Tuesday, May 8, 2012

Hyper-Aggro Red

I've been disgruntled with some results recently.  Delver's bouncing me, White's blocking me, Spirits are killing my Koths, Green is Geisting me, so it's been going through my head that perhaps hyper-aggro (+hard to block) could be the way to go.

Either way, I have to write this down, before I go crazy, and here's a good a place as any.

A card that has always been a perpetual joke (but is amusing to me, because it's an enchantment) is Curse of Stalked Prey.
What the heck is Curse of Stalked Prey you ask?  Well, it's basically another proliferate effect, combined with unblockable guys.  It also works fairly well with the proliferate effects themselves. (It "kick starts" the ability to proliferate)

This works pretty great with some cards I'm already playing, like the ultra-solid (and hard to name correctly) Stromkirk Noble and Stormblood Berserker.


















Both of these are pretty aggressive low-drops, that are hard to block, nearly unbeatable on the play, etc.  However, one of the problems with Berserker is that sometimes you don't have a one-drop, or your one-drop gets killed, and you have to run him out as a Curse of the Pierced Heart without haste.

There are two solutions to solve this problem, one is to add some more one-drops, another is to add Curse, and coincidentally, they work quite well together!

Spikeshot Elder is a great aggro-control one-drop, that happens to work quite well with the Curse.  (and with Equipment, which, coincidentally, works well on the hard-to-block creatures above)

Elder has a couple problems on it's face, that are neatly solved by this change in perspective.
1) It "only pings for one".  Anthem effects, and so on, make it hard for this guy to pay off long-term.  Well, now, it pings for more. Either two (or three) on turn three after an attack, or for three or more with equipment.
2) It is mana intensive.  But if we equip it, or can swing for reasonable amounts on it's own, we don't really need another threat to make this work.  (and swinging is manaless damage)
3) It's not that great in multiples, but we can always just sandbag more copies, and use our mana to ping, or equip.

Elder does great things in tokens match-ups, and gives you a lot of action late game.  Making this guy more relevant is a solid reason to drop the curse T2 after this guy T1.

The others:
Vault Skirge is a evasive one-drop, that is hard to race, and is pretty good with pump effects.

It's not as good as some other effects, and really requires a pre-pump or clear skies to truly be evasive, and clear skies are not exactly prevalent these days.  Skirge into Curse will likely be a pretty strong one-two punch, as is Skirge into Berserker, but once turn three rolls around, this guy better be 2/2 or he's a liability.





Reckless Waif is a huge beater against control, but doesn't exactly get the job done against opposing aggro decks.  They flip him back easily, and have ones to block.  Doomed Traveller, Mana Guy, Champion, etc.









This guy's hard to block and kill in combat.  He guns down Doomed Traveler, any number of (non-pumped) spirit tokens, Talia, Porcelain Legionnaire, Elves, Geist, etc.  He even Trades with a two toughness guy, should it come to that.

This guy is pretty rocking for turning on a Berserker, because there isn't a one-drop in the format that can block him and live if you're on the play.  (Diregraf Ghoul, or the new Demon?)

Watch out if people start playing Sanctuary Cats though...







This guy packs a punch if we go in more of an equipment direction.  Trample is serious business when swords are around, and it even gets around protection, if his power is big enough.

He needs equipment to be good, and likely toughness-pumping equipment to make it so that he survives the fight, but that's where swords come in.










Need equipment, and need a one-drop?  This does both....

The impact isn't amazing, but it blocks pro-red guys (sword), and sticks around to pump up an Elder, Gaveleer, or one of the mainline creatures.

His impact isn't amazing, but he fits the criteria of "one drop" and has some interesting synergies with the deck as it might be.








This is by all means a early game deck, so Gut Shot certainly has a place over similar cards like Geistflame.

All your mana is likely needed for the first two or three turns to deploy threats, and you need cards like this to clear blockers, and get the ball rolling.

It lets you take back the play, and get your early-game combos rolling, with Curse, Noble, Berserker, Elder, etc.







Exile is very relevant in this metagame, between dies triggers (Solemn, Doomed Traveller, Loyal Cathar) and undying (Strangleroot Geist)

Two damage is pretty relevant, for Huntmaster.

One mana... Have you looked at the rest of the deck?  We've got to squeeze everything we can out of our mana.

It's possible Galvanic Blast is better, for the ability to react to equipping, and potentially be metalcrafted, but that's probably a pipe dream if the game isn't already won.




Twos

There are certainly some problematic artifacts in this standard.  Red/White Sword is horrifically difficult to beat.  Batterskull is a problem.

Unfortunately, this guy is not that amazing on his own.  But at least he's better than a Goblin Piker, that's got to be worth something?

There really aren't a ton of good two-drops for red.  This really feels like an auto-lock for the archtype, but I found I often used it as a removal spell against control.  Perhaps only worth a sideboard slot in the brave new world.

 

Got equipment?  Want unblockable guys?  Well, this guy sure fits the bill.

I don't really like the idea of running This, and at most 9 sources of blue (Sulfur Vents, Evolving Wilds (or Shimmering Grotto?), one Island) in a deck that looks like it has 12 red one-drops, but he sure does what he claims to do.  Vapor snag this?

If Mox Opal becomes playable, this guy gets a ton better.








Just seeing if you were paying attention....

Now that's a two-drop...

There are some human synergies, but this guy is probably way too cute.  On the plus side, he is the right color....










Threes:


Threes have to be pretty stellar, in terms of hitting hard, or having evasion to make the cut.  These guys have to fight toe to toe with Lingering Souls tokens

Hits hard? Check.
Has Evasion: Check.

First strike is good stuff in a format of 1/1's, and undying creatures.  Double strike really brings home the bacon, with equipment or the curse.

He dies to Slagstorm, but is yet another one-card threat, and happens to not be dead to Black Curse, so that's something...


I'd rate this a bit lower than Kruin/Terror, because it starts at 1 toughness, which is a big deal these days, and it just trades with two souls tokens, or one with a pump effect.  Not having to flip is a bonus, and double strike is very good, but the 3cc barrier is quite problematic for this deck.












I haven't really liked the phoenix.  It's okay against control, but terrible vs aggro.  You just can't afford to burn them, to get your creature back, and two damage a turn just doesn't add up.

Compare this guy to Strangleroot Geist...

He does fly, so that's something for delivering equipment-hits.










This guy is solid, for sure.  Doubling up on Berserkers is solid at the two-slot, and any of the threes or flipped werewolves are good times.

Copying a one-drop is pretty sad though, negative synergy there, so he gets better as you get more three's, but you don't really want alot of threes.  So he might not be for this iteration....










Volt Charge is pretty solid removal, but it doesn't work all that well against 1/1 spirits or undying creatures.

It does mess up combat math something fierce, especially with the proliferate effects.

I'd keep this over Gambit, in this deck skew.










At the four level, Koth, Hellrider, and Hero of Oxid Ridge are the competitors.  They all have Haste, which is essential for a four.  Hellrider works well with the mono-creature plan, and Hero adds more evasion if the enemy is all 1/1's.

To augment your certainly terrible creatures, we can easily see certain equipment ruling the day:
An argument can be made for other swords, to make green creatures not able to block (Huntmaster + Wolf Token, Strangleroot Geist, Thrun, Mana Creatures), but R/W is likely the superior main-deck choice, because it is the most aggressive, and makes the most prevalent blockers (1/1 tokens) unable to do their job.

This guy is a beating on certain creatures, but is probably worse than a card like Volt Charge. (one-shot three damage).  The more metalcrafty and Gaveleer-y the deck becomes, the better this is.














Overall:

4x Stormkirk Noble
4x Spikeshot Elder
2-4x 1-2 drop creature(s)
4x Stormblood Berserker
3x Kruin Outlaw
0-2x 4-drop (Koth, Hero, Hellrider)

4x Curse of Stalked Prey
4x R/W Sword

4x Gut Shot
4x Volt Charge
1-3x Faithless Looting  (drawing into more isn't great)
0-2x Pillar of Flame

20-22 lands (?!)  We want to get two on turn two, and three eventually.  Faithless looting should ensure we don't get too flooded?



Thursday, May 3, 2012

Much Delayed GP Seattle Post

I'm a Seattle native, and when I heard that there was going to be a GP here in a few weeks, I decided I was going.   And to top it off, it was limited, so I wouldn't even need to do any testing! (*)  I arraigned a ride with some fellow Microsofties, and set out for my first serious Magic tournament in years....

(*) Note to self: Not remotely true.

We left crazily early in the morning, and got to the site with plenty of time to spare.  The deck registration was just like I've remembered, with people talking about how good their pools were, or various other irrelevant things and likely misregistering their decks in the process.

The pool I opened was terrible, I remember it having Seance (a unplayable), and a few other non-playable rares, no good removal, etc.   I hoped it would end up somewhere else.   I misregistered one white Niblis as the other white Niblis, so I called a judge on myself, and things proceeded as normal.   The organizer had us swap across, and my across-mate noticed no errors in my registration, nor did I notice any in his.  This deck was similarly removal-light, and not very exciting, so I was hoping for another pass.  The guy next to me that was talking the most had three, count them, three, errors in deck registration.  I'm really not a fan of this not leading to some sort of warning, if you don't catch yourself, otherwise why care?

We did our final pass, and I got my pool.  I took a few precious minutes to verify things were correctly registered and started to build the pool.  I'll provide it here in case you guys want the experience I had.  I can tell you that this was probably the fastest 25 minutes in recent memory for me.


White:
Bar the Door
Curse of Exhaustion
Feeling of Dread
Fiend Hunter
Gavony Ironwright
Intangible Virtue
Lingering Souls
Loyal Cathar
Niblis of the Mist
Midnight Guard
Sanctuary Cat
Selfless Cathar
Silverclaw Griffin
Skillful Lunge
Smite the Monstrous
Thraben Doomsayer
Thraben Sentry
Village Bell-Ringer

Blue:
Armored Skaab
Claustrophobia
Fortress Crab
Headless Skaab
Invisible Stalker
Mystic Retrieval
Saving Grasp
Sensory Deprivation
Shriekgeist
Snapcaster Mage
Spectral Flight
Stitcher's Apprentice
Stormbound Geist

Black:
Black Cat
Bloodgift Demon
Brain Weevil
Bitterheart Witch *2
Bump in the night
Chosen of Markov
Corpse Lunge
Curse of Misfortunes
Curse of Thirst
Falkenrath Torturer
Gruesome Discovery
Ravenous Demon
Reap the Seagraf *2
Spiteful Shadows *2
Tragic Slip
Vengeful Vampire
Victim of night
Walking Corpse

Red:
Blood Fued
Erdwal Ripper
Falkenrath Marauders
Feral Ridgewolf
Flayer of the Hatebound
Hanwier Watchkeep
Heckling Fiends
Into the Maw of Hell
Night Revelers
Skirsdag Cultist
Talons of Falkenrath
Torch Fiend

Green:
Caravan Vigil
Crushing Vines
Dawntreader Elk
Hammlet Captain
Festerhide Boar
Hollohenge Beast
Kindercatch
Ranger's Guile
Travel Preparations
Ulvenwald Bear
Ulvenwald Mystics
Village Survivors

Artifact:
Blazing Torch
Executioners Hood
Ghoulcaller's Bell
Sharpened Pitchfork
Traveler's Amulet

Land:
Evolving Wilds

=======================================

When I first saw this pool, I was quite enamored with a certain color.  And no, It wasn't White or Black, to my great dismay sitting at my computer today.  I saw the Blood Feud, and the Snapcaster Mage, and my mind started turning...

You see, the problem with this pool is not that it is bad, far, far from it.  It is that so many of the colors are good!

Green, which is very likely the worst color, has a couple bears, a good 4-drop, and Travel Prep, which is a good start to a deck.

Blue has flashback on the Reap the Seagrafs (I didn't like them all that much at the time, so much worse than Moan of the Unhallowed in so many ways), and Snapcaster Mage is powerful in the abstract (but probably not that good in this pool, where everything has flashback, or costs 6+ in the instant or sorcery camp, and virtually everything is double-colored.

But Red, Red is where I was really led astray.  Blood Feud had me drooling, and the Marauders, Into the Maw of Hell, Hanwyr Watchkeep, AND Flayer of the Hatebound are all pretty excellent cards.  I mean c'mon, that's 5 uncommon or rare cards that can easily carry your deck to victory, but many of these are double-red, and many of them are very expensive.   Heck, I even have a cultist, that's 7 very solid cards in Red.

Black has two Demons, and a few good removal spells.

White has Fiend Hunter (which I have an irrational dislike of), Local Cathar, Thraben Doomsayer, and perhaps the best card in the format: Lingering Souls.  (Along with a plethora of small creatures)

I registered a Black splashing Red splashing Blue monstrosity out of the gates, and I quickly learned that what I wanted to see with this was a 5 land hand, with all three of my colors.  None of this is all that splashable, and though I do have some fixing (Amulet + Wilds), I was quickly trounced in several of my game one's.

After losing my first match 0-2 to two power evasive guys for 2 and 3 mana, compared to my grey ogre tokens, I knew I needed a better plan.  I audibled into Esper for the rest of the day games two and three, unable to get away from the Snapcaster and Reap flashback.

I really feel like this deck had everything necessary to get me to day two.  I just needed to pick the right colors, and I'm still not sure which of White, Black, and Red (or even Blue) that I should have played.  I just know I got out-carded by token strategies, and out-rushed by aggressive decks, to a dismal 2-3 finish.  (Beating one fellow who had been out of the game for years round two, and another who perhaps played less optimally round four)

What would you have done with this pool?  It has quite a few rare/uncommon slots taken up by a "curse package" (without death's hold), but it also has in the neighborhood of 17 highly playable rares and uncommons, out of 24 total slots there.  (give or take a few flip cards)

Double Black:
Victim of Night
Bloodgift Demon
Ravenous Demon
Vengeful Vampire

Double Red:
Falkenrath Marauders
Into the Maw
Blood Fued
Skirsdag High Prist

Double White:
Loyal Cathar
Thraben Doomsayer
Fiend Hunter
Silverclaw Griffin

(Double Blue: Claustrophobia, Stormbound Giest)

I see 7 Red cards I actively want to play.  9 Black cards. 9 or so white cards (though clearly less exciting on average than the others).

I certainly needed more time with this, because I still don't know what I should have done =(

Help!

Wednesday, April 25, 2012

Avecyn Restored implications

Unfortunately, none of the lands from this expansion can be used in our metaphor, because we want max-mountains for Koth

The artifacts are similarly lackluster.  They are equipment that is worse than the various Swords, or human/tokens centric.

There are a few red cards that show some promise, and I'd wager they are not what most people are interested in.

Archwing Demon:  Back in the day, I played Viashino Sandstalker, but it was in a deck with Pandamoneum (to trigger ETB), and Ruby Medallion (to make it cost less).  This guy is terrible compared to Koth.  The only card it works better against is Oblivion Ring.
Likelyhood of inclusion: 2

Bonfire of the Damned:  We are a relatively big-mana deck, and we have Faithless Looting to pitch cards we can't use, so this is worthy of consideration.  As a creature deck, having the spell hit only-them allows our guys to get through, or finish off bigger guys.  It's also a RSZ to the dome off the top.  There is no doubting that this is a pretty crazy card against tokens, or other aggro decks in miracle mode.
Non-miracle mode:
3 mana: 1 damage
5 mana: 2 damage
7 mana: 3 damage
This isn't great.
Slagstorm is a card I'm boarding in against aggro, and this only really catches up to slagstorm (getting both modes for 4 mana on turn 5, best case?).  It'd cause the deck to play out differently, in that we'd be rabidly dropping threats, followed by a one-sided slagstorm, rather than sandbagging threats, slagstorming, and re-deploying.
Likelyhood of inclusion: 5 (on miracle blowout potential only)

Dangerous Wager:  Great as the last card in your hand.  Since we actually kinda like playing out our lands, it could be seen as being "better" than Faithless Looting, which we are playing two of at this time.  It is actual card advantage, but late game, Faithless Looting is a draw 4.  This is a draw two.  This also doesn't fix you early game at all, so it is a pure late-game play.
I do like this card late, which means it'd have to be a low-count card.
Likelyhood of inclusion: 6

Demolish:  We need a artifact destruction spell bad.  I am lost as to what the best option is.
Likelyhood of inclusion: 4

Various 4+cc cards that start at 0-2 power and grow by perhaps one a turn (Heirs of Stormkirk, Havengul Vampire): Too expensive, too slow for the proliferate theme.
Likelyhood of inclusion: 3

 Hound of Gristlebrand:  Not a bad ratio of power to casting cost, but it is a ground creature, that only gets +1's after it died the first time.  I love me some double strike, that's to be sure, but this guy needed to be a 2cc 1/1 for this deck, and I'd replace berserker...
Likelyhood of inclusion: 5

Malignus:  I'm sure I'd "get" some people with it voiding pro red (sword), but at 5cc, Inferno Titan just seems better for the time being.
Likelyhood of inclusion: 4

Reforge the Soul:  Wheel's a powerful effect, but we'd need more things like Lightning Bolt, and less things like Red Sun's Zenith for this to work out too well.  It can't be overlooked though.  That your opponent gets the first bite at the apple most likely is a real killer.  Need a card like Earthquake, and we'd be in business here.
Likelyhood of inclusion: 4

Somberwald Vigalente:  I considered playing Ashmouth Hounds, and this guy is probably just better.  He wins the fights early, gets damage through for Berserker, is hard to kill in combat, or trades up.  (Kills x/1 first strikers, like Thalia).  This guy isn't too bad.
Likelyhood of inclusion:6

Rite of Ruin: Just play a Titan, and you get all three effects (aka game win)
Likelyhood of inclusion: 2

Pillar of Flame:  Interesting, but RSZ covers us pretty well here.  And we can make some big values of x.
Likelyhood of inclusion: 5

Thatcher's Revolt: 3 mana for 3 damage is not great.  We have Volt Charge for that, and it has additional synergy with the deck.
Likelyhood of inclusion: 1

Thunderous Wrath: Great in miracle-mode.  Doesn't kill titans in any mode.  Does kill hero, so that's something.  6 mana for 5 damage is not something we want to get locked into.  This deals with big guys, but we'll see other ways of dealing with that soon...   5 damage is alot, and we do have faithless looting.
Likelyhood of inclusion: 6

Tibalt the Fiend-Blooded:  I am pretty sure in the last month or so I made a wish that Red would get a planeswalker, and a cheap one, and I got my wish.  But I feel like I was watching "Wishmaster" (be careful what you wish for) with what I got for it.
I could talk for a year about this guy.  He competes directly with Faithless Looting, and FL probably does his job better than he does.  And I'm playing a deck with 24-25 MOUNTAINS, and 7 proliferate effects.

The problem to me is that his + ability is not good.  You have to spend a card for it, and random discard card disadvantage (you have to cast the guy), that you might not even want to activate, but have to cast in case you do want to activate it, is not awesome.  On top of this, his -4 seems horrible (I would not play it as a card that cost 4 mana, or perhaps even 3 mana, and it's not like you're going to activate it more than once).  His -6 is powerful, but requires a crazy board stall, which is pretty unlikely with all the fliers, Heros, etc running around.

I want this guy to be good, I really do.

Likelyhood of inclusion: 3

Vexing Devil:  I don't want a 1 mana 4 damage to a player spell.  I would play a 1 mana 4/3.  Guess which option the player is going to pick...  Well, the 4/3 when they have a wrath, the 4 damage when they don't.

If I was mono-one drops, or looking for the "last 4 damage" to kill someone, this card would be great.  But when I kill someone, I am typically at a point in the game where things like Timely Reinforcements are dead cards, rather than the trouble they give other red decks (which want this guy)

Timely's pretty awesome against this guy.  Next...

Likelyhood of inclusion: 3

Zealous Conscripts:  Now here's the answer to my calls.  It's an act of treason that does 3 damage when it comes into play, and only costs 2 more, and leaves me with a 3/3.  I forsee stealing many a Titan, or Hero with this.  It's never dead, because it steals anything (even swords)  The additional three damage from the attacker pushes the damage from this up to the point where it might be the "last few damage" to kill them, unlike a spell like Act of Aggression, which is likely to do 6 damage to them, and then I lose.  This probably means I can try to go toe to toe with white aggro decks (I lose to hero), and have a solid sideboard card against ramp.
Love it.
Likelyhood of inclusion: 8


Saturday, April 21, 2012

Won a match against ramp, finally...

Game one, he turn 5 Karns me, exiling my batterskull token (not the batterskull), but my no-action vs his Karn + Huntmaster is enough to do me in.
Game two, I go noble into berserker into gambit into gambit, and he scoops them up at 2 life on turn 4, with a 6/6 noble and 5/5 Berserker, and 6 cards in hand.

Game three:
So, I start with a fairly "speculative" hand of 4 Mountains, Berserker, 2 Metamorphs, on the draw.

Turn 1:
My opponent leads with mountain, I follow suit (drawing a volt charge).




Turn 2:
My opponent plays forest, sphere.  I hope to draw a Manic Vandal, but I can't even cast it for another two turns...
I draw a Tumble Magnet, swallow my pride, and run out the Berserker unbloodthirsted as a 1/1.

Turn 3:
My opponent plays a Glimmerpost (ug) and passes (with 4 mana)
I draw a Koth, play a mountain, attack for one (opponent at 20), run out the tumble magnet and pass the turn.

Turn 4:
My opponent plays another sphere, a forest, and casts ancient grudge on my Tumble Magnet
I draw another Berserker, play a Mountain, cast Koth, and attack for 5 (opponent at 15)

Turn 5:
My opponent plays an Inkmoth, taps everything, and slaps down a Karn, Exiling my Koth (oh, oh good)
I think as hard as I can to my deck "Just draw another Koth, and he's dead"... (attack karn with the mountain, etc).
Instead I draw a Mountain, which isn't half bad.  I attack him with the berserker (14), cast another berserker, and tap out to Volt Charge him, redirecting to Karn, pumping my new Berserker to 4/4 with proliferate.

Turn 6:
 My opponent draws up to 3 cards, and drops a Primeval Titan (Spheres at 2 and 1).  He searches out a Glimmerpost (16) and a Wolf Run.
Okay, I have two metamorphs in my hand, no other cards, and 5 land in play, all I need is a land.  Easy.  I draw a Koth instead.  Now, an amateur might run the Koth out, attack into the titan, and deal 5, but I have other plans.  I play the Koth for 4, one mana up.  I minus it, and tap my last mountain to cast both metamorphs on Primeval Titan.  He has a grudge, but I search out 4 land, maybe that'll make it easier to draw, say, another Koth or whatever.  I still smash for 5, since Berserker is awesome, and my opponent drops to 11.

Turn 7:
My opponent drops a Copperline Gorge tapped, and grudges one of the titans.  He then GSZ's for 5(!) for a slime, killing the other Titan.  I still have outs.  I'm playing several fireballs in my deck, etc.
He ends his turn by attacking Koth with his primeval, searching out two Glimmerposts (19, well out of fireball range now)
I untap, and draw a Berserker.  Well, that's not that useful.  My opponent has a Nexus and a sphere with one counter on it untapped, but I basically have to go for it, I slam in with both berserkers, and he messes up, activating the nexus post-blockers.  I drop my berserker down, and end the turn with a 1/1, 4/4, and 3/3 berserker (empty handed), my opponent with a Titan, Slime, 10 land, and one sphere with counters left (including a wolf run and a nexus).

Turn 8:
My opponent draws his card, activates his nexus, and hits in with just the Nexus, wolf running for it all for 7 poison.  This isn't as bad as it seems, because he can only put me to 1 if I block, and holding back two blockers means he can block a berserker, and really, what's the worst that could happen?

I was thinking "how the heck can I win, and you might be thinking the same thing, since I had only 4 unblockable power on the table, and can only fireball for 8 even if I draw it, with my opponent on 14.  If I remove one of his blockers somehow, I only have 8 power, against his 14 life.  So, pretty slim draws, wouldn't you say?

I draw my card for the turn: Tezzeret's Gambit.  Okay, I have 9 land, maybe I can draw something good off this, and I do have 9 land in play from double-metamorphing the Titans...
Cast the Gambit, proliferating up the two berserkers with counters.
Draw: Mountain, Tezzeret's Gambit.
Okay, odds are pretty slim here, cast the second gambit, proliferate both berserkers with counters.
Draw: Mountain, Volt Charge.

So, I have the win at this point, though I don't see it for at least 10 seconds.  I think about Volt Charging him (which only does 9), volt charging the Titan (killing it), holding back to Volt Charge the Nexus, but then I see that he only has two blockers, and one of which was the slime he so cleverly fetched out with his GSZ for 5 to kill my Titan.

Volt Charge the Slime, Proliferate both Berserkers, attack with a 1/1, 7/7, and 6/6 Berserker, for exactly his 14 life remaining.  I think it's important to note that a threaten effect (Act of Aggression, etc) would NOT have won me the game, because he left his slime back.  Gambit into it does win though, because it makes the berserker damage 10, plus at least 4 from the titan.

This is an epic win for the books, to be sure...








Frist rounds of MtGO (testing)

Why do my victories slip by, and my losses stay with me forever... Nagging me into eternity, and causing me to think, and rethink my plans, and wonder what would have happened if I had done things differently... If I hadn't been watching GGsLive at the same time...

So, overall, I was 6-1 day one, 7-2 day two.

My first game out of the blocks was my only loss on day one.  It was against a junk (WBG) ramp deck, with all the things you'd expect for that match-up, but he had even more colorless lands, which was perhaps my undoing.  Game one, he was on 5 lands, with two colorless lands, a forest, another basic, and a green dual.  He slimes me, down to like 4 lands.  (aka Irrelevant).  I look at my hand, with no real pressure, but two Metamorphs.  I see I can take him off double-green, and double anything else for at least a turn, and off either white or black entirely by killing the dual, and my eyes get big, and I slam down the Metamorph as a slime.  I even have another, to slime him off another land, which I do the next turn.  Take that ramp deck!

Anyone see the problem with that?  My opponents deck has something like 75 mana sources in it, and my current plan if all goes according to plan is beating down with a grizzly bear, after he trades off the slimes.

Well, turns out he has a few dozen more lands in hand, despite his apparent weakness with almost no colored sources in play, and he puts down a Grave Titan, and I'm ground into the dirt.  If I save those metamorphs for him to play his natural grave titan or whatever the next turn, I can get two of THAT, how does that game play out?  He can't kill either, without wrathing.  And I can burn his slime. 

Game two, I cast faithless looting, and click a little too fast, and discard the wrong card (because the cards shift left).  Without that, I ultimate Koth on my mull to 5, and I'm probably winning that game too.  GARG!

I am a bit upset after those games, but I rattle off 6 more match wins, with only 2 game losses among them.  A Burning Vengeance casual deck, esper control, esper delver (won narrowly preventing an on-board Red/White sword from killing me), a 20x spellbomb/4x Ancient Grudge/4x Liquimetal coating/ 12x sweeper deck (surprisingly good against me if they have a coating, just like the "block deck" with all manic vandals), junk tokens, and the one-drop mono-red non-mirror.  (Goblin Fireslinger and Tezzeret's Gambit are not the same strategy).

I'd call 3-4 of those wins as being against actual decks , played semi-competently.  So that's good.

==================================

Day two, I start off with a couple wins, against UB control.This deck just doesn't seem like it can beat any of my threats, be they Noble, Shrine, or Koth.  I even have better card advantage than them, with Gambit and flashbacks.  They can't let any of my spells resolve, and no non-counterspell answer deals with more than one of them.  I'd play against this match-up all day if possible.  Curse does little, BSZ is on the border of too slow, Koth is an auto-win, etc.

Then I hit the wall of a crazy "ramp" deck, that appears to be BRW (no green!).
Game one I mull to 5, have noble into Berserker on the play, but his Sphere gets him to 4, and fixes his terrible mana to cast a day of judgement (or he was dead the next turn to the last card in my hand - a Volt Charge + proliferate Noble + Berserker).  He uses the second counter to cast something terrible, and the last to cast a Grave Titan.  Grave Titan against mull to 5 - pretty good.

Game two I go Noble into Berserker into miss land drop into Gambit, and he concedes.

Game three, I have no notes.

I beat a mono red Faithless Looting + Phoenix deck, when he scoops to my T5 Batterskull.  (RSZ in hand for his Phoenix).  This guy Arc Trailed my first three plays (Stromkirk Noble, into Stromkirk Noble, into Stromkirk Noble off the top T3), which just shows (IMO) how terrible Arc Trail is.  (Which makes me sad)

Then, I play a 4-color birthing pod deck.  he has Slimed me a couple times, and has an Inferno Titan in play, to my board of three lands, a Koth on 2 counters, and a Berserker, with two Metamorphs in hand.

Can you see the good play?  What I did was Metamorph the Titan, do 2 to it, and one to him, then attacked with a Koth-Mountain.  He blocked, which was probably terrible, which put me down to two lands, a 3-counter Koth, and an inferno titan, vs his board of like 9 lands and a Pod.  He plays another titan or something, and a Fiend Hunter for my Metamorphed Titan.  I fail to draw a land again, and die quite easily to the titan.

If I'm competent, I play a Metamorph, doing 3 to the titan, then Koth minus, generating 3 mana, casting another titan, and finishing off the Metamorph.  I lose my Koth, but I have two Inferno Titans on board, and he doesn't have the chance to stone rain me, etc.  This sucked.  I can see the Koth -2 when I have 6 land in play, but I don't see it when I have three, because really, how often do you have a Koth and 3 lands in play?  Not very often.

Game two, I side in 2x Manic Vandal, and prepare for the worst.  The guy plays a T3 Splicer, T4 Mimic Vat, and I play about as bad as possible against that card.  It is insane!  I Metamorph it, and kill things on his turn so I get them and he doesn't, and Metamorph a Geist Honored Monk, but he has Gavony Township, and is not playing terribly.  He also played Helvault, and that's a pretty crazy card in that deck too....

Conclusion from this is that I need some solid artifact removal.  2x Manic Vandal is fine, but not good enough against Sword, Pod, Batterskull, etc.  I've looked through the list of artifact removal, and I'm really not impressed right now.  Requires some thinking.  I really want Into the Core to be good enough, but it really isn't.

I rattle off a few wins against RB Zombies, WB Tokens (Blasphemous Act), UB Control, and UW Delver.

The delver match-up was very close.  The Slagstorms were great, I want max of that, and Metamorph to kill things like Geist of Saint Traft, and Invisible Stalker.  (and, you know, their whole deck)  All of the games were very close, I thought the first two would both be easy wins, but they came down to the wire, thanks to Geist + Moorland Haunt dealing a ton of damage, and blocking my guys.  I lost one of them.  The third game, I started with 2x Shrine + Ratchet Bomb, and he hit me with 1/1's for a while, while I drew land, and burned him out.

=========================================================

The Mono-Red-Control plan was pretty awesome every time I used it.  It really fed into Koth well, or a late (T8) shrine-victory.

I have two Mana Barbs against control, but they were probably overkill.  (because the game is all things that they can't deal with).  I have a few easy take-outs (1x Devil's Play, 1x RSZ, 1x Grim Lavamancer, 1x Spikeshot Elder), so it's nice to have some game-winners to bring in.

RSZ was a all-star.  I loved 3x Ratchet Bomb between main and side.

I brought in Chandra sometimes, but never drew/cast it.

I never brought in the Tumble Magnets, though they should be good against ramp.

I need some great artifact answer.

I need something to smash ramp.  I might not be aggressive enough for a steal effect to be game, and that's the conventional answer...

Saturday, March 31, 2012

Mono Red Sideboard/Last few slots.

Okay, so we have our main theme, and we have a fairly good fill-out of the last few slots.

To bring everyone up to speed:
Creatures: (13)
4x Stromkirk Noble
1x Grim Lavamancer
1x Spikeshot Elder
4x Stormblood Berserker
3x Phyrexian Metamorph

Non-Creature Permanents:  (10)
4x Shrine of Burning Rage
1x Ratchet Bomb
4x Koth of the Hammer
1x Batterskull

Spells: (12)
1x Faithless Looting3x Tezzeret's Gambit
4x Volt Charge 2x Devil's Play
2x Red Sun's Zenith

Lands: (24)

24x Mountain

+1 something.

So, I've been a horrifically bad side-boarder in the past, which is something we're looking to fix this time.  With Pyromancer Ascension the strategy was a bit easier, with Mono Red it seems like it matters alot more, so we need to think through each category of thing and see what we can do to improve our match-ups there.

Big (repeatable, game-ending) effects:

I really like the idea of having a sideboard card that doesn't necessarily answer a threat that the opponent's deck presents, but rather just murders their whole strategy.   Whether it be a recurring damage source, or a card that blanks their strategy, cards like this in sideboards can swing match-ups entirely, which is what we're looking for out of a sideboard card.  Sure, a card like Incinerate or Combust is a relatively efficient removal spell, but it's just a 1:1.  This category goes a lot bigger in general.

















 I love me a red enchantment, and Mana Barbs is a potential game-ending threat against Ramp and Control.  If we had a Sulfuric Vortex, I'd be playing that, but Mana Barbs isn't too far off.  It's not a creature, it's hard to remove, it comes down relatively quick, and it just turns off a whole lot of cards.  You can't really Wolf Run, or Forbidden Alchemy, or even really Think Twice, Drownyard, or Snapcaster with this in play.  I need some testing against ramp, to see if this card lives up to my expectations in that matchup, but I am certain that this will be all I need against control.  (2-3 copies at most).  Control is already a pretty good mat-up, but if I can get double duty out of this guy against Ramp, it'll be a solid inclusion.  Against ramp, it needs to be accompanied by some sort of steal-effect, or a card like Inferno Titan, or Wurmcoil could just kill me.

Moltensteel Dragon seems like an awesome card against ramp.
1) It flies, which pretty much nothing they have does. (Inkmoth, sure, but we are red, right?)
2) It's a 4-drop, which is fast enough to matter.
3) It has four toughness, which avoids alot of their damage-based removal. (Slagstorm, Whipflare, Inferno Titan, non-metalcraft Galvanic Blast)
4) It potentially kills them on turn 5, which is just fast enough to matter, and combos pretty well with early aggression.  If they're even in the teens, this guy could get the job done in one swing.

4 (base) + 4 (normal firebreathing) + 1 (land drop) = attacking for 9 damage on turn 5, before I get around to spending any more life.  Now, realistically, I won't be higher than 16 when this guy comes out, and paying down to 2 is unlikely to be a strong plan unless they are tapped out.  This leaves 12 more life to spend, which is 15 "safe" damage just from this guy on turn 5.  This guy feels super-solid against ramp.

Some of the other cards in other sections hard-answer other strategies.  Ratchet bomb is a one-sided wrath against tokens, a deck that can block you all day long.  Inferno Titan ends games against aggro.  But we'll talk about those in a minute...

1 damage effects:

The first category of thing that red side-boarding offers is small (one damage) effects.  They are quite plentiful, and they have some good options with the rest of the deck.

The things we'll be looking to kill with this sort of effect are often (always) on turn one, and include the following cards:

The enemy:




































These cards are the pinnacles of one-drops, and the ones we need to be reacting to turn one, or they quickly get out of control.  All of these quickly turn into (or enable) some very dangerous starts for your opponent .  We can't just drop our own Noble, and ignore this sort of effect from our opponent, like we might with, say other one-drops like Doomed Traveler, a spirit token on Turn 3, or a random dork like Young Wolf.

Your effect has to happen on your turn one (on the draw), or perhaps your turn two (on the play).  On the play, we get some help from our 4 x-spells that are not coming out in these match-ups.  This strongly influences what type of card we can use to deal with these cards.

Cards like Grim Lavamancer, or Spikeshot Elder, for example, are not going to cut it to deal with these cards in the early game.  The same goes for Inferno Titan, or Chandra, which naturally prey upon these type of cards in a vacuum.

General contenders for the "do one damage" category that handle these cards (aka on turn one)

The answers:


















I think it is quite interesting to look at these cards for the purpose of dealing with opposing one-drops, since they directly compete for slots dealing with this specific problem.  They don't come in in match-ups where these problem cards above are not present.

Goblin Arsonist is the "best" one-drop for enabling a powered-up T2 Berserker.
Gut Shot can deal with the problem, while still allowing you to drop a Noble.

However, I think the best of these options is actually Forge Devil(!).
Forge Devil kills all of these creatures, and leaves behind the same 1/1 as Noble, that enables your Berserker quite nicely, without even needing to draw the Noble.  It seems like a perfect mix of all three cards.  It kills the threat, it stays around as a threat to power up Berserker, or eat removal, or apply pressure.  The damage is front-loaded, so it is not hurt as much by Vapor Snag, etc etc.

It isn't an amazing main-deck option, because it can't be cast T1 on the play, but you wouldn't play Gut Shot T1 on the play, you'd just play the Noble you always have in your hand.  Forge Devil even does less damage to you than Gut Shot, in the scenario where it matters...  It chumps to save Koth, it does almost everything in the scenario where it's good.  And in the scenario where it's bad?  Well, it's a sideboard card, you don't bring it in against Ramp or Control...

It's worst against killing things in response to equips, but equipment is seeing a downswing due to the amount of removal people are playing, and we're Red FFS, if we can't deal with an artifact, noone can....

The other one-damage answers:

















These two are fine main-deck answers, and repeatable "free"-ish damage is pretty good against creature decks.   However, we can't overdo it with either of these as answers, because we don't have a ton of free "fuel" for Lavamancer, and Elder is quite spendy.  Both are somewhat lacking in multiples, so I'd set the limit on each of these as 1x Main, 1x Side. (4x total)

















These last two consist of a kill condition in one card, and a card that sort of works with the deck's theme, and is often dead even in it's good matchup.

Inferno Titan is a serious house.  He represents 18 damage on an open board the turn after you cast him, and he clears up a battlefield quite well.  He's pretty reasonable against Vapor Snag (as all Titans), but he would be the most expensive spell in the deck.  24 lands is quite a bit for an aggro deck, and I do have 4 card draw spells, but I could still have a hard time getting him down, especially since one of my card draw spells encourages me to dump lands.  I like this guy in all the situations where Berserker and Noble are perhaps not the best.

Chandra, oh Chandra.  I really want this version of Chandra to be good, but she is just so... slow, and ineffective.  I'd play Liliana in a Heartbeat if she was red, because she solves a lot of problems the deck has.  But Chandra is a 4-mana Gut shot, with the benefit of being able to cast a Gut Shot every turn!  Her ultimate is similarly lackluster, and 1 damage effects are very hard to be relevant in that stage of the game.  White decks have Anthem effects by this time, Green have their big guys down, Blue's are 2/2s, Black's are x/2's, and Red guys are barreling down on you, killing her through the air.  I wish there was a good match-up for her, or that her effect was strong.  Without anthems, I think she might see play, but...

Among these options, I'd want at MOST
1x Inferno Titan (side)
1x Grim Lavamancer Main/1x Side
1x Spikeshot Elder Main/1x Side
1-3x Forge Devil (Side)

Sweepers:

White and Black get a lot of credit for having sweepers, but Red is the color people turn too quite often for sweep effects.  For our deck, this is somewhat of a double-edged sword.  We have a fair number of low-drops we'd want to cast early, and following that up with a sweeping creature-kill spell seems like not the best plan in the world.

However, if you look at our plan vs the creature match-ups, some of our creatures are not that amazing there.  Noble is terrible against non-human blockers, and Berserker isn't great if they have one-drops (because you can't get in for damage to pump him up).   Elder and Lavamancer aren't exactly strong turn one plays, and we're the one with the sweeper, so we can know whether we need to play slow or fast.  So let's look at what we have available, and see what kind of trouble we can get ourselves into...




































Ratchet Bomb is an amazing card in this format.  It is very good against Tokens (while ignoring virtually everything in our deck), it is reasonable against white removal (which tends to be 3cc Exile perminants), and okay against Anthems (which are all 2cc).  We could play as many as three of this spell, and not look too silly, in the right match-up.

Contagion Engine is something that works pretty well with the deck (one-turn ultimate koth on 8 mana), but alot of our proliferate effects would in theory be coming out when these come in.

Whipflare and Slagstorm are both interesting.  Slagstorm seems like it "does the job" a bit better, because it deals with multiple anthems against tokens, single anthems against humans, double lords in UW/UB, and can go to the head in a pinch.  Whipflare is something our creatures are more likely to live through, and does kill unaugmented creatures quite well (Geist, Captain, etc)

Blasphemous Act is the best spell to T4 Koth into.  It potentially costs 1 if we're in the right situation (8 creature on board, including ours), and it sets up a clear ultimate the next turn.  This would be the spell I'd want to bring in if I was keeping the majority of my low-drops in.  It near-guarantees ultimate the next turn, which an aggro deck is unlikely to beat.

I'm really not sure which way to lean in this category.  There are just too many upsides to each option here for me to make a clear decision.  It's also possible that any of the pure sweepers (the red cards) are "too cute" for this application.

Artifact == Boom!


















Manic Vandal is the standard, but I'm pretty sure Torch Fiend is just better.  It is the only instant speed one, and it beats down while you wait for them to have an artifact worth killing.  It can be killed before they play their artifact but you can always hold it if you suspect this, so it seems like it is just better than Manic Vandal, unless it's very likely that they will have an artifact to destroy by the time you're ready to cast your spell.  So, there you go.

Lifegain


















I don't have a ton of creatures, so though sword might be the worst option here, strangely.  It is the fastest possible option, potentially being active on turn four.  It also gives some relevant protections (from my own sweepers?), and blocking avoidance.  Other swords might compete on this removal-protection and blocker avoidance, but sword certainly hits the hardest of the sword options.  However, I'm also more of a grindy deck, than a super-aggressive one....

Wurmcoil is one of the better options that exists, and it and Batterskull fight it out for which is the worst against Vapor Snag.  When in doubt, I'd say go with the cheaper one, and that is Batterskull.  Besides, equip my one-of Elder with my one-of Batterskull?  Good game?

I'd say either Batterskull or Wurmcoil are the competition for this slot, as a 1-3 of total between main and side.  They are also competing with some of the sweepers (Contagion Engine), or other random expensive cards (Inferno Titan).  It's possible that Titan is just the best "Life Gain" option, because it kills them in 1 turn, and does something immediately when it comes into play.  All three of these are excellent to copy with a Metamorph, and stand on their own, which is critical for this type of card.  A sword is great, but "what is it, compared to the arm that wields it".  If they wrath you, and you have a sword, your Metamorph is looking pretty sad.

Graveyard Hate:

For this category, we have an atomic bomb, and a tactical nuke:



















 I think Surgical wins this fight for our deck, because against the decks where this matters (Reanimator), being able to "Time walk" their Unburial Rites, and get one more swing in is what we'd be looking to do.  These decks don't have sweepers, so we'd be keeping with the creature plan, and just buying a turn free of Elesh/Wurmcoil to seal the victory.  I don't think it would be reasonable to go over ~3 of this type of effect, and you'd have to believe that the deck was quite popular to go that high.  It does work fairly well against some of the undying creatures as well, so you might get some double-duty there.

If I had more artifacts, (to enable Mox Opal), I'd love to have some spellbombs, but we just can't get there without giving up a bit much.

Theft:


















Instant speed, vs Trample.  Ray of Command is a serious beating, but Traitorous blood actually costs 3, which can set up some insane T6 plays with Metamorph.  (Take your Titan, Shoot itself, deal 9, copy your Titan, kill your titan).  Traitorous blooding a deathtouch creature (like Titan) is a big game as well.  But instant-speeding it against Elesh Norn turns their one-sided Wrath into a more palatable

This sort of effect could compliment a card like Mana Barbs to "finish them" with their own spells.

Random:


















 Refugee is one of the best cards you can have for the red mirror, but it did not work out at all against match-ups with "red removal", like ramp.  Since MR is claimed to be dead in tournaments these days, this guy is probably taking a back seat to cards for other match-ups.

I played against quite a bit of blue control, and those guys really liked to bring Negate in against me, or leave in other counterspells.  Waif is probably the best guy to punish such a strategy.  However, he fights into the commonly paired black color, who has cheap creature removal, and sweepers, neither of which this guy is very good against.  He's also pretty abysmal against "deck with a one-drop", which comprises something like 60+% of the metagame right now.  If you add in one-drop removal, it's more like 100%.  Mons Goblin Raiders is not what we want.

Besides, we have some other cards that murder UB control, and avoid the creature problem.  Mua ha ha...

Mid-Stage Summary:

The best cards, with the maxes I'd want are:
3x Mana Barbs
3x Moltensteel Dragon
3x Traitorous Blood
3x Forge Devil
2x Gut Shot
1x Spikeshot Elder (+1x Main)
1x Grim Lavamancer (+1x Main)
2x Inferno Titan
2x Ratchet Bomb (+1x Main)
2x Slagstorm/2x Blasphemous Act
3x (Manic Vandal/Torch Fiend)
1x Wurmcoil Engine (+1x Batterskull Main)
2x Surgical Extraction

So, that's 26\8 cards.
If we group these by matchup:
Ramp:
3x Mana Barbs (?)
3x Moltensteel Dragon
3x Traitorous Blood
Against Ramp, I can take out the Shrines (4), Lavamancer/Elder (2), Fireballs (4).  So 10 is the max I'd want here.  If I could "double up" on the mana barbs here, and not need the traitorous blood because of Moltensteel, I could leave in some of these cards, because they are not horrific.  If I bring in the Mana Barbs, would I rather have Traitorous Blood, or Moltensteel?  If I bring in Mana Barbs, is Shrine, a normally bad card, suddenly a good card?  so -4 Fireball, +3 Shrine, +2 Moltensteel -1 Elder?

I need some test-time against ramp with this strategy, and we'll see how it works...  Maybe just Mana Barbs is enough, and I go up to a full 4 against Control and Ramp, enough said...

Control:
3x Mana Barbs
(Ratchet Bomb against O-Ring)
Against Control, I can take out the Fireballs (4), or the Elder/Lavamancer (2) + Berserker (4).  It really depends on how they want to play against me.  Elder/Lava are pretty terrible against Curse of DH, which most people will bring in or keep in, and Berserkers are rarely powered in this match-up (but if they are, they're game-ending).  I need must-answer threats though, to make them tap out, so I can resolve my game-ending threats (Shrine, Koth, Barbs, etc, etc)

Aggro:
3x Forge Devil
1x Spikeshot
1x Lavamancer
2x Inferno Titan
2x Ratchet Bomb
1x Wurmcoil
2x Slagstorm/2x Blasphemous Act.
I have trouble against (white) aggro, because my creatures don't connect, which causes a chain reaction of suck.  Flyers also get through against my Koth, making it a worse win condition.

Noble's okay in this matchup, because he's still hard to block, but Berserker gets alot worse.

The big question is what do I take out?  Do I fight the creature battle, trying to come out on top, or do I play sweepers, and if so, which ones?  Is Ratchet Bomb my sweeper, against their 3's of O Ring and Fiend Hunter?  (and Crusader, but that shouldn't be in?)  Do I bring in the life gain aggro trumps?  They combo well with the sweepers...

So really this is:
3x Forge Devil
1x Spikeshot
1x Lavamancer
1x Inferno Titan
(Taking out card draw?  Shrine?)

OR
2-4x Sweeper
2x Inferno Titan
1x Wurmcoil
0-1x Mimic Vat
(Taking out Berserker)

Tokens:
2x Ratchet Bomb
2x Inferno Titan
2x Slagstorm/2x Blasphemous Act
1x Wurmcoil

Random:
2x Surgical

Ratchet bomb, and splash hate for whichever plan I choose above, should be good.

Conclusion

3x Mana Bars (4x if good against Ramp)
2-3x Moltensteel or Traitorous blood, depending on testing results against ramp
2x Ratchet Bomb
1x Inferno Titan
5x other sideboard cards against Aggro (depending on plan/test results)
2-3x Random (Surgical, Mimic Vat, etc)