Hi everyone!
Updates have been a bit sparse lately because I've been having to rebuild my computer (multiple times, grr!) I think we're back up and running now, but for some reason the draft recorder isn't working in MTGO for me, so my attempts to report back on the New Phyrexia draft environment have been scuppered so far.
What we do have are the standard bannings to shake up the format, and give us something to discuss in the short time before Magic 2012 hits the scene.
The proposed meta game until then appears to have a lot of Valakut and Splinter Twin as the "best" decks, and Vampires and Mono Red as the aggro options looking to counter them. Very similar to the pre-Paris set up then, with the addition of Splinter Twin. I was happy enough running my own UW Control deck against these decks before, rocking mono-Azorius super friends even though the fashionable control players were on Dimir.
With the "Jace Test" no more, people are going to be cramming all sorts of previously unseen monsters into their decks. Which cards will be making way for them? Well, it is reasonable to assume it will be the Vampire Hexmages, Hex Parasites, Phyrexian Revokers and other such cards designed to handle Jace. Plus the Manic Vandals, Divine Offerings and Heroes of Oxid Ridge that were entirely aimed at the deceased Cawblade deck.
It seems like time to get the band back together and see if we can't party like it's a bit earlier in 2011!
Plans
The more things change, they say, the more our old answers to existing problems remain ass-kickingly good [citation needed]. While Mirrodin Besieged and New Phyrexia have given us more tools to work with, the old stand-bys are still where I want to be; at least against the pre-existing archetypes.
Valakut seems poised to take the position as the most dominant deck, so I'm happy to load up on main deck hate for it. Spreading Seas is once again positioned to hinder the main decks in the format, and against the Molten Pinnacle we resume the previous strategy of trying to work out if we should cut them off from early green, or reduce the mountain count.
Tectonic Edge is still great, and the long game goal of recurring it with Sun Titan is supplemented by the new Surgical Extraction. Although narrow in scope, Extraction is king against focused decks that are set up around a single card. Edging an early Valakut and removing the rest from their deck immediately make Primeval Titans less scary, and turns them into a ramp deck with few threats to actually find.
The prevailing opinion seems to be that Lotus Cobra, Joraga Treespeaker and Overgrown Battlement should be the preferred acceleration methods. This makes our Contagion Clasps and Dismembers live, and will hopefully delay their mid game by a turn or two until we can compete on an even field.
Vampires is similarly weak to Spreading Seas. Tectonic Edge too if they insist on splashing red as before although this is less certain with the printing of Dismember, especially with Lightning Bolt being less than exciting versus a field full of Spellskites. The one-two punch of Contagion Clasp into Tumble Magnet has served me well enough before, and this is another game where the maligned Surgical Extraction comes into its own by single-handedly dealing with the threat of all future Bloodghasts.
Elspeth Tirel is great for producing a swarm of tokens to protect your finishers from edicts, as well as gaining some precious life points to protect us from Kalastria Highborn fuelled fireballs. Gideon Jura is as unbeatable against them as ever, especially since the numbers of Vampire Hexmage are likely to be lower.
The Red Deck (can we call it RDW yet?) looks like the biggest threat, especially with Koth of the Hammer proving a difficult chap to handle. Oblivion Ring is sorely missed, but at least if they are relying on small creatures to get the job done we can stem that avenue of attack. Sadly, with our energies focused elsewhere this match up looks bad in game one, short of keeping them off multiple spells per turn with Spreading Seas and Spellskiting enough burn to survive.
Splinter Twin looks like a tough cookie until you realise that their nut draw doesn't happen all that often, particularly so without Jace to brainstorm them into the missing combo piece. The key is staying aware of the threat and not playing into their hands. The pair of main deck Spellskites should buy a decent bit of time. Spreading Seas and Tectonic Edge (against the triple colour versions of the deck) represent a chance to keep them off double red for a time. Dismember is there to give us another chance to disrupt them going off, and Tumble Magnet at least delays the inevitable for one turn.
Super Best Friends
This is all very well, but how exactly are we planning to close out the game?
In a shock to nobody who has read this blog before, I think planeswalkers are the answer. Lots of planeswalkers.
Elspeth and Gideon Jura have been discussed above. Their abilities complement each other and buy time for a Day of Judgment, they also turning into win conditions when the game is locked down.
Venser is a planeswalker that has long been a favourite of mine, but was always overshadowed by Jace, the Mind Sculptor. Now he represents one of the best sources of recurring card advantage, with an ultimate that can regain control of most board states given enough cheap spells.
The other source of recurring card advantage is Tezzeret, Agent of Bolas. Many people seem to forget that in a deck set up to support it his +1 ability is a free Impulse each turn. The ability to create 5/5 guys is fine when we decide we want to actually win the game too, I suppose. Pairing up Venser's -1 ability will help (although you may need to look up what it does, since I don't think anyone has ever activated it outside of limited before!)
The final member of the group is Karn Liberated who, true to his storyline role as a pacifist, appears as a giant angry robot that blows up anything in his path.
The Artifact Engine
I've already mentioned the return to the Contagion Clasp and Tumble Magnet plan. What I also want to try out with this deck is the Wellspring engine from Scars block constructed. These combine with both Venser and Tezzeret to draw plenty of extra cards, and a copy of Phyrexia's Core gives us the chance to cash them in for life and yet more cards.
There is also the interaction with Tezzeret's -1 ability to effectively turn them into 5/5 Solemn Simulacrums.
Speaking of which, is there a better card for this deck that could have been included in M12?
(Well, yes, reprinting the Mind Sculptor would have been better, but you get the point!)
| Steve Deck Wins | ||
|---|---|---|
| 4 Tectonic Edge | 1 Surgical Extraction | 1 Surgical Extraction |
| 3 Marsh Flats | 3 Mycosynth Wellspring | 2 Memoricide |
| 3 Swamp | 3 Ichor Wellspring | 4 Leyline of Sanctity |
| 1 Phyrexia's Core | 3 Contagion Clasp | 2 Spellskite |
| 4 Plains | 3 Tumble Magnet | 2 Day of Judgment |
| 4 Island | 4 Spreading Seas | 1 Dismember |
| 4 Glacial Fortress | 3 Dismember | 1 Elspeth Tirel |
| 3 Celestial Collonade | 2 Day of Judgment | 2 Wurmcoil Engine |
| 26 Lands | 2 Tezzeret, Agent of Bolas | 15 Sideboard Cards |
| 2 Venser, the Sojourner | ||
| 2 Spellskite | 1 Elspeth Tirel | |
| 1 Sun Titan | 2 Gideon Jura | |
| 1 Consecrated Sphinx | 1 Karn Liberated | |
| 4 Creatures | 30 Other Spells | |
Sideboarding
The second Surgical Extraction is there for the Valakut, Bloodghast and Vengevine decks where we would definitely like to draw one. Memoricide gives us some more permanent answers for the combo decks (Valakut and Splinter Twin).
The Leylines can serve multiple roles, blocking Valakut and Mono Red for aiming burn at us and also turning off targeted discard. There is also the always awkward to explain interaction with a kicked Gatekeeper of Malakir. (Yes, you can kick it. No, you can't target me with the ability. As I said; awkward.)
Spellskite is necessary to shore up the Splinter Twin games and is also good against red. It blocks their little guys, and absorbs some direct damage whether they intended it to or not.
The third and fourth Days are for the aggro matches where our less reactive cards are a liability. Dismember too, which is also fine against Twin.
Elspeth Tirel provides mens and life, and also comes down a turn earlier than Wurmcoil Engine. Both of these cards hope to save us versus the little monsters and burn spells.
Goodbye
So there we are! A full two weeks before the format changes yet again, but this is what I will be playing until then.
Good luck if you give it a go and let me know what you think of the deck in the comments!
Steve