Today, we look
to the past for some inspiration on deck building. This is actually one of the
earlier decks that I know about, as it became a ‘legitimate’ contender with the
game’s first expansion, Arabian Nights.
While not quite as famous as its brother in another colour, that doesn’t mean
it’s not as dangerous. So let’s dive right in and see what we can learn about
UG Flying Weenies.
If you could
have one super power, what would it be? Personally, I’d probably choose
teleportation; and yet I actually think the most popular answer would likely be
flying. Why do I mention this? Well, that means that the average person would
be pretty envious of every creature in today’s deck. The reason for this is
quite simple: today we are employing cheap threats that can fly their way to victory.
So which ones do we choose to include? That’s where things get interesting. Note:
I do want to mention that Scryb Sprites and Flying Men should be in every deck,
as they are simple, elegant and exactly what we want.
The other 1-drop
flying dudes aren’t as streamlined, which is where it comes down to your play-style,
meta, et cetera. I decided on Xantid Swarm because they can clear the way to a
safe Berserk-style win. This is pretty handy, despite the obvious scratch
against them being that they do not deal damage on their own (Birds of Paradise
being another great example). Of course, you can also go for other 1/1 flyers
such as Cloud Pirate, which is U instead of G – colour balance being another
factor to consider in your deck construction decision(s). Whew, who would’ve
thought tiny flying dudes could complicate things to such an extent, am I right?
Alright, enough
about creatures! What else can we do with our strategy? Giant Growth is a
surprisingly good Swiss army knife-type of card. What I mean by this is that it
has a deceptive number of uses, both in attack and defense. The obvious uses
are that it can make you hit the opponent harder and defend a bigger creature
without yours dying. Simple, right? Sure, but let’s look at some other
uses/factors. It can save a creature from direct damage (creature protection),
ambush an attacking/blocking opponent (creature removal) or make your opponent
not block because of a potential Growth (unblockable). And those were just off
the top of my head – the point is the card has some versatility to it. In
short: great card.
In a deck that
wants to hit your opponent with fast damage, it might surprise people not to
include Red. There are certainly pros to playing the colour, and yet there are
also pros to not doing so. With its emphasis on growing small creatures for damage,
you gain some long-game options that aren’t available via direct damage. The
addition of Red also weakens the mana base when it’s not even necessary. Why?
Because an awesome thing about UG Weenies is that you CAN include direct
damage. I put in 4x Psionic Blast because they are a great addition as creature
removal and/or to win the game.
UG Flying
Weenies
Land
1 Island
1 Pendelhaven
4 Tropical
Island
4 Wasteland
7 Fetch lands
Total: 17
Creatures
4 Scryb Sprites
4 Flying Men
4 Xantid Swarm
1 Serendib
Efreet
Total: 13
Spells
4 Berserk
4 Rancor
3 Giant Growth
4 Unstable
Mutation
4 Force of Will
4 Daze
4 Psionic Blast
3 Concordant
Crossroads
Total: 30
Sideboard
4 Naturalize
4 Tormod’s Crypt
4 Counterspell
1 Giant Growth
1 Regrowth
1 Ground Seal