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


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

Total: 22


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

Total: 17


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

Total: 21


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

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