Monday 25 April 2016

WUR Standman Lands


Today’s brew is both fun to play and fun to say. Despite being quite slow, it’s a different sort of draw-and-go; ‘cause when you get the lock, opponents’ can only talk. But hey, if you’re tired of reading this rhyme, then let’s jump right in to deck time: WUR Standman Lands.

Today we are focusing on a bit of a different take of an old genre. I changed the name of the deck because 1. I wanted to and 2. its style of play, which combines aspects of both UR and UW Landstill to form something different from either. Like most control builds, this deck focuses on stopping the opponent from playing their game before beating them down slowly. Sound familiar doesn’t it? Want me to elaborate? Let’s dive right in!

Most decks that play Standstill tend to use it as a semi lock/control piece, and Standman is no different; seeing it more as a sort of secondary form of control. Along with its lesser known brother, Hesitation, the two act as more of a deterrent for your opponent than anything else. How? There are actually a couple of ways it does this.. while Standstill provides the opponent with a choice of seeing who cracks first, they almost always do so because of the manland threats that we provide. I could elaborate on this, but I think the card is pretty self-explanatory to be honest, so I’m going to focus more on the inclusion of its brother.

Hesitation provides the same control role as Standstill, but it also stalls them in other ways: since they know they need to wait on their mana to get a second spell through. It can also act as a pseudo Time Walk as they have to waste mana on a spell when it’s inopportune just to get rid of Hesitation. Lastly, Hesitation can be used as a sort of free counter spell, because untapping your lands with it on the board frees up your mana for other things, the main one being manland activations.

So if Standstill and Hesitation are merely alternate forms of control, then how does this deck seek to lock out the opponent long-term? The answer lies in the deck’s White enchantment: Humility. Because of the way Humility works with manlands, you are able to get a serious advantage in combat, resulting in the majority of your creatures staying their ‘normal’ size while your opponents’ do not.

Why Frenetic Efreet? Good question.

Other than the Humility lock and the manlands, the rest of the deck mainly focuses on stopping your opponent from producing any threats. Swords to Plowshares acts as removal for the bigger creatures, while Lightning Bolt and Fire // Ice act as the ever flexible removal/direct damage sources that they are. Also..

Alright, alright - why Frenetic Efreet. In all honesty, I had actually debated going down to 1 copy, and even removing it outright from the deck, because of Humility (without it, I’d consider playing 4 of them). I decided to leave 2 in because they act as great blockers, add some more offense to the deck and because they evade your own Pyroclasm(s). But of course, I suggest you try both and see what best fits your play-style. As always, Happy Brewing!



WUR Standman Lands

Land

4 Tundra
3 Volcanic Island
4 Mishra’s Factory
3 Faerie Conclave
4 Wasteland
7 Fetch lands

Total: 25

2 Frenetic Efreet

Total: 2

Spells

4 Swords to Plowshares
4 Standstill
1 Hesitation
4 Brainstorm
4 Force of Will
4 Counterspell
4 Lightning Bolt
3 Fire // Ice
3 Humility
1 Fact or Fiction
1 Pyroclasm

Total: 33

4 Tormod’s Crypt
1 Pyroclasm
2 Pyroblast
4 Stifle
3 Disenchant
1 Chain of Vapor

Sunday 10 April 2016

WUG Flash


Ok everyone, today we are going to be talking about something important that we haven’t in some time: casual decks. Now they may not be the safest choice at a tournament, but they can lead to some surprisingly unexpected fun. Just remember to protect your cards in sleeves, because if you perform well then everyone’s going to want them. So, do I have your attention? Let’s talk about WUG Flash.

Lands. Tundras and Tropical Islands are very important in this deck. You want mana open for counterspells, but you also need it available for the many creatures in the deck. Because WUG Flash plays as a Draw-Go type of deck, you want mana that is flexible, allowing you to cast your creatures while keeping counter magic open as an option.

Why Flash? Not only does it allow you to save your mana to react and control your opponent, but Flash creatures can also be used as pseudo removal. How? If your opponent is attacking with a creature, you can flash in one of your own and block it. This is especially effective in Game 1, when they probably do not know what deck you are playing. In fact, not only can these creatures be used as pseudo removal, but some of them have other uses as well. In particular, let’s take a look at Mystic Snake and Fleetfoot Panther..

Mystic Snake’s uses are pretty straightforward, but I think it is worth noting at least some of them. Snake can be used to counter any spell, which means just that: counter. any. spell. (that is counterable).  Not only can it be used to stop your opponents’ threats, but it can also protect your creatures from spells that are targeting them. Snake’s versatility makes it very important, as it does everything this deck wants to do – control your opponent while providing a threat.

Fleetfoot Panther also has a lot more uses than meets the eye, but in a very different way. His ‘drawback’ of bouncing a creature when he comes into play can actually be used to your advantage. Along with Flash, this means he can help a creature evade a removal spell, thus going back to your hand instead of the graveyard. He can also be used to save a creature that is chump blocking, as you announce your blockers, then bounce one before it dies. Despite these uses however, I decided to only put 3 copies of Panther in the deck, as you don’t want too many of them in your hand at once.

When I started putting this deck together, it contained Red instead of Green. Fleetfoot Panther, Mystic Snake and King Cheetah really cemented the idea that the deck should contain Green however. Another option was adding both R and G instead of White, but the benefits of Red were outweighed by White’s ability to control, which is why I went with WUG. This might not be the correct choice however, and I encourage you to try things out and see what works for you. Happy Brewing!



WUG Flash

Land

4 Tundra
4 Tropical Island
1 Island
1 Plains
4 Wasteland
8 Fetch lands

Total: 22

Creatures

4 Benalish Knight
4 Defender of Law
4 Mystic Snake
3 Fleetfoot Panther
2 King Cheetah

Total: 17

Spells

4 Swords to Plowshares
4 Brainstorm
4 Force of Will
4 Daze
4 Counterspell
1 Psionic Blast

Total: 21

Sideboard

4 Tormod’s Crypt
1 Naturalize
1 Regrowth
2 Psionic Blast
1 Blue Elemental Blast
1 Hydroblast
2 Wrath of God
3 Force Spike