So, over the past month or so I've been playing around with mostly two decks.
The first of which is my still-current standby; monogreen.
Monogreen Midrange
--Land (22)--
20 Forest
1 Mountain
1 Kessig Wolf Run
--Creatures (24)--
4 Birds of Paradise
1 Borderland Ranger
4 Dungrove Elder
2 Huntmaster of the Fells
2 Llanowar Elves
1 Primeval Titan
1 Solemn Simulacrum
3 Strangleroot Geist
4 Viridian Emissary
1 Vorapede
1 Wurmcoil Engine
--Noncreature Permanents (9)--
1 Akroma's Memorial
1 Birthing Pod
2 Garruk Relentless
1 Karn Liberated
4 Rancor
--Sorceries (5)--
1 Bonfire of the Damned
1 Genesis Wave
3 Green Sun's Zenith
--Sideboard (15)--
1 Ancient Grudge
2 Acidic Slime
2 Beast Within
2 Crushing Vines
1 Sigarda, Host of Herons
2 Surgical Extraction
2 Thrun, the Last Troll
2 Torpor Orb
1 Super secret tech of the week
It needs work, as I haven't touched it in two weeks. I really
like the one-of Pod, seeing as it doesn't show up enough to get in my
way, yet can keep an opponent on their toes. The Genesis Wave, not so
much.
Moving on, the second deck's one that I thoroughly enjoy, but am rather sad to observe as being a bit too slow for the format.
Seven Evil Ex's
--Land (24)--
8 Plains
9 Swamp
4 Evolving Wilds
2 Ghost Quarter
--Creatures (6)--
2 Solemn Simulacrum
3 Vampire Nighthawk
1 Wurmcoil Engine
--Noncreature Permanents (12)--
1 Batterskull
1 Elspeth Tirel
1 Gideon Jura
1 Liliana of the Dark Realms
1 Lingering Souls
3 Pristine Talisman
4 Sphere of the Suns
--Instants/Sorceries (18)--
3 Black Sun's Zenith
3 Day of Judgment
1 Entreat the Angels
3 Lingering Souls
4 Sign on Blood
1 Timely Reinforcements
3 White Sun's Zenith
--Sideboard (15)--
1 Act of Aggression
1 Celestial Purge
1 Curse of Death's Hold
1 Day of Judgment
1 Mimic Vat
3 Oblivion Ring
1 Revoke Existance
1 Stony Silence
2 Surgical Extraction
1 Timely Reinforcements
2 Torpor Orb
This one's probably going to be deconstructed soon. There's just too many ideas I want to try before rotation.
Thursday, August 23, 2012
Tuesday, July 31, 2012
"Packwars"
I know there’s a few variants of this kind of play going around, but here’s the one my playgroup uses:
- Open your booster pack without looking at the contents (sleeving optional)
- Add 15 land (3 of each color).
- Play!
Packwars Suckpack 7/27
—Land (16)—
3 Forest
3 Island
4 Mountain
3 Plains
3 Swamp
—Creatures (7)—
Centaur Courser
Crimson Muckwader
Fog Bank
Knight of Glory
Kraken Hatchling
Yeva, Nature’s Herald
Vedalken Entrancer
—The Rest (7)—
Angel’s Mercy
Craterize
Divine Verdict
Essence Drain
Farseek
Pacifism
Volcanic Strength
This pack ended up being very defensive, opening with the Hatchling and Fog Bank early on. Yeva ended up being in my hand for all of the game, after being unable to find (or search for) a second Forest. Of the four players involved, I ended up being the last to lose, after dying to an opposing Entrancer.
Just a fun little thing I felt like sharing.
Thursday, July 26, 2012
Deck - Tribal Wolves [G/W]
So yeah, I’ve been a tad quiet lately. So here’s an older deck of mine, if only to break the silence.
Wolves, while not the most cohesive creature type, happen to be my favorite. A few years back, after getting sick of a Goblin tribal made of anything lying around, I decided to put together something full of creatures I’d enjoy looking at.
When I originally assembled the deck, I had a couple ground rules: It had to have at least one of every in-color wolf in the deck, the critters being the theme and all; And in order to curve any future pursuits of foil cards, any “blinging up” I did had to be restricted to this deck. I feel that I’ve been faithful to both rules, but after the newer wolves in recent sets (which I haven’t updated the deck with yet), I’ve since decided to improve the deck, moving those that don’t make the cut into a display portion of my trade binder. So in other words, this’ll be the “before” list.
Wolves!
—Land (23)—
12 Forest
7 Plains
2 Graypelt Refuge
2 Temple Garden
—Creatures (27)—
1 Arctic Wolves
1 Dire Wolves
3 Howling Wolf
4 Lone Wolf
1 Master of the Wild Hunt
1 Rot Wolf
4 Sacred Wolf
1 Tel-Jilad Wolf
1 Timber Wolves
1 Tolsimir Wolfblood
2 Tundra Wolves
4 Watchwolf
2 Wyluli Wolf
1 Young Wolf
—Noncreatures (10)—
3 Alpha Status
1 Aspect of Wolf
1 Fable of Wolf and Owl
1 Howl of the Night Pack
4 Sound the Call
You can already see the disparity with what I like and don’t like to see in play. Master of the Wild aside, of course. Currently the main win condition of the deck tends to be an Alpha Status on a Lone Wolf or Sacred Wolf, which then dispenses a beatdown. Speaking of Lone Wolf…
![4 Lone Wolf](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sHkGYlCrWqhCSjQnsNe_A4BxHkL_uybM74FNvwUgPs0bT3rzOCcuoOs3vjU1L6UWwYZSZHeujpqQ6fluu-A5XlFgNmTVCbTB-N6RXDg2bTYGs8jCee0j33bpWzha7b-rOPP5HAaf50_SICdoagGks=s0-d)
Blurriness aside, that’s probably the pride of my collection right there. Particularly the top left one.
Until next time!
Wolves, while not the most cohesive creature type, happen to be my favorite. A few years back, after getting sick of a Goblin tribal made of anything lying around, I decided to put together something full of creatures I’d enjoy looking at.
When I originally assembled the deck, I had a couple ground rules: It had to have at least one of every in-color wolf in the deck, the critters being the theme and all; And in order to curve any future pursuits of foil cards, any “blinging up” I did had to be restricted to this deck. I feel that I’ve been faithful to both rules, but after the newer wolves in recent sets (which I haven’t updated the deck with yet), I’ve since decided to improve the deck, moving those that don’t make the cut into a display portion of my trade binder. So in other words, this’ll be the “before” list.
Wolves!
—Land (23)—
12 Forest
7 Plains
2 Graypelt Refuge
2 Temple Garden
—Creatures (27)—
1 Arctic Wolves
1 Dire Wolves
3 Howling Wolf
4 Lone Wolf
1 Master of the Wild Hunt
1 Rot Wolf
4 Sacred Wolf
1 Tel-Jilad Wolf
1 Timber Wolves
1 Tolsimir Wolfblood
2 Tundra Wolves
4 Watchwolf
2 Wyluli Wolf
1 Young Wolf
—Noncreatures (10)—
3 Alpha Status
1 Aspect of Wolf
1 Fable of Wolf and Owl
1 Howl of the Night Pack
4 Sound the Call
You can already see the disparity with what I like and don’t like to see in play. Master of the Wild aside, of course. Currently the main win condition of the deck tends to be an Alpha Status on a Lone Wolf or Sacred Wolf, which then dispenses a beatdown. Speaking of Lone Wolf…
Blurriness aside, that’s probably the pride of my collection right there. Particularly the top left one.
Until next time!
Friday, July 13, 2012
Budgetplay - Draw-Go [UW]
So, after taking a look at the previous deck,
I realized it could be done fairly easily on a budget. Cutting out the
Mythics is the most obvious first step. After that, removing the duals
lands hurts our constancy, but gnaws off about a quarter of what’s left
in the price. Normally I’d toss in Evolving Wilds to replace them, but
with it in the deck already and all the X-spells I plan on running, I
figure it’s better to cut Wilds and run Shimmering Grotto for fixing and
let some basic land fill the dual-land gap.
Now what to fill these remaining holes with? Well, I like the redundancy of White Sun’s Zenith, especially with our drawing powers, so I’m upping it by one. I’d bring it to four, personally, but I have the dual-lands to support that WWW converted mana cost. It won’t be so easy here either, I think, but even if this deck lacks specific searching, it knows how to draw into things. Like land. And additional copies of something we probably shouldn’t be playing four of anyway. In also comes a Blue Sun’s Zenith, for additional card advantage. I figure it wouldn’t hurt off of a rewind, or any dead turn. Our third hole filler is a Darksteel Sentinel. He’s not the most impressive 6-drop out there, but the ability to flash in and survive most removal gives me some reason to give him a shot on the B-Team. I also ended up cutting a Day of Judgment in effort to budget up a bit more. The replacement for that was either a Divine Deflection or an Elixir of Immortality. I erred on the side of potential win-card, but won’t knock the other card’s ability to restock counterspells and life points.
I was tempted to throw in Intangible Virtues, but their lack of Instant-flavor detracted me. Here’s where I note that with Midnight Haunting and Lingering Souls around, one could easily go the token theme route. The reason I didn’t do that originally, at least the last time I played a physical variant of the deck, was because I tend to play heavy mass-removal (At the time, 4 Day of Judgment and 2 Phyrexian Rebirth). This deck is far from that, so it could work out. I guess I’m just not fond of seeing 1/1s all game long.
More Budgety Draw-Go
—Instant Speed (26)—
1 Darksteel Sentinel
1 Blue Sun’s Zenith
4 Dissipate
3 Divine Deflection
3 Forbidden Alchemy
4 Mana Leak
4 Rewind
3 Think Twice
3 White Sun’s Zenith
—Sorcery Speed (10)—
4 Delver of Secrets
2 Day of Judgment
4 Ponder
—Land (24)—
2 Ghost Quarter
4 Shimmering Grotto
10 Island
8 Plains
Strategy: It’s Draw-Go. On your turns, draw a card, and say go. On theirs, be a dick and slap counterspells on anything they try to do that seems important. Deviate from this plan to play 1cc’s if you can spare the mana, or to nuke the board. Savvy?
Now what to fill these remaining holes with? Well, I like the redundancy of White Sun’s Zenith, especially with our drawing powers, so I’m upping it by one. I’d bring it to four, personally, but I have the dual-lands to support that WWW converted mana cost. It won’t be so easy here either, I think, but even if this deck lacks specific searching, it knows how to draw into things. Like land. And additional copies of something we probably shouldn’t be playing four of anyway. In also comes a Blue Sun’s Zenith, for additional card advantage. I figure it wouldn’t hurt off of a rewind, or any dead turn. Our third hole filler is a Darksteel Sentinel. He’s not the most impressive 6-drop out there, but the ability to flash in and survive most removal gives me some reason to give him a shot on the B-Team. I also ended up cutting a Day of Judgment in effort to budget up a bit more. The replacement for that was either a Divine Deflection or an Elixir of Immortality. I erred on the side of potential win-card, but won’t knock the other card’s ability to restock counterspells and life points.
I was tempted to throw in Intangible Virtues, but their lack of Instant-flavor detracted me. Here’s where I note that with Midnight Haunting and Lingering Souls around, one could easily go the token theme route. The reason I didn’t do that originally, at least the last time I played a physical variant of the deck, was because I tend to play heavy mass-removal (At the time, 4 Day of Judgment and 2 Phyrexian Rebirth). This deck is far from that, so it could work out. I guess I’m just not fond of seeing 1/1s all game long.
More Budgety Draw-Go
—Instant Speed (26)—
1 Darksteel Sentinel
1 Blue Sun’s Zenith
4 Dissipate
3 Divine Deflection
3 Forbidden Alchemy
4 Mana Leak
4 Rewind
3 Think Twice
3 White Sun’s Zenith
—Sorcery Speed (10)—
4 Delver of Secrets
2 Day of Judgment
4 Ponder
—Land (24)—
2 Ghost Quarter
4 Shimmering Grotto
10 Island
8 Plains
Strategy: It’s Draw-Go. On your turns, draw a card, and say go. On theirs, be a dick and slap counterspells on anything they try to do that seems important. Deviate from this plan to play 1cc’s if you can spare the mana, or to nuke the board. Savvy?
- Divine Deflection can easily be creature removal. Especially if they’re playing with Cavern of Souls. Watch out for those
communistssmarter opponents that cast things after combat! - Unless Sentinel’s having a good day, most endgames will come down to White Sun’s Zenith. Before then, feel free to sacrifice kitties in combat. Remember, it’s almost inevitable that you’ll draw the card again.
- If you don’t have Rewinds, Cancel should suffice.
- There’s very little early game solutions for Strangleroot Geist here. Be prepared to take hits, or sideboard accordingly.
Thursday, July 12, 2012
Deck Concept - Draw/Go [W/U]
Usually, whenever a
significantly changed Standard Format comes around, there’s a type of
deck I’ll turn to for the first week or two; Draw-Go. Normally, it’s to
take a step back and see what everyone else is playing and also satiate
that urge to be a dick. Now, I don’t feel like M13’s bringing along the
significant change that usually involves something rotating out, but
that second urge… Well, that gets increased by lacking the cards I want
to play with. Particularly when I do have an old playset of Rewinds on
hand.
Last time I played Draw-Go was on the onset of M12/Scars of Mirrodin/Innistrad. I was the first in the shop to run Delvers (As an additional turn one option, something to play turn 3 with a Leak in hand, etc), and ended up utterly dominating the unstable meta. Of course, I don’t think things’ll be so easy in M13/Innistrad/Return to Ravnica, with Delver being well known and all.
Anyways, here’s what I’m halfway tempted to run next FNM:
Draw-Delver
—Instants (23)—
4 Dissipate
2 Divine Deflection
3 Forbidden Alchemy
4 Mana Leak
4 Rewind
3 Think Twice
2 White Sun’s Zenith
—Sorcery-Speed (13)—
3 Day of Judgment
4 Delver of Secrets
1 Entreat the Archangels
1 Gideon Jura
1 Jace, MA
4 Ponder
—Land (24)—
3 Ghost Quarter
4 Evolving Wild
4 Glacial Fortress
8 Island
4 Plains
1 Swamp
—Sideboard (15)—
1 Day
3 Devastation Tide
1 Elesh Norn
2 Mimic Vat
4 Oblivion Ring
2 Ratchet Bomb
2 Revoke Existance
Strategy’s pretty simple: Do something turn one if you can. Otherwise, sit back and counter their stuff, playing spells at the end of their turn if you’ve got the mana free for it. Board wipe if something bad slips through or if you decide to take the risk and drop a planeswalker. Otherwise, win condition goes to Delver-smashing or Rain of Kitties litterboxing your opponent.
Sideboard’s all off the top of my head; it’s a tad removal heavy I think. But with Cavern of Souls around, I think it’s worth having. Also, I’m a little iffy on the mana base. Last time around I ran with only two Ghost Quarters and four Shimmering Grotto and did fine. You want to draw land consistently to work your way up to something big with room to counter, so the grottos are probably the better bet. Of course, I didn’t have a single Glacial Fortress back then…
Last time I played Draw-Go was on the onset of M12/Scars of Mirrodin/Innistrad. I was the first in the shop to run Delvers (As an additional turn one option, something to play turn 3 with a Leak in hand, etc), and ended up utterly dominating the unstable meta. Of course, I don’t think things’ll be so easy in M13/Innistrad/Return to Ravnica, with Delver being well known and all.
Anyways, here’s what I’m halfway tempted to run next FNM:
Draw-Delver
—Instants (23)—
4 Dissipate
2 Divine Deflection
3 Forbidden Alchemy
4 Mana Leak
4 Rewind
3 Think Twice
2 White Sun’s Zenith
—Sorcery-Speed (13)—
3 Day of Judgment
4 Delver of Secrets
1 Entreat the Archangels
1 Gideon Jura
1 Jace, MA
4 Ponder
—Land (24)—
3 Ghost Quarter
4 Evolving Wild
4 Glacial Fortress
8 Island
4 Plains
1 Swamp
—Sideboard (15)—
1 Day
3 Devastation Tide
1 Elesh Norn
2 Mimic Vat
4 Oblivion Ring
2 Ratchet Bomb
2 Revoke Existance
Strategy’s pretty simple: Do something turn one if you can. Otherwise, sit back and counter their stuff, playing spells at the end of their turn if you’ve got the mana free for it. Board wipe if something bad slips through or if you decide to take the risk and drop a planeswalker. Otherwise, win condition goes to Delver-smashing or Rain of Kitties litterboxing your opponent.
Sideboard’s all off the top of my head; it’s a tad removal heavy I think. But with Cavern of Souls around, I think it’s worth having. Also, I’m a little iffy on the mana base. Last time around I ran with only two Ghost Quarters and four Shimmering Grotto and did fine. You want to draw land consistently to work your way up to something big with room to counter, so the grottos are probably the better bet. Of course, I didn’t have a single Glacial Fortress back then…
Saturday, July 7, 2012
M13 Prerelease
And I took fourth out of thirty. Huzzah!
So, I’m still not the biggest fan of the new line of Core Sets, but I have to say WotC did an amazing job on the packaging. Not only do the packs look sweet, but they open beautifully. Like they were made for “popping.” <— See 3:44 of this video. Heck, even the new card smell’s better than most recent sets. Methinks I get a bit too much into opening packs. <_<
Opened some good stuff for once. Wanted to go black/white, but ended up full esper for the draw. Blah blah blah details. Here’s what I opened / built, italics indicating rarity and foiliness.
Sealed For My Pleasure [BUW]
—Land (18)—
3 Evolving Wilds
6 Island
5 Plains
4 Swamp
—Creatures (13)—
Ajani’s Sunstriker
Archaeomancer
Arctic Aven
Chronomaton
Duty-Bound Dead
Guardians of Akrasa
Knight of Glory
Nefarox, Overlord of Grixis
Sublime Archangel
Warclamp Mastiff
War Priest of Thune
2 Welkin Tern
—Noncreatures (9)—
Divination
Elixir of Immortality
2 Index
Murder
Oblivion Ring
Staff of Nin
2 Talrand’s Invocation
—Sideboard (8)—
Disentomb
Duress
Essence Scatter
Gilded Lotus
Guardian Lions
Healer of the Pride
Plains
Safe Passage
—Other Opens—
Battleflight Eagle
Captain’s Call
Divine Favor
Griffin Protector
Show of Valor
Silvercoat Lion
2 Bloodthrone Vampire
Cower in Fear
2 Walking Corpse
Wit’s End
Downpour
Faerie Invaders
Harbor Serpent
2 Hydrosurge
Jace’s Phantasm
Kraken Hatchling
2 Merfolk of the Pearl Trident
2 Negate
Sleep
Vedalken Entrancer
Arbor Elf
Bountiful Harvest
Deadly Recluse
Duskdale Wurm
Elvish Visionary
Primal Huntbeast
Rancor
Ranger’s Path
Spiked Baloth
Timberpack Wolf
Arms Dealer
Bladetusk Boar
Dragon Hatchling
Fervor
Goblin Arsonist
Goblin Battle Jestor
Kindled Fury
Krenko’s Command
Reckless Brute
Rummaging Goblin
Searing Spear
Torch Fiend
Turn to Slag
Volcanic Geyser
Volcanic Strength
Wild Guess
Ring of Kalonia
Round 1 vs Black/Red (2-0) - I faced a highly competitive player known for his ragequit temper when things don’t go his way. Outside of Limited, all he’s capable of is netdecks. Moving on, since I’m not here to bash. Game one I do a little early attacking, and he gets out Vampire Nighthawk. I Talrand’s Invocation into two 2/2 flying blockers, stalling the field until Murder kills the Bloodhawk. He scoops in response, unwilling to lay out an (apparently) cruddy hand. Game two’s not much different, this time him scooping after loudly proclaiming mana screw and something along the lines of a rather snoddy “Nice three color deck.” Probably best that I kept my tongue held. After all, I was only mainboarding Gilded Lotus at the time, alongside my three Evolving Wilds and those Indexes.
Round 2 vs Green/Red and Black/Blue (2-0) - In game one I got out Sublime Angel, but ended up having to trade her with a Dragon Hatchling. Nefarox came out shortly after, but couldn’t attack on account of a Deadly Recluse. After a few turns of stalling, an Index grabbed my O-Ring to get it out of the way for the win. He switched colors for game two, and sadly for him I ended up curving perfectly, too much to stop.
Round 3 vs Monoblack (0-2) - The guy opened up four Murders, need I say more? My stars died easily, and my second game had a rather slow hand. Hey, luck can go both ways.
Round 4 vs Black/Blue/Green (2-0 / 3-1) - Battling a friend, we choose to split the prize packs and play for points. Which was a good thing, since I ended up utterly overpowering him. Sublime Angel + Talrand’s Invocation is really good stuff. Especially when it happens two games in a row. We played two more games after that, and still had a third of the round left when we’d finished.
All in all, an excellant showing.
So, I’m still not the biggest fan of the new line of Core Sets, but I have to say WotC did an amazing job on the packaging. Not only do the packs look sweet, but they open beautifully. Like they were made for “popping.” <— See 3:44 of this video. Heck, even the new card smell’s better than most recent sets. Methinks I get a bit too much into opening packs. <_<
Opened some good stuff for once. Wanted to go black/white, but ended up full esper for the draw. Blah blah blah details. Here’s what I opened / built, italics indicating rarity and foiliness.
Sealed For My Pleasure [BUW]
—Land (18)—
3 Evolving Wilds
6 Island
5 Plains
4 Swamp
—Creatures (13)—
Ajani’s Sunstriker
Archaeomancer
Arctic Aven
Chronomaton
Duty-Bound Dead
Guardians of Akrasa
Knight of Glory
Nefarox, Overlord of Grixis
Sublime Archangel
Warclamp Mastiff
War Priest of Thune
2 Welkin Tern
—Noncreatures (9)—
Divination
Elixir of Immortality
2 Index
Murder
Oblivion Ring
Staff of Nin
2 Talrand’s Invocation
—Sideboard (8)—
Disentomb
Duress
Essence Scatter
Gilded Lotus
Guardian Lions
Healer of the Pride
Plains
Safe Passage
—Other Opens—
Battleflight Eagle
Captain’s Call
Divine Favor
Griffin Protector
Show of Valor
Silvercoat Lion
2 Bloodthrone Vampire
Cower in Fear
2 Walking Corpse
Wit’s End
Downpour
Faerie Invaders
Harbor Serpent
2 Hydrosurge
Jace’s Phantasm
Kraken Hatchling
2 Merfolk of the Pearl Trident
2 Negate
Sleep
Vedalken Entrancer
Arbor Elf
Bountiful Harvest
Deadly Recluse
Duskdale Wurm
Elvish Visionary
Primal Huntbeast
Rancor
Ranger’s Path
Spiked Baloth
Timberpack Wolf
Arms Dealer
Bladetusk Boar
Dragon Hatchling
Fervor
Goblin Arsonist
Goblin Battle Jestor
Kindled Fury
Krenko’s Command
Reckless Brute
Rummaging Goblin
Searing Spear
Torch Fiend
Turn to Slag
Volcanic Geyser
Volcanic Strength
Wild Guess
Ring of Kalonia
Round 1 vs Black/Red (2-0) - I faced a highly competitive player known for his ragequit temper when things don’t go his way. Outside of Limited, all he’s capable of is netdecks. Moving on, since I’m not here to bash. Game one I do a little early attacking, and he gets out Vampire Nighthawk. I Talrand’s Invocation into two 2/2 flying blockers, stalling the field until Murder kills the Bloodhawk. He scoops in response, unwilling to lay out an (apparently) cruddy hand. Game two’s not much different, this time him scooping after loudly proclaiming mana screw and something along the lines of a rather snoddy “Nice three color deck.” Probably best that I kept my tongue held. After all, I was only mainboarding Gilded Lotus at the time, alongside my three Evolving Wilds and those Indexes.
Round 2 vs Green/Red and Black/Blue (2-0) - In game one I got out Sublime Angel, but ended up having to trade her with a Dragon Hatchling. Nefarox came out shortly after, but couldn’t attack on account of a Deadly Recluse. After a few turns of stalling, an Index grabbed my O-Ring to get it out of the way for the win. He switched colors for game two, and sadly for him I ended up curving perfectly, too much to stop.
Round 3 vs Monoblack (0-2) - The guy opened up four Murders, need I say more? My stars died easily, and my second game had a rather slow hand. Hey, luck can go both ways.
Round 4 vs Black/Blue/Green (2-0 / 3-1) - Battling a friend, we choose to split the prize packs and play for points. Which was a good thing, since I ended up utterly overpowering him. Sublime Angel + Talrand’s Invocation is really good stuff. Especially when it happens two games in a row. We played two more games after that, and still had a third of the round left when we’d finished.
All in all, an excellant showing.
Thursday, July 5, 2012
Budgetplay - Shape Anew [RU]
Being a Johnny player more than anything else, I’ve been a big fan of Polymorph decks in the past. In fact, it was the first thing I tend to throw together in Standard whenever they announce a fun fatty creature.
Sadly, I realize that when October hits, we’ll be depending on Return to Ravnica to bring it back. So we better enjoy the one we have while it’s here.
![Shape Anew](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_slIdAFcyhZnF5pi-ERvWnMVbTsGLzbbmBfXfxG86JSsujMhwcpOyh_o3ZP6iGuui74n6D0aw5ku4u9qFsMXg5_cS9aaJGEy8VK1x5Vam0XQfALQQasbds1mOsTxEl7IREV_Obr3deadjCgWaQdpULg=s0-d)
Now, generally there’s three parts to the combo: The target, the spell, and the fatty. Let’s work backwards.
Speaking of Budget, I’ll be only using one Blightsteel Colossus. I advise against this, as drawing your only one without a way of emptying it from your hand rather sucks. Red helps with that.
Shaping Steel
—Land (24)—
4 Evolving Wilds
10 Island
10 Mountain
—Creatures (5)—
1 Blightsteel Colossus
4 Trinket Mage
—Spells (31)—
2 Apostle’s Blessing
1 Darksteel Relic
4 Faithless Looting
2 Forbidden Alchemy
4 Mana Leak
3 Pillar of Flame
4 Ponder
1 Red Sun’s Zenith
4 Shape Anew
3 Think Twice
3 Wild Guess
Like I said, lots of digging. And a few burning and counterspells to slow down the opposition. Ideally you want a turn 3 Trinket Mage, getting the Relic ready to drop/shaped on turn 4. If you’re wondering about the Apostle’s Blessings, they’re in to combat Vapor Snag/Oblivion Ring and to give us a quicker win against one-color boards. I’d have two more on Sideboard for sure.
As far as the mana base goes, I kept things even for the benefit of Wild Guess. As a Blightsteel discarder, it’s worth keeping around even if it doesn’t bode so well with a turn one Ponder. For those adding Sulfur Falls, I’d only take out one of the Islands.
Oh hey, how’s Andrew Jackson sound for a budget? Because as of this posting, the deck clocks in just under twenty dollars. Check it out.
Sadly, I realize that when October hits, we’ll be depending on Return to Ravnica to bring it back. So we better enjoy the one we have while it’s here.
Now, generally there’s three parts to the combo: The target, the spell, and the fatty. Let’s work backwards.
- Considering that Shape Anew works only with artifacts, I’ve only one one fatty in mind; Blightsteel Colossus.
- Shape Anew’s our Polymorph. Fairly straightforward.
- Well aware of the existence of Naturalize and it’s kin as well as the ever fun Oblivion Ring, I want something that can survive the former and can sneak in before the latter has a chance to hit it; Darksteel Relic. With Trinket Mage, we only need to run one copy, therefore avoiding hitting another when casting Shape Anew.
Speaking of Budget, I’ll be only using one Blightsteel Colossus. I advise against this, as drawing your only one without a way of emptying it from your hand rather sucks. Red helps with that.
Shaping Steel
—Land (24)—
4 Evolving Wilds
10 Island
10 Mountain
—Creatures (5)—
1 Blightsteel Colossus
4 Trinket Mage
—Spells (31)—
2 Apostle’s Blessing
1 Darksteel Relic
4 Faithless Looting
2 Forbidden Alchemy
4 Mana Leak
3 Pillar of Flame
4 Ponder
1 Red Sun’s Zenith
4 Shape Anew
3 Think Twice
3 Wild Guess
Like I said, lots of digging. And a few burning and counterspells to slow down the opposition. Ideally you want a turn 3 Trinket Mage, getting the Relic ready to drop/shaped on turn 4. If you’re wondering about the Apostle’s Blessings, they’re in to combat Vapor Snag/Oblivion Ring and to give us a quicker win against one-color boards. I’d have two more on Sideboard for sure.
As far as the mana base goes, I kept things even for the benefit of Wild Guess. As a Blightsteel discarder, it’s worth keeping around even if it doesn’t bode so well with a turn one Ponder. For those adding Sulfur Falls, I’d only take out one of the Islands.
Oh hey, how’s Andrew Jackson sound for a budget? Because as of this posting, the deck clocks in just under twenty dollars. Check it out.
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