*Three Deuce Control
(U/G/b)*
4 Rancor
3 Sleeper's Robe
4 Vodalian Zombie
3 Duathi Horror
4 River Boa
4 Weatherseed Faeries
1 Hunted Wumpus
4 Lay of the Land
3 Terror
2 Recoil
4 Repulse
1 Rushing River
1 Capsize
10 Forest
6 Island
5 Swamp
1 Terminal Moraine
With no first turn drops and only 17
creatures this deck plays more like a control deck than the usually aggressive
Three Deuce set up. Don't be fooled, however. This deck will tend to stabilize
much sooner than normal control decks (around turn 4 or 5) and once stabilized
this deck goes in for heavy beats.
The
creature selection, as with all Three Deuce designs, is the key to it's
strength and flexibility. The Vodalian Zombies are a pretty good pick 2 mana
for a 2/2 is always a decent deal but the Protection from Green is huge in this
environment. As a matter of fact, the protection theme continues with the
Weatherseed Faeries who will show all kinds of Red hate and they fly so they
are useful against non-red decks. The River Boa is also good against Red
because of it's ability to Regenerate but is also the bane of Blue. Against
White, the Horror can sneak through unblocked and against other decks it isn't
even an issue. The only real odd ball is Hunted Wumpus. This 6/6 bad boy is
cheap and he comes out just about the time you start laying down control
through your bounce spells. Whatever your opponent puts out the Wumpus is
bigger and you should be able to take care of any thing that is a threat.
Blastoderm is another choice for this spot, but the Wumpus is bigger and he
will stick around. Traditionally, this spot could be filled with Llanowar
Elite, but at 9 mana for the cost plus the kicker they are a little expensive
for this deck since you want the extra pressure to start coming as you begin to
bounce your way into control. If you want more creatures, I would consider
Harvest Mage instead of Lay of the Land, but I feel that the mage is too
vulnerable to direct damage.
You
probably noticed the standard 4 Rancor but right below it is the not so
standard Sleeper's Robe. Casting one of these on a creature is just too good.
With Black an uncommon color in this environment and Artifact scarce (although
I think you should see more Phyrexian War Beasts) this card makes your creature
unblockable 90% of the time. Better yet you draw a card when he does get
through and when this starts happening your deck builds some big time momentum
and is well on it's way to the win. There are also 6 other cantrips to get help
this deck move better than similar decks and it will need that little speed
boost because it is running 3 colors.
The
real threat to this deck comes from direct damage since there are no
counterspells. Running Blue, you may think that counterspells would be standard
but the decision to leave them out reveals an important part of this deck. Even
though this deck does play like a control deck, in the end it is meant to put
on the beat down. You can probably win before the direct damage builds up as
long as you can keep other permanents off the table. Look to remove creatures
first and then look at the rest of the board.
- chaps_man@hotmail.com