A Magical Huffalump Resides Here: May 2006

A Magical Huffalump Resides Here

My name is Ed, I am a programmer. Just another dude with another blog. I like MTG, Open Source (more towards FREE software). I like sports, and eventually I hope to do business and do good for the world in general. This blog is gonna be about Magic The Gathering. Decklists and snippets will be posted here. It may lead somewhere or nowhere, as with all things arcane, that was bloody obvious =)

Monday, May 29, 2006

Regionals - 060529

A quick look at the Regionals just past - 060529



The following is just me looking at decks of interest to me. Note that I am of limited experience =P Plus the fact that the meta for each area holding Regionals could be vastly different.


No listing or ranking of any kind. As said before, this is just decks that interest me =)

Most of these decks were taken from reports listed on mtgsalvation.com forums.


Now the Masterpiece, is a deck that M.Flore talked about last week, mostly reviews have been that it is relying on faith fetters and hierarch.... ??? when did that become a combo??? If they are talking about the mad lifegain?? DUH! I have been doing that since guidpact thank you very much. So it must be something more than that.

I haven't tested it yet, but it is likely to be a sped up Triad. Many have commented that it is triad with blue.. hmm who knows...


The second deck The End, posted 18th positioned by its player (the report link is with the deck)

I am glad to see this deck .. it finally makes use of Gleancrawler!!! Also the protean hulk is some cool!

The third deck here is an iunteresting UR Tron

Demon Fire is just so good in Tron Decks =)





The Masterpiece
4 Overgrown Tomb
4 Temple Garden
1 Godless Shrine
1 Breeding Pool
1 Watery Grave
2 Plains
4 Swamp
1 Llanowar Wastes
3 Forest
1 Island 4 Loxodon Hierarch
4 Sakura-Tribe Elder
2 Meloku the Clouded Mirror
4 Birds of Paradise
2 Keiga, the Tide Star
1 Simic Sky Swallower
1 Ink-Eyes, Servant of Oni 2 Farseek
4 Phyrexian Arena
4 Faith's Fetters
3 Mortify
2 Putrefy
3 Persecute
2 Wrath of God

SB

4 Last Gasp
3 Cranial Extraction
3 Bottled Cloister
3 Okiba-Gang Shinobi
2 Circle of Protection: Red
The End


Maindeck:

Creatures
4 Birds Of Paradise
4 Gleancrawler
4 Kami Of Ancient Law
1 Loxodon Hierarch
4 Protean Hulk
4 Sakura-tribe Elder
4 Wood Elves

Enchantments
3 Greater Good
4 Utopia Sprawl

Legendary Creatures
1 Keiga, The Tide Star
3 Kodama Of The North Tree
1 Yosei, The Morning Star


Basic Lands
17 Forest
1 Island
2 Plains

Lands
1 Breeding Pool
1 Temple Garden

Legendary Lands
1 Miren, The Moaning Well


Sideboard:

1 Indrik Stomphowler
4 Faith's Fetters
4 Leyline Of Lifeforce
2 Mana Leak
4 Naturalize
report

Standish Choi


4 Urza's Mine
4 Urza's Tower
4 Urza's Power Plant
2 Island
1 Minamo, School at Water's Edge
4 Steam Vents
4 Shivan Reef

3 Keiga, the Tide Star
1 Ryusei, the Falling Star

4 Mana Leak
4 Remand
4 Compulsive Research
1 Tidings
3 Wildfire
2 Demonfire
4 Izzet Signet
2 Dimir Signet
2 Confiscate
3 Repeal
4 Electrolyze


SB


3 Muse Vessel
3 Volcanic Hammer
2 Pyroclasm
3 Hinder
4 Annex






Another set of decks:

I dis agree with the Novijen, I like it at first, but with out any sort of tricks it is VERY slooooow.

Simic Growth Chamber together with the vinelasher Kudzu is just graavy. Though i dunno if Oboro is good?

Personal experience is that the deck is usually already quite thin on coloured mana, so I rather just stick with the karoos to grow the land. I actually run 3 karoos in my UG decks. Reason being that

1) this is a control deck primarily, you can afford to come out slow, but you must have lotsa mana mid to late game
2) Vinelashers means there is a reason for bounce

I generally do not like the bounce lands. I recommend 1 at most. But I am alright with it for control decks (and still I wouldnt recommend unless it has another purpose other than ramping up mana)

Many people like the plaxes, I really have to try it out. My impression of it was it was a little too one shot...

I suspect this deck is heavily reliant on the Jitte.

On the R/W weenie I like it alot.. Manriki-Gusari , how not to like =P

U/R Magnivore -

I just wanted to note the variations in the build

this one run 6 counter and 3 boomerangs another U/R Magnivore later is more heavy on counters. not sure which is better =/






4 Breeding Pool
4 Yavimaya Coast
2 Simic Growth Chamber
1 Novijen, Heart of Progress
6 Forest
5 Island


4 Llanowar Elves
4 Vinelasher Kudzu
4 Wood Elves
4 Cytoplast Root-Kin
4 Plaxcaster Frogling
3 Kodama of the North Tree
2 Keiga, the Tide Star


4 Remand
4 Mana Leak
3 Umezawa's Jitte
2 Voidslime


SB


4 Spell Snare
3 Plaxmanta
3 Pithing Needle
2 Voidslime
3 Naturalize

1 Eiganjo Castle
5 Plains
3 Boros Garrison
4 Sacred Foundry
4 Battlefield Forge
3 Tendo Ice Bridge


4 Isamaru, Hound of Konda
4 Savannah Lions
4 Paladin en-Vec
4 Kami of Ancient Law
4 Hand of Honor


4 Manriki-Gusari
4 Lightning Helix
4 Char
4 Flames of the Blood Hand
4 Volcanic Hammer


SB


2 Pacifism
2 Descendant of Kiyomaro
4 Threaten
3 Bathe in Light
4 Hidetsugu's Second Rite

U/R Magnivore



9 Island
6 Mountain
4 Steam Vents
4 Shivan Reef


23 land

3 Magnivore


3 creatures



3 Spell Snare
3 Mana Leak
4 Stone Rain
2 Demolish
3 Wildfire
3 Boomerang
1 Genju of the Spires
2 Pyroclasm
3 Sleight of Hand
2 Tidings
4 Eye of Nowhere
4 Compulsive Research



SB



2 Keiga, the Tide Star
2 Demolish
1 Boseiju, Who Shelters All
3 Threads of Disloyalty
2 Pyroclasm
4 Volcanic Hammer
1 Spell Snare


A firemane Deck

There first is really a R/W/u control deck, the second is a True Firemane Deck, with Zur's Weirding. i like te Weirding lock alot. The second one came out tops, I think the first came out 2nd. In different tournaments of course.

The third another variation of U/R Magnivore is more counter heavy. Ramping up to 10 if necessary, the previous one only 7, this one runs only one boomerang though

4 Steam Vents
4 Sacred Foundry
4 Azorius Chancery
1 Boros Garrison
2 Battlefield Forge
2 Shivan Reef
3 Adarkar Wastes
1 Boseiju, Who Shelters All
2 Island
3 Plains


2 Shard Phoenix
2 Keiga, the Tide Star
1 Firemane Angel


3 Condemn
4 Lightning Helix
4 Mana Leak
3 Telling Time
3 Electrolyze
2 Char
3 Wrath of God
2 Faith's Fetters
2 Gifts Ungiven
2 Pithing Needle
2 Remand


Sb


2 Shattering Spree
1 Pithing Needle
4 Spell Snare
3 Kami of Ancient Law
4 Azorius Guildmage

3 Adarkar Wastes
3 Plains
3 Island
2 Boros Garrison
1 Battlefield Forge
2 Shivan Reef
4 Hallowed Fountain
3 Steam Vents
3 Sacred Foundry


24 land

1 Windreaver
4 Firemane Angel



1 Zur's Weirding
4 Lightning Helix
4 Mana Leak
1 Invoke the Firemind
4 Electrolyze
2 Tidings
2 Odds // Ends
3 Wrath of God
4 Compulsive Research
2 Rewind
4 Hinder



SB



1 Shard Phoenix
3 Repeal
3 Ivory Mask
4 Azorius Guildmage
4 Giant Solifuge

1 Minamo, School at Water's Edge
1 Boseiju, Who Shelters All
8 Island
2 Izzet Boilerworks
4 Mountain
1 Shinka, the Bloodsoaked Keep
1 Oboro, Palace in the Clouds
4 Shivan Reef
2 Steam Vents


24 land

3 Magnivore



4 Compulsive Research
3 Eye of Nowhere
4 Mana Leak
1 Boomerang
3 Demolish
2 Pyroclasm
4 Sleight of Hand
4 Stone Rain
3 Tidings
3 Wildfire
2 Remand



SB



1 Keiga, the Tide Star
2 Pyroclasm
2 Remand
4 Repeal
4 Spell Snare
2 Boseiju, Who Shelters All


The first deck in this set uses weathered wayfarer, some cool!

The second is a strange deck that ran Dovescape together with the Grand Arbiter. Gotta watch this!

The third is yet another Tron, Demon Fire is beginning to look like a shoo in.

Main Deck

4 Mortify

4 Faith’s Fetters

3 Ghost Council of Orzhova

3 Weathered Wayfarer

2 Yosei, the Morning Star

1 Kokusho, the Evening Star

3 Wrath of God

3 Castigate

3 Orzhov Signet

3 Dimir House Guard

2 Phyrexian Arena

1 Bottled Cloister

1 Ink-Eyes, Servant of Oni

2 Debtors’ Knell

1 Angel of Despair

1 Night of Souls’ Betrayal

1 Cranial Extraction

3 Godless Shrine

2 Caves of Koilos

2 Orzhov Basilica

1 Shizo, Death’s Storehouse

1 Eiganjo Castle

1 Miren, the Moaning Well

6 Swamp

6 Plains


Sideboard:

2 Persecute

1 Boseiju, Who Shelters All

1 Ivory Mask

1 Kagemaro, First to Suffer

1 Nekrataal

3 Condemn

1 Scour

2 Cranial Extraction

1 Eradicate

1 Stinkweed Imp

1 Orzhova, the Church of Deals


Main Deck

4 Wood Elves
4 Sakura-Tribe Elder
4 Birds of Paradise
4 Supply // Demand
4 Loxodon Hierarch
3 Grand Arbiter Augustin IV
3 Shining Shoal
1 Simic Sky Swallower
1 Glare of Subdual
1 Congregation at Dawn
1 Indrik Stomphowler
2 Dovescape
2 Patron of the Kitsune
3 Selesnya Guildmage
4 Temple Garden
4 Breeding Pool
3 Vitu-Ghazi, the City-Tree
2 Selesnya Sanctuary
1 Simic Growth Chamber
3 Forest
2 Plains
1 Island
1 Okina, Temple to the Grandfathers
1 Eiganjo Castle
1 Brushland



Sideboard:

3 Faith's Fetters
1 Viridian Shaman
1 Shining Shoal
1 Dovescape
1 Glare of Subdual
1 Congregation at Dawn
2 Kodama of the North Tree
3 Yosei, the Morning Star
1 Arashi, the Sky Asunder
1 Silklash Spider


Main Deck
60 cards Sideboard 4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
4 Steam Vents
4 Shivan Reef
1 Island
1 Minamo, School at Water's Edge
1 Tendo Ice Bridge


23 land

2 Meloku the Clouded Mirror
4 Keiga, the Tide Star


6 creatures 4 Mana Leak
4 Remand
4 Izzet Signet
1 Azorius Signet
3 Repeal
2 Electrolyze
2 Pyroclasm
3 Wildfire
4 Compulsive Research
2 Tidings
2 Demonfire


31 other spells 4 Hinder
4 Volcanic Hammer
2 Spell Snare
2 Pyroclasm
2 Pithing Needle
1 Tidings


15 sideboard cards



Another Plax deck, this one uses B/G/u that was what attracted me to it

The second is an Azorius/Dimir deck? Diabolical! The third is a strange concoction, that still runs Debter's Knell! Some cool!

Main Deck
60 cards Sideboard 3 Yavimaya Coast
4 Watery Grave
4 Overgrown Tomb
4 Breeding Pool
3 Forest
1 Swamp
1 Shizo, Death's Storehouse
1 Underground River


21 land

4 Plaxmanta
4 Hypnotic Specter
2 Ink-Eyes, Servant of Oni
4 Trygon Predator
4 Dark Confidant
4 Birds of Paradise
2 Elves of Deep Shadow


24 creatures 4 Putrefy
4 Umezawa's Jitte
4 Remand
3 Mana Leak


15 other spells 2 Naturalize
2 Dimir Cutpurse
2 Last Gasp
2 Pithing Needle
2 Cranial Extraction
2 Spell Snare
3 Iwamori of the Open Fist


15 sideboard cards

Main Deck
56 cards Sideboard 2 Adarkar Wastes
1 Caves of Koilos
4 Godless Shrine
4 Hallowed Fountain
2 Island
3 Plains
2 Swamp
1 Underground River
4 Watery Grave


23 land

4 Azorius Guildmage
4 Azorius Herald
4 Dark Confidant
4 Dimir Cutpurse
2 Ghost Council of Orzhova


18 creatures 4 Last Gasp
4 Mana Leak
4 Mortify
3 Remand


15 other spells 3 Faith's Fetters
3 Shrieking Grotesque
2 Bathe in Light
4 Condemn
3 Ravenous Rats


15 sideboard cards

Main Deck
60 cards Sideboard 2 Vitu-Ghazi, the City-Tree
4 Temple Garden
3 Forest
3 Overgrown Tomb
2 Selesnya Sanctuary
2 Plains
1 Swamp
1 Shizo, Death's Storehouse
1 Miren, the Moaning Well
1 Okina, Temple to the Grandfathers
1 Orzhov Basilica
1 Golgari Rot Farm


22 land

4 Wood Elves
4 Loxodon Hierarch
4 Sakura-Tribe Elder
3 Yosei, the Morning Star
1 Paladin en-Vec
1 Ink-Eyes, Servant of Oni
1 Birds of Paradise
1 Dark Confidant
1 Arashi, the Sky Asunder
1 Selesnya Guildmage
1 Angel of Despair
1 Watchwolf
1 Ghost Council of Orzhova


24 creatures 1 Debtors' Knell
4 Sensei's Divining Top
2 Putrefy
2 Mortify
2 Chord of Calling
1 Umezawa's Jitte
1 Wrath of God
1 Greater Good


14 other spells 1 Arashi, the Sky Asunder
2 Wrath of God
2 Naturalize
3 Last Gasp
3 Cranial Extraction
4 Okiba-Gang Shinobi


15 sideboard cards





You gotta love the name =)

W/R Tron, whats there not to like ;) What attracted me was the genju of the fields tech, this has been talked about for a while...

Descendant Ozhov - gogo Saviors of Kamigawa!!

The last. a Rakdos that hit top eight. I think this is the only one, but I am probably wrong. Still to have only one Rakdos catch my attention.

This one matched the forum thoughts on Rakdos

1) Aggro with disruption, almost Aggro/Control
2) Reliance on Jitte
30 Splash of white

Some personal thoughts on Rakdos:

1) The deck is extremely difficult to tune, either dies or implodes on itself
2) Inconsistent
3) not the most aggro
4) Control is probably to go

I feel that Rakdos should play attrition and burst when the time is right. Remember no one burst out quite like Rakdos =)


Deck Name: Santa-Tron
Deck Designer: Jeff Stewart
White-Red

Lands:

1 Shinka,
the Bloodsoaked Keep
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower
1 Miren,
the Moaning Well
4 Sacred Foundry
6 Plains

Creatures:

3 Yosei,
the Morning Star
4 Ryusei,
the Falling Star
4 Godo, Bandit Warlord
4 Weathered Wayfarer

Spells:

1 Tatsumasa,
the Dragon's Fang
2 Umezawa's Jitte
3 Sensei's Divining Top
3 Genju of the Fields
4 Boros Signet
4 Wrath of God
2 Fellwar Stone
1 Bottled Cloister
1 Demonfire

Sideboard:

1 Demonfire
4 Kami of Ancient Law
2 Pithing Needle
4 Condemn
2 Bottled Cloister
2 Ivory Mask


1 Shizo, Death's Storehouse
2 Orzhov Basilica
4 Swamp
7 Plains
4 Caves of Koilos
4 Godless Shrine
1 Eiganjo Castle


23 lands

4 Paladin en-Vec
4 Dark Confidant
3 Ghost Council of Orzhova
4 Hand of Honor
3 Kami of Ancient Law
2 Descendant of Kiyomaro


20 creatures 4 Mortify
2 Phyrexian Arena
4 Umezawa's Jitte
3 Last Gasp
4 Castigate


17 other spells

2 Pithing Needle
2 Descendant of Kiyomaro
3 Distress
2 Slay
2 Terashi's Grasp
2 Eight-and-a-Half-Tails
2 Shining Shoal


15 sideboard cards

Zack Wolff- 3rd Place

1 Shizo, Death's Storehouse
2 Swamp
1 Shinka, the Bloodsoaked Keep
4 Godless Shrine
4 Blood Crypt
4 Sacred Foundry
4 Sulfurous Springs
1 Battlefield Forge
2 Caves of Koilos


23 lands

1 Lyzolda, the Blood Witch
4 Dark Confidant
4 Hand of Cruelty
4 Isamaru, Hound of Konda
4 Rakdos Augermage
4 Rakdos Guildmage


21 creatures
4 Rise // Fall
4 Umezawa's Jitte
2 Phyrexian Arena
2 Faith's Fetters
4 Lightning Helix


16 other spells

2 Faith's Fetters
3 Crypt Champion
4 Condemn
2 Kumano, Master Yamabushi
1 Slay
1 Demonfire
2 Okiba-Gang Shinobi


15 sideboard cards




Thats it for today. I don't think Regionals is over still so many, but the current one that past last week will shape the coming ones. Hold on to your seat belts!!!

Note that this is not a meta analysis, this is just decks I kinda like. Heezy is still there, though more burn. Also there is Zoo. Husk is also there. The variety is there. But notably the numbers of B/W is very high, but only a few got top placement.

Monday, May 22, 2006

Rakdos Inferno!!

// Deck file for Magic Workstation

// Lands
2 Swamp
13 Mountain
5 Plains

// Creatures
1 Seizan, Perverter of Truth
1 Stoneshaker Shaman
4 Torpid Moloch
2 Adamaro, First to Desire

// Spells
3 Boros Signet
3 Blood Moon
1 Stone Rain
4 Pyroclasm
4 Thoughts of Ruin
1 Icy Manipulator
1 Spectral Searchlight
4 Ghostly Prison
1 Dimir Signet
2 Stream of Consciousness
1 Honden of Cleansing Fire
4 Lightning Helix
3 Ivory Crane Netsuke

// Sideboard
SB: 3 Stone Rain
SB: 1 Ivory Crane Netsuke
SB: 2 Demolish
SB: 3 Ebony Owl Netsuke
SB: 3 Sudden Impact
SB: 3 Flames of the Blood Hand

Dimir - with guildpact U/B

// Deck file for Magic Workstation

// Lands
6 Island
1 Duskmantle, House of Shadow
4 Watery Grave
4 Swamp
3 Dimir Aqueduct
4 Underground River

// Creatures
3 Dimir Infiltrator
1 Hypnotic Specter
1 Cloudhoof Kirin
2 Drift of Phantasms
3 Plagued Rusalka
1 Helldozer
1 Hunted Horror
1 Clone

// Spells
2 Glimpse the Unthinkable
4 Threads of Disloyalty
2 Loxodon Warhammer
3 Ribbons of Night
1 Eradicate
1 Night of Souls' Betrayal
2 Clinging Darkness
4 Quicken
1 Jester's Cap
2 Stream of Consciousness
3 Leyline of Singularity

// Sideboard
SB: 2 Glimpse the Unthinkable
SB: 2 Induce Paranoia
SB: 4 Compulsive Research
SB: 4 Mana Leak
SB: 2 Hinder
SB: 1 Jester's Cap

Testing Hatch - U/W/G/b

// Deck file for Magic Workstation

// Lands
4 Temple Garden
3 Watery Grave
1 Selesnya Sanctuary
3 Forest
3 Island
1 Plains
1 Swamp
4 Brushland
3 Adarkar Wastes

// Creatures
1 Dowsing Shaman
3 Kami of Ancient Law
4 Sakura-Tribe Elder
1 Hunted Phantasm
4 Loxodon Hierarch
1 Clone
2 Celestial Kirin
3 Tallowisp

// Spells
3 Leyline of Singularity
4 Mana Leak
4 Hatching Plans
1 Zombie Infestation
4 Faith's Fetters
2 Wrath of God

// Sideboard
SB: 1 Celestial Kirin
SB: 1 Zombie Infestation
SB: 1 Wrath of God
SB: 2 Presence of the Wise
SB: 1 Nikko-Onna
SB: 2 Stream of Consciousness
SB: 4 Shining Shoal
SB: 3 Devouring Light

myOwling Mine U/R

// Deck file for Magic Workstation

// Lands
2 Adarkar Wastes
1 Shivan Reef
10 Island
4 Steam Vents
2 Mikokoro, Center of the Sea
1 Sacred Foundry
2 Plains

// Creatures
4 Kami of the Crescent Moon
4 Drift of Phantasms

// Spells
1 Cerebral Vortex
1 Twincast
3 Ghostly Prison
2 Evacuation
1 Blood Moon
4 Ebony Owl Netsuke
3 Sudden Impact
4 Howling Mine
4 Remand
4 Exhaustion
3 Boomerang

// Sideboard
SB: 2 Blood Moon
SB: 4 Pyroclasm
SB: 2 Keiga, the Tide Star
SB: 3 Threads of Disloyalty
SB: 4 Lightning Helix

Rakdos Supremacy R/B

// Deck file for Magic Workstation

// Lands
4 Swamp
8 Mountain
4 Sulfurous Springs
4 Blood Crypt
1 Swamp

// Creatures
3 Avatar of Discord
4 Drekavac
3 Jagged Poppet
4 Giant Solifuge

// Spells
4 Pyroclasm
3 Kindle the Carnage
3 Cranial Extraction
4 Disembowel
3 Char
4 Seal of Fire
1 Demonfire
3 Volcanic Hammer

// Sideboard
SB: 3 Wildfire
SB: 4 Magnivore
SB: 3 Shattering Spree
SB: 3 Ghost Quarter
SB: 2 Ink-Eyes, Servant of Oni

Simic Control U/G

oki.... I'm onto the simic now =)


I like the new graft mechanic, and the cytoplast root kin is really good. It allows you to play snazzy combat tricks.


So far I have only tested against r/g gruul and it is actually doing quite alright. Currently about 3 out of 5 matches won. (this was developed from another list so there was actually more testing, just putting down the relevant ones)


First of all you note a lack of the duals.

Yah you don't really need the duals (well at least so far =P)

And for good reason, I don't like the dryad lol

The simic growth chambers are still there as they represent continous powering of the vinelashers. Miren is just so good when it comes to combat tricks.

In some matches:
I send a 9/9 vinelasher into the red zone and the options are:
1.sac to miren to gain life
2.Draw off the sages
3. Retrieve the +1/+1 to a cytoplast root-kin

All good options

Currently the two question marks are the biomantic mastery and the blood clock.

Both meant for the late game, both have yet to see play =P

the warhammers are like insurance, they keep up the pressure and you gain life at the same time, some good! (not forgetting that it also grants trample!)



Some notes:
This deck requires thinking at the combat level, most times you want to wear out your opponent's (in this case the g/r gruul) army before they can just alpha strike you to oblivion. Make a wrong move and things can go downhill very quickly. Attack only when it is safe to.

Oh yah you do not have mass removel or even targetted removal (unless you count bounce), so the simic control (or at least this version) is more about winning with "better"/"more flexible" creatures. You MUST wear out the opponent's army.

Potentially I see problems when I test it more, there are many cards at 3cc and the spell snare's "target only 2cc spells" miiggght be a problem...


Comments, suggestions, your experiences welcomed



Deck
// Lands
3 Simic Growth Chamber
1 Miren, the Moaning Well
10 Forest
9 Island

// Creatures
3 Cytoplast Root-Kin
3 Novijen Sages
1 Simic Sky Swallower
4 Vinelasher Kudzu
4 Carven Caryatid
2 Loaming Shaman
1 Vigean Hydropon
3 Sakura-Tribe Elder // Spells
4 Voidslime
4 Spell Snare
1 Blood Clock
4 Mana Leak
1 Biomantic Mastery
2 Loxodon Warhammer

Azorius Aggro - U/W

This Post would be mostly to document the Azorius aggro build, mostly culled portions of interest to the blog for easier reading =)


Note that the following are written by others on mtgsalvation, for the full story go there =)

I am just pasting their posts here because something they wrote struck me as interesting =)












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Deck
Creatures
4 Lantern Kami
4 Azorius First Wing
4 Azorius Guildmage
4 Pride of the Clouds
3 Kira, the Great Glass Spinner
3 Court Hussar
3 Sky Hussar

Support
3 Glorious Anthem
3 Umezawa's Jitte
4 Remand
3 Spell Snare
Lands
7 Plains
7 Island
4 Adarkar Wastes
4 Hallowed Fountain
Sideboard
3 Sacred Ground
3 Condemn
4 Pithing Needle
3 Threads of Disloyalty
3 Bathe in Light


I got second place only loosing to a version of heartbeat and one time vs Ghost Husk.
the deck went 2-0 vs: Gruul Beats, Critical Mass, Counter Izzet, Ghazi Chord, Hand to Hand, Azor Control, Owl.
2-1 vs: Ghost Husk (2nd time in semi), Ghost Dad, Vore, Rakdos Aggro, Zoo.
1-2: Heartbeat, Ghost Husk (1st game)

Anywys let me explain some of my choices,
1. Main deck Spell Snare: well most people do believe that it doesnt have a merrit in main but the fact is that it gives such an edge vs many deck outright from game 1. Most if not all of the things that it can counter prove to be VERY problematic and in some cases (like jitte, Bob, Rakdos Guildmage, pyroclasm) counters crutial win cards. In no game was it a dead card and single handedly was game for me in some games (Owl for instance I counters a 2nd turn owl that would have been problems, in hand to hand the hand of cruelty, in husk the kami of ancient law so that anthem lived and of course Dark confidant in the rakdos match and the Ghost Dad and the Hand to Hand match).
2. Cout Hussars for Ninjas: something I did rather differently from most if not all decklist was not include ninja of deep hours, the fact I did this is because in all games he underachieved on me. He would draw 1 card and then get killed or not attack at all. Cour Hussars not only gave me that same draw, but also gave me attack power and defensive capabilities and dove deeper into the deck for the card I wanted.
3. Kiras and Jittes: 3 of each why, both great cards both win games dont want that many multiples work badly together.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The interesting thing about this deck is the hussars.... I will post more decks that look like they have potential




++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Yet another list


Here's my current decklist:
Deck
// Lands
4 [DIS] Hallowed Fountain
7 [8E] Plains (3)
7 [ST] Island (1)
4 [9E] Adarkar Wastes

// Creatures
4 [DIS] Azorius First-Wing
4 [DIS] Azorius Herald
4 [DIS] Pride of the Clouds
4 [9E] Leonin Skyhunter
4 [CHK] Isamaru, Hound of Konda
3 [BOK] Kira, Great Glass-Spinner // Spells
4 [9E] Mana Leak
4 [RAV] Remand
4 [RAV] Devouring Light
3 [9E] Glorious Anthem

// Sideboard
SB: 1 [BOK] Kira, Great Glass-Spinner
SB: 4 [BOK] Umezawa's Jitte
SB: 3 [GP] Ghostway
SB: 4 [BOK] Ninja of the Deep Hours
SB: 3 [SOK] Descendant of Kiyomaro



++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



And yet another....

I guess the trick is to find out which version is best and it may well be meta game based.. noticed the cards are lamost the same its just whether it is in the SB or MD.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Deck
4 Hallowed Fountain
4 Adarkar Wastes
7 Island
7 Plains

4 Suntail Hawk
4 Ninja of the Deep Hours
4 Azorius First-Wing
4 Leonine Skyhunter
3 Kira, the Great Glass Spinner
4 Pride of the Clouds 4 Glorius Anthem
3 Condemn
4 Remand
4 Mana Leak Sideboard:
3 Spell Snare
3 Circle of Protection: Red
3 Paladin en-Vec
3 Azorius Guildmage
3 Ghostway

I had initially intended on having Jittes in the slot where condemn is, and having condemn in the sideboard where ghostway is. However, my friend brought the wrong card box, and this was a huge blessing in disguise. Kira had bad interaction with jitte, but also is god at protecting you from Jitte. Condemn can also do the same thing, and aditionally, I cannot count on one hand how many times condemn won me the game. Kira was simply amazing against everything I played, it was like everyone brought mortifys to regionals. Lastly, the sideboard is interesting to some people. The spell snares are for jitte hate, (or lots of other things, *cough* Bob *cough*, and the Pro Red stuff for aggro. The guildmages are for combo, tho i never got to play against it, and Ghostways are for mass removal. I'm sure some people are iffy about ghostway, but it won me a game.

First round I played W/B weenies, and thanks to his slow starts I was able to race him. Second round, my opponent played a Plagued Rusalka, so I initially thought Husk, but after some ornithopters came down, it turned out he was playing straight ninjas. Condemn was golden in this matchup. Third round, I played against a gifts control deck. I outraced him first game, and second game I stalled his wrath with a remand and pulled up the ghostway for the win. Fourth Round, I played against U/G beatdown, and it simply never got started, as it was much slower and I held my counters for anything that could block flyers. Fifth round saw another B/W deck, again control and again easily handled. Then my luck ran out, I got matched up with Rakdos Aggro and guildmage pwned me both games. Next round, Gruul beats showed up and I once again couldnt stop his speed, never saw my sideboard except one paladin, who cant stop burn to the face. Finally in the eight round, I got another W/B deck and once again flew over for the wins, taking me up to 10th place.

I love this build by far, and I dont think that Windreaver or Meloku or any of that lot have any slots here. You should be fine againt wrath effects, so long as you make sure you don't overextend. Drop a few threats, and let them be, and hold your counters for the right times. It's really a great deck, but alot of people were extrmely surprised to see it at the top tables. Surprsied quite a few people.


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Sunday, May 21, 2006

genju tech

The second top 8 rogue deck was a RW Tron deck with Tatsumasa, weathered wayfarer, Godo and most importantly it abused the hell out of Genju of the Fields. A father and son team played the same deck and had the father not made a misplay that cost him a match I believe he would've gone to the top 8 as well. The son placed 2nd and he's not going to nationals because he wants to go to JSS instead.

Play of the day:

Activate my Genju of the Fields, equip tatsumasa, attack.

Block with Kokoshu.

Activate my Genju 11 more times. I gain 84 and lose 5. You gain 5.

Good luck trying to kill me.

This deck was insane, either you hold off your playing of land and ping them to death or you kill off the wayfarer. Without the wayfarer the deck isn't going to roll over and die, but if you let them use it you probably will.

Azorius Control U/W

So this is the Azorius deck i have been working on for the last night while waiting to see if anyone has updates on regionals

=P


My take on u/w has been the flying weenie version, but i decided to try out control.

I have tried Grand Aribiter + SpellTithe Enforcer

its nice when you get it out.. but..4 and 5cc repectively is still a little high, so I scrapped that eventually (it felt too

much like a bad LD deck, it either works or just caves)

So this is the deck list =)

As always, i am paranoid about surviving aggro, so I have tested it against the standard heezy preboard


// Lands
4 Hallowed Fountain
3 Azorius Chancery
5 Island
4 Adarkar Wastes
4 Plains
1 Prahv, Spires of Order
1 Island

// Creatures
1 Azorius Guildmage
1 Pride of the Clouds
1 Windreaver
2 Azorius Herald
1 Paladin en-Vec
1 Hokori, Dust Drinker

// Spells
4 Spell Snare
4 Mana Leak
4 Faith's Fetters
3 Hinder
4 Remand
4 Ghostly Prison
4 Wrath of God
2 Stream of Consciousness
1 Ivory Crane Netsuke
1 Evacuation

no side board as yet =P

The deck can play in to quite a few positions, kill cards can be the windreaver, Hokori lock, or beatdown via pride

And there is a whole swathe of counterspells. 15 in total.

Yeah yeah I heard not everyone likes ghostly prison, they work for me ;)

How the deck works:

1. Counter:

Work out how what counterspells you have in your opening have. You want to counter early if possible. No counters is fine

too, but you have to then think about the critters coming on against you early, so your playstyle will also have to change.

2. Try not to tap out:

Errmm I guess this come under old school u/w control =P You normally do not want to tap out. If you can make a play (say

playing ghostly prison) see if you can afford to play later. Most times you want to stall for as long as is possible. If the

board position allows, build your mana base rather then just play as much as you can. As far as possible, make plays on your

turn with counter protection.


3. Your life is a resource:
You can afford to go all the way down to very low life (e.g. 2 life ;p), if you can stabilise the board, and if they just

blew chars and flames at you, you are still cool. Though you should still try to get your life up asap. Play carefully, you

may have to cast the Faith Fetters on something really irrelavent just to get your life up (say a land or something), though

judge for yourself, do you have reason to think your opponent is not holding back, if not feel free to fetter the land =)

4. This deck can play forever

You have streams of consciousness, so you can technicall go on and on and on. But always sqeeze as much out of your resources

as you can.

5. The cards have different values at different points in the game.

Mana Leak is graavy early game, sucky mid to late game. However if you get hokori up, mana leak becomes relevant again.

Streams accordingly.

6. The deck is trying not to lose:

heh, I think this line of thought have been talked to death recently, but anyways as long as you do not lose you are still

winning. The deck is real slow at killing. Which is partly the reason for the lifegain (the longer you drag the game, the

likelier you are to be taken out by a top-decked burn). Th Azorius Heralds are both lifegain as well as "kill faster" cards.


I play 22 lands. I think the remand helps though. I noticed other decks run compulsion or telling time. This works for me

though.

Paladin En-vec is just amazing against anything red or black =P Oh and the first strike is just grand =)

Other notes or things I have tried:

1. When you have hokori online, the bounce lands really shine, as you untap 1 land but get 2 mana =)

2. Prahv is usable, not great but usable, would be fantastic if the activation cost was lower, but it would be too good I

guess =P

3. Windreaver - superman/superboy is quite nice ;) Even if he can only bounce rather than become untargetable

4. Overrule is too expensive early game, unfortunately that is when I need something more powerful, like wrath or just a

manaleak

5. It used to have condemn, but rather than condemn I have always wished it was something else so I took it out. I rather

lose some life, and lock it with prison or just wrath it away.

Overall it is about 50/50 against Heezy... the games are fun, often close. In most U/w there was always some way of locking

up the game. That is sort of missing in current u/w. (whether armageddon or winter orb). I though of using the kami of false

hope and Proclaimation of rebirth, but then i realised to get the stuff back efficiently i need B or G, more of an orzhov or

selesnyan trick I guess =) The Hokori is meant to fill that spot, but rather than becoming the focus (like the orb deck of

the past), it more of an alternate path thingie.


Comments or thoughts as always are welcome.

I'll try to do more testing... but once a deck half works I move to something else... golgari looks interesting at the moment

=)


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