Two Decks

Gatecrash has me toying with deckbuild again, though I’m not sure why.

First up is one I’ve titled “X-Men”. I’ve been really, really enjoying playing this deck with the current Standard cards, and the manabase only gets better once Gatecrash is released.

This is a classic (non-prison) control deck that slows the tempo of the early game to allow you to play back-breaking late game spells. At the high end it runs the most powerful non-green cards in Standard – Sphinx’s Revelation, Bonfire of the Damned, Entreat the Angels, Jace, Architect of Thought, Tamiyo, the Moon Sage and Chandra, the Firebrand who is excellent in the deck. At the low-end it runs Azorius Charm and Izzet Charm for supreme flexibility in either nuking early plays, running groun interference, or ensuring land-drops are made.

This deck really wants to find a home for Aurelia’s Fury and to make sure it has a way to kill Frontline Medic reliably, without resorting to wraths. Mizzum Mortars may well be the best option in this regard. It also currently has a hard time with non-creature permanents you don’t manage to counter, thus the Detention Sphere in the sideboard.

X-Men: A Standard Deck

Instants (20)
Azorius Charm
Izzet Charm
Think Twice
Syncopate
Sphinx’s Revelation

Sorceries (12)
Supreme Verdict
Terminus
Entreat the Angels
Bonfire of the Damned

Planeswalkers (4)
Chandra, the Firebrand
Jace, Architect of Thought
Tamiyo, the Moon Sage

Lands (24)
Clifftop Retreat
Glacial Fortress
Hallowed Fountain
Sulfur Falls
Steam Vents
Plains
Island
Possible Sideboard Cards (0)
Dispel
Gideon
Vanishment
Detention Sphere
Snapcaster Mage
Psychic Spiral
Divine Deflection

A second deck is my attempt at a post-Seething-Song-ban Modern Storm list.

Post-Ban Storm: A Modern List

Creatures (4)
Goblin Electromancer

Enchantments (4)
Pyromancer Ascension

Instants (17)
Noxious Revival
Desperate Ritual
Pyretic Ritual
Peer Through Depths
Manamorphose

Sorceries (18)
Gitaxian Probe
Grapeshot
Epic Experiment
Sleight of Hand
Serum Visions
Past in Flames

Lands (17)
Scalding Tarn
Steam Vents
Sulfur Falls
Gemstone Mine
Mountain
Island

Yes, the deck is a bit of a glass cannon, but you are perfectly capable of going off on T3, though T4 is a lot more consistent. Effectively you need to play and stick either Electromancer or Pyromancer Ascension. Either one is enough to get the combo going (Electromancer may even be a little more reliable than Pyromancer). The question here is usually whether 4 Slight/1 Serum is better than 4 Serum/1 Slight, but only testing will reveal it.

For the sideboard I’d suggest the usual; Echoing Truth, Pact of Negation (which you’re never paying for), Ancient Grudge, Izzet Charm perhaps if you need to force through either Electromaner or Pyromancer, though urgh, it’s a stretch.

Storm isn’t dead (as neither is Jund), although the nerf hurts considerably. But if every deck capable of winning on T3 is getting nuked, then a deck like this that is still capable of winning on T3 has an advantage – especially if no-one is expecting to see it.

Rock the Pod

Rock the Pod

I’m very, very interested in Smallpox at the moment. I do love me a good Rock deck and Smallpox (and Pox, Deathcloud) certainly define the Rock format.

There are two great support cards for Smallpox right now. They also happen to be the cards that most resemble Survival of the Fittest.

Remember how broken Survival of the Fittest is? A repeatable, uncounterable tutor effect? Well Standard has two of them:

* Fauna Shaman at 2 mana
* Birthing Pod at 3 or 4 (yeah right) mana

Both these cards support Smallpox beautifully, although Pod is probably the better support card, as they help you find your way out of the card parity that Smallpox forces by tutoring up exactly what you need.

A GB decklist may start off something like this:

4 Smallpox
4 Fauna Shaman
4 Birthing Pod

4 Bloodghast
4 Vengevine

Bloodghast and Vengevine are the best creatures to kill off or discard, but we only get maximum value out of Vengevine if we have a way of playing a couple of creatures at once, so I’m not convinced about playing four of them.

The heart of a Rock deck is to keep up disruption while playing our threats. Pod helps us search out higher and higher-mana cost threats while our mana-based is crippled through Pod, even as we tutor up lands with some of our creature targets. Here are some options.

* Sylvan Ranger: Good, but as the land goes to your hand instead of into play, not great. We really want to be getting lands into play faster than our opponent for our smallpox to have maximum effect.

* Viridian Emissary: An efficient way of getting lands out there, we don’t mind saccing him to either Smallpox or Birthing Pod, as the land goes straight into play.

* Pilgrim’s Eye: Like Slyvan Ranger, Pilgrim’s Eye suffers from the land hitting our hand, rather than the board. However it’s a nice card for the 3 mana spot.

* Cadaver Imp: Allows us to stay ahead of our opponents in regards to hand-size, and if you’re recurring a Viridian Emissary it’s all gas.

* Glissa, the Traitor: I’m not sure there’s a call for Glissa unless we end up with a number of Simulacrum’s, Wurmcoils and Pilgrim’s Eyes. But she does recur Pod as well. Hmmmm.

* Gatekeeper of Malikir: If we’re casting him, great, but otherwise pretty difficult to manage. I don’t think we can squeeze him in.

* Liliana’s Specter: Great on the card-parity front but otherwise underwhelming.

* Solemn Simulacrum: A great card for the 4-drop spot, it’s essentially a 3-for-1 in this deck. Allows us to hit the 5th drop easily, stay ahead on land and stay ahead on cards in hand.

* Phyrexian Metamorph: More a metagame call than anything else, we’ll never cast him for full cost, but he’s a great place in the curve and can get extra value out of our other cards.

* Necrotic Ooze: If there was some overpowered creature combo in Standard this guy would be my go-to creature. At the moment I can’t see it, but you gotta keep him in mind going forward.

* Abyssal Persecutor: We have to win the game somehow, and the Persecutor certainly gets the job done. Birthpod means his ‘downside’ isn’t much of a problem.

* Thrun, the Last Troll: Can completely mince some UB and UW strategies, but can also be dead useless. Feels like as sideboard card more than one in the main deck.

* Oracle of Mul Daya: I’m curious about this girl as a one-of to help pull ahead of mana parity.

* Vengeful Pharoah: He helps us both with hand parity and board parity. We never mind discarding him (don’t mind if I do…) and we can generally always recur him. Maybe we can eventually cast him too.

* Acidic Slime: A key tool in the land-destruction game. I have dreams of endlessly recurring this guy with Sheoldred. Also takes out Swords, opposing Birthing Pods, O-Rings, Ascensions, and various other junk.

* Primeval Titan: A key step in the chain of mana-parity. If you get one ETB and one attack trigger off, you’ve probably won the game.

* Wurmcoil Engine: We don’t mind saccing him for benefit, and can be recurred via Glissa.

* Sheoldred, Whispering One: Seems to make sense in this particular Rock build as the top-end creature. Once on the table creature parity can never be obtained by your opponent.

Other Support Cards

* Inquisition of Kozilek/Duress/Despise: Rock decks need early disruption to work properly. If your Inquisition hits first turn, then your Smallpox hits both a land and a creature next turn, most opponents will find it pretty hard to recover. Inquisition is the best for us as our plan is not to let our opponent cast anything meaningful above 3 mana.

* Sign in Blood: We need to keep our hands full and SiB is certainly a good card to help us achieve that.

* Cultivate: I can imagine a Cultivate, followed by a Smallpox, would be brutal for a lot of decks that rely on high mana levels.

* Doom Blade / Go For The Throat / Geth’s Verdict: We’ll want some form of spot removal because of Splinter Twin decks and other burdesome fast-creature decks, such as Tempered Steel.

Where does that leave the deck? How about something like this:

4 Inquisition of Kozilek
4 Smallpox

2 Go for the Throat
1 Doom Blade

4 Birthing Pod

4 Fauna Shaman
3 Bloodghast
1 Vengevine

2 Viridian Emissary
2 Glissa, the Traitor
1 Pilgrim’s Eye
1 Cadaver Imp
2 Solemn Simulacrum
1 Acidic Slime
1 Vengeful Pharoah
1 Wurmcoil Engine
1 Primeval Titan
1 Sheoldred, the Whispering One

Land to suit – Forests, Swamps, that fetchland, and 1 of that new ruin card in M12.

Ok, so the list is completely untuned and probably terrible I’m not sure about the Bloodghast / Vengevine split at all, especially as this build will probably have a terrible time recurring them. It’s also a little short on the 4-mana slot, which is the most difficult slot to fill on any Pod list.

What I do like is the synergy and interactions between the cards. If there’s anything that’s going to take advantage of Smallpox, it’s a list like this.

I certainly think the shell is worth exploring. Once the cards are available I’ll test it online and see how it goes.

Honey Badger Don’t Care

Honey Badger Don’t Care

It doesn’t matter what deck you’re playing against; Honey Badger don’t care. It’s a U/B control shell designed to get maximum utility out of the 3 Cranial Extraction cards current in Standard (Surgical Extraction, Memoricide and Haunting Echoes).

I’ve tested this deck a fair bit and it’s terrible. Every single game just drags out to 20-30 turns. You end up in terrible top-decking positions you can only pray to get out of.

That said, it’s a ball of fun to play.

I tried the Mana Leak main, but as most decks end up with both sides on infinite mana, they turned out to be terrible so I stuck ‘em in the sideboard against certain matchups.

You can board into some sort of terrible mill deck as well, which is also terrible. But Honey Badger don’t give a shit, it just wins anyway. I don’t really understand how, it just does.

Improbable plays with this deck:

* Showing Chancellor the the Spires at game start, using Surgical Extraction before opponent’s Turn 1 to remove Splinter Twin from their deck.

* Activating two or three Archive Traps off a T2 Stone Forge Mystic activation.

* Dying to every mid-range deck ever invented. Ok that’s not so improbable.

I don’t know if this is a viable archetype – hell, it probably isn’t – but I do insist this. If you see people playing Surgical Extraction main you refer to that deck as “Honey Badger X”. So Esper Cawblade with Surgical Extraction would be “Honey Badger Cawblade”. I think that might just piss enough people off to make it all worthwile.

Honey Badger
A Standard Deck by Neale Talbot

// 2 Creatures

2 Chancellor of the Spires

// 24 Sorceries

3 Preordain
4 Despise
4 Inquisition of Kozilek
4 Sign in Blood
4 Memoricide
1 Haunting Echoes
2 Life’s Finale
2 Black Sun’s Zenith

// 12 Instants

4 Surgical Extraction
1 Geth’s Verdict
1 Go for the Throat
1 Doom Blade
2 Dismember
3 Into the Roil

// 22 Lands

2 Terramorphic Expanse
4 Evolving Wilds
6 Swamp
2 Island
4 Drowned Catacomb
4 Darkslick Shores

// Sideboard

4 Archive Trap
4 Mana Leak
4 Hedron Crab
2 Chancellor of the Spires
1 Blue Sun’s Zenith

A Study In Architecture

A Study In Architecture

I play a lot of EDH. I mean, a looooooooot of EDH. Which means I’m pretty used to two things, (1) Playing Singletons and (2) Laying down Trinket Mage.

Now, thanks to the WONDERS OF MODERN TECHNOLOGY (ie. the reprinting of Trinket Mage in Scars of Mirrodin), I’m able to do both those things in Standard Constructed.

I pulled together a deck over the weekend and had an absolute blast with it. Here’s the core of the deck:

4 Trinket Mage
4 Treasure Mage
4 Grand Architect

Trinket Mage has been a powerhouse in any format that could bear the weight of his mana cost while still supplying zero or one mana artifacts worth fetching. Treasure Mage is fantastic as he can fetch you the precise game finisher you want. That leaves Grand Architect.

I loved Grand Architect from the moment I saw him. He does three different things for the low low price of three mana. He pumps the Trinket and Treasure Mages by +1/+1, turning them from lowly 2/2s to worthwhile 3/3s. He provides a mana accellerator in mono-blue, which is one of the most busted things imaginable. And he turns artifact creatures of yours blue, meaning they get bigger (which is important when your Wurmcoil Engine tangles with a Titan) and they also become mana accelerants.

Now while I’m not so Johnny to try to abuse Memnites in the deck (play for zero, turn blue, tap for two mana…), there are plenty of zero and one mana artifacts worth playing. Here’s what I settled on:

* 4 Everflowing Chalice: The backbone of the deck, these are what help you do some of the most broken plays. With a Grand Architect and a Trinket Mage on the board you can easily drop these with 3-4 counters on them, and with the proliferation in the deck they can get absurd quickly.
* 1 Chimeric Mass: Another card that plays well with proliferation, it also handily gets around most mass removal and some spot removal. It often comes down as a 5/5 and ends the game as a 11/11.
* 1 Mox Opal: Great as a one of as you can fetch it to fix your mana colours if you’re stuck. It doesn’t happen often, but it’s nice to have an out.
* 1 Brittle Effigy: The activation cost is meaningless in this deck (I’ve cracked it against a Frost Titan with mana to burn), so being able to tutor removal is great.
* 1 Elixir of Immortality: Buys your deck/tutor targets/etc back again. Brilliant in attrition wars, makes Red Deck Wins cry.

Then I have chose the Treasure Mage targets:

* 1 Contagion Engine: I can’t believe how many games this has won for me, including proliferating my opponent’s self-inflicted poison counters, sweeping a team away, or pumping my Chimeric Mass after no blocks have been declared. One Chalice has hit four counters, this thing becomes absurd.
* 1 Steel Hellkite: A fantastic card that no-one is playing. Has a neat combo with Sword of Feast and Famine as you can destroy whatever you want in response to the untap trigger, thereby creating an amazing mana sink.
* 1 Mindslaver: Breaks games in half and allows you to come back from absurd positions. Every time I’ve played it I’ve managed to activate it in the same turn.
* 1 Wurmcoil Engine: The beater of choice, it also completely breaks the back of Red Deck Wins.
* 1 Spine of Ish Sah: The best targetted removal this deck has to offer, I’m afraid. I’ve looked for a suitable sacrifice outlet (including Piston Sledge!) but none come to mind. The best you can hope for is to use Tezzeret to make it a creature and just swing in. Hopefully something worthwhile will arrive in New Phyrexia.

Next up I picked four utility artifacts:

* 2 Sphere of the Suns: I’m not thrilled about the ETBT clause, so I only run two, but the colour fixing is nice as Grand Architect’s double blue can be a pain sometimes. The cost is also good, as you occasionally lay down Architect, tap itself to lay down Sphere, and then have a zillion mana for Turn 4.
* 1 Contagion Clasp: Used primarily as a proliferation enabler, the spot removal occasionally – very occassionally – comes in handy.
* 1 Sword of Feast and Famine: When your deck has absurd amounts of mana, what more could you want than even more absurd amounts of mana?

And then to seal the deal I picked some planeswalkers:

* 3 Tezzeret, Agent of Bolas: The one thing you find with this deck is having a thousand points of mana and little to do with it. Tezzeret fixes that by providing an endless stream of cards and some excellent alternate win conditions. You should also consider the implications that proliferation has with ol’ Tezzeret.
* 1 Jace 1.0 or 2.0 depending on your metagame: The 3 slot in this deck is pretty packed, so if you have the money Jace 2.0 is probably the way to go. I’ve heard he’s good.

Finally I have two spells:

* 1 Blue Sun’s Zenith: I drew 8 cards off this the first time I used it. Don’t get greedy tho – I once waited too long hand had it Duressed out of my hand, making me a very sad panda indeed.
* 1 Black Sun’s Zenith: Sometimes you just need to wrath the board before you start laying down the pain.

Lastly I have a utility sideboard:

* 4 Lodestone Golem: Goes in on the play against anyone running Counter Spells or aiming to win with 6-mana spells (such as Valakut). Yes he’s a little prone to die thanks to Lightning Bolt, but you occasionally get surprise on your opponent by making him Blue in response, putting him out of kill range. His 5/3 body also makes him a surprisingly fast clock for your opponent.
2 Shimmer Myr: Comes in against Counterspell players. Have I mentioned how fun it is to play and activate Mind Slaver at instant speed? It’s PRETTY FUCKING FUN.
4 Ratchet Bomb: Kills birds, tokens, soldiers, knights and goblins. Bring in if Black Sun’s Zenith isn’t enough to get the job done.
2 Volition Reigns: Secret tech against the Titan players of the world.
1 Platinum Emperion: Completely ruins Red Deck Win’s day.
2 Go For The Throat: In case you feel the need.

Here’s the final list:

Frank Lloyd Wright
A Standard Deck by Neale Talbot

// 12 Blue Creatures

4 Treasure Mage
4 Trinket Mage
4 Grand Architect

// 9 Trinket Mage Targets

1 Chimeric Mass
1 Mox Opal
1 Elixir of Immortality
4 Everflowing Chalice
1 Voltaic Key
1 Brittle Effigy

// 5 Treasure Mage Targets

1 Contagion Engine
1 Spine of Ish Sah
1 Steel Hellkite
1 Mindslaver
1 Wurmcoil Engine

// 4 Other Artifacts

2 Sphere of the Suns
1 Sword of Feast and Famine
1 Contagion Clasp

// 4 Planeswalkers

3 Tezzeret, Agent of Bolas
1 Jace 1.0 or 2.0 depending on your metagame

// 2 Spells

1 Blue Sun’s Zenith
1 Black Sun’s Zenith

// 24 Lands

4 Darkslick Shores
4 Drowned Catacomb
3 Creeping Tarpit
4 Tectonic Edge
7 Island
2 Swamp

// Sideboard

4 Lodestone Golem
2 Shimmer Myr
4 Ratchet Bomb
2 Volition Reigns
1 Platinum Emperion
2 Go For The Throat

I had a blast playing a mono-blue version of this on the weekend and I’m sure the uB version is better. If you find a decent sac outlet for Spine of Ish Sah, let me know.

What would Flores Say?

What would Flores Say?

I spend a lot of time in the Casual room of MtGO, testing various decks. I also spend a lot of time on twitter (@wrongwaygoback if you want to follow me). Recently I posted a challenge on twitter – can you come up with a deck in which every card draws you another card. There were a few good attempts and replies, but nothing really stacked up. Then today I came up against the following deck in the Casual room.

Cantrip Lightning
A Standard Deck by: kujo

4 Elvish Visionary
4 Wall of Omens
4 Sea Gate Oracle
2 Pelakka Wurm
2 Ondu Giant

1 Path to Exile
4 Lightning Bolt
4 Negate
4 Bant Charm

4 Ponder
1 Fireball

1 Jungle Shrine
2 Sejiri Refuge
4 Greypelt Refuge
6 Plains
3 Island
1 Mountain
4 Forest
4 Terramorphic Expanse

Ok, so there are so few cards here that don’t (effectively) draw cards. They are:

4 Negate
4 Lightning Bolt
1 Fireball
4 Bant Charm

And the lands. Sure, I’m cheating a little by including the Ondu Giant and Path to Exile in the list of ‘draw cards’, but what’s life without a cheat or two?

The tempting thing here is to turn it into Mythic by adding 4 x Jace, or turn it into some sort of Eldrazi Monument mashup. Or… both? If we’re prepared for a manabase that always comes into play tapped, we could have the following:

Was A Time When Flores Would Of Played This
A concept standard deck by Neale Talbot

4 Elvish Visionary
4 Wall of Omens
4 Sea Gate Oracle
3 Ondu Giant
2 Sages of the Anima
3 Pelakka Wurm

4 Ponder

4 Path to Exile
1 Esper Charm
1 Naya Charm
1 Momentous Fall

1 Eldrazi Monument

2 Sarkhan the Mad
2 Jace, the Mind Sculptor

2 Swamp
2 Plains
2 Forest
2 Island

1 Marsh Flats
3 Misty Rainforest

4 Seaside Citadel
4 Jungle Shrine
4 Arcane Sanctum

Okay, so it’s no Mythic; but not everyone can afford a thousand Jaces and Baneslayers and Lotus Cobras. But if you could afford just two Jaces, maybe you could play this deck.

The manabase is greedy, and accepts the fact your lands will be coming into play tapped. But if your opponent ever suffers a slightly slow start then it simply ramps, dumps its hand and draws another hand, then dumps that too. The Sages allows some pretty broken things to happen in this deck, and the miser’s Charms and Fall allow for some amazing recovery off the back of a Pelakka Wurm.

I’m not saying it’s fit for human consumption; I’m definitely not saying it’s at Tier 1 power level. But it’s as close as meeting the Twitter Challenge’s requirements and still be a competitive deck. Kudos to Kujo on MtGO.

Standard Tribal Decks

Standard Tribal Decks

Right now there are five main tribal decks in Standard – not that you’d know about it. The five tribes match up to the five colours of the mana pie. Black has Vampires, Green has Elves, Red has Goblins, Blue has Merfolk and White has… Humans? Kor? Knights? Soldiers? Some sort of mix of all four? We’ll figure that out in a moment.

Tribal decks have been attractive since the Onslaught days. Their linear nature makes for powerful synergistic effects once a critical mass of critters is achieved. As tribal decks are often see as sub-par as they are so sensitive to creature-sweepers, tribal decks also happen to be lighter on the hip-pocket.

So what makes a tribal deck? The rule for a pure Tribal decks – ie. a deck legal under the Tribal Wars rules – is simple: one-third of the deck must be of a single creature type. So a 60 card deck must have at least 20 creature-type cards.

Following are four standard tribal decks in Red, Blue, Green and White, and a mono-white concept deck you may find interesting to play.

Standard Tribal Goblins

Goblins are one of my favourite tribes and have a impressive history of tournament viability. Unfortunately, Goblins have made only a single Standard PTQ Top8 that I know of in the two years, which is surprising for a deck that can reliably kill on Turn 4 or 5, even when contested.

Following is what I consider an optimal build of the Little Red Bastards, with notes below.

// 24 Creatures

4 Goblin Guide
4 Goblin Bushwhacker
4 Goblin Shortcutter
4 Warren Instigator
4 Goblin Chieftain
4 Siege-Gang Commander

// 8 Instants

4 Burst Lightning
4 Flame Slash

// 4 Sorceries

4 Lightning Bolt

// 2 Planeswalkers

2 Chandra Ablaze

// 22 Lands

11 Mountain
4 Arid Mesa
3 Smoldering Spires
4 Scalding Tarn

// Sideboard

4 Goblin Ruinblaster
4 Roiling Terrain
4 Tectonic Edge
3 Manabarbs

This deck acknowledges a few things about both Goblins and the Standard format:

* The most powerful thing you can do is land a hit with an early Warren Instigator. This build provides 8 instants, 4 sorceries, 4 creatures, and 3 lands to help you get around any blocker.

* The deck wants to move fast. The card that’s going to slow you down the most is Wall of Omens. Flame Slash acknowledges that, sacrificing instant speed removal for a massive hit to any early, fat-assed blocker.

* The two Chandra Ablazes are due to the fact you regularly empty your hand early and then run out of gas. Goblins are a threat with even two on the table; Chandra lets you restock your hand and charge on in. You can also use Chandra’s first ability to simply start flinging goblins at your opponent’s head, if it comes to that.

* The sideboard does one thing and one thing only; attack manabases. Three and four colour decks are becoming increasingly popular. The 12 card land destruction package, backed by the three manabarbs, are there to crush any colour-sensitive deck.

I tested the deck in the casual room of MtGO for a while and it performed as expected; either a Turn 4 or 5 win, usually off the back of a successful Warren Instigator attack, or the deck folded due to effective spot removal or sweepers. There was one epic game against WUG Allies that went to Turn 14. The deck stalled on 2 mana for 8 turns, during which I simply flung Lightning Bolts and Burst Lightings at my opponent and the allies that mattered. Then a third mana appeared and as a result the board opened up. Two Chieftains later the game was mine.

Overall the deck won about 75% of its matches in the Casual room, a surprising result.

Standard Tribal Merfolk

Merfolk are uniformly loved and loathed as a tribe, largely because they often come backed up with the oft-dreaded counterspell. The great thing about the Merfolk in today’s standard is that you can get them onto the board early and slowly grow them while leaving counterspell mana up the entire time. When you’re playing against decks you know are a removal light, you can also simply push a lot of damage through quickly. This gives the fishfolk a certain amount of flexibility to adapt to their opponent’s gameplan. Here’s the build I’d use if I could afford the Jaces.

// 23 Creatures (20 Merfolk)

2 Cosi’s Trickster
2 Enclave Cryptologist
4 Skywatcher Adept
4 Halimar Wavewatch
4 Coralhelm Commander
4 Merfolk Sovereign
3 Venerated Teacher

// 10 Instants

2 Into the Roil
4 Spell Pierce
4 Deprive

// 2 Enchantments

2 Training Grounds

// 3 Planeswalkers

3 Jace, the Mind Sculptor

// 22 Lands

10 Island
4 Misty Rainforest
4 Scalding Tarn
4 Halimar Depths

// Sideboard

4 Flashfreeze
3 Mind Control
4 Lullmage Mentor
4 Negate

Some points below:

* Coralhelm Commander is a beast. I really didn’t expect it to be that good, but it is. Sure, he’s no Lord of Atlantis, but the fact he also becomes a 4/4 flyer is great as he often takes games by himself. He’s also easy to pump while keeping counter mana up.

* My experience has been that, in general, opponents want to get the most out of their removal spells by using them in response to levelling. As a result they often make the fatal mistake of allowing you to untap after playing your Coralhelm, hoping to get extra value after the pump. But the Commander’s level-up cost is so efficient that keeping open a Deprive or Spell Pierce is easy to do. I don’t expect this gameplay-style error to continue indefinitely.

* Training Grounds is good, but not great. It’s very, very good if you can get it down and a Cryptologist levelled quickly. I often felt I wanted to see one of them; I never, ever, ever wanted to see two.

* To be honest, the deck wins games because of two cards: Jace and Deprive. The fishfolk just happen to be extremely mana efficient to play and level around Jace and Deprive. You rarely care that you’re bouncing back a land because you don’t need all that much mana. But then again, if you can afford Jace, why are you going rogue with Merfolk?

* The sideboard does two things; grabs Baneslayers, and builds in some linear value through Lullmage Mentor. If you can get him and stick him, he can quickly overwhelm the board on his own.

As I don’t own Jaces on MtGO, I tested the deck in the casual room with more Into The Roils instead. The deck held its own, at one point winning eight straight games in a row. I think people still underestimate the power of two blue mana. Has it been so long?

Standard Tribal Elves

Elves see a lot of competitive play in Standard and Extended. Elfball is still a major threat in Extended, and Eldrazi Green was highly visible before Rise of the Eldrazi came out. Here’s a slightly different build for Elves, one that tries to pretend that Lightning Bolt exists in the format.

// 28 Creatures

4 Llanowar Elves
4 Joraga Treespeaker
4 Joraga Warcaller
4 Elvish Visionary
4 Nissa’s Chosen
4 Elvish Archdruid
4 Mul Daya Channelers

// 8 Instants

4 Vines of Vastwood
4 Strength of the Tajuru

// 4 Planeswalker

4 Nissa Revane

// 20 Lands

4 Misty Rainforest
4 Verdant Catacombs
2 Oran-Rief The Vastwood
10 Forest

// Sideboard

1 Omnath, Locus of Mana
1 Eldrazi Monument
1 Ulamog, the Infinite Gyre
1 Kozilek, Butcher of Truth
3 Naturalize
4 Acidic Slime
4 Mold Shambler

Some things to consider:

* 20 lands may seem low, but when you have 16 other mana sources, it’s really not that bad.

* And what are you really going to do with all that mana? Strength of the Tajuru seems an absolute natural in this deck, spreading the love around appropriately.

* What’s better than a 10 point spread of Strength of the Tajuru? Dropping the whole thing on your Jagora Warcaller of course! Instead of giving five Elves a +2/+2 counter, why not give them all +10/+10 instead? It really does break the system.

* In this deck Vines of Vastwood is as much a counterspell as anything else. Yes, you may ‘get in there’ for an extra four points of damage. But most likely you’ll be protecting your Archdruid or Warcaller from spot removal.

* Poor Nissa Revane. If it weren’t for Lightning Bolt she’d see heavy play. There is, however, no reason not to put her in the deck. Lots of things we play die to Lightning Bolt. Just because a planeswalker does doesn’t make it a terrible card.

* The sideboard is designer largely for testing and land/planeswalker destruction. If you find in your matchups you’re suddenly faced with all this mana and nowhere to stick it, try running a couple of Eldrazi in your deck. Omnath is also a total mind-crush against some decks. The Shambler/Slime package are for incremental card advantage and planeswalker/mana denial, depending on the matchup.

I haven’t had the chance to test this build yet, but I expect it would be a blast to play.

Alternate Vampires

Vampires are the new kids on the block, but beware of sparkly things, as they often suck. You can easily find a PTQ level vampire deck on the interweb. So here’s a concept deck designed around some of the other, not quite as cool, vampires.

// 26 Creatures

4 Bloodthrone Vampire
4 Bloodghast
3 Kalastria Highborn
4 Vampire Aristocrat
4 Gatekeeper of Malakir
4 Abyssal Persecutor
3 Pawn of Ulamog

// 2 Instants

2 Smother

// 6 Sorceries

2 Inquisition of Kozilek
4 Consuming Vapors

// 2 Planeswalkers

2 Sorin Markov

// 24 Lands

16 Swamp
4 Verdant Catacombs
4 Marsh Flats

// Sideboard

3 Sign in Blood
4 Vampire Hexmage
4 Deathmark
4 Malakir Bloodwitch

Once upon a time there was a deck called Ghost Husk. It basically won on the theory that your opponent would always have to block the Nantuko Husk or risk dying, and as a result always be on the back foot. This desk seeks to recreate some of that, running 8 Nantuko Husks and a number of supporting characters:

* The Pawn of Ulamog is fantastic in this deck, effectively allowing any non-token critter to give your Husks +4/+4. I’ve managed to get the combo out and pumped an unblocked Bloodthrone Vampire from 1/1 to 21/21 by sacrificing my board for the game.

* The Highborn helps you pump out some extra advantage from all the sacrificing going on. I was considering running Mortician Beetle as well, rather than the Abyssal Persecutor. But Persecutor is a win condition on his own.

* Speaking of Abyssal Persecutor, this is the deck that ensures you’ll never, ever have to worry about his ‘drawback’, as you simply have so many ways to kill him.

* I’m not sure why, but I adore Consuming Vapours. It’s a tricky card to play properly, but has many uses – a removal spell, a delaying tactic, an Abyssal Persecutor sac outlet. Certainly a sleeper hit in the future.

* The sideboard is for planewalkers and Baneslayers.

I haven’t had a much of a chance to play this deck, though I expect in practice it’s rather clumsy and not nearly as efficient as the Nocturnus builds. However, if you’re thinking of going rogue and already have most of the cards, give it a try and let me know how it goes.

White Almost-Tribal

There are a lot ways to attack mono-white Tribal at the moment. Certainly there are enough Kor to run an equipment-based build. There are plenty of Humans in white. Soldiers and Knights both have a fair representation as well.

The build below cuts across Humans, Knights and Soldiers, and while it doesn’t have enough of any one tribe to be Tribal Wars legal, it’s certainly a lot of fun to play.

// 24 Creatures (16 Humans only)

4 Student of Warfare
4 Perimeter Captain
4 Knight of the White Orchid
4 Wall of Omens
4 Ranger of Eos
1 World Queller
1 Iona, Shield of Emeria
1 Linvala, Keeper of Silence
1 Admonition Angel

// 12 Instants

4 Harm’s Way
4 Emerge Unscathed
4 Path to Exile

// 3 Planeswalkers (but they turn into Humans, so it’s ok, right?)

3 Gideon Jura

// 21 Lands

4 Marsh Flats
4 Arid Mesa
2 Emeria, the Sky Ruin
11 Plains

Ok, at first the deck is pretty confusing. What the hell is it trying to do? Defend? Attack? What? To be frank, I’m not sure. What I am sure is that it crush 4 out of every 5 decks it played in the Casual room, repeatedly. Some note:

* Often I would delay playing the Student of Warfare until Turn 2 in order to keep up Unscathed or Harm’s Way mana. This would generally allow me to level it and protect it on Turn 3 as well.

* In general the Knight of the White Orchard are Turn 3 plays. I occasionally made the mistake of auto-playing the land before the Knight, which is a big no-no. It’s almost always worth it to delay playing a third land until your opponent does, and then rip past them to four while thinning your deck.

* Perimeter Captain, Wall of Omens and Gideon all like to make out with each other. Seriously, I’ve gained a lazy 16 life to no ill effect of that particular combo.

* Ranger of Eos fetching two Students of Warfare can be backbreaking for many decks, especially if you can lay down a Student and pump it to ultimate on the same turn.

* The deck is both faster and slower than it looks. An uncontested Student of Warfare gets out of hand very quickly, and a slow deck will just lose to it. At the same time, the sheer amount of card draw and card advantage the deck has helps it in the mid-to-long range.

* Yes, it may be better with Baneslayers. Or another couple of lands. Regardless, it’s great fun to play.

Infi-Mana in Standard Pt II – The Control Package

Infi-Mana in Standard Pt II – The Control Package

Here’s another skeleton for the infinite-mana combo package in Standard.

Puckapunyal
[A concept deck by Neale Talbot and Barry Diwell for post-RoE Standard]

// 17 Creatures

4 Wall of Omens
4 Wall of Denial
4 Day of Judgment
4 Filigree Sages
1 Spawnsire of Ulamog

// 8 Sorceries

2 Treasure Hunt
1 Banefire
2 Wargate
2 Mind Spring
1 Marshall’s Anthem

// 7 Artifacts

4 Khalni Gem
3 Everflowing Chalice

// 4 Enchantments

4 Training Ground

// 2 Planeswalkers

1 Jace, the Mind Sculptor
1 Tezzeret, the Seeker

// 22 Lands

4 Glacial Fortress
4 Halimar Depths
2 Misty Rainforest
2 Scalding Tarn
1 Forest
1 Mountain
4 Island
4 Plains

// Sideboard

15 Eldrazis. Heh.

Infi-mana In Standard???

Infi-mana In Standard???

Ok, I’ll admit it; I’m a sucker for a great combo deck. When I saw Training Grounds I knew it was meant to be broken. Here’s a concept deck that, with a little tuning, could happily kill your opponent on Turn 4 reliably.

Basically the idea is to assemble the combo as fast as possible. The combo is having Training Grounds, Filigree Sages and Khalni Gem in play at once.

That way you can use the reduced cost on Filigree Sages to untap Khalni Gem as many times as you wish for infinite colored mana. You then finish your opponent with Banefire for a zillion.

Here’s the deck, put together quickly by Team Oz. This is a rough sketch; it can certainly be improved.

Duntroon
[A concept deck by Neale Talbot & Team Oz for a post-ROE Standard]

// 8 Artifact Creatures

4 x Etherium Sculptor
4 x Filigree Sages

// 8 Artifacts

4 x Everflowing Chalice
4 x Khalni Gem

// 8 Instants

4 x Negate
4 x Deprive

// 8 Sorceries

2 x Mind Spring
2 x Banefire
4 x Fabricate

// 4 Enchantments

4 x Training Grounds

// 4 Planeswalkers

2 x Jace, The Mind Sculptor
2 x Tezzeret, The Seeker

// 20 Lands

4 x Halimar Depths
4 x Scalding Tarn
1 x Mountain
13 x Island

The god play goes something like:

T1: Island, Training Grounds
T2: Island, Everflowing Chalice for 1
T3: Island, Khalni Gem (thus having counterspell mana up), bounce 2 Islands
T4: Island, tap everything floating U, Filigree Sages, use the U to untap Kalni Heart, combo out, Banefire for a zillion

Team Oz is pondering whether a control shell would be better with a UW shell – or whether cards like Treasure Hunt or Ponder would also work. Regardless, the deck is a legitimate infinite mana kill on T4 in Standard.

Target This!

Sure, you’ve got better things to do with your time, but for a laugh, try frustrating the crap out of your opponent with a spicy rogue deck.

Target This!
[A Standard Deck by Neale Talbot]

UPDATE: Flores has an interesting take on this deck on his blog.

4 Deft Duelist
4 Calcite Snapper
4 Wall of Denial
3 Sphinx of Jwar Isle

3 Path to Exile

4 Treasure Hunt

2 Marshal’s Anthem
3 Oblivion Ring
4 Spreading Seas
2 Ardent Plea

3 Jace, The Mindsculptor

3 Island
3 Plains
4 Arcane Sanctum
4 Glacial Fortress
4 Celestial Colonnade
2 Sejiri Refuge
2 Misty Rainforest
2 Flats

Taronga Zoo

Taronga Zoo
[A decklist by Neale Talbot]

This deck leans heavily on a shell developed by Rubin Zoo (and by extension of that, Naya Lightsaber by Mike Flores). I’d like to thank Baz & Jay for their help tuning the deck, Bjoern and his friends for playtesting it, and Marshall for his input in the sideboard.

Once Worldwake was released, I returned to the zoo list Kibler played at Pro-Tour Austin. Once I saw the dual man lands from Worldwake and the Next Big Thing, Tectonic Edge, I knew I wanted to be able to tutor for them using Knight of the Reliquary. Which is why I returned to the Rubin list for inspiration, as Flores’ (quite rightly) forgoed the Knight with only Arid Mesa as it’s main pump machine.

The result was Taronga Zoo.

Taronga Zoo has performed very well in testing. The results – before a new sideboard was built – were about 60:40 vs Jund, Vampires & Boros, 50:50 vs Grixis and Lightsaber, and 30:70 vs UWr. This gives us advantage over most of the field, with one particularly bad matchup.

Here’s the list:

Taronga Zoo Decklist

// 24 Creatures

4 Wild Nacatl
4 Noble Heirarch
1 Dragonmaster Outcast
1 Scute Mob
3 Knight of the Reliquary
4 Ranger of Eos
3 Bloodbraid Elf
4 Baneslayer Angel

// 8 Instants

4 Path to Exile
4 Lightning Bolt

// 3 Planeswalkers

2 Ajani Vengeant
1 Elspeth, Knight-Errant

// 25 Lands

4 Forest
3 Mountain
4 Plains
1 Raging Ravine
2 Stirring Wildwood
3 Tectonic Edge
4 Arid Mesa
2 Sunpetal Grove
1 Rootbound Crag
1 Oran-Reif, the Vastwood

//

3 x Slingbow Trap
3 x Great Sable Stag
4 x Kor Firewalker
3 x Luminarch Ascension
2 x Burst Lightning

Maindeck

The deck has a lot of clear synergies, but a surprising one is mana denial. Between Ajani and Tectonic Edge, with a good draw you can keep your opponent on 2 effective mana for quite a while.

Although only 24 creatures are listed, you’re really running 27+ – three more from the three manlands, and an infinite number you can pump out via Elspeth.

Knight of the Reliquary is a champ, able to tutor up Oran-Rief, a man-land, or a Tectonic Edge. This deck considers Edge almost a spell, rather than a land – “1, destroy target non-basic land, give Knight of the Reliquary +1/+1″. Sounds good to me.

In testing the Manlands have been great. They give you extra reach post Day of Judgment, as well as a beat-down machine. Occasionally you’ll lose one to a Terminate, but if you play smart you’ll generally get around Lightning Bolt. And when they do die, they’re only pumping Knight of the Reliquary. Modular, right?

Ranger has a lot of good targets, but one great move late game is grabbing both a Scute Mob and the Dragonmaster Outcast. The sort of devil’s choice you love to give your opponent. Or a win condition if they don’thave any removal in hand.

Sideboard

The sideboard is mainly to shore up some of your worse matchups, though UWr is always going to be a dog. We had a fair bit of discussion about Luminarch Ascension, Summoning Trap or River Boa, but Luminarch won the day. You lay it down, then apply pressure, and hopefully UWr is spending so many resources in defence they can’t get rid of the Ascension. Hopefully.

Slingbow Trap is pretty spectacular. For G you can kill Abyssal Persecutor, Vampire Nocturnus, Malakir Bloodwitch, Vampire Nighthawk or Broodmate Dragon. For 3G it kills Baneslayer or a Broodmate token. Sure, it’s conditional in that they have to be attacking, but when does Vampires not attack?

Great Sable Stag helps the UWr and Grixis matchups, with some splash damage for Jund. The main thing is to try to play it with the ability to pump with Oran-Rief and get it out of Lightning Bolt range.

Kor Firewalker is just nuts – NUTS – against RDW, and can also turn a match against Grixis. Grixis’ only real removal options are Into the Roil or Sorin.

Burst Lightning helps against Malakir Bloodwitch, slowing down Boros, nuking a Ball Lightning, or just pushing damage across to your opponent.

Exploring Options

Other options we considered were:

* Dropping the Heirarchs for Loam Lions and turning on the aggro.
* Dropping the Bloodbraid Elfs for Explore and going for Mana Ramp.
* Playing a singleton Quicksand.
* Getting rid of M10 duals entirely and going the whole hog with manlands.
* Dropping red entirely and heading into some sort of GW Little Kid deck

I’m sure all of these will be attempted in time. But for now the deck is what it is. Hopefully this migraine will go away and I’ll get to play it today at the Good Games 5k Trial. If not, I hope at the very least you get to have fun with it.