Tuesday 21 February 2017

Brown Snow

One of the things I try to do with these introductions is grab your attention. Without the use of cat videos however, I know how hard it can be sometimes; as such, I try to include interesting facts, real world references, et cetera to get you reading. Today I decided to go with immaturity. I could’ve named the deck something more PG such as Iced Coffee or Mocha Latte. But nah, instead I went with Brown Snow.  Enjoy.

Despite containing White, the deck employs several elements of your average MUD deck, such as the use of artifacts to tax your opponent. It does so by increasing the cost of casting spells and destroying the opponent’s mana base. While this strategy can be effective, particularly if you’re on the play, it can also limit your own ability to develop your board. Not only that, but artifacts aren’t particularly strong in the interaction department, and so the idea is to limit your opponent’s ability to interact as well, thus giving you an edge on the competition.

So how does it work?  While it employs the trifecta of attacking their manabase, generating mana, and limiting the opponent’s ability to interact with you; it’s actually the last point that defines this deck. The addition of White allows you to minimize an opponent’s ability to interact with your board, while allowing you to interact with theirs. It does so via Hanna’s Custody - a seriously overlooked card in artifact decks, which singlehandedly protects every non-land permanent that you own (except itself).

Now that we’ve talked about its defense, let’s look at how Brown Snow can win. Your main tool is Chimeric Staff, a lesser known artifact that becomes particularly strong when paired with 1+ Metalworker(s). That being said, you want variety in your win conditions of course, which is why the deck also includes a Phyrexian Processor, a pair of Masticore and 2x Karn, Silver Golem. The problem with Karn is that he becomes pretty useless on his own as a win condition if the opponent has a creature out – good thing we have Masticore and Swords to Plowshares!

The Metalworkers actually serve several purposes in the deck, as they can allow you to maneuver around your Spheres and even play a somewhat tempo role. In fact, Metalworker, along with Grim Monolith, can also be enhanced by Voltaic Key - just remember that Key becomes useless when Custody is in play, so you may not want to include them in your deck.

I put 4 Defense Grid in the sideboard, however there is a valid argument for them to be MB. The idea is that Staff can only be targeted by removal during your turn, thus forcing them to block or take damage by it. Attacking their mana base (and Hanna’s Custody) should be enough to limit the average opponent, but I kept them in the SB for this reason, to hit High Tide/Reset decks, and other various shenanigans. Another card I’d considered was Storage Matrix, which I think can have some really cool board states that I might write about it in another deck. Happy Brewing!


Brown Snow

Land

4 Snow-Covered Plains
4 Ancient Tomb
4 City of Traitors
4 Wasteland
8 Fetch lands

Total: 23

Creatures

4 Metalworker
2 Karn, Silver Golem
2 Masticore

Total: 8

Spells

4 Hanna’s Custody
4 Swords to Plowshares
4 Mox Diamond
4 Grim Monolith
3 Voltaic Key
4 Sphere of Resistance
4 Chimeric Staff
1 Phyrexian Processor
1 Icy Manipulator

Total: 29

Sideboard

4 Tormod’s Crypt
3 Defense Grid
3 Ensnaring Bridge
1 Wrath of God
4 Abeyance

Wednesday 1 February 2017

Creature Void


Seeing as how the last two decks were both Mono coloured (B and G respectively), I thought that this week we could try combining them to create something different. I use the term `we`, but really a good portion of today`s deck theory was done about 20 years ago; drawing its strategy from The O`Brien School of Magic. As we`ve seen time and again, Black excels at land destruction, while green excels in the creature department. When combined, we get a deck that allows us to play our spells while our opponent doesn`t. Pretty awesome, eh? So with that intro out of the way, let`s delve into Creature Void.

Defining the deck [and its name] is Nether Void - an oft-forgot Enchant World from Legends that counters every spell that it can unless the caster pays an additional 3 mana. There are a couple of plans here, depending on your opening 7. The first is to ramp your mana into an early Void, then grind out a win against an opponent who can’t cast their spells. The other option is to deny your opponent access to their mana as you wait to either draw and/or cast a Nether Void and win.

Drop of Honey. So why Drop of Honey? Another obscure oldie, Honey is actually quite incredible in the right deck. If you don’t have a T1 Dark Ritual, then this is the card you want to be casting. Yes, the opponent can play around it by not casting a creature, but then y’know what you just did? Stalled the board as you build your mana towards a Nether Void! Pretty clever, wouldn’t you say? This is just one of its uses, as the card can really help you clear any sort of board an opponent might have cobbled together before you cast the Void.

Alright - we’ve talked about the power of Nether Void, so the question then becomes how do we use this to our advantage? The answer is in our win conditions. Blurred Mongoose is rarely talked about, but in a deck like this, the card is a powerhouse. It’s an uncounterable threat  is also untargetable. The latter of which can be quite relevant against an opponent who managed to scrounge enough mana for a Swords to Plowshare or Lightning Bolt. I had considered a higher number of uncounterables in the list, but decided to go with manlands instead, as they can also be used to get our own spells out past Void.

I would call the rest of the deck pretty self-explanatory. The Rituals help cast your hand on T1 and T2, while the rest aim at destroying your opponent’s resources. Engineered Plague can be a pretty important card vs cheap aggro builds because they are exactly the kind of deck that we want to a-Void (sorry).

Mox Diamond? Sol lands? I wasn’t sure if I wanted to include Diamond or not. There is a high land count to support it, but you tend to want those lands in play because of Void. Not including them was not an easy decision, as the card does offer some nice T1 plays, so you might want to consider it. The Sol lands can also be nice and I think they warrant consideration as well. Happy Brewing!


Creature Void

Land

4 Bayou
3 Swamp
2 Forest
4 Mishra`s Workshop
1 Treetop Village
4 Wasteland
7 Fetch lands

Total: 25

Creatures

4 Blurred Mongoose
1 Vexing Beetle

Total: 5

Spells

4 Nether Void
4 Dark Ritual
4 Duress
4 Drop of Honey
4 Hymn to Tourach
4 Sinkhole
3 Engineered Plague

Total: 30

Sideboard

4 Tormod’s Crypt
4 Naturalize
4 Innocent Blood
1 Engineered Plague
2 Vexing Beetle