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What's the best deck to play in a PTQ? Well for starters you should probably be playing the consensus best deck, if there is one. If one particular strategy is dominating top 8s and taking down tournament after tournament you'd be a fool not to sleeve it up. On the other hand, a deck that is well positioned to beat the best deck and has a cogent plan against the rest of the meta game can also be a valid choice. The important stuff? Knowing your deck inside and out. Having tested the main matchups and knowing your sideboard strategies. Working out what cards are blahblahblahblahblahLet me tell you something; after a hard day trying to grind through 9 rounds at GP London with a mediocre pool, the last thing I wanted to do was embark on 7 rounds of Caw-Blade mirrors.
Winning is fine, but what a lot of people seem to forget is that if you aren't having fun you're doing it wrong. No matter how good you think you are, only one person is getting that plane ticket, so you'd better make sure that winning isn't the only way you're enjoying the tournament experience.
Let me outline the metaphorical train of my thoughts while sitting on the quite literal morning train into London:
- Planeswalkers are fun.
- Koth is a planeswalker I haven't played with before.
- Big creatures are fun.
- Koth allows you to play big creatures.
- Artifacts allow you to play Koth and big creatures faster.
- Tumble magnet is the best card ever.
- Lots of artifacts let you bring back Kuldotha Phoenix against control.
- Koth and Kuldotha Phoenix are good answers to Jace.
- Inferno Titan and Wurmcoil Engine are good answers to aggro.
- Precursor Golem has been seeing play in RUG decks as an answer to Caw-Blade.
- Mimic Vat is pretty good in a format dominated by creatures with little artifact removal.
- Palladium Myr can take you to six mana on turn 4.
I knocked together a basic list and hit the tournament. Obviously in a PTQ where seven of the top 8 decks were Caw-Blade, I didn't face it once. What I did find was:
- Koth is awesome, and the deck would regularly use all three of his abilities.
- Wurmcoil Engine is fantastic against aggro decks, as is Inferno Titan.
- Precursor Golem is awkward when four of the five decks you face contain Lightning Bolt.
- Tumble Magnet is the best card ever.
- The deck can run out of steam in the midgame.
- Contagion Clasp remains excellent in the format.
- Non-creature mana acceleration is preferable when you need it to stick.
The main worry with the deck was a lack of card selection, that would leave you living off the top deck after playing out your hand early. The obvious solution was to obviously go blue, obviously...
| Steve Deck Wins | ||
|---|---|---|
| 4 Scalding Tarn | 4 Preordain | 3 Crush |
| 4 Tectonic Edge | 4 Galvanic Blast | 3 Arc Trail |
| 2 Island | 1 Lightning Bolt | 3 Slagstorm |
| 14 Mountain | 4 Everflowing Chalice | 2 Precursor Golem |
| 24 Lands | 4 Sphere of the Suns | 1 Kuldotha Phoenix |
| 4 Contagion Clasp | 1 Mimic Vat | |
| 1 Kuldotha Phoenix | 3 Tumble Magnet | 1 Wurmcoil Engine |
| 3 Wurmcoil Engine | 4 Koth of the Hammer | 1 Inferno Titan |
| 3 Inferno Titan | 1 Red Sun's Zenith | 15 Sideboard Cards |
| 7 Creatures | 29 Other Spells | |
The Preordains help a lot in game 1, where the deck plays almost like combo. The aim is to get a quick Koth into a titan of some sort, and Preordain helps assemble the various pieces. Plan B is to control their early creatures, and use Contagion Clasp to ultimate Koth the turn after you play him.
Unlike decks where blue is a main colour, Preordain can often come out after sideboarding for more match specific cards. This is especially true against creature decks where you just change to an infinite removal control deck.
Control
I've somehow managed to dodge all the Caw-Blade/UB Control decks while playing this deck in tournaments so far, but the test games I've played have been promising. Koth means they can't ever tap out for Jace unless they keep blockers, and demands they deal with him as his ultimate is pretty much GG.
My sideboard plan for Caw-Blade is to remove the Wurmcoil Engines, which are weak against Jace, and bring in the second Phoenix and Precursor Golems in their place. Crush comes in primarily as an answer to Tumble Magnet, but can also take out a sword if they're all in on that plan. The Arc Trails and Slagstorm also come in to contain a quick rush with Squadron Hawks, and give us options against planeswalkers. I take out the Preordains, Sphere of the Suns and a Clasp for these, as the game becomes about controlling their ability to hit you. Kuldotha Phoenix gives you long game advantage. Once you start proliferating your Tumble Magnets are better than theirs, and Chalices mean that Mana Leaks and Spell Pierces will quickly become dead draws for them.
With U/B, it depends on their removal. If they're on Doom Blade the Precursor Golems stay in the board, but against Go for the Throat I'll bring them in for some Inferno Titans. In either case, Kuldotha Phoenix and Mimic Vat come in as long game plans. I like to bring in one or two Slagstorms for Grave Titans, but other than that it depends on the build - Crush if they're on Tumble Magnet, switching the numbers of Inferno Titan and Wurmcoil Engine based on how they play, and so on. The Preordains still pull a lot of weight in game two, so I tend to leave these in and remove the Galvanic Blasts, then trim some numbers to make room for the sideboard cards.
Aggro
Against Boros the first game is relatively even, and largely comes down to how your early removal matches up to their one drops. The goal is to stabilise somewhere around 10 life and then ranch them with Wurmcoil Engine. Ultimating Koth is also good against them, but make sure you plan against a surprise Hero of Oxid Ridge showing up to ruin the party.
Their main plan is similar to Caw-Blade, which means a lot of the same sideboard cards are good against them. I take out Kuldotha Phoenix, Preordain, Sphere of the Suns and one Contagion Clasp and bring in the fourth Wurmcoil and Titan, Mimic Vat and the removal spells. You are most definitely the control deck, and just care about keeping your life total high enough to land a titan. They have a lot of equipment, but you really don't care about it, so I'd only bring in Crush if they show a lot of Tumble Magnets.
The other aggro match ups go much the same way. The only deck I've found real issues against is Tempered Steel; if they have a quick Tempered Steel the game becomes almost unwinnable, especially if they have multiple Glint Hawk Idols. If they don't find it you shouldn't have much trouble smashing their crappy little dudes up with your monsters. This is the reason I hate playing gimicky decks that rely completely on resolving a particular card, but it isn't played enough to actually worry about.
Ramp
So, the problem with this strategy? It has a terrible matchup against the green ramp decks. You have 9 ways to kill a turn two Lotus Cobra, but Overgrown Battlement is going to live every single time. You also have no way to interact with their Explores or Harrows, which leaves you in the position of hoping they fail to draw their threats.
RUG falls somewhere between the ramp decks and control. You can often control or match their acceleration, in which case the game becomes a competition to see who has the biggest titan. Just slap them out on the table and get a ruler.
Awkward.
Still, I'd rather have a bad Valakut matchup than a bad Caw-Blade matchup in the current meta game.
New Phyrexia
There are a few cards I'm interested to try in this deck from New Phyrexia. The first two are Volt Charge and Tezzeret's Gambit, both of which do something this deck already wants to do with proliferate tacked on. In this deck proliferate is usually worth at least a card, so these become pretty good value. Tezzeret's Gambit is particularly exciting as we would prefer the raw card advantage to the more subtle Preordain, and the option of paying life puts less of a strain on our mana to support the blue spell.
The third card is Karn Liberated, and I have a feeling this could well be the best deck to support him. We can play Karn on turn 5 with a Chalice into Koth draw, and have the proliferate effects to keep him powered up even if we have to use his Vindicate ability first.
But for now? If you want a fun deck to play, this is a good place to start.
If you want to win?
Well, the Preordains can stay, but you'll need to get some birds and artificers to replace the giants and wurms...
Steve
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