed: The ability to get three draws a turn with Azusa out gives you plenty of gas, or more land to continue to cycle through next turn.

Removal:
1 Lignify
1 Relic Crush
1 Rootgrapple
1 Acidic Slime
1 Desert Twister
1 Duplicant
1 All is Dust



Most Green-based removal tends to be favourable towards Non-Creature destruction, as can be seen via Rootgrapple, Relic Crush and the Slime. However, Green also has the undeniably strong Desert Twister, allowing you to destroy ANYTHING for 4GG, and as an uncommon, is a staple for those of you on tight budgets. All is Dust gives me a good board sweeper should I need it, and Duplicant gets rid of pesky fatties trying to get in your way, not to mention opposing Generals.

Tutors:
1 Worldly Tutor
1 Sylvan Tutor
1 Treefolk Harbinger
1 Survival of the Fittest
1 Eternal Witness
1 Natural Order
1 Primal Command
1 Tooth and Nail



Whether tutoring for a utility creature or for a game-winning combination, these allow me to search for exactly the right type of card for the situation. One of the more intricate of these is Treefolk Harbinger: He can fetch me a Forest if I need mana; Lignify if I need creature removal; Rootgrapple if it's a non-creature giving me trouble, or Woodfall Primus if I need a fatty AND removal in the late game. Natural Order and Tooth and Nail are both very powerful as well, giving me a tutor and allowing the creature(s) to enter the battlefield, ready to fight. I will admit that Tooth and Nail is one of my pet cards (My first forays into Standard were during Onslaught-8th-Mirrodin), it's hard to ignore such a drastically powerful spell that can set up any number of game-winning combos.

Control:
1 Mwonvuli Acid-Moss
1 Plow Under
1 Stunted Growth



These cards just give me a little more control over certain situations. Acid-Moss and Plow Under gives me some control over my opponent's lands, while Stunted Growth gives me a very rare ability: The ability to affect my opponent's hands. Usually a Blue or Black ability on the 'Colour Pie', this is a rare and very powerful effect for Green, and certainly a hidden gem of mine. Serving the same type of role as Plow Under, setting your opoonent back three cards in hand and neutering their draws for three turns can have a drastic effect on the game. I recommend it for any Green player out there :).

Creatures / Win Conditions:
1 Masticore
1 Rude Awakening
1 Kamahl, Fist of Krosa
1 Steel Hellkite
1 Avenger of Zendikar
1 Terrastodon
1 Woodfall Primus
1 Artisan of Kozilek
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Genesis Wave



...and finally, we come to our win conditions. Eventually, once we have our mana set up, we want to cast a huge threat for beating face with.This can be anything from an Avenger of Zendikar with a ton of Plant tokens; Terrastodon and his Elephant buddies; or even just an Eldrazi. Steel Hellkite gives you some much-needed evasion, and allows you to hurt your opponent's field after he hits.

Strategical advantages of Azusa:

Obviously, Azusa's main goal is to set you up with a lot of land, in order to cast your bigger spells. Azusa does this by trading in your hand for more board prescence, in the form of extra land. When combined with the draw engines and other ways of attaining Card Advantage, this becomes an immense way to keep on top.

Azusa also has the benefit of helping you ramp without painting a serious target on your face: In 1v1 games, you should aim to get a Turn 2 Commander casting, into a turn 3 massive spell, by which point, you're so far ahead that it becomes very difficult for the other player to make it back into the game.

Finally, I'd like to go few a few combination plays I use when playing;

Azusa + Horn of Greed: Horn of greed is powerful in its own right, helping you get more value out of extra lands. However, when combined with Azusa, you'll be getting 3 cantrips for the price of your opponent's one in most cases.

Crucible of Worlds + Azusa + Strip Mine: This allows you to nuke up to three lands a turn. Great for getting ahead, but not so great when everyone turns against you for it!

Masticore + Kamahl, Fist of Krosa: Another Land Destruction element, this allows you to turn your opponent's land into a 1/1 for G, then shoot it to death with Masticore's ping ability. Mid-Late game, this can be devastating, leaving your opponent with an insurmountable task to accomplish.

Regal Force + Avenger of Zendikar: Depending on the amount of land you have in play, this will almost certainly refill your hand, if not give you a little more to play with. Add Gaea's Cradle if you want a lot of mana to go with it as well.

Survival of the Fittest + Kozilek / Ulamog: Allows you to grab any creature you need, while also allowing you to shuffle your graveyard back into the deck, ready to use those spells a second time.

Well guys, that's all I have for this week's installment. As always, if you have questions, comments or just wanna chat, you can hit me up on the blog, at WNM or via MSN at Mirage_Knight@hotmail.co.uk. Thanks, and have a great week!

Andy P

Sunday, 31 October 2010

Tournament Report - Game Day *top 8*

By Wagz

Hi all! This weekend I attended a Game Day, the descendent of County Champs. Going into it I didn't realise how casual the event has become so brought a decent deck (RUG Control) and even did a bit of testing - this turned out to be overkill. We saw on Manascrew that the event started at 11 but the shop's own website claimed it began at midday. We erred on the side of caution and arrived at 10:30ish. Unfortunately for us the person running their FNM had told everyone it began at 1 so we cubed to kill some time. Here is the deck I played, given to me by Rob Catton:


4 Copperline Gorge
4 Raging Ravine
2 Halimar Depths
4 Misty Rainforest
4 Scalding Tarn
3 Forest
4 Island
2 Mountain
4 Preordain
4 Explore
4 Lotus Cobra
3 Oracle of Mul Daya
4 Jace, the Mind Sculptor
2 Frost Titan
2 Avenger of Zendikar
4 Mana Leak
1 Deprive
4 Lightning Bolt
1 Flame Slash
Sideboard:
4 Goblin Ruinblaster
2 Spell Pierce
2 Flashfreeze
1 Wurmcoil Engine
3 Pyroclasm
3 Obstinate Baloth

Round 1 I faced a serious-looking player with a poker shirt on. He was playing UB Control but I started off with t1 Preordain, t2 Explore, t3 Oracle of Mul Daya, t4 Jace the Mind Sculptor with 3 mana open. He had a Negate instead of the Mana Leak but I soon landed a Frost Titan. Game 2 I got heavily mana screwed (27 lands, 4 Preordain, 4 Explore....) but Game 3 played out in normal fashion and I took the win. We had to play quickly to get the round done before time was called and this was unusual for me because I'm a very fast player.

Round 2 was against a Black splash Red Vampires deck. I made the critical play of not laying out turn 2 Cobra having lost the dice roll so when he tried to turn 4 Gatekeeper it I was able to crack my fetch land and Mana Leak his removal spell. I ground out something big and took the game. Game 2 was less good for me and his quick aggression allowed him to bring my life total all the way down. Time was called as we were shuffling and I began to get suspicious. We intentionally drew but I went over to the store owner to ask how long the rounds were. I got told they were 50 minutes but I checked my time-keeping device and it had been 1hr25mins since the 1st round had begun. We were thus granted an official time keeper for the rest of the day.

Round 3 I faced a mirror-match of sorts. He had a couple of Garruks, Primeval Titans and Cultivates but lacked the Cobras and Oracles to really go nuts. I later found out he had Destructive Forces but I think his more-fair version of the deck caused him problems in the mirror and I controlled the tempo of the games to win 2-1.

In round 4 I faced someone who looked at my deck during shuffling. I asked him not to and he apologised but there was no judge to call over. I told the store keeper afterwards in case there was a history but I'm not keen on being cheated, even at a casual event. He was playing a janky mono-black control deck, some kind of midrange Vampires thing. He sided in Duresses against me which are pretty bad for him but I had no answer to a Liliana Vess which kept me discarding the cards I couldn't cast off my 3 lands, very annoying.

The win-and-in round was against a GB Infect deck which was quite innovative. His previous loss was to Elliot Coen who was playing the same 75 as me and Catton and it might just be a bad match-up for him as I was able to control the games, soaking up 9 poison game 1 before making Avenger of Zendikar and his many massive minions and Jace-ing him out game 2.

I received my foil Tempered Steel for top 8-ing and began my quarter finals match against a very nervous-looking UW player. We had three closely-fought games but he out-Jaced me and countered the threats I could muster up. I think this might be a slightly rough match-up for me and he played it well so I wasn't too annoyed to lose it. The rest of Team Leeds had buggered off before this match so I got a magazine and took the train home.

Overall it was a slightly disappointing day due to the casual nature of the organisation but it was probably my own high expectations that were to blame. I think the deck needs a bit of tweaking in the sideboard as it needs some better threats against control decks (or better ways of landing them) and it has a problem with Elves but it seemed to make a good showing at the Star City Games Open mere hours later.

How was your Game Day?

Thursday, 16 September 2010

Saying goodbye to Shards Block

By Wagz

*Sob*. I wish that it weren't so, but it is time for Shards of Alara, Conflux, Alara Reborn and M10 to rotate out of Standard. Oh sure, Bloodbraid Elf and Blightning have made things pretty miserable over the last 12 months. Between Bloodbraid Standard and Zendikar Limited I've experienced some of the worst Magic™ formats I've ever seen.

But I love Multicolour!


There - I said it, and I'm not ashamed. If you've ever seen me Cube draft (my favourite format) you'll have seen some of the 7-colour monstrosities I've put together and won with.

As a result I had to say one last goodbye to some of my favourite cards (mostly from last year's Standard). This week at WNM I played the following:


4 Arcane Sanctum
1 Celestial Colonnade
1 Creeping Tar Pit
3 Crumbling Necropolis
4 Island
1 Lavaclaw Reaches
2 Mountain
4 Rupture Spire
4 Scalding Tarn
3 Swamp
3 Ajani Vengeant
3 Cruel Ultimatum
3 Earthquake
4 Esper Charm
1 Ethersworn Adjudicator
4 Jace, the Mind Sculptor
3 Lightning Bolt
4 Mana Leak
3 Sedraxis Specter
2 Wall of Denial
4 Wall of Omens
Sideboard:
2 Celestial Purge
4 Luminarch Ascension
2 Oblivion Ring
2 Slave of Bolas
2 Thought Hemorrhage
3 Wall of Reverence

I won round 1 against White Weenie and round 2 against UW Control before losing round 3 to Green Eldrazi Ramp and round 4 to Aggro Vampires (Nantuko Husk version). A 2-2 record didn't quite do the deck justice but I had a lot of fun.

Round 1 I got to cast Cruel Ultimatum and Ultimate my Ajani in a single turn to leave my opponent with no hand and only 2 Honor of the Pure in play. Two turns later I Esper Charm 2 of his 3 cards away and Jace Ultimate him for a near-flawless victory.

Cruel Ultimatum, Planeswalker Ultimates, casting Eldrazi - these are the moments I play Magic™ for! I don't like Bloodbraid into guy getting 2 Vengevines back. I like casting cool spells - if I want infinite creatures I'll play Pokemon™ thx. Shards of Alara Block, I will miss you dearly. I cannot wait for the next multicolour block. Artifacts are pretty awesome too though ;)

Friday, 30 July 2010

Deck Tech: RGu Aggro

By Wagz

Hi all, been a while! Sorry if this looks like filler content, but that's almost precisely what it is :). Here's the list for the deck I played at last week's PTQ to reasonable success, RG aggro splashing Jace:

4 Raging Ravine

4 Rootbound Crag

4 Misty Rainforest

3 Scalding Tarn

4 Forest

3 Mountain

2 Island

3 Noble Hierarch

3 Birds of Paradise

4 Lotus Cobra

4 Fauna Shaman

1 Nest Invader

1 Sylvan Ranger

2 Cunning Sparkmage

4 Bloodbraid Elf

4 Vengevine

2 Siege-Gang Commander

4 Jace, the Mind Sculptor

3 Eldrazi Monument

Sideboard:
2 Chandra Nalaar

2 Sphinx of Jwar Isle

1 Clone

3 Combust

4 Obstinate Baloth

2 Cunning Sparkmage

1 Into the Roil


I went 4-2-1 on the day, IDing the last round for prizes and my 2 losses coming to horrid draws and a mull to 5, although likely some of my wins were lucky and I'm not remembering them. The field was choc-a-block full of Shaman decks and UW decks and this was definitely a good call for that field. I'm not sure how it'll cope with Titan Force decks but I'd recommend you try it out at your local FNM.

Sorry we haven't been updating much recently, Jim has been very busy and I'm an ancillary writer at best so you'd better enjoy what you're given for now. I'll have an update after a win-a-mox Lejacy tournament in Manchester this weekend where I'll be whipping out my old faithful, Zoo. Then I could be a bit quiet until after Nats, but at least I'll have a winners report for you all then.

Monday, 28 June 2010

Guest Article: PTQ Win with Next Level Bant, by Mick Edwards

By Mick Edwards

Having missed out on my chance to play Standard at a more competitive level this year (since I was auto-qualified for Nationals), I was quite worried that the format would have changed to 'whoever has the most expensive mythics wins'. Unfortunately I was a little right. Fortunately for me, fellow Team Leeds member (or maybe he's Team York or something) Chris Vincent was unable to attend the PTQ and kindly offered to lend me some of his mythics. Here is the list I decided to play:

4 Celestial Colonnade

5 Forest

2 Island

4 Misty Rainforest

1 Plains

4 Seaside Citadel

1 Stirring Wildwood

3 Sunpetal Grove

3 Birds of Paradise

1 Borderland Ranger

4 Noble Hierarch

4 Sea Gate Oracle

3 Sphinx of Lost Truths

4 Vengevine

4 Wall of Omens

3 Elspeth, Knight-Errant

2 Gideon Jura

3 Jace, the Mind Sculptor

2 Oblivion Ring

3 Path to Exile

Sideboard:
2 Celestial Purge

2 Day of Judgment

2 Meddling Mage

3 Negate

2 Linvala, Keeper of Silence

2 Oust

2 Sphinx of Jwar Isle


Since the PTQ was at Fanboy 3 in Manchester, as well as begging for cards I was also begging for a lift. Kindly Kenny Hall offered to drive via Leeds to pick me and Fu Sheng-Wong up. In the car Kenny told me that riding in his car would bring luck since the past 3 lifts he had given had been a winner and two finalists - I apologised to him and Fu explaining that I would be the one to continue that streak with a win. Fu joked about not bothering to register in that case.

About the deck:
Some of my many reasons for playing this deck were:
Elspeth + Path <3 (editor: it's true, Mick goes to bed with these and Figure of Destiny)
Lots of card draw means more consistency and combined with BoP/Heirach means less mulligans
Brian Kibler won a GP with a similar list
It has the option to play aggro or control depending on the match up (editor again: Mick only plays aggro)

Changes/Unusual Sideboard options:
I decided the Ranger + Scute Mob was good, but not as good as Sphinx of Lost Truths, therefore I cut the Ranger package to make room for an extra Sphinx. This also allowed me to play an extra BoP as a turn 1 mana guy is the ideal start and accelerating into a turn 3 planeswalker is key to winning alot of match ups.
Mythic seemed like the 'deck to beat' and an argueably stronger choice, and my sideboard reflects this with Ousts, Linvala and Day of Judgement. Meddling Mage can also be good against mythic as they have have little removal so it's often like a much better Thought Hemorrhage.

When we arrived at the event and met up with some other members of Team Leeds I realised I needed a 4th Vengevine. I spoke a bit to Seb Parker who told me he had just been hunting around for Vengevines and struggled to find a few so I decided to buy one and quickly scribbled down a decklist in time for Round One.

Round One: Grixis
I won the dice roll and accelerated into a turn 3 Vengevine to bash for 5 as he did nothing until turn 3 when he made a Nighthawk. I decided not to play a turn 4 planeswalker and opted to O-ring his Nighthawk and continue the beats. On turn 4 he Earthquaked away my team so when I dropped 2 creatures to get back vengevine that was pretty much game.
Side: -4 Wall -1 Sphinx LT +2 Purge +2 Negate +1 Sphinx Jwar Isle (I think)
Game two went a similar way from my side: turn 3 Vengevine but with a turn 4 Jace (using +2 to get to 5). I also managed to turn 2 Purge his turn 3 Specter which was nice. Then on his turns 5 and 6 he cast Blightning twice killing Jace and stripping me of my hand. This confused me a little as I had expected him to board Blightning out, but in this game it was surprisingly effective against me - although it didn't matter as that had given me enough time to get beats in with the Vengevine.

Round 2: Aaron Copping with Grixis
Aaron also came with us in Kenny's car so I knew he was Grixis so I was pretty confident after how round one had gone. These games went quite different to round one but ultimately his deck's spot removal wasn't enough to keep up with the many many threats I made. In game two I think he got stuck a little on awkward mana too.

Round 3: UW Control
I dont really remember this round, only that it gave me great confidence that the Bant deck crushes control decks :D
Side: -4 Wall +3 Negate +1 Sphinx Jwar Isle

Round 4: Ben Scoones with Naya Conscription
I knew Ben was playing some kind of Conscription deck so was a little worried when he won the dice roll. He made turn 2 knight but I had turn 2 O-ring. Then he didnt really do anything while I quickly ended the game. I later found out he had triple Sparkmage in hand and was stuck on red mana.
Side: -4 Wall -1 BoP -1 Ranger -1 Sphinx +2 Oust +2 Linvala +2 Day of Judgement +1 Meddling Mage
Game two I had what I thought was the god draw with turn 3 Linvala and Planeswalkers. However, since he won the dice roll he got to play his turn 3 Linvala first, meaning I was mana screwed and he had the win before I could get an answer to Linvala or a 4th land.
I game 3 I made a misplay (in hindsight) that cost me the round. Although it was game 3 I hadn't seen any red yet (though he might have played a Ravine in game 2) so I assumed he was a more conventially mythic deck but with a splash. So when I made a turn 2 Meddling Mage I named 'Baneslayer Angel', then immediately regretted it. Baneslayer Angel is usually one of the best cards to name against Mythic as it comes down easier than Sovs, but changes the board to make it very dificult to win through giving them the time to get the Sovereigns/win. However, most of the less conventional Mythic decks dont even run Baneslayer. After he played turn 3, 4 Sparkmages and turn 5 Blodbraid into sSarkmage he ripped apart my mana (and Mage) and I quickly realised I had named the wrong card.

3-1

Round 5: Turbofog
This round was quite a slog and one I'd had no practice against with Bant so wasn't sure if it was a good match up or not. Fortunately game one I was able to go ultra aggro with Vengevines, which seemed the best way to win.
Side: -4 Wall -1 Gideon +3 Negate +2 Meddling Mage
Game 2 I was able to get some advantage by discarding double Venegvine in my cleanup, but made yet another Meddling Mage blunder by naming Angelsong. The correct card to name against Turbofog is Time Warp and he proved it by 'going infinite' casting 4 Time Warps (+1 with Twincast) then discarding Emrakul to shuffle them back in. I conceded to get chance to play a third game.
Game 3 I managed to win in the first game of extra time. This time I named the right card with the Mage, he even cast Angelsong in response this time (expecting me to name the Song). I confused everyone a bit by calling for an oracle wording on Angelsong (since my oponent was using foreign cards). I was 99% sure I knew the wording on Angelsong, but knew where was one fog effect that meant you could still attack planeswalkers. Checking these things costs nothing and the judges are there to help (editor: quite right. also, it's Safe Passage).

Round 6: UW control
As with Round 3, this deck crushes control in general. In game two I even played for the long game and managed to keep all three planeswalkers so there was nothing he could do.

Round 7: ID
As I was 5-1 at this point I gladly excepted the ID. My oponent was 5-0-1 so technically could have played to try and knock me out. I was glad of the spare hour to go for a Burger King to celebrate making another top 8 at Fanboy.

Quarterfinals: Some Scottish guy (not Guy) called Andy with UW control
For some reason he thought I was playing red (he said it was the red sleeves). Then I managed to confuse him further with a start that looked like it could have been Naya/Mythic. Eventually I lost game 1 because I played too aggressively, being too careless with my planeswalkers when I probably could have used their card advantage for victory.
Side: -4 Wall +3 Negate +1 Sphinx Jwar Isle
I got a fairly fast win and he 'punted'. This caused him to get really annoyed at himself to the point of slamming the table in anger. The Situation: I had lethal on the board including a manland (I think it was Borderland Ranger + Elspeth). He had 6 lands (1 was Tectonic Edge). He made Gideon and made me attack it, so I O-ringed
Gideon and swung for the win. Aparently he could have played Jace instead and bounced the ranger and blown up my wildwood so I can see why he was annoyed.
He never really gained control in the 3rd game as I just played threat after threat. When he knew was dead he tried to claim I had tapped my mana wrong to make a Gideon I shouldn't have. This annoyed me as I had made special care to show clearly which mana I was using for what as I knew it was a mistake that could easily happen. Fortunately a judge had been watching the whole time (and many other people), but the guy even had the cheek the argue with the judge and claim that the judge hadn't actually seen!

As the our game in the Quarters took longer than the other three, Amar Dattani (my semis opponent) had seen how the game had ended and told me that I could have as much time as I wanted to relax before we started. This was very nice of him as he had probably been waiting around for some time.

Semis: Amar Dattani with Naya Conscription
The first 2 games were fairly straight forward. He had a great hand game one and flattened me with a giant BoP. Game two I had Linvala to help me out, followed by a Sphinx and a Gideon which I used to make his 2/2 Knights have to attack into my bigger flyers :D
Game 3 was much more close. He made no play until turn 3, and had a similar multiple Sparkmage hand to Ben in round 3. I also had a slow hand, too many tapped lands (and him shooting my mana guy) meant that my first real play was Day of Judgement to get rid of the Sparkmages. He followed up with another Sparkmage (from a Bloodbraid I think) so was quickly able to deal with my Elspeth. A second Day of Judgement from me allowed me to begin to stabalise on 3 life since his Bloodbraids + pings had been adding up. I then drew mostly card draw so gave him a worrying amount of time to topdeck a Sovereigns to finish end the game. I eventually Ousted a Linvala to buy me the time to win. After the game he flipped the top card to reveal Sovereigns so the Oust really made the difference.

Finals: Tom "End Boss" Harle with Next Level Bant
Game one took a long time and Tom made me realise I may have been too hasty to dismiss Ranger of Eos as he used 2 to gain huge army that eventually swarmed round my team which was about half the size. Before the game I had decided not to board in Day of Judgements but based on how game one had ended I quickly changed my mind.
Side: -4 Wall -1 bop -1 Sphinx +2 Oust +2 Linvala +2 Day of Judgement
Game two I won by being able to stick and protect more planeswalkers, I was slightly surprised by Toms sideboard choices though as he had brought in Deprives, Negates and several Jace Beleren. I personally don't like bringing in counterspells in against this matchup as it doesnt suit the way I play the deck and I find the Bant deck has a lot of solid creature based threats that Negate obviously doesn't answer.
Game three I kept something amazing like 3 land, Heirarch, Oust, Jace, Elspeth while Tom was not so lucky. He mulled to 6 before playing turn 1 Scute Mob.
Although I expected the game to end quickly in my favor, since he got stuck on lands. However while I was making planeswalkers he was answering them with Deprives, Negate, O-ring etc. On Turn 8 I cast Day of Judgement + Gideon to put him further behind on mana, Then he finally started drawing lands, but this meant he had stopped drawing his answers so I was able to kick Sphinx of Lost Truth for the win.

Editor: Mick didn't supply an ending so I assume he's very happy to have won the PTQ and wishes all members of Team Leeds, and to a lesser extent the other readers of this blog, luck in their future PTQs to join him in his trip to Amsterdam. Mick's too cool for real endings.

Wednesday, 27 January 2010

Scapeshift in Extended

By Jim Marlow

Hey everyone,

So Worldwake is pretty much known to the masses, i havent really had time to take in all the cards, as there have been a load spoiled recently, but after a few reads i will compile a list of my favourite ones, and those that i think are not that hot, for constructed or otherwise.

For now i thought i would let everyone know just where i am up to in Extended right now, before it gets overshadowed by the child-like excitement of a prerelease.

Scapeshift was the deck i took to the Nottingham PTQ, where the power of zero hours sleep allowed me the grace of a 1-3 record - (1-3 because i forgot to drop after round 3, so conceeded my 4th round to Kenny so i could cube). After the little of the PTQ i played in i had very few, but some thoughts on the performance of the deck and some changes i wanted to make before i next played it.



The Bad News -

If you the article(s) i did going into the PTQ i thought about taking out the oracle, because i had been finding him a bit underwhelming. He is actually not the easiest chap to cast on turn 2, and although he can lead to some busted games, i am actually not that hot for him. He is best in the mirror where its a race to go off, but then again, he can still be underwhelming here. Against zoo there are far better bodies, and against control decks you dont need the body. I think the majority of lists still playing him are playing him because he was being played before.

I wasnt convinced by the electrolyze either - i know exactly why it is in there, and i understand that its massively risky being cold to certain hate. Everyone seems to be mixing it up with magma jet, into the roil, echoing truth, repeal and infi variants of combinations of them all to basically hose teeg and meddling mage. To be honest, I will almost certainly be cutting my magma jet/electrolyze slot for something else, because i think the implications of using them are quite slim and even then there are other outs that i either have in my deck or can/will have brought in for these matchups.

Repeal was also a pretty bad call - i think i got a bit too focussed on t1 repeal a chrome mox or something, or being able to bounce chalice (which doesnt really hurt me anyway). Basically, echoing truth does everything repeal does except draw a card, most of the time for cheaper - and it also hoses dredge, which is randomly awesome.

Ancient grudge was pretty bad in the sideboard - i dont really know if i should be finding room to bring this in against thopter foundry, and still i dont really know how the match should work ( i think generally badly for me). I think that scapeshift should be pressuring tezz to assemble the combo or disrupt enough to stop yours, but there is very little room for you to do both. I think i may have come up with an idea to solve this but im not sure.

I think i should have also played the second breeding pool. I was worried about blood moon effects and only played 1, but on 2 separate occasions across 3 rounds found myself searching out basic forest and sat with cryptic command in hand doing nothing, sigh.



The Good News -

Gigadrowse was definately the truth - it provides a one shot window to go off, and is very good against any of the blue decks, although weakest against faeries - which is probably true of the deck in general.

Not playing ponder made me realise how awesome it was. Being tired made me assert how bad ponder was in the deck fairly strongly, but in both my lossesw there were at least 1-2 turn windows where scapeshift in hand or drawn was a won match. Ponder is the extra bit of manipulation the deck needs to be reliable, and you can control your draws more with the shuffle effects of the ramp spells, it was certainly missed in Nottingham.

Vendilion Clique may the droid i am looking for. Coiling oracle proved to be anywhere from meh to ok, but a friend offered me clique instead, which i needed little convincing to throw in other the snake. The ability to apply pressure is pretty crucial, and he is better in the mirror match than coiling oracle, the matchup where he was best.



The List

Please dont take this as the 75 i will play for the remainder by any means, but consider this the working list.

4 x vendilion clique
4 x wood elves
4 x sakura tribe eldar

4 x scapeshift
4 x peer through depths
3 x ponder
4 x search for tomorrow


4 x remand
3 x cryptic command
2 x echoing truth
1 x gigadrowse

4 x steam vents
4 x stomping ground
2 x breeding pool
2 x valakut the molten pinnacle
2 x mountain
2 x flooded grove
3 x forest
4 x island


S/B
4 x Firespout
3 x ravenous trap
2 x relic of progenitus
2 x gigadrowse

Sorry for the 11 card sideboard, trying to keep some of the other cards secret in case it turns out to be good tech, although this probably wont turn out to be the case.

Hopefully this will be good for a ticket to San Juan, but more importantly hopefully I will be good enough for a ticket to San Juan.


Until then,


See you all soon,


Jim

As always, feel free to post comments underneath. If you would like to contribute anything to the blog, email anything you want published to ss07jm@leeds.ac.uk (for severe editing!)

Wednesday, 16 December 2009

Guest Column: Doing the Frank Karsten: Block Constructed Vampires

By Sebastian Parker

This year a few winning MTG Online players have written about how playing constructed online is a great way to increase the value of your online collection without investing too much cash The theory is you buy a deck and you play in queues. If you win, you sell the boosters and use the tickets to enter more queues and hopefully over a few repetitions you have won more queues than you’ve lost and you’ve ended up in enough profit to buy some boosters and do a draft. Block constructed is a great cheap (~$12 for the stock vampires list) way to get started on the MTGO ladder because it can lead into playing standard if you play for consecutive years. With that in mind I thought I would have a go at playing Zendikar block constructed. Zendikar block constructed is dominated by vampires – approximately 50% of winning decklists online are vampires decks. (25% are UW control and most of the rest are aggressive white and red decks, stats are included in the spreadsheet).

Last year Faeries was the best deck and at the world championships Frank Karsten took a novel approach to building his version. He took a bunch of high performing decklists from the decks of the week archive. Vampires have been performing similarly well in the Zendikar block constructed daily events so I decided to do the same thing as Frank Karsten did with the Vampires decklists.

1)The stock list

24 Swamp

4 Bloodghast

4 Gatekeeper of Malakir

4 Malakir Bloodwitch

4 Vampire Hexmage

4 Vampire Lacerator

4 Vampire Nighthawk

4 Disfigure

4 Feast of Blood

4 Quest for the Gravelord

Sideboard:

4 Mind Sludge

4 Marsh Casualties

3 Hideous End

4 Other

Combing through the decklists one list kept coming up over and over again so I thought I’d list it separately before presenting the averaged decklists

2)The Mean and Weighted Mean ‘Aggregate’ Decklists

So the mean decklist is gotten by just adding together all the cards and dividing by the number of decklists:

24 Swamp

4 Bloodghast

4 Gatekeeper of Malakir

4 Malakir Bloodwitch

4 Vampire Hexmage

3 Vampire Lacerator

4 Vampire Nighthawk

4 Disfigure

3 Feast of Blood

3 Quest for the Gravelord

1 Mind Sludge

1 Marsh Casualties

1 Blade of the Bloodchief

Sideboard:

3 Mind Sludge

3 Marsh Casualties

3 Hideous End

1 Soul Stair Expedition

1 Halo Hunter

1 Blazing Torch

1 Sorin Markov

1 Blade of the Bloodchief

1 Needlebite Trap

And the weighted mean decklist is attained by multiplying the number of cards in a deck by how well that deck did – 3 wins in a daily event multiply by 3, 4 wins by 4 and top8 of a premier event times 5 and divide through to get a 60 card deck. This didn’t affect the main deck but the sideboard changed to:

Sideboard:

3 Mind Sludge

3 Marsh Casualties

4 Hideous End

1 Soul Stair Expedition

1 Halo Hunter

1 Blazing Torch

1 Sorin Markov

1 Needlebite Trap

The difference being that decks with Blade of the Bloodchief aren’t winning as much, which makes me feel more justified in disliking the card.

Now we have the decklists, we need to decide how we can use this information to our advantage. The usual issue with the averaging is that you can get a final decklist with a bunch of 1-ofs, which is not something I usually advocate – one of the cards is going give you more wins than the others and so I’d recommend testing out which one and then maxing out on that one. (So far I am favouring Mind Sludge because it is so good in the mirror match) But alternatively you could get rid of the one ofs and max out the 3-ofs to 4-ofs, in which case you end up with the stock list.

The other issue with averaging is ending up with some number of fetchlands. I didn’t find any reason to think that fetchlands make your main deck more powerful – in such an aggressive format the fact you’re less likely to draw land later in the game is pretty much balanced out against the life cost. Given that each fetchland is in the 3-4 tix range, the cost of the deck escalates from 12tix to around 40tix for little benefit. So I’d recommend not splashing out on fetches if you’re just getting started.

The analysis mainly shows that if you’re playing vampires in block constructed you’ll be playing 56 of the same cards as anyone else (give or take fetchlands), which means that the mirror match is going to be very much a coin flip. Once you start profiting from beating up on the non-vampires decks you might want to invest in some alternative strategies to help in beating the mirror.

The Mirror

Quest for the gravelord has been so far unimpressive and in a match where you tend to trade removal spells and creatures and go down to topdecking, often the quest is a pretty dead topdeck. It is good on turn one but more often than not your opponent can remove the counters with vampire hexmage you need to remove 5 creatures to trigger it, at which point any creature spell is going to help you win the game.

If you aren’t playing fetchlands, the big card in the mirror is mind sludge. Since there isn’t really a good way to generate card advantage resolving a mind sludge first will often result in winning the game. In order to achieve this, you want to get to 5 lands on turn 5 consistently so siding in 1-2 swamps is going to help that plan. (And playing swamps over fetchlands will increase your chances of drawing into your 5th land)

The other main way I have read about (but not tested yet) is to use carnage alter and bloodghast to draw extra cards. Obviously this works better if you are playing fetchlands since you can trigger landfall multiple times. Speaking of landfall, once you get to the stage of running fetchlands you can run Ob Nixilis, which the opposing vampires deck must draw a feast of blood to answer, or vampire nighthawk to half-answer. You can also run soul stair expedition and trigger it immediately off of leaving fetchlands in play, allowing you to trump their removal again.

If you are going to play block constructed then these decklists are a fine starting point, once you’ve beaten people with swamps and mind sludge you might want to give the carnage alter/soul stair expedition plan a try. Get plenty of practice with vampires and you should be a winner online in no time.

Seb (RisingSun000 Online)

P.S. I’ve attatched the excel file of all the decklists and the mean decklist calculations.