Post by magicdave on Jun 16, 2006 22:32:10 GMT
As we discuss during June's show Rich and I have had some fun with the poor end of deck construction in Type-II peasant Magic, and I just wanted to share some of the decks I've got with you and thoughts on how they worked.
GB Stomper
Green
4 Elves Of Deep Shadow
4 Gather Courage
4 Silhana Ledgewalker
4 Elvish Warrior
4 Moldervine Cloak
4 Trained Armodon
4 Gnarled Mass
3 Siege Wurm
Black
4 Demon's Jester
Gold
4 Golgari Rotwurm
Land
1 Svogthos, The Restless Tomb
2 Golgari Rot Farm
5 Swamp
13 Forest
Obviously terrible, it's only real strength was 3 toughness making removal quite hard. But looking back this build was awfully rushed - there's way too many creatures, no attempt to curve them, no evasion, no removal... the deck's whole plan is to just bash through with pure muscle and I think you can make this deck much MUCH better. Moldervine Cloak makes for a good starting point of the deck, it's one of the strongest aggro uncommons in Type-II, but the creatures are largely poor. There's so many cards I could play here to try and improve it - janky Soulshift spirits keep the deck running in the face of removal, Bramble Elemental and enchantments, but I'm going to just try and step up the tempo a bit...
Version 1.1
-4 Trained Armodon
-4 Demons Jester
-1 Golgari Rotwurm
-3 Siege Wurm
+4 Defender Of Thorns
+4 Daggerclaw Imp
+4 Last Gasp
-------------------------
WB PeasantRuel
White
4 Veteran Armorer
2 Kami Of Ancient Law
4 Shrieking Grotesque
3 Kitsune Blademaster
3 Steeling Stance
2 Sandsower
3 Belfry Spirit
Black
4 Ravenous Rats
4 Last Gasp
2 Okiba-Gang Shinobi
Gold
3 Castigate
4 Blind Hunter
Land
2 Orzhov Basilica
10 Plains
10 Swamp
This is a frighteningly consistent deck based on Antoine Ruel's deck from Honolulu - it has plenty of tough blockers and control for most aggro decks that don't pack horrifically huge monsters, a lot of discard effects on creatures that will chew up control decks and weeneis to make a clock. What's impressive is it still has room for improvement. The Steeling Stances were wasted picks and almost anything would be better, and while Sandsower proved it's value the Belfry Spirits could have been much better 'game-winners' in that slot at the top of the deck, Phyrexian Gargantua would fit, but Exile Into Darkness is excellent board control. Or we could...
Version 1.1
-3 Steeling Stance
-3 Belfry Spirits
+1 Sandsower
+2 Darkblast
+3 Conclave Equenaut
-------------------------
UR CounterShaker
Blue
4 Reach Through Mists
4 Peer Through Depths
3 Remove Soul
4 Thoughtbind
3 Repeal
3 Rewind
3 Tidewater Minion
2 Confiscate
Red
4 Glacial Ray
2 Pyromatics
3 Yamabushi's Flame
3 Earthshaker
Land
3 Izzet Boilerworks
8 Mountain
11 Island
This is the dark horse of my gauntlet - I thought it was going to crumble to any pressure but actually it's extremely solid. Tidewater Minion is a huge blocker and with Boilerworks around the fact it taps for UR is really useful. The real star was Earthshaker - it transforms matchups as the fattest thing in play and a powerful boardsweeper, happily you aren't dependent on it for the win though and you can easily burn an opponent out once you've secured card advantage. The disappointments were Confiscate and Pyromatics, which both were too expensive for what they did. If I rebuilt this the Confiscates would go, and I might add some Izzet Chronarchs as returning back an Arcane card to splice on is mad card advantage but I think that's clogging my deck with a late game non-Instants.
Version 1.1
-2 Confiscate
-2 Pyromatics
-1 Repeal
+2 Consuming Vortex
+1 Yamabushi's Flame
+1 Earthshaker
+1 Izzet Guildmage
--------------------------
GB Stomper
Green
4 Elves Of Deep Shadow
4 Gather Courage
4 Silhana Ledgewalker
4 Elvish Warrior
4 Moldervine Cloak
4 Trained Armodon
4 Gnarled Mass
3 Siege Wurm
Black
4 Demon's Jester
Gold
4 Golgari Rotwurm
Land
1 Svogthos, The Restless Tomb
2 Golgari Rot Farm
5 Swamp
13 Forest
Obviously terrible, it's only real strength was 3 toughness making removal quite hard. But looking back this build was awfully rushed - there's way too many creatures, no attempt to curve them, no evasion, no removal... the deck's whole plan is to just bash through with pure muscle and I think you can make this deck much MUCH better. Moldervine Cloak makes for a good starting point of the deck, it's one of the strongest aggro uncommons in Type-II, but the creatures are largely poor. There's so many cards I could play here to try and improve it - janky Soulshift spirits keep the deck running in the face of removal, Bramble Elemental and enchantments, but I'm going to just try and step up the tempo a bit...
Version 1.1
-4 Trained Armodon
-4 Demons Jester
-1 Golgari Rotwurm
-3 Siege Wurm
+4 Defender Of Thorns
+4 Daggerclaw Imp
+4 Last Gasp
-------------------------
WB PeasantRuel
White
4 Veteran Armorer
2 Kami Of Ancient Law
4 Shrieking Grotesque
3 Kitsune Blademaster
3 Steeling Stance
2 Sandsower
3 Belfry Spirit
Black
4 Ravenous Rats
4 Last Gasp
2 Okiba-Gang Shinobi
Gold
3 Castigate
4 Blind Hunter
Land
2 Orzhov Basilica
10 Plains
10 Swamp
This is a frighteningly consistent deck based on Antoine Ruel's deck from Honolulu - it has plenty of tough blockers and control for most aggro decks that don't pack horrifically huge monsters, a lot of discard effects on creatures that will chew up control decks and weeneis to make a clock. What's impressive is it still has room for improvement. The Steeling Stances were wasted picks and almost anything would be better, and while Sandsower proved it's value the Belfry Spirits could have been much better 'game-winners' in that slot at the top of the deck, Phyrexian Gargantua would fit, but Exile Into Darkness is excellent board control. Or we could...
Version 1.1
-3 Steeling Stance
-3 Belfry Spirits
+1 Sandsower
+2 Darkblast
+3 Conclave Equenaut
-------------------------
UR CounterShaker
Blue
4 Reach Through Mists
4 Peer Through Depths
3 Remove Soul
4 Thoughtbind
3 Repeal
3 Rewind
3 Tidewater Minion
2 Confiscate
Red
4 Glacial Ray
2 Pyromatics
3 Yamabushi's Flame
3 Earthshaker
Land
3 Izzet Boilerworks
8 Mountain
11 Island
This is the dark horse of my gauntlet - I thought it was going to crumble to any pressure but actually it's extremely solid. Tidewater Minion is a huge blocker and with Boilerworks around the fact it taps for UR is really useful. The real star was Earthshaker - it transforms matchups as the fattest thing in play and a powerful boardsweeper, happily you aren't dependent on it for the win though and you can easily burn an opponent out once you've secured card advantage. The disappointments were Confiscate and Pyromatics, which both were too expensive for what they did. If I rebuilt this the Confiscates would go, and I might add some Izzet Chronarchs as returning back an Arcane card to splice on is mad card advantage but I think that's clogging my deck with a late game non-Instants.
Version 1.1
-2 Confiscate
-2 Pyromatics
-1 Repeal
+2 Consuming Vortex
+1 Yamabushi's Flame
+1 Earthshaker
+1 Izzet Guildmage
--------------------------