Monday, 12 September 2016

Sligh


So here’s the plan – I want you to glance at today’s deck list and tell me; does it look even remotely strong? The answer is probably no. The crazy thing is, that’s essentially the same reaction people had back in the earliest days of Magic. You see, when the deck was introduced to the tournament scene, it looked like a ragtag assortment of cards. When people played against it however, they quickly learned just how fast and consistent it was. And so, as this deck should require no introduction, let’s talk about one of the game’s earliest Red decks – Sligh.

The main concept behind Sligh is pretty simple: get the opponent down to zero using a mix of efficient creatures and spells. Wait, did I just say a mix that includes several creatures in an Ancient mono Red deck? Sure did! In fact, one of the main differences between Sligh and Burn is that Sligh decks tend to be more creature-focused. This is actually pretty ironic when one considers how aggressive the old creatures were vs. the spells. So let’s look into the how and why the Sligh deck works.

While Red is known for its aggressive damage spells, many people forget it also has a pretty sweet creature history as well. Since the days of K̶i̶r̶d̶ ̶A̶p̶e̶ Ball Lightning, mono Red decks have been capable of combining creatures and spells for some serious damage. Another pretty famous example of an aggressive Red creature is Jackal Pup. Seriously. A Savannah Lions with a drawback can be awesome when the drawback rarely matters. I also included another Red 1-drop that may seem pretty obscure to some people – Brand Brawlers. So why did I include it (and as a 4-of!)? The fact is, Sligh decks are meant to out tempo their opponent, which is exactly what a turn 1 Brawlers can do. How? They can either deal some fast damage to the enemy or they can stall the opponent by making them stall on spell-casting.

While the creatures are abundant and sweet, we simply can’t ignore Red’s spells. The usual Lightning spells are included of course, but the deck also contains a couple of Red’s other famous damage dealing spells – Price of Progress and Fireblast. Perhaps most surprising to people however, is the inclusion of the artifact in the room: Cursed Scroll. This thing is an amazing source of control and card advantage. If you’ve never played the Scroll before, then I strongly recommend you do so.

Well everyone, I hope you enjoyed today’s deck. I think it’s important that we.. wait, what? The inclusion of Branded Brawlers continues to haunt you? Well, perhaps it might interest you to know that a couple of the old Sligh decks actually used Branded’s older brother: Veteran Brawlers. I chose to use the little guys instead because of the implications they can bring to turn 1 decision-making however. If you decide to try out both, I do recommend the inclusion of 4 Rishadan Ports and other such changes. But perhaps that’s another deck for another time.. Happy Brewing!



Sligh

Land

7 Mountain
8 Fetch lands
4 Wasteland
1 Rishadan Port

Total: 20

Creatures

4 Mogg Fanatic
4 Jackal Pup
4 Ball Lightning
3 Grim Lavamancer
4 Viashino Sandstalker
4 Branded Brawlers

Total: 23

Spells

4 Lightning Bolt
4 Chain Lightning
3 Cursed Scroll
3 Fireblast
2 Price of Progress
1 Shock

Total: 17

Sideboard

4 Tormod’s Crypt
2 Pyroblast
2 Red Elemental Blast
3 Pyroclasm
1 Ironclaw Orcs
3 Bottle Gnomes

Sunday, 14 August 2016

RUG Threshold Revisited


Today we are going to be doing something that I have wanted to for some time now. The first deck I ever wrote about on this site is RUG Threshold. As you may have noticed, the ‘article’ on it was short and lacked polish. I think we can all agree that there is room for improvement, which is what today’s post looks to do. Not only is this an improved version of the deck for today’s metagame, but the article is also going to go into more detail on the cards and general strategy of the deck. So with that, let’s revisit RUG Threshold.

The main strength of RUG Threshold is its ability to play an early threat and then stall the opponent long enough to win the game. The deck does this in a variety of ways, which is what makes it so strong. Versatility means that you can adapt to your opponent’s game plan while you continue to employ your own. The act of doing so is known as Tempo, and RUG Threshold is the poster child of the strategy. So how does it do these things?

Threats. One of the most important things you can do with the deck involves dropping a threat early on. Ideally, this is done on the first turn, so a good number of your creatures should therefore be 1-drops. In this case, RUG’s T1 beaters are Kird Ape and Nimble Mongoose. The deployment of fast threats is important not only to put pressure on your opponent, but also because it means you can use the rest of your mana to stall your opponent while maintaining that pressure.

Control. While being labeled as a Tempo deck, that usually means that you are also a Control deck. As previously mentioned, RUG Threshold has a variety of ways to do so at its disposal. The deck contains counter magic to stop your opponent’s spells from resolving, while its package of Lightning and Fire // Ice helps take care of any creatures they might be able to land. The deck also contains forms of mana denial such as Wasteland and Stifle, which can be crucial in stopping your opponent from casting their spells.

Threshold. The namesake of the deck, the Threshold mechanic plays an important role in many of your strongest creatures. Both Nimble Mongoose and Werebear require you to hit Threshold, which is why I included 4 Mental Note. Think of it as a cantrip that reads ‘add 3/7 to your Threshold’. The card also works very well with Brainstorm. No fetch lands? No problem!

So that’s that, RUG Threshold 2.0. I hope you enjoyed revisiting the deck, as I found it intersting to compare and contrast the two versions. While this is not something I plan on doing that often, I can certainly see myself revisiting other early articles in the future. And as always, just as I have revised RUG Threshold. I encourage you all to tinker and do the same. Happy Brewing!


RUG Threshold Revisited

Land:

4 Volcanic Island
4 Tropical Island
4 Wasteland
7 Fetch lands

Total: 19

Creatures:

4 Kird Ape
4 Nimble Mongoose
4 Werebear
1 Serendib Efreet

Total: 13

Spells:

4 Lightning Bolt
4 Force of Will
4 Daze
4 Stifle
4 Brainstorm
3 Fire // Ice
1 Chain Lightning
4 Mental Note

Total: 28

Sideboard:

2 Grim Lavamancer
4 Tormod’s Crypt
1 Misdirection
2 Pyroblast
1 Red Elemental Blast
2 Chain of Vapors
3 Counterspell

Sunday, 31 July 2016

BG Land Destruction


Today’s deck has been a work-in-progress for quite some time. This might seem strange at first, as the theme and general strategy of it are pretty straightforward; so why was it so hard to create? If you believe that restrictions breed creativity to be true, then the opposite of that must also have some truth to it, no? The fact is, there are a lot of cards that do what this deck wants. So what is that? Simple - today we are going to be looking at Land Destruction.

The main difficulty of today’s deck was deciding which colour(s) to play. There are good cards in several of them, so deciding on what to include can becomee somewhat difficult. Because of this, I am going to break down my thoughts on each colour, and why or why not I have decided to include them in the deck.

White. When most people think of land destruction, they think of the original bad boy - Armageddon. I decided not to play this colour because this version does not employ the same strategy as a deck such as Ehrnamgeddon. How? We want to stop them from having access to their mana, while retaining access to our own. While the addition of green would somewhat mitigate this, I decided to simply go another route instead.

Blue. Nope.

Black. Speaking of iconic land destruction in a colour; Black has (arguably) the best one in Sinkhole. Because of its colour intensive mana cost however, this might not seem like an attractive option unless you go pretty heavily into Black. What else could that mean? Well, Encroach is not technically a land destruction spell, but it is certainly good at depleting the opponent’s early access to their lands. Hymn to Tourach is another great option that can also hit other things. A T1 Dark Ritual followed by a Sinkhole/Hymn and an Encroach can outright win you the game. Ok, we’re going to include Black.

Red. When most people think of Red’s land destruction, they think of Stone Rain. The fact is, Red actually has several cards that are capable of this effect. I am not going to go into this colour more because I might write about it in another land destruction-themed deck in the future. It is probably correct to play this as your second colour along with Black, but I didn’t this time.

Green. Considering it’s the colour of mana creation/ramp, it is shocking just how good green is at destroying land as well. Ice Storm is a great example of this, but so is Winter’s Grasp. Because many spells in the deck contain either BB or GG, I decided to include some copies of Birds of Paradise to help smooth out the mana. Along with mana fixing, Birds is also good at allowing turn 2 Ice Storm/Grasp or other 3-cost spells, including the main win condition – Terravore. Green is in.

Colourless. I think the inclusion of the colourless cards is pretty self-explanatory here. Dingus Egg acts as another win condition, and Mox Diamond is great for ramp in a deck that contains a high number of lands. Speaking of which, the lands which generate non-coloured mana also act as great sources of land destruction too. Awesome.

I had considered Ankh of Mishra in the deck, as it seems like another obvious inclusion. This is not a tempo deck however, and the effect is symmetrical. Combine that with any sort of direct damage or fast creatures that the opponent might cast, and we could be at 0 before the opponent. I do think there is a place for the card in some type of build however, and I encourage you all to find it. Happy Brewing!


BG Land Destruction

Land

4 Bayou
4 Swamp
1 Forest
3 Dustbowl
4 Wasteland
1 The Tabernacle at Pendrell Vale
7 Fetch lands

Total: 24

Creatures

3 Birds of Paradise
4 Terravore

Total: 7

Spells

1 Dingus Egg
4 Dark Ritual
4 Mox Diamond
4 Sinkhole
4 Innocent Blood
4 Ice Storm
4 Hymn to Tourach
4 Winter’s Grasp

Total: 28

Sideboard

4 Tormod’s Crypt
4 Duress
1 Naturalize
3 Desert Twister
3 Infest

Monday, 18 July 2016

Sneaky Cauldron


Double, double toil and trouble; Fire burn and cauldron bubble. Amongst the most famous lines in English literature, did you know that the meaning behind them was actually a shout out to today’s deck? I didn’t think so! The inspiration behind the name lies in one of its key cards; can you guess which one? Here’s a hint: Sneaky Cauldron.

Despite that strange introduction, Sneaky Cauldron’s main source of damage is not the card I was referring to, but rather it is Sneak Attack. This is because it is easy to cast and becomes a recursive source of getting creatures into play for cheap. How is it recursive? In conjunction with numerous creatures, Karakas and Cauldron Dance, you are able to re-use Sneak Attack to hit your opponent down to 0. I assume you are now going to look at what the heck Cauldron Dance does. Allow me to save you the trouble in the next paragraph.

Cauldron Dance. I had never seen this card before doing some research for today’s deck. In short: it allows you to “Sneak Attack” a creature from your hand and/or graveyard, before placing it in your graveyard and/or hand. Lost? Ok ok, go ahead and search the card. While it is a bit costly to cast, this is mitigated via the Sol lands. Dance also works great after you’ve already used Sneak Attack, provided you don’t have a Karakas in play to return the creature to your hand.

I put in Quicksilver Amulet as a 1-of because it can get around the reliance on coloured mana and works very nicely with the Sol lands. The deck also contains 4 copies of Akroma, Angel of Wrath, whose Haste can make Amulet a conditionally better version of Sneak Attack. Despite including it however, I had considered dropping the card completely as 9 Sneak effects might be too many. I certainly recommend you try the deck with and without the card, so as to make an informed decision on your own.

Winds of Change. This is a bit of an obscure card, but I think it is one of those underused gems. Yes, it gives you card disadvantage, but it has so many uses that make it great. For example, it can help replace the unneeded cards in your hand with ones you can use. Not only that, but Winds can also be a sort of hand disruption as well. How? Ever wanted to screw over a Storm player who has spent their time sculpting a hand? This is a very neat card that I recommend you try out.

Amongst the main cards considered for the deck that didn’t make the cut was Shifty Doppelganger. The card offers a lot of potential and perhaps deserves further consideration, but I chose not to include it due to its lack of synergy with both Cauldron Dance and Karakas. I think it could be quite strong however, maybe even stronger than the current build, and I encourage everyone to try tinkering with the deck to suit their playstyle. Happy Brewing!



Sneaky Cauldron

Land

1 Mountain
1 Swamp
4 Badlands
4 Karakas
4 Ancient Tomb
3 City of Traitors
7 Fetch lands

Total: 24

Creatures

4 Nicol Bolas
4 Akroma, Angel of Wrath

Total: 8

Spells

4 Sneak Attack
4 Cauldron Dance
1 Quicksilver Amulet
4 Lotus Petal
4 Duress
4 Lightning Bolt
4 Winds of Change
1 Chain Lightning
1 Smother
1 Enlightened Tutor

Total: 28

Sideboard

4 Tormod’s Crypt
2 Red Elemental Blast
1 Pyroblast
1 Symbiotic Wurm
1 Wasteland
3 Swords to Plowshares
1 Disenchant
2 Pyroclasm

Sunday, 3 July 2016

Underworld Tide


Normally, I am not a fan of decks that live and die by a single card. Today I am going to make an exception however, as the card in question is both unique and awesome. Heck, it was even restricted in Type 1 at some point, so why not try it in Ancient, right? Did you somehow ignore the title and are curious which card it is? Well then, let’s start talking about Underworld Tide.

When a deck relies on a certain card to win, three things then become crucial: finding it, playing it and protecting it. In this case, the card in question is Underworld Dreams. Quite frankly, relying on one card to win the game is not something that I generally recommend. There are several decks that do just that however, and some of them only contain 1-2 copies of their win condition. So how do we do these things?

Duress and Counterspell. Duress is a great turn 1 play that allows you to remove any threats to Underworld Dreams, while also granting a peek at your opponent’s hand as an added bonus. This information can be crucial to planning your next play (or even plays). Counterspell acts as another form of protection for Dreams, but because the deck contains several cards with double blue mana in their casting cost, they also raise the importance the Rituals in the deck.

Diminishing Returns and Time Spiral. Anyone who has ever played a High Tide deck knows how crucial the latter card is. The former might be a bit less known however, which I always thought was a bit strange. It’s a 4-mana spell that puts seven cards in your hand. Yes, you remove the top 10 cards of your library from the game, but that should very rarely matter outside of Vintage. Originally I had put in 4 of each, but I decided to remove 1 Returns for the Cabal Ritual.

Wheel and Deal. Ok ok, the card sort of sucks. Yes, I am aware. So why include it? As a 1-of, it can be used as a finisher with Underworld Dreams out in play. I do not recommend adding more copies. In fact, you might even want to remove it from the deck entirely. I decided to leave it in though, because it is easier to cast than Time Spiral or Diminishing Returns, as they each require 2 blue sources of mana to be cast. It’s also a pretty sweet homage to Wheel of Fortune.

The Tabernacle at Pendrell Vale. Not only can it help lock their mana, but it also helps limit the number of creatures (and thus threats) they have on the board. Slowing the game down so you can get your win condition(s) in hand and then on the board can be very important to the deck. Maze of Ith had also been considered, but I thought Tabernacle made it unnecessary, as you do not want a bunch of lands that do not create mana.

Originally the deck focused more on being a traditional Underworld Dreams deck, but the addition of the High Tide pieces really can offer the deck some added speed and combo-y goodness. How you choose to build your version is entirely on you. Happy Brewing!


Underworld Tide

Land

4 Underground Sea
4 Underground River
3 Island
4 Swamp
7 Fetch lands
1 The Tabernacle at Pendrell Vale

Total: 23

Creatures

Total:

Spells

4 Underworld Dreams
4 Dark Ritual
1 Cabal Ritual
4 Duress
4 Brainstorm
4 Force of Will
3 Diminishing Returns
4 Time Spiral
1 Wheel and Deal
4 High Tide
4 Counterspell

Total: 37

Sideboard

4 Tormod’s Crypt
4 Ostracize
4 Chain of Vapor
3 Hymn to Tourach

Sunday, 19 June 2016

Replenish


Today’s deck employs the parallaxes of evil to beat down on your opponent. What do I mean by that? Well, combined with the namesake of the deck, these cards manage to reduce your opponent’s battlefield to nothing. And when they disappear? You simply do it again. Are you ready for long games involving rarely seen cards and interesting board states? Welcome to Replenish.

Let’s start with the aforementioned Parallaxes: Wave and Tide. Both cards are awesome in this deck because they are capable of hitting multiple targets. Despite this, you don’t need to hit everything; in fact, it is always best to just pick and choose the most relevant targets for each and leave the others alone. This is so that you can prolong both cards’ effects. Each Parallax can also be cast in multiples, although that is rarely relevant and/or necessary. I only mention it as something to keep in mind just in case you need to.

I only included 1 Enlightened Tutor in the main board, despite it seeming like an obvious inclusion in the deck. I did this because the older versions of the deck didn’t have access to Brainstorm, which provides the same type of effect while being an overall better card. Even though you don’t get to search your entire library, you do get to put the card(s) directly in your hand. You also can protect yourself against discard.

Removal and defense. Surprising no one, I am going to make the following statement: this is not a fast deck. You need time to get the win, and so defense against aggro/tempo becomes mandatory. 4 copies of Seal of Removal and Swords to Plowshares are both efficient and necessary in the early game. Each card helps control your opponents’ threats so that they can’t bring you down to 0 before you can establish your own board. Once you do, a copy of Moat, Wrath of God and Propaganda allow you to deal with being overrun by masses of creatures.

Opalescence. This is the win condition of the deck. There’s not a lot more to say about the card, as it is pretty straightforward. I want to mention however, that you should take care in choosing WHEN to cast it. This is the only way the deck can win, and making sure that it is safe to cast and you are able to win the game when it resolves are both important. Yes, you have Replenish to bring it back, but that’s no excuse for not playing proper Magic.

As I mentioned, the main weakness of the deck comes with its speed. While it is true that we put in measures to deal with this, there is another that I had considered as well - adding green. Green has plenty of enchantments that could improve the deck, and I encourage others to look more into it as a possible addition. Happy Brewing!


Replenish

Land

4 Tundra
4 Adarkar Wastes
1 Island
1 Plains
3 Serra’s Sanctum
4 Wasteland
5 Fetch lands

Total: 23

Creatures

2 Academy Rector

Total: 2

Spells

4 Replenish
1 Attunement
4 Seal of Removal
4 Swords to Plowshares
4 Opalescence
4 Parallax Wave
4 Parallax Tide
1 Enlightened Tutor
4 Brainstorm
1 Moat
1 Propaganda
1 Wrath of God
1 Seal of Cleansing
1 Abeyance

Total: 35

Sideboard

2 Aegis of Honor
2 Enlightened Tutor
1 Worship
1 Seal of Cleansing
4 Orim’s Chant
1 Propaganda
4 Tormod’s Crypt

Sunday, 5 June 2016

Mono Black Reanimator


They say that once you go black, you never go back. So, if you’re a fan of the UB version of this deck then you may not want to ruin that by trying out today’s brew. Long time fans might remember that I already wrote about the more traditional UB shell a long time ago. So, why go Mono Black? Other than the fact that it is a more budget-friendly, there are genuinely practical reasons for doing so as well. Not only is it consistent, but it can go off very fast and give you a very strong turn 1 start against your opponent. But enough teasing; let’s read on about Mono Black Reanimator.

One of the main problems with UB Reanimator is that you have to include a lot of blue spells for Force of Will to be a worthwhile inclusion. So why is adding so many blue spells a problem? For starters, Blue is easily the secondary colour in the deck. For the most part, all you really want to play it for are a couple of spells, namely counterspells for creature protection, and as a secondary form of getting creatures into your graveyard. The thing is, black can do both of these things just as well (and even better), without adding those less desired cards. Allow me to elaborate.

Discard spells are a great way to aggressively remove opponents’ threats to your creatures. Not only does it do that, but it also gives you information about your opponent’s hand, strategy and their options. Knowing both of these things can in turn help you develop your own lines of play. I think that all of these aspects of discard are a perfectly fine tradeoff for dropping counterspells. In fact, because of Dark Ritual, you can actually ‘go off’ on turn 1 along with attacking your opponent’s hand, giving you a serious edge in tempo as well.

Discard’s versatility isn’t just limited to use on your opponent either; it can also be used to help you get your own creatures into the graveyard. Some great examples of flexible discard are Cabal Therapy and Blackmail. Both of these spells read ‘target player’, and thus you are able to cast them on yourself if you need to. With Blackmail, just be sure to reveal the reanimate spell that you plan on using, so as to mitigate the amount of information you are giving your opponent.

Volrath’s Stronghold. This seems like a strange choice I know. After all, you are trying to get your creatures into the graveyard from your library, not the other way around. So why include it? Quite frankly, it’s there to protect them once they’re in there. Tormod’s Crypt is a thing, and returning the creature to your library in response to a Crypt activation is a great way to protect it. You can also use it in response to Planar Void, which can be quite relevant in certain situations.

Threats and omissions. Since the deck focuses on getting rid of your opponents’ answers via discard, Nicol Bolas seems like a perfect fit for the deck. After all, not only does he swing hard, but he can also destroy their hand. The problem with Bolas however, is that you do not have the mana to keep him alive long enough to swing in. Adding the colours necessary to keep him alive would seriously slow down the deck, and it is because of this that I did not include him. The rest of the threats that I did include should need no explanation. They all have a use in different situations. I encourage you to browse through the other creatures available to you and see if there are any you might choose instead. Happy Brewing!


Mono Black Reanimator

Land:

5 Swamp
1 Volrath’s Stronghold
4 Wasteland
7 Fetchlands

Total: 17

Creatures:

1 Iridescent Angel
1 Dragon Mage
1 Magma Giant
1 Reya Dawnbringer
1 Crosis, the Purger
1 Spirit of the Night
2 Akroma, Angel of Wrath

Total: 8

Spells:

4 Animate Dead
1 Buried Alive
4 Dark Ritual
4 Entomb
4 Exhume
4 Reanimate
1 Recurring Nightmare
4 Duress
3 Blackmail
2 Cabal Therapy
4 Hymn to Tourach

Total: 35

Sideboard:

4 Tormod’s Crypt
4 Terror
2 Engineered Plague
1 Blackmail
2 Innocent Blood
2 Cabal Therapy