Monday, May 28, 2012

FNM Recap - GW 'Walkers (5-1)

Blah blah blah introductory paragraph. Anyway, again I decided to try my not-so-superfriends build at FNM. This time around, I went with the simpler of the two build-changes I was thinking about.


GW 'walkers
---Land (23)---
2 Gavony Township
3 Razorverge Thicket
4 Sunpetal Grove
10 Forest
4 Plains

---Creatures (16)---
4 Avacyn's Pilgrim
1 Primeval Titan
3 Solemn Simulacrum
3 Strangleroot Geist
4 Viridian Emissary
1 Wurmcoil Engine

---Planeswalkers (8)---
1 Elspeth Tirel
1 Garruk, Primal Hunter
3 Garruk Relentless
1 Gideon Jura
2 Karn Liberated

---Artifacts / Enchantments (6)---
4 Abundant Growth
2 Mimic Vat

---Nonpermanents (5)---
1 Creeping Renaissance
1 Entreat the Angels
4 Day of Judgment
1 White Sun's Zenith

---Sideboard---
2 Ratchet Bomb
2 Nihil Spellbomb
4 Oblivion Ring
3 Green Sun's Zenith
2 Thrun, the Last Troll
1 Vorapede
1 Sigarda, Host of Herons


In other words, kicked out the Sun Titans for a Wurmcoil and a Primeval, while reducing the sideboard Thrun's by one in favor of a fourth O-Ring. Also, a friend wanted me to try out an Entreat the Angels in place of one White Sun's Zenith, so I gave it a shot. I still wanted to switch out the Pilgrims for Birds of Paradise, but had forgotten to do so until drawing my first hand of the night. Whoops, too late!


Round 1 - [GRU] Slime Combo (2-0)
From what I saw, the goal of his deck was simple: ramp up to, then play Acidic Slime and Deadeye Navigator. Then use that ramped-up mana to "1U: Destry target land." while bating in their face with Navigator's body. Assuming an early game Sword on a Birds of Paradise doesn't end the game before that. The red's for Faithless Looting, and what I assume to be a few Titans in there.
Game 1: Got out a few bashers while watching him ramp up. Acidic Slime came up, eating an enchanted Gavony Township. I thought little of it until his next turn, recognizing the combo after it hit the table. Looking at the little creatures on board and a Gideon in hand, I had little option in my mind for how to deal with this threat. With no mana to be a nuisance with, he ended his turn and my draw saved the day: Entreat the Angels. Taking a good twenty seconds in an odd pose, deliberating whether the cards in one hand would be better than the sole one in my other hand, I miracled up three seraphs with all my mana. Knowing it would be my last spell this game, I passed the turn. He attempted to attack, and my untouched life total took the hit. He then destroyed all my lands with the combo, a futile display, as my next turn saw him taking an evasive twelve to the face when eight was enough.
Sideboarding: +4 Oblivion Rings, +3 Green Sun's Zenith, +1 Sigarda; -4 Abundant Growth, -1 White Sun's Zenith, -1 Entreat the Angels, -1 Creeping Renaissance, -1 Gideon Jura.
Basically I sided out the late game stuff for removal. And without Abundant Growth, I went back to "playing a sixty card deck." Should know my ravings over that cantrip by now.
Game 2: We start with early mana guys, he ramps while I swing a bit with Strangleroot Geist and Garruk Relentless starts his wolf-production. He lays down a Sword of Feast and Famine and equips it on a tapped Bird. With an Oblivion Ring in hand, I decide that exiling the Bird means my aggro machine won't be slowed down. The game ends two swings after that.

Round 2 - Esper Frites (1-2)
Standard Unburial Rites deck, forgoing red's digging ability to focus on blue control.
Game 1: I let lose some early aggro. Looking good until he hard-casts Unburial Rites on Elesh Norn. With no wrath in hand nor creature on board, I call it after he plays a Lingering Souls.
Sideboarding: +4 Oblivion Rings, +2 Ratchet Bomb, +2 Nihil Spellbomb, +2 Thrun; -4 Abundant Growth, -1 Entreat the Angels, -1 Creeping Renaissance, -1 Gideon Jura, -1 Elspeth Tirel, -1 Garruk, Primal Hunter, -1 Karn Liberated.
Out go the less helpful things vs. flying souls and counterspells, in go things that slow him down and endure wrath-effects.
Game 2: Early aggro skirts by his counterspells, and I play into them while he digs for solutions. A well-placed Spellbomb causes him to concede.
Game 3: I attack early, and end up staring at a Timely Reinforcements. Quite unfortunate. What follows is him breaking out Norn again and a little stalling on my part. Ultimately unsuccessful.

Round 3 - [W] Tempered Steel (2-0)
Call it somewhat old-fashioned, in Standard-terms. An older archetype involving small artifact creatures being pumped up by each other and Tempered Steel.
Game 1: Early aggro gets out there, and when he slaps down the Steel, I respond with my board-wipe spell. My Geists survive to finish the job.
Sideboard: +4 Oblivion Rings, +2 Thrun, +3 Green Sun's Zenith, +1 Sigarda; -4 Abundant Growth, -1 White Sun's Zenith, -2 Mimic Vat, -1 Elspeth Tirel, -1 Garruk PH.
Mostly I want removal, and a way to deal with his Inkmoth Nexus. Garruk Relentless become focused as creature removal, and Karn sticks around for his ability to exile enchantments and land alike.
Game 2: A Viridian Emissary paves the early aggression. He's not finding what he wants and resorts to attacking with two Inkmoth Nexus. I green Sun up a Thrun, and use a second Sun to bring out Sigarda. With her blocking his flying infect, I finish the game with 5 poison counters.

Round 4 - [RU] Reforge Mill (2-0)
Facing a friend and what I believe to be his rather fun deck. The goal is to abuse miracle via Noxious Revival, mainly via Reforge the Soul hand draws. Secondary to that, Devastation Tide and Bonfire of the Damned keep opposing boards from getting too problematic. After that, discarded Increasing Confusion flashbacks finish off the opponent's deck. Failing that, it's a quick sideboard away from turning into a burn deck that's capable of refreshing it's hand quickly.
Also was a feature match! Meaning it was posted online for everyone to see! At least until next Friday...
Game 1: A combination of early creatures and a lack of solutions finished the game fairly quickly. And there was much digging done for sure.
Sideboard: +2 Nihil Spellbomb, +3 Green Sun's Zenith, +2 Thrun, +1 Sigarda, +1 Vorapede; -4 Day of Judgement, -4 Abundant Growth, -1 Garruk Relentless
I want to take out my anti-creature spells, and for once, playing a 56-card deck is a liability.
Game 2: Was a long game. I kept playing my creatures into Tides and a few burn spells. Eventually I got him down to 2 life and no creatures on the board, probably one turn away from being milled. I flashback Creeping Renaissance in order to play one Strangleroot Geist, its haste winning the match.

Round 5 - [U] Architect (2-1)
Fairly straightforward deck: Use small blue creatures to deal some damage early game, then break out a Grand Architect to sneak out some large artifact early. 
Another feature match. Nice timing. Also his first FNM. Pretty impressive, and makes me feel bad being one to stand in his way.
Game 1: I got chewed out by his aggressive little things. Stuck on three land with at least one Day of Judgment in hand the whole time.
Sideboard: +4 Oblivion Ring, +2 Thrun, +1 Sigarda; -1 Wurmcoil Engine, -4 Abundant Growth, -2 Mimic Vat
He was running Phyrexian Metamorphs, so I didn't want him to see/steal my artifacts. Hexproof creatures to negate some of his Disperse shenanigans.
Game 2: He manages to pull a hand full of Architects. Unfortunately for him, Garruk Relentless and removal take each out one-by-one. Gavony Township upped my wolves and co. to lethal powers.
Game 3: Phantasmal creatures come out this game, and manage to do some damage. Another Garruk Relentless takes advantage of their targeting weakness, and my creatures quickly take over again.

Top 8 - Esper Frites (2-0)
Oh, don't worry, it was the same deck from earlier.
Game 1: Early aggro isn't missed. They come out and start pounding to the point where he has to cast spells on his turn to hold me off. Lingering Souls is put on blocking duty. I draw White Sun's Zenith, attack him, and try to end my turn. He sneaks in a Blue Sun's Zenith for massive digging, only to see me White Sun enough kitties to end his day.
Sideboarding: Same as before.
Game 2: To my surprise, a Strangleroot Geist comes out uncountered. He's followed by Thrun. Pretty content with those, I avoid overextending my attacks. He's having a hard time finding solutions, and casts Tamiyo to slow down a vulnerable Primeval Titan. At that point I play Karn and disappear the sandled-rival planeswalker. He doesn't last long after that.


After that, we split the top four. Records-wise, I took second that night. Overall, I'm rather pleased with how the deck ran. And while I don't think it's as strong as MonoPod, it's the more interesting of the two to play.


Friday, May 25, 2012

Decklist - Warp World Modern [GR]

Remember my old Warp World decks? As far as MtG goes, I'll never forget them. Nor forgive myself for missing out on their existence back in Ravnica.

After my old Warp World deck stopped being Standard, it sat around for a few months, slowly losing bits of it in a process that I call cannibalization. As for a current example, MonoPod's fighting a losing battle to stay intact. Before that, I had a Heartless Architect that just last weekend succumbed to complete separation. When the decks down to three major parts (Heartless Summoning, Grand Architect, and Myr Superion), it's time to admit defeat.

Anyway, sometime around a year ago, I got the urge to rebuild the deck for casual play. It looked something akin to this, with the additions of Lotus Cobra, Ob Nixilis, and a solo Emrakul.

And then, in early April, I saw this:


I loooooooooooooooove Lotus Cobra.

How to get one of these promo bad boys? Play in a Grand Prix.

So that's what I want to do.

And that meant turning the deck serious. Because I feel it'd be the most appropriate deck to play for that cobra.


Warp World, Modern [GR]
---Lands (25)---
1 Arid Mesa
4 Misty Rainforest
2 Verdant Catacombs
2 Kessig Wolf Run
4 Stomping Grounds
8 Forest
4 Mountain

---Creatures (27)---
4 Joraga Treespeaker
4 Lotus Cobra
2 Wood Elves
4 Overgrown Battlement
4 Primeval Titan
2 Avenger of Zendikar
2 Bogardan Hellkite
2 Eternal Witness
2 Rampaging Baloths
1 Urabrask the Hidden

---Enchantment (4)---
4 Khalni Heart Expedition

---Sorcery (4)---
4 Warp World


General Breakdown:
The deck's goal is to cast Warp World, abusing EtB and landfall to gain an upper hand while decks running less permanents suffer. If Warp World isn't around, ramping into big creatures quickly suffices.

The Land: A bit more complicated this time around. The fetchlands are to take advantage of landfall and to abuse Stomping Ground's Forest/Mountain nature. Wolf Run's placing is pretty straightforward. With the amount of ramp effects in the deck, and my need to draw more, I'm feeling pretty comfortable at 25, though going higher was a possibility for some time.

The Ramp: Joraga Treespeaker, Khalni Heart Expedition, Lotus Cobra, Overgrown Battlement, Primeval Titan, and Wood Elves... quite a few here, eh? It's needed, since eight mana's my goal. And believe me, that's a hard number to race towards. I had to sign a deal with the devil and use the Titans. They lowered my average turn-cast for Warp World from turns 5-6 to turns 4-5. A rather important improvement in a competitive environment. Also, they're the main reason I haven't gone up to 28 lands in the deck.

Eternal Witness: General graveyard recursion as usual, with the major note of bringing Warp World back to hand post-Warp. Combined with enough land, or Lotus Cobra's mana, it can lead to a situation I call "Infinite Warping." Infinite Warping tends to lead to a mix of the following: huge battlefield for me; opponent death-by-Hellkite; and lack of battlefield permanents for others. Nine-out-of-ten Judges recommend opponent's concede when that happens.

The Big Guys: Avenger of Zendikar, Bogardan Hellkite, Primeval Titan, Rampaging Baloths, and Urabrask the Hidden all count here. The Avengers and Baloths love the post-Warp environment, pumping out craploads of token critters. And the Hellkite's make quite an entrance, burning opposing creatures as well as throwing fireballs at heads when I need to end things quickly. Primeval Titan helps fuel the token frenzy in addition to busting out the Wolf Run's for more win conditioning. Lastly is the smaller and solitary Urabrask, enabling a free swing post-Warp, which generally is enough to do the trick.

Warp World: Confuses opponents, hates planeswalkers, ignores Cascade, screws up board states, and is a Sorcery that doesn't play well with other nonpermanents. Almost as effective as throwing a Comprehensive Rules print-out at your opponent.


I don't have a set sideboard for it yet, but it'll come. Most likely after I obtain the three each Stomping Grounds and Titans for the deck. Expect mucho anti-counterspells and an obligatory solo Emrakul, She Who Tears the Aeons.

Casual playtesting has mostly been positive for me. We'll see how it goes after putting it through the minor modern tournament grinder. The big tournament for me is in November, so I've got a little time...

Wednesday, May 23, 2012

Decklist - Your Deck.dick [BU]

Well look at that. Six posts in one month. Well, I'd say these ReConstructed submissions have done the trick. Afterall, we're matched with total posts in 2010 now. Now to match 2011. What to post now... what to post n- AH! My deck from two weeks ago. It didn't do so hot then, but it wasn't this close to finished then either! Here it is in untested current form:


Your Deck.dick [BU]
---Lands (24)---
4 Drowned Catacombs
4 Evolving Wilds
4 Shimmering Grotto
1 Forest
5 Island
1 Mountain
1 Plains
4 Swamp

---Creatures (13)---
4 Cryptoplasm
1 Dark Imposter
3 Evil Twin
2 Phantasmal Image
3 Phyrexian Metamorph

---Noncreatures (4)---
2 Mimic Vat
2 Mind Control

---Spells (19)---
2 Black Sun's Zenith
1 Cackling Counterpart
4 Gitaxian Probe
4 Ponder
4 Praetor's Grasp
4 Stolen Goods


General Breakdown:
The Lands: Have the potential to simulate any color, while hopefully leaving our Dimir needs fulfilled. Hopefully an upgrade from my unshared, earlier version.

The Creatures: Simulate my opponent's stuff. Evil Twin is underrated, Cryptoplasm is annoyingly useful, and Imposter takes advantage of late game mana supplies. I don't foresee any problems against anything Legen-wait for it-dary.

Black Sun's Zenith: Because I can't easily simulate craptons of tokens outnumbering my field.

Cackling Counterpart: Usually reads, "Get out of jail free, Mr. Cryptoplasm."

Gitaxian Probe and Ponder: Because this kind of deck needs some digging.

Praetor's Grasp: Rather underrated, in my opinion. It usually reads: "Choose one--Setup your next turn's strategy; or steal target opponent's Sword of X and X. If this is your fourth turn, entwine." The sad thing is, I'm not joking. Upped from three in the former version.

Stolen Goods: It could be a boat.



"What deck are you playing?" "I don't know, you tell me."


Brainstorming - Bits and Pieces

Those of you who use a fairly current version of Windows might know of an application called Sticky Notes.

Kind of like that, except mine's much less organized.... and mostly "stacked" on the bottom right of my screen.


So for the sake of my desktop, I'll be clearing off anything slightly-worth keeping here.


Bounceplay [W]
Just playing around with all that flickering...
Lands:
20 Plains
4 Seraph Sanctuary
Creatures:
3 Leonin Relic-Warder
4 Fiend Hunter
2 Sun Titan
4 Emancipation Angel
4 Restoration Angel
1 Avacyn
3 Suture Priest
Not Creatures:
2 Bladed Bracers
4 Scroll of Avacyn
1 Defy Death
0 Divine Reckoning
0 Divine Reflection
4 Cloudshift
3 Oblivion Ring
1 Gideon Jura


Future Deck Idea: Surgeatron
 A Primal Surge deck that gets up to ten with Urza Lands.


Eternal
A broken list of pieces to consider for an Eternal Dominion deck.
Eternal Dominion x4
Paradox Haze x4
Chalice x4
Surge Node x4
Cycling
Cloud of Faeries
Complicate
Decree of Silence
Dragon Wings
Miscalculation
Vedalken Shackles
Propaganda
High Tide
Copy Enchantment
Drift of Phantasms


Empires Deck
An unfinished concept for the respectively named artifacts.
4 buried ruin
22 land
4 crown of empires
4 scepter of empires
4 throne of empires
4 forbidden alchemy
4 faithless looting
4 ponder
2 batterskull
2 wurmcoil engine


Mental Note: Make a Myr deck soon.


Random R/G Deck Concept
4 noxious revival
4 reclaim
4 thunderous wrath
4 faithless looting
4 vexing devil
4 risky bet
4 stormblood beserker
4 strangleroot geist
1 red sun's zenith
3 Phyrexian Metamorph
2 galvanic blast
1 thrun
23 land


Ah, that's a bit better. Maybe there's a little purple weight off my mind, too.


Decklist - GW 'Walkers

Another free Standard ReConstructed challenge. Also what I played with last week, finishing eleventh after a 3-2 run.

Basic premise, as usual; Planeswalker it up.


GW 'walkers
---Land (23)---
2 Gavony Township
3 Razorverge Thicket
4 Sunpetal Grove
10 Forest
4 Plains

---Creatures (16)---
4 Avacyn's Pilgrim
3 Solemn Simulacrum
3 Strangleroot Geist
2 Sun Titan
4 Viridian Emissary

---Planeswalkers (8)---
1 Elspeth Tirel
1 Garruk, Primal Hunter
3 Garruk Relentless
1 Gideon Jura
2 Karn Liberated

---Artifacts / Enchantments (6)---
4 Abundant Growth
2 Mimic Vat

---Nonpermanents (5)---
1 Creeping Renaissance
4 Day of Judgment
2 White Sun's Zenith


General Breakdown:
The Land: Pretty straightforward, I think. Gavony's are for the unusual times in which I have open mana.

The Creatures: Pilgrims are for mana fixing and early aggression. Later on they become fuel for flipped Garruks. Emissaries and Simulacrums are for ramp and early aggro trade-off. Let them die. Strangleroot's emphasize early aggression, later on becoming bodyguards for the walkers. No complaints there. Unlike with Sun Titan. I need to test him more, since he hasn't been out with any graveyard targets yet. Considering the amount of games I've played with the deck and how many appealing <4 drops are in the deck, I'm on the fence with him.

The Planeswalkers: Garruk Relentless is mostly burn in green. Otherwise, his purpose as well most of the rest is token generation. Gideon takes special note as a control card, especially when paired with the awesome might that is Karn.

Abundant Growth:  For the low price of 'GGGG,' I'm playing a 56-card deck. Better yet, those 'G's only need paying when I run into one of these bad boys. Also, they mana fix. And if I'm having trouble taking out cards when sideboarding, I can easily go back up to a sixty card deck. In summary, I love this card.

Mimic Vat: For dead creature abuse. I like stealing creatures, and I like wiping the board. That's why you'll see this in most of my decks until it rotates out. Savvy?

Day of Judgment: Speaking of board-wipe, here it is. I'm not the biggest fan of white weenie and variants of it running around. So a playset of these badboys and planeswalkers who don't mind it should help display my displeasure for the current meta.

White Sun's Zenith: Late game token generation. Think I might mix it up with one Entreat the Angels. See how well it can rival my Rain of Kitties.

Creeping Renaissance: A one-of for the late game, to restock my hand with creatures and planeswalkers. I've dropped this down in one game only to see my opponent concede on the spot. That said, current board state  has a lot to do with how much I appreciate drawing this card.


Sideboard:
2 Ratchet Bomb: For eating tokens and anthem-effects.
2 Nihil Spellbomb: Anti-graveyard shenanigans.
3 Oblivion Ring: General control
3 Green Sun's Zenith
3 Thrun, the Last Troll
1 Vorapede
1 Sigarda, Host of Herons

The last bit is what I call a transformational sideboard. I can switch out cards weak against particular decks. Like Elspeth Tirel when facing a burn deck. This switch, especially the addition of Green Sun's Zenith, can greatly improve the speed of my deck.


Changes: 
 - Next time I try the deck, I want to replace the Sun Titans with Primeval Titan / Wurmcoil Engine or 2 Wurmcoils. Like I said earlier, still on the fence there, considering his post-board worth.
 - In favor of turn two Stranglegeists, I'm wanting to switch out the Pilgrims for either Llanowar Elves or Birds of Paradise. Probably going to lose the one-mana drop aggro at the end of that decision tree.
 - One Thrun's coming out in favor of an Oblivion Ring, I think. With the Green Sun's, I think I can warrant the extra control.
 - Might play with the lands a little more, too. If I keep the Sun Titans around.
 - One Garruk Relentless might come out for something. Assuming I can figure out what that something is.

Think that's about it!
 

Tuesday, May 15, 2012

Commander Decklist - Iname, Death Aspect [B]

Once again a ReConstructed entry, calling for unbarred Commander entrants.

So I choose to pull out my strictly casual one.
Goal of the deck is simple; get out Iname, then abuse that graveyard.

Iname's Army
General: Iname, Death Aspect
---Land (35)---
Barren Moor
Crypt of Agadeem
Dakmor Salvage
Ebon Stronghold
Polluted Mire
Spawning Pool
Temple of the False God
28 Swamp

---Spirits (25)---
Akuta, Born of Ash
Banshee
Cairn Wanderer
Cruel Deceiver
Deathknell Kami
Enemy of the Guildpact

Foul Familiar
Ghost Hounds
Gibbering Kami
Hyalopterous Lemure
Keening Banshee
Kemuri-Onna
Kuro, Pitlord
Lost Soul
Midnight Banshee
Moonglove Changling
Morkrut Banshee
Nether Shadow
Patron of the Nezumi
Revenant
Seizan, Perverter of Truth
Spirit of the Night
Thief of Hope
Wicked Akuba
Will-o'-the-Wisp

---Iname Abuse (11)---
Balthor the Defiled
Dread Return
Ghoul's Feast
Haunting Misery
Living Death
Living End
Mortal Combat
Patriarch's Bidding
Songs of the Damned
Stir the Grave
Zombify

---Odds and Ends (9)---
Beseech the Queen
Cruel Tutor
Dark Ritual
Demonic Tutor
Lightning Greaves
Nightmare Lash
Sensei's Divining Top
Temporal Extortion
Ulamog, the Infinite Gyre

---Kill Spells (9)---
Consume Spirit
Damnation
Devour in Shadow
Dismember
Eyeblight's Ending
Kiku's Shadow
Rend Flesh
Shriekmaw
Toxic Stench

--- Ramp Cards(10) ---
Charcoal Diamond
Coldsteel Heart
Darksteel Ingot
Fellwar Stone
Jeweled Amulet
Manakin
Mana Prism
Phyrexian Totem
Prismatic Lens
Sphere of the Suns


Totaling Up:
29 Creatures
1 Enchantment
1 General
8 Instants
35 Lands
12 Noncreature Artifacts
14 Sorceries


Pretty straightforward, I think. Only real thing to note is Ulamog, who mostly comes out with the help of Songs of the Damned or Crypt of Agadeem.

[witty ending remark here]


Wednesday, May 9, 2012

Deck Concept - Brain Surgery [BW]

Another ReConstructed submission, this one called for anything Standard.
Also, I'm highly tempted to test-run it at FNM for kicks.

The basis of the deck is proactive control; using effects that take out threats before they hit play. And in case I fail to neutralize a particular annoyance, nuke the field and see if they can try again. Here's how it looks right now:


Brain Surgery aka Lobotomies for Everyone!
---Lands (25)---
9 Plains
9 Swamp
4 Evolving Wilds
2 Ghost Quarter
1 Vault of the Archangel

---Instants / Sorceries (22)---
3 Black Sun's Zenith
3 Day of Judgment
1 Despise
4 Gitaxian Probe
2 Memoricide
4 Surgical Extraction
3 Timely Reinforcements
2 White Sun's Zenith

---Permanents (13)---
2 Batterskull
1 Gideon Jura
1 Karn Liberated
2 Mimic Vat
3 Nevermore
3 Oblivion Ring
1 Wurmcoil Engine


General Breakdown:
The Land: The most iffy part of the deck in my opinion, only because I lack Isolated Chapels. Ghost Quarter is against "shenanigan lands," though I do wish I had been able to squeeze in a Sun Titan to help abuse it. And Vault of the Archangel is kept to a minimum from my fears of mana fixing needs.

The Sweep: Black Sun's Zenith and Day of Judgment are my primary board controllers. Taking up a tenth of the deck, I rely on them to keep me around after my first few turns of setting up / information gathering.

The Recon: Despise and Gitaxian Probe let me know what's in their hand. I'd play more Despise if I could find room, but I can at least console myself with more on the imaginary sideboard. For now, shooting a Surgical Extraction at a random graveyard card will suffice while giving me a bigger picture.

The Removal: Memoricide and Surgical Extraction eat threats for good, and Nevermore curses them with having to stare at cards they can never play. Oblivion Ring takes care of confirmed one-of threats and more than likely early game annoyances. Karn gets the later threats (Fun Note: His +4 alleviates the earlier mentioned curse).

The Traders: Timely Reinforcements fit here, even though their main intention is to replace life lost from early aggro and phyrexian carelessness. The tokens can be used to hurt opponents, but hopefully will at least trade with other critters. Same with White Sun's Zenith (Rain of Kitties) and Mimic Vat, though both respectively without the life gain.

The Big Threats: Batterskull and Wurmcoil both damage people while putting Reinforcements' life gain to shame. Gideon Jura finishes this small section, complementing the lifelinker's evasive abilities with his post-wrath attacking. Or as I like to affectionately call it, "pulling a William Wallace."

Until next time!

Wednesday, May 2, 2012

Deck Concept - Red Deck Wins [Ru]

I've decided to try regularly submitting decks to the ReConstructed Column on Wizards' web site. Figured it'd be a good way to both get the Creative juices flowing and encourage at least weekly posts.

This week's article (linked above), asked for Innistrad Block submissions. So with very little knowledge of the general metagame in the format, I threw this together:


Red Deck Wins (or at Least Draws a Lot)
---Lands (22)---
15 Mountain
2 Desolate Lighthouse
1 Island
4 Sulfur Falls

---Creatures (14)---
3 Lightning Mauler
2 Pyreheart Wolf
3 Reckless Waif
2 Torch Fiend
4 Vexing Devil

---Instants / Sorceries (21)---
1 Bonfire of the Damned
2 Brimstone Volley
4 Dangerous Wager
3 Desperate Ravings
1 Devil's Play
4 Faithless Looting
4 Pillar of Flame
2 Thunderbolt

---The Flourish (3)---
3 Runechanter's Pike


General Breakdown:
 The Land: Yeah, it strays from pure red. Thank Desperate Ravings for that. At least I didn't throw any blue in the deck. Suck on that Delver.

Faithless Looting, Desperate Ravings, Dangerous Wager: The draw. The idea's to empty your hand as fast as possible for the Gambit. Looting's for filtering into things you want to play, and Gambit's just more draw in general.

Pillar of Flame, Thunderbolt, Devil's Play, Brimstone Volley: The burn. Preferably on those annoying things that like to block your ever-aggressive minions.

Bonfire of the Damned: For erasing those little annoyances en masse.

Runechanter's Pike: See all those noncreature spells I just barely brushed over? Yeah, this if for taking advantage of their crispy shells. And it lasts longer than Harvest Pyre.

Vexing Devil: Ah, we've hit the meat of the deck. Somewhat. This minion acts a great burn spell or a soon-dead critter, depending on what's less inconvenient for your opponent. Still inconvenient.

Reckless Waif: The poor girl, this deck leaves her fairly conflicted. Early game she can be rather angry, but after the draw spells start up she'll probably calm down. Still pretty handy with a Pike.

Lightning Mauler: For giving things haste, I think. Meh.

Torch Fiend: Not a bad body. Kick this minion at any unpleasant artifacts your foes show you.

Pyreheart Wolf: Of course I'd save the most annoying creature for last. I'm sure a Pike on him will annoy most token decks.


"Oh noes, my ice cream!"

Deck Concept - Land Destruction [GR]

I don't usually pay attention to this kind of deck; not really interested in this kind of "solo play" deck. Considering the amount of early game plays going down in standard, it might prove interesting. And a friend's interested in it, so here's more or less the response I gave him:

After taking a look at land destruction in the format, here's a quick first draft deck. Feel free to tear it apart from here.

22 Lands
4 Llanowar Elves
4 Strangleroot Geist
4 Young Wolf
4 Viridian Emissary
2 Beast Within
4 Bramblecrush
4 Melt Terrain
4 Tectonic Rift
4 Invader Parasite
4 Acidic Slime

No big finishers, but it loves the early game setup. And could probably lose some destruction for more win condition if testing/desire dictates.

Or Demolishes...

Those never hurt....