Hey guys! Last week I talked about a deck that was seeing some success at a few events and I did fairly well with it myself, but this week I got a new deck that I believe is way more versatile and can protect itself from all the things that the Mono-Green aggro just couldn't do. Today I'm going to talk a bit about the Naya Auras deck.
I decided to give this deck a test run myself at our FNM last night at Wizard Den and I really like it. Despite a few consistency flaws it may have(as any deck could), it's super difficult to deal with whether your answers for creatures are spot removal a la Doom Blade, or board sweepers a la Supreme Verdict. A majority of the creatures are hexproof, can't be targeted by Black/Red spells or they just make another creature when they die. If you haven't seen it yet, here's a basic list of the deck that most people seem to be leaning towards in the lists online.
Naya Hexproof/Auras:
Creatures: 16
4 Gladecover Scout
4 Voice of Resurgence
2 Hero of Iroas
4 Witchstalker
2 Fiendslayer Paladin
Enchantments: 16
4 Ethereal Armor
4 Madcap Skills
4 Unflinching Courage
4 Chained to the Rocks
Spells: 6
4 Boros Charm
2 Selesnya Charm
Lands: 22
4 Sacred Foundry
4 Stomping Ground
4 Temple Garden
4 Temple of Triumph
3 Temple of Plenty
2 Forest
1 Plains
16 Creatures is a little on the low side, but you generally only need one out to get this going so it's not too bad. In a pinch, Selesnya Charm can make a creature for you too. After you have a guy out and suited up with some enchantments, all you have to do is protect it. The creatures themselves are already difficult to deal with and highly resistant to spot removal, so wrath effeccts are what's going to be your downfall. Luckily, one of Boros Charm's modes gives your creatures Indestructible for the turn! If you don't need to use your Boros Charm for the wrath protection, you can always give your big guy double strike, or just finish off your opponent with the 4 damage.
Not only are these creatures tough to deal with, but Voice of Resurgence and Witchstalker both make control players cringe. Acting out on your turn proves to make things worse for them and on top of that, you're still left with a guy ready to swing after they drop the wrath. Control players aren't the only ones that have a hard time though. Black/x mid-range/control shells struggle a bit without a set of Devour Flesh to get around those hexproof guys. Even then though, there's generally a Voice or another creature out that can be used as Devour fodder. Blood Baron can be a little bit of a problem as it blocks Voice, Hero and Fiendslayer Paladin favorably, but any other creature you have swings without fear(probably with first strike).
Domri fighting is a good way to beat this deck since it can sometimes be hard to get your creature's toughness big enough to spar with a Polukranos. The hexproof helps, but for the ones without hexproof(or Fiendslayer Paladin), you have to be especially careful with when playing against the R/G/x monsters decks out there.
If you're looking for an aggro deck that can dodge spot removal and have some defense against wrath spells, this might be your deck! I know I've been frustrated with aggro variations because you could usually only protect against one or the other, but Naya Auras seems to handle both masterfully. This deck has also been performing quite well in the competitive circuit and I'm interested to see if it keeps going on this route. If so, you just might see me at the next PTQ with this deck! Regardless of how this deck will perform in the future for the pro scene, I've really enjoyed the deck and if you like to beat face with huge First Strike-Trample-Lifelinkers that your opponent can't do anything about, than maybe this deck is for you too!
Give it a try and let me know what you think of the archetype or if should be shelved!
Until next time,
DannyO
WizardDen.com
Saturday, April 5, 2014
Thursday, March 27, 2014
New deck that could change the format with Wizard Den!
Hey guys! I'm back for another article and this week it's going to be a deck tech of a list I found while in Spokane, WA for the PTQ a few weeks back. We managed to get in early enough on Friday the day before the event to attend their local Friday Night Magic where I first discovered this deck. It was very simple, but surprisingly fast and annoyingly difficult to deal with. The deck was a Mono-Green aggro piloted by a guy named Stephen Girdner. He ended up crushing me at FNM and I spoke with him later on the next day after I had finished dropping from the event at 3-3 and decided to get in a draft to lift my spirits. He said he was drawing into the top 8 at the time and he allowed me to look through his deck and sideboard. I'm writing this from memory, so it's probably not exactly card-for-card, but here's the idea:
Mono-Green Aggro
Creatures: 34
4 Elvish Mystic
4 Experiment One
2 Wasteland Viper
2 Gyre Sage
4 Kalonian Tusker
2 Scavenging Ooze
4 Swordwise Centaur
2 Boon Satyr
4 Renegade Krasis
2 Nylea, God of the Hunt
2 Polukranos, World Eater
2 Mistcutter Hydra
Spells: 4
4 Aspect of Hydra
Lands: 22
20 Forest
2 Nykthos, Shrine to Nyx
He mentioned he was able to make the Top-8 cut in two PTQ's in two weeks so, needless to say, I was impressed. I was excited for this deck and couldn't wait to try it out for myself. I threw it together and gave it a test run at an FNM and it was very good! I managed to beat Mono-Blue and other various aggro archetypes simply because the creatures in this deck are just as fast as every other aggro deck, but mine are bigger! Tons of 3 powered creatures coming out on turn two and Experiment Ones becoming 3/3 or even 4/4 by turn 2-3 make this deck a very formidable foe.
While playing the deck, I seem to be tempted into splashing other colors for some other powerful creatures, but the deck works so well on its own that I have to force myself to leave it alone. Splashing another color just gives you lands that come into play tapped and severely slows down the deck, not to mention cutting down on your devotion which makes Aspect of Hydra possibly the best card in the deck.
This deck is a lot of fun for those of you who enjoy some turning lots of guys sideways. If any of you decide to try it out, let me know what you think and what kinds of changes you would make!
Thanks for reading,
DannyO
Wizard Den
Mono-Green Aggro
Creatures: 34
4 Elvish Mystic
4 Experiment One
2 Wasteland Viper
2 Gyre Sage
4 Kalonian Tusker
2 Scavenging Ooze
4 Swordwise Centaur
2 Boon Satyr
4 Renegade Krasis
2 Nylea, God of the Hunt
2 Polukranos, World Eater
2 Mistcutter Hydra
Spells: 4
4 Aspect of Hydra
Lands: 22
20 Forest
2 Nykthos, Shrine to Nyx
He mentioned he was able to make the Top-8 cut in two PTQ's in two weeks so, needless to say, I was impressed. I was excited for this deck and couldn't wait to try it out for myself. I threw it together and gave it a test run at an FNM and it was very good! I managed to beat Mono-Blue and other various aggro archetypes simply because the creatures in this deck are just as fast as every other aggro deck, but mine are bigger! Tons of 3 powered creatures coming out on turn two and Experiment Ones becoming 3/3 or even 4/4 by turn 2-3 make this deck a very formidable foe.
While playing the deck, I seem to be tempted into splashing other colors for some other powerful creatures, but the deck works so well on its own that I have to force myself to leave it alone. Splashing another color just gives you lands that come into play tapped and severely slows down the deck, not to mention cutting down on your devotion which makes Aspect of Hydra possibly the best card in the deck.
This deck is a lot of fun for those of you who enjoy some turning lots of guys sideways. If any of you decide to try it out, let me know what you think and what kinds of changes you would make!
Thanks for reading,
DannyO
Wizard Den
Wednesday, March 19, 2014
Fostering a healthy Magic community with Wizard Den!
So, if you all haven't heard yet...
We're open for business! Wizard Den is proud to be a part of the
magic community here in Boise and we hope to represent that community
in the most positive way possible. One of our main goals is to be
that shop that anyone can feel comfortable walking into and spending
their day enjoying some magic related fun. We will strive to have
competitive prices and friendly faces behind the counter.
That being said, I'd like to talk
about what I believe is important to strengthening and maintaining a
healthy magic community in your area.
A major aspect of our daily plans at
Wizard Den is to make sure that we cater to everyone's needs. We
don't currently sell anything other than Magic related products, but
we make it a point to educate our customers that we are willing to
order anything they could want from our distributors. It can still
turn people away if we don't readily provide the services they want,
but it's a start. I think that it's very important to make sure that
every person that walks in the door knows that they can be helped no
matter what they want.
Along those same lines, we will always
do our best to listen to the people's needs for events. I will always
be looking for suggestions on daily events and I have no problem
running multiple events daily. For now, we have an event schedule
that you can find at WizardDen.com, but if the community expresses an
interest in an event on a day we don't currently offer an event for,
we'll do it! We're also open to suggestions for prizes on each and
every event we host(even though it may effect the price of entry).
Specifically to Boise, I feel that the
Modern crowd has been dying off and the Legacy crowd even more so. We
here at Wizard Den want everyone to be taken care of no matter what
format you love the most, but it's difficult to meet the needs of
everyone. We plan to have 2 weekly Modern events, Monday and
Saturday, but no Legacy as of now. There was some drama a few months
back that seemed to have driven off some legacy players and I think
the only way we can get that back on track is, other than just
scheduling events, getting those people here to play. We all love
Magic and the formats we choose to play should not deter others from
getting together to play. One of my biggest personal goals for Wizard
Den is to get Legacy started up again in the valley and I can't do it
without you, the players!
We've discussed the legacy thing a bit
here, and we've hit a lot of snags that seem to make it impossible.
One aspect being prize support. If we offer good legacy staples for
prizes, the people who don't have the money to get the tier-1 decks
will be turned away, because they feel there's no way they can beat
the people who already have the good cards, and those people get the
good prizes to further monopolize the accessibility to the format.
Another issue is the use of proxies.
This will allow the people who don't have the money to get into
legacy the ability to proxy the cards they need to play, giving them
the best chance to compete in the event. However, it's not very fun
if everybody proxies 40-50 cards in their deck. Seeing as how
expensive some cards can be, this is likely to happen.
With all of those difficulties(and
others unmentioned), I think I've found a way to make everyone happy,
at least a little. We will have a specified entry fee for the day.
You get signed up into a group with other legacy players for the day.
There are no rounds or pairings, rather you just jump into games with
other legacy players and report who won. Every time you play a
match(best 2 out of 3), whether you win or lose, you get points(# to
be determined) and you get your name entered into a drawing, winners
of each match might get their name entered twice so that there's
still some benefit for winning. At the end of the night(or whatever
determined time), we'll announce those with the most points and issue
prizes accordingly, and do our drawings for the random prizes.
I'm not sure if this is the best way
to do it, but it would allow everyone who wants to play legacy to
come in with any deck, and still get points whether they win or lose,
but still slightly favor those who come prepared. Also, if you come
and play more games than others, you will be favored slightly whether
you've been winning or not, just on the sheer amount of games you
played.
I would really like to hear everyone's
opinions on this idea and get your help to make it perfect for
everyone! Let's get Legacy back in full swing in the valley and
foster a great environment for magic players everywhere!
Wednesday, February 19, 2014
Hosting a Team Gauntlet session for Qualifier and Grand Prix events
“The Grind” – Preparation
Hello everyone! DannyO here from team Rogue T3ch and
representing WizardDen.com. My team and I are starting to plan for some PTQ’s
and GP’s and I’m very excited to step our game and see if we can put ourselves
on the map this year. In preparation for these upcoming major events, our team
is going to be participating in what I’ve dubbed “The Grind”. All big name
teams do this and we should be no exception if we want to compete on their
level.
“The Grind” – Noun – A set time where a team gathers
to playtest known archetypes against new brews in an attempt to find the next
best tech against the meta. This can also be referred to as a Gauntlet.
A lot of bigger teams (with significant funding) usually
meet up at someone’s house for an entire week of playtesting or even more! For
now, we are just going to focus our efforts into a single day. Since we are
dedicated to becoming the best players we can be, as well as helping others do
the same, I would like to share with you some of our methods for hosting a
“Grind” session.
Untap.
The biggest, and most important part, is… you should
probably be a part of a team. For me, I was fortunate enough to meet fellow
team-mate Ariel Adamson in a Saturday morning communications class at Boise
State a couple years back. He introduced me to his normal playtest partner,
Dennis Hersom, and shortly after, the three of us became Team Rogue T3ch. We’ve
since grown in both size and skill. No one wins a Pro Tour on their own. Ask
any of the pros. If you want to become more competitive I highly recommend
getting organized with your friends and forming a team or talking to existing
teams about what it would take to join their ranks.
Upkeep.
The next part of organizing a grind session for you and your
team basically just comes down to scheduling around each other’s schedules.
Find a time that works best for everyone and follow through. See if you or any
of your team-mates have a house or apartment large enough to host 6-8 players
with ample table space. If not, utilize your local game store. Find out when
they usually have a lot of open table space and use that time. Rogue T3ch is
very fortunate to be sponsored by WizardDen.com that will soon be opening its
doors here in Boise, Idaho. This will grant us the kind of space needed for a
grind any day of the week.
Draw - Main Phase!
Before jumping into the playtesting, there are a lot of
things that need to happen first in order for you to be successful. First of
all, you need to research the meta as a team. Since we are planning for
standard formats, we are focusing on the current standard meta which consists
of the well-known Mono Black Devotion, Mono Blue Devotion, U/W Control and a
handful of other Tier-2 or Tier-1.5 decks. You can use our blog to keep up with the latest Standard Tournament Top 8 Deck Lists. Check back every week for updates as more events take place including the results from Pro Tour Born of the Gods taking place this weekend! There are resources out there that can show you
how many of each archetype exists so you can get a good idea of what to expect.
This doesn’t mean that you should just know that there are a lot of Mono Black
players. It means you need to know exactly what cards are trending now in those
lists, and more importantly, how they are building their sideboards.
Once you and your team feel you have sufficient knowledge on
the meta, start by constructing the top 3-4 decks, using proxies if you have
to. Then, with the information you’ve found, talk to each other about some
decks that might be positioned well against these top decks. Then, build those,
again with proxies if you need to.
Combat Phase!
So now you have the Tier-1 decks built, some new ideas to
test against them and a venue to host this grind party. The next part is simple
– PLAY!
Give each tier 1 deck to a player on your team who you feel
can pilot that deck the best. Those players will play against the other half of
the team who will pilot your “Challenger Decks” (the decks you want to test
against these existing archetypes). Play some games. By ‘some’ I don’t mean 3 games
and move on. I mean a minimum of 5-10 games with sideboard coming in somewhere
in the middle. After that round is over, talk to your opponent about the match.
What was good? What was bad? What changes would you make? Write down your
findings, make those changes and do it again. You got all night.
If you have access to a giant white board (the biggest you
can feasibly handle in your venue), get it up there and have everyone write
down their basic results after each round. Keep it organized! The plan is to
not have all 6-8 of you talking in a mass chat in between every game, but
rather to keep everybody focused on their games and results. After a couple of
rounds with your opponent and some tweaks to your decks, have the tier-1
players rotate so every challenger deck is playing a new tier-1 deck. Repeat
all the previous steps again, and again for every tier deck you want to test
against.
It sounds daunting I know, but you can’t prepare for a 15
round event with 15 games of testing. Like any sport, your practice should be
much harder and longer than any event. I
know how some of you feel just thinking about an event of this caliber. I am
not a casual player, I only play competitively and don’t have much patience for
side games. “The Grind” scares even me. It’s going to be a lot of work,
patience and focus, but it’ll all be worth it at the end of the night and we
will all be better players for it. The ultimate goal for us is to represent
Team Rogue T3ch and Wizard Den at the next GP and get some “Street Cred”!
Whatever your goals are, keep them in sight as you dig into “The Grind”.
Cleanup Step
As your night wraps up, get everyone gathered around the
white board or whatever you got and have each person walk everyone through the
general statistics of their matches. Maybe focus on Mono Black Devotion and
have each person talk about their match-up with that deck. Then, move on to the
next archetype and so on. There’s really no wrong way to do this part. As long
as you all communicate efficiently, and in an organized fashion, you’ll make it
work. If you’re lucky enough to have some sort of decent filming hardware and
can film your matches, take time to review them with everyone and talk about
any play mistakes or key plays that are important in those matches.
With “The Grind” coming up soon, I look forward to writing
about our experiences and sharing them with you when it’s all said and done. In
the meantime, start researching the meta! Born of the Gods hasn’t shaken up the
format too much yet, but some decks are looking a bit interesting and I believe
there are a couple of new archetypes out there that could be real contenders!
From all of us at WizardDen.com and team Rogue T3ch, thanks
for reading! See you at FNM!
DannyO
Standard Tournament Top 8 Deck Lists
Here's the latest top 8 lists from standard tournaments since Born of the Gods has been legal in standard.
February 8th
Star City Games Open: Nashville Top 8
1st Place: Mono Blue Devotion by Eric Gray
Land: 25
20 Island
4 Mutavault
1 Nykthos, Shrine to Nyx
Creatures: 28
4 Cloudfin Raptor
4 Frostburn Weird
4 Judge's Familiar
4 Master of Waves
4 Nightveil Specter
4 Thassa, God of the Sea
4 Tidebinder Mage
Spells: 7
2 Bident of Thassa
2 Domestication
2 Jace, Architect of Thought
1 Rapid Hybridization
Sideboard:
1 Aetherling
1 Bident of Thassa
2 Cyclonic Rift
1 Dispel
1 Dissolve
2 Domestication
3 Gainsay
1 Jace, Architect of Thought
2 Negate
1 Rapid Hybridization
2nd Place: R/G Monsters by Kent Ketter
Lands: 24
7 Forest
6 Mountain
2 Mutavault
4 Stomping Ground
4 Temple of Abandon
1 Temple of Malice
Creatures: 25
4 Courser of Kruphix
4 Elvish Mystic
4 Ghor-Clan Rampager
4 Polukranos, World Eater
1 Scavenging Ooze
4 Stormbreath Dragon
3 Sylvan Caryatid
1 Xenagos, God of Revels
Spells: 11
1 Chandra Pyromaster
4 Domri Rade
2 Xenagos, the Reveler
4 Mizzium Mortars
Sideboard:
2 Arbor Colossus
2 Bow of Nylea
1 Flesh//Blood
4 Mistcutter Hydra
2 Plummet
2 Ruric Thar, the Unbowed
2 Unravel the Aether
3rd Place: B/W Control by Dylan Harris
Lands: 25
4 Godless Shrine
4 Mutavault
3 Orzhov Guildgate
1 Plains
9 Swamp
4 Temple of Silence
Creatures: 14
4 Blood Baron of Vizkopa
4 Desecration Demon
2 Obzedat, Ghost Council
4 Pack Rat
Spells: 21
3 Bile Blight
3 Devour Flesh
2 Elspeth, Sun's Champion
4 Hero's Downfall
4 Thoughtseize
1 Ultimate Price
3 Underworld Connections
1 Whip of Erebos
Sideboard:
2 Dark Betrayal
4 Doom Blade
4 Duress
1 Erebos, God of the Dead
3 Lifebane Zombie
1 Merciless Eviction
4th Place: U/W/R Control by Chris Yarbrough
Lands: 26
4 Hallowed Fountain
2 Island
2 Mountain
2 Plains
4 Sacred Foundry
4 Steam Vents
4 Temple of Enlightenmnet
4 Temple of Triumph
Creatures: 1
Aetherling
Spells: 33
2 Assemble the Legion
2 Azorius Charm
1 Counterflux
4 Detention Sphere
3 Dissolve
2 Elspeth, Sun's Champion
1 Fated Retribution
2 Izzet Charm
3 Jace, Architect of Thought
3 Mizzium Mortars
1 Revoke Existence
4 Sphinx's Revelation
4 Supreme Verdict
1 Syncopate
Sideboard:
2 Anger of the Gods
3 Brimaz, King of Oreskos
1 Counterflux
1 Gainsay
1 Negate
1 Ratchet Bomb
3 Renounce the Guilds
2 Stormbreath Dragon
1 Wear//Tear
5th Place: Mono Black Devotion by Cody Howard
Lands: 26
18 Swamp
4 Mutavault
4 Temple of Silence
Creatures: 15
4 Desecration Demon
1 Erebos, God of the Dead
4 Gray Merchant of Asphodel
4 Nightveil Specter
2 Pack Rat
Spells:19
4 Bile blight
4 Hero's Downfall
4 Thoughtseize
2 Ultimate Price
4 Underworld Connections
1 Whip of Erebos
Sideboard:
2 Doom Blade
3 Drown in Sorrow
4 Duress
2 Erebos, God of the Dead
3 Lifebane Zombie
1 Pack Rat
6th Place: B/W Control by Jessie Butler
Lands: 26
4 Godless Shrine
2 Hallowed Fountain
4 Mutavault
2 Orzhov Guildgate
10 Swamp
4 Temple of Silence
Creatures: 14
4 Alms Beast
4 Blood Baron
3 Nightveil Specter
3 Pack Rat
Spells: 20
2 Bile Blight
2 Devour Flesh
4 Hero's Downfall
2 Elspeth, Sun's Champion
1 Ratchet Bomb
4 Thoughtseize
2 Ultimate Price
3 Underworld Connections
Sideboard:
1 Bile Blight
3 Dark Betrayal
1 Doom Blade
3 Duress
3 Lifebane Zombie
2 Obzedat, Ghost Council
1 Revoke Existence
1 Ultimate Price
7th Place: Mono Blue Devotion by Michael Majors
Lands: 25
20 Island
4 Mutavault
1 Nykthos, Shrine to Nyx
Creatures: 28
4 Cloudfin Raptor
4 Frostburn Weird
4 Judge's Familiar
4 Master of Waves
4 Nightveil Specter
4 Thassa, God of the Sea
4 Tidebinder Mage
Spells: 7
2 Bident of Thassa
1 Cyclonic Rift
2 Domestication
2 Rapid Hybridization
Sideboard:
1 Bident of Thassa
2 Claustrophobia
1 Cyclonic Rift
1 Dispel
1 Domestication
3 Gainsay
2 Jace, Architect of Thought
2 Jace, Memory Adept
1 Negate
1 Rapid Hybridization
8th Place: G/W Aggro by Kaleb Byrd
Lands: 23
8 Forest
8 Plains
4 Temple Garden
3 Temple of Plenty
Creatures: 24
1 Banisher Priest
4 Boon Satyr
2 Brimaz, King of Oreskos
4 Experiment One
4 Fleecemane Lion
4 Soldier of the Pantheon
1 Loxodon Smiter
4 Voice of Resurgence
Spells: 13
4 Advent of the Wurm
2 Ajani, Caller of the Pride
3 Gods Willing
4 Selesnya Charm
Sideboard:
1 Banisher Priest
1 Druid's Deliverance
2 Glare of Heresy
2 Mistcutter Hydra
2 Revoke Existence
3 Rootborn Defenses
1 Skylasher
3 Unflinching Courage
February 8th
Star City Games Open: Nashville Top 8
1st Place: Mono Blue Devotion by Eric Gray
Land: 25
20 Island
4 Mutavault
1 Nykthos, Shrine to Nyx
Creatures: 28
4 Cloudfin Raptor
4 Frostburn Weird
4 Judge's Familiar
4 Master of Waves
4 Nightveil Specter
4 Thassa, God of the Sea
4 Tidebinder Mage
Spells: 7
2 Bident of Thassa
2 Domestication
2 Jace, Architect of Thought
1 Rapid Hybridization
Sideboard:
1 Aetherling
1 Bident of Thassa
2 Cyclonic Rift
1 Dispel
1 Dissolve
2 Domestication
3 Gainsay
1 Jace, Architect of Thought
2 Negate
1 Rapid Hybridization
2nd Place: R/G Monsters by Kent Ketter
Lands: 24
7 Forest
6 Mountain
2 Mutavault
4 Stomping Ground
4 Temple of Abandon
1 Temple of Malice
Creatures: 25
4 Courser of Kruphix
4 Elvish Mystic
4 Ghor-Clan Rampager
4 Polukranos, World Eater
1 Scavenging Ooze
4 Stormbreath Dragon
3 Sylvan Caryatid
1 Xenagos, God of Revels
Spells: 11
1 Chandra Pyromaster
4 Domri Rade
2 Xenagos, the Reveler
4 Mizzium Mortars
Sideboard:
2 Arbor Colossus
2 Bow of Nylea
1 Flesh//Blood
4 Mistcutter Hydra
2 Plummet
2 Ruric Thar, the Unbowed
2 Unravel the Aether
3rd Place: B/W Control by Dylan Harris
Lands: 25
4 Godless Shrine
4 Mutavault
3 Orzhov Guildgate
1 Plains
9 Swamp
4 Temple of Silence
Creatures: 14
4 Blood Baron of Vizkopa
4 Desecration Demon
2 Obzedat, Ghost Council
4 Pack Rat
Spells: 21
3 Bile Blight
3 Devour Flesh
2 Elspeth, Sun's Champion
4 Hero's Downfall
4 Thoughtseize
1 Ultimate Price
3 Underworld Connections
1 Whip of Erebos
Sideboard:
2 Dark Betrayal
4 Doom Blade
4 Duress
1 Erebos, God of the Dead
3 Lifebane Zombie
1 Merciless Eviction
4th Place: U/W/R Control by Chris Yarbrough
Lands: 26
4 Hallowed Fountain
2 Island
2 Mountain
2 Plains
4 Sacred Foundry
4 Steam Vents
4 Temple of Enlightenmnet
4 Temple of Triumph
Creatures: 1
Aetherling
Spells: 33
2 Assemble the Legion
2 Azorius Charm
1 Counterflux
4 Detention Sphere
3 Dissolve
2 Elspeth, Sun's Champion
1 Fated Retribution
2 Izzet Charm
3 Jace, Architect of Thought
3 Mizzium Mortars
1 Revoke Existence
4 Sphinx's Revelation
4 Supreme Verdict
1 Syncopate
Sideboard:
2 Anger of the Gods
3 Brimaz, King of Oreskos
1 Counterflux
1 Gainsay
1 Negate
1 Ratchet Bomb
3 Renounce the Guilds
2 Stormbreath Dragon
1 Wear//Tear
5th Place: Mono Black Devotion by Cody Howard
Lands: 26
18 Swamp
4 Mutavault
4 Temple of Silence
Creatures: 15
4 Desecration Demon
1 Erebos, God of the Dead
4 Gray Merchant of Asphodel
4 Nightveil Specter
2 Pack Rat
Spells:19
4 Bile blight
4 Hero's Downfall
4 Thoughtseize
2 Ultimate Price
4 Underworld Connections
1 Whip of Erebos
Sideboard:
2 Doom Blade
3 Drown in Sorrow
4 Duress
2 Erebos, God of the Dead
3 Lifebane Zombie
1 Pack Rat
6th Place: B/W Control by Jessie Butler
Lands: 26
4 Godless Shrine
2 Hallowed Fountain
4 Mutavault
2 Orzhov Guildgate
10 Swamp
4 Temple of Silence
Creatures: 14
4 Alms Beast
4 Blood Baron
3 Nightveil Specter
3 Pack Rat
Spells: 20
2 Bile Blight
2 Devour Flesh
4 Hero's Downfall
2 Elspeth, Sun's Champion
1 Ratchet Bomb
4 Thoughtseize
2 Ultimate Price
3 Underworld Connections
Sideboard:
1 Bile Blight
3 Dark Betrayal
1 Doom Blade
3 Duress
3 Lifebane Zombie
2 Obzedat, Ghost Council
1 Revoke Existence
1 Ultimate Price
7th Place: Mono Blue Devotion by Michael Majors
Lands: 25
20 Island
4 Mutavault
1 Nykthos, Shrine to Nyx
Creatures: 28
4 Cloudfin Raptor
4 Frostburn Weird
4 Judge's Familiar
4 Master of Waves
4 Nightveil Specter
4 Thassa, God of the Sea
4 Tidebinder Mage
Spells: 7
2 Bident of Thassa
1 Cyclonic Rift
2 Domestication
2 Rapid Hybridization
Sideboard:
1 Bident of Thassa
2 Claustrophobia
1 Cyclonic Rift
1 Dispel
1 Domestication
3 Gainsay
2 Jace, Architect of Thought
2 Jace, Memory Adept
1 Negate
1 Rapid Hybridization
8th Place: G/W Aggro by Kaleb Byrd
Lands: 23
8 Forest
8 Plains
4 Temple Garden
3 Temple of Plenty
Creatures: 24
1 Banisher Priest
4 Boon Satyr
2 Brimaz, King of Oreskos
4 Experiment One
4 Fleecemane Lion
4 Soldier of the Pantheon
1 Loxodon Smiter
4 Voice of Resurgence
Spells: 13
4 Advent of the Wurm
2 Ajani, Caller of the Pride
3 Gods Willing
4 Selesnya Charm
Sideboard:
1 Banisher Priest
1 Druid's Deliverance
2 Glare of Heresy
2 Mistcutter Hydra
2 Revoke Existence
3 Rootborn Defenses
1 Skylasher
3 Unflinching Courage
Thursday, February 13, 2014
Fighting the control match-up with Wizard Den!
BEATING CONTROL
For
many people, fighting the control match-up can be a dauntless endeavor. It can
seem like a constant up-hill battle that just gets more and more frustrating
with each passing turn. They counter everything you play, wrath away your
board, ‘Time Walk’ you with Azorius Charms, and Rev for 7.
Scoop.
It’s my most hated match-up no matter what I’m piloting, so
I’m doing my best to understand it and beat it. I get frustrated very quickly
against control and usually end up just conceding the games in the first 6 or 7
turns if it doesn't go my way.
Wrong answer.
It may seem like it’s all over when they Rev for 7, but in actuality,
there are a lot of things you can do throughout the game to keep the control
player sweating and constantly struggling to answer your threats. One of the
best bits of advice I’ve been hearing from my team lately is; “You have more
threats than they have D-Spheres”. That’s a good point. If they have already
used two Detention Spheres, you can safely assume that your chances are good
they don’t have a third.
Jam that Garruk!
Now, that’s not the only thing to think about. Of course
they have counterspells, but our current standard U/W control players usually
only run the 4 Dissolve, so it’s ok to jam your spells when you need to. They
don’t always have a counterspell. Still, you want to play around them and make
sure you’re playing the correct cards at the correct time. The most important
thing you should be asking yourself at every single turn in the game is; “What
answers are they using on my threats?” and, “What does that tell me they have
or don’t have?”
Let’s say for example you play a Polukranos, World Eater into
your 2 Burning-Tree Emissaries and a Sylvan Caryatid. This first piece of
information you can derive from the fact that it resolved is that they probably
have a Supreme Verdict. Even if they have a counterspell, they'll get much better advantage out of casting Supreme Verdict. So you pass turn, They untap, draw and cast
Detention Sphere on your poor Pokie. They used a Detention Sphere on your big
threat where they would obviously gain much better advantage by playing a Supreme
Verdict. This tells you another big piece of information about their hand. They don’t
have Supreme Verdict either. Now, you can’t just start jamming all of your
threats because they could still draw into their wrath, and they likely will
with the help of Sphinx’s Revelations and Jace, Architect of Thought, but it
lets you know that they will be frantically trying to keep up with your threats
until they see a wrath, if at all.
Focus…
Play conservatively and stay focused on their threats. Don’t
worry about their Detention Spheres, their Revs and their Supreme Verdicts. Think
about what information they’ve given you so far and play the most efficient
threat for the moment. Bait out Azorius Charms, force them to tap out on their
turns to answer your threats(D-Sphere, Jace, Verdict). They run a lot of
sorcery speed removal and you can take advantage of that. Another big bit of
information about control decks is;
They only have so many win-conditions!
Usually a single Aetherling, 2-3 Elspeth, Sun’s Champion, and
in rough circumstances, Jace, Architect of Thought can be a win condition. If
you have efficient ways to answer their win-conditions, do just that. If they
can’t win the game, then they can draw cards and verdict to their hearts
content. It’s only a matter of time! If you don’t have the best answers for their
threats, then you need to just keep applying pressure in the best way possible
and don’t give up just because it looks bad. Granted, if they jam an Elspeth
into your empty board, you might not have a great time.

So, in conclusion, the most important things to think about
during a control match-up is; Ask yourself what answers they’re using for your threats and what
that means, Don’t over commit to your board presence(play around wrath), be
patient and never give up!
The control player is playing a mental side-game outside of
the physical card game. They want you to go full tilt, they want you to get
frustrated and just scoop. Play that mental game right back! Don't show signs of doubt. Stay positive and confident. Pay attention to their facial expressions when they draw cards and when they react to your actions. Use any information you can to stay ahead of them and keep them struggling to keep up.
Hopefully this will get you guys(and me!) thinking a little outside
the box when it comes to control match-ups and start turning those dreaded
matches into favorable ones.
Until next time,
DannyO
Monday, February 3, 2014
Born of the Gods Pre-release weekend re-cap, an interesting phenomenon, and a new deck!
Born of the Gods Pre-release weekend re-cap, an interesting phenomenon,
and a new deck!
Pre-release
weekend is over, and I must say, the format was pretty fun. I got to play 3
sealed events and a 2HG with my team-mate Ariel Adamson. Players everywhere finally
got to play with the cards and get a feel with how powerful they might be in
constructed formats. Cards like; Xenagos, God of Revels, Mogis, God of Slaughter, Courser of Kruphix,
Hero of Iroas and many others. I had the opportunity to play with some of
these, and while great in the limited format, it’s still hard to tell whether
or not they’ll pan out in standard constructed. There’s been a lot of
discussion over the playability of these cards already, but it takes effort and
time into play-testing to really see if these cards will work.
But I
digress! I want to talk about the weekend events and which cards actually did
work in the format. When it comes to Born of the Gods, there really aren’t many
great bombs at the rare quality. However, there are some that come to mind as
exceptionally good. I had the opportunity to play with two Gods from the set
and both were great! I ended up with a white/blue Heroic deck with Hero of
Iroas in one of my flights. The pool came with 2 Hopeful Eidolons and 2 Nyxborn
Tritons among others that got me a 4-1 record, losing only to my team-mate
Ariel in the 4th round. Hero of Iroas is a limited bomb that gets
out of control fast. It’s scary to commit so much to one creature with the
chance your opponent could have a simple removal spell for it and get some good
2-for-1’s or even more out of you, but with the bestow creatures falling off
and staying in play, you really weren't losing much.
In the
same event, I ended up pulling Phenax, God of Deception. Because I also pulled
a Temple of Deceit, I decided to throw him in my white/blue deck. He won me 4
games that night, because like I said in my last article, he is pretty much the
end all for this format. I wish I could have committed to Blue/Black more to be
more consistent with him, but it worked out fine when I saw him. On top of
that, I also saw the Archetype of Imagination. This guy was as good as I
expected him to be. There are lots of removal spells that answer him
efficiently, but he was still awesome and it made for awesome finishers.
I’ve
decided that black is the worst color for the format so I stayed away from it
as much as possible so I didn’t get the chance to play with Drown in Sorrow or
Bile Blight, in fact, I never even saw a single Bile Blight in any of my
events. However, I did get to play with Mogis, God of Slaughter as a splash for
a white/red deck I piloted in a 2HG event on Sunday. He came with a pair of
Read the Bones that made the black splash more worth it, and it was! I only got
to play him once, but we were able to put our opponents’ health so low, that
they had no choice but to start sacrificing their creatures on their turns. It
was a very solid ‘nail in their coffin’ as it were. However, I realized that if
we didn’t already have good control over the board, he wouldn’t be very
effective at all. They could just take a few points of damage and keep swinging
for the win. This makes me feel that he won’t be very great in standard since
he feels so much like a ‘win-more’ kind of card, but still very fun
nonetheless.
The limited hype phenomenon!
Over the years, I’ve noticed a…
thing… occurring at limited events. I’ve actually been guilty of it myself and
you might have too! Here’s the deal. You go to your local game store for a fun
night of draft with some buddies. You end up pulling some decent limited bomb
and happen to pull it out every single game and go undefeated. In all the glory
and praise, you give credit to your bomb. Then you start thinking… “This was so
good and so much fun, I should build this for constructed!” You build it, show
up to FNM, and get destroyed. Then you immediately bail on the idea and start
building a real deck. Hey, it happens. The most annoying part of all of this
is, Xenagos, God of Revels is that card right now. I'm not saying this card won't shake up standard, because I believe it will, but people are generally hyping him a little too much from what they saw in a limited environment. I saw a ton of people open
him in their sealed pools and no one would trade them to me afterwards. Pretty
much everyone I asked to trade said the same thing; “No way, I think I’m gunna
build Red/Green!” The dumb part was I obviously wanted to build Red/Green myself,
but I had already planned on the deck list from watching the spoilers and
teching against the current meta and their new additions. Apparently, we’ll be
seeing a lot of R/G Monsters at FNM this week…
Enough complaining on my part!
Among all of the hype, we managed to pick up 4 Xenagos, God of Revels, enough
for myself and fellow team-mate Donovan Blayney to run two in our near-identical G/r Devotion
deck. It actually turned out to be more difficult to get Courser of Kruphix so
I ended up pre-ordering some for pick up at my local game store, usually
something I try to avoid, but oh well!
The New Deck!!!
While spoiler season was going, I was watching with a diligent eye. My team and I were busy hashing out ideas and testing the exciting new cards. Since two of us were hyped on G/r Devotion, we decided to squeeze in the new God, so without further ado, here’s the awesome deck Donovan and I designed for FNM this week:
G/r Devotion;
Lands: 24
11 Forest
2 Mountain
3 Nykthos, Shrine to Nyx
4 Stomping Ground
4 Temple of Abandon
Creatures: 29
4 Arbor Colossus
4 Burning-Tree Emissary
2 Courser of Kruphix
3 Kalonian Hydra
3 Polukranos, World Eater
2 Skarrg Guildmage
4 Sylvan Caryatid
2 Sylvan Primordial
3 Voyaging Satyr
2 Xenagos, God of Revels
Planeswalkers: 7
3 Garruk, Caller of Beasts
4 Xenagos, the Reveler
3 Garruk, Caller of Beasts
4 Xenagos, the Reveler
Sideboard:
2 Courser of Kruphix
4 Domri Rade
4 Mistcutter Hydra
1 Polukranos, World Eater
4 Skylasher
This deck is mostly the normal
Green devotion deck you’re used to seeing around with the splash of red for
Xenagos. This list might not be “Tier-1”, but it’s explosive and way more fun
to play than Mono Black has been, for me anyway. We still have to see how it
plays out at FNM this Friday, but I have high hopes. The Xenagod will make for
some(probably expected) blowout plays. Having access to tramplers in the form
of Kalonian Hydra, an already ‘Must-deal-with’ threat, makes Xenagos’ pumps very
scary. There are only 3 copies of the counter-happy hydra so I decided to add
in Skarrg Guildmage. His ability to give everything trample could be as
game-ending as Xenagod himself, but paired together, are really a force. At two
mana to cast, he’s easy to throw in a few copies, however, I don’t really want
to see him in the first 4-5 turns and he gets better the longer the game goes,
so 2 copies is where I settled. His other ability of turning lands into
4/4’s(8/8 hasters with Xenagod), is another powerful synergistic ability in
this deck, allowing for better game 1’s against control decks. I expect great
things from him!




The
only other thing I should mention is the sideboard. I’m hesitant on the 4
Skylashers, and they’ll probably turn into Gruul Charms or… something. Donovan
says they are really good against mono red where they can trade with a lot of
their 2/2’s and keep their devotion count low as well as being great in the
Mono Blue match-up and U/W control as well. Since this archetype is Donovan’s
field of expertise, I tend to listen to him, but I still like to build towards
my own play-style, so we’ll see how I feel after FNM.




Well, that’s all folks! I hope you
enjoyed the read and had a great pre-release weekend, even if the super bowl
was disappointing(for fans of both teams). Be sure to like us on Facebook and follow us on Twitter for all the latest updates and content!
DannyO
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