Much of the hype going into the
Invis revolved around Darkness/Water/Fire Control decks. Although D/W/F
Control decks have claimed many top four spots, the Circuit also has
marked the appearance of some truly surprising rogue builds and
confirmed the resiliency of some largely dismissed builds like
Mono-Water. Cookie cutter decks aren’t the only decks winning—thanks
goodness. Oh, and did I mention that Light has appeared in
several 1st place decks? And, that it was more that just Holy
Awe splash? Yeah, let that marinate a bit…Craze Valkyrie has catapulted
Light decks into the limelight, giving them a finisher that has high
utility and a well-supported base creature pool. Alcadeais may be able
to cripple many decks, but Crazy Val’s just more accessible. But, are
Craze Valkyrie and Big Al the only Light creatures worth building a
Control deck around? I’d daresay say no:
Phal Eega, Dawn Guardian
Light Civilization
Creature
5 mana
4000 power
When you put this creature into the battle zone, you may return a spell
from your graveyard to your hand.
Phal’s all
about card advantage through recursion. Provided you have a spell in
your graveyard when you summon it, Phal is going to replace itself in
your hand with a spell option and provide field presence. Phal’s spell
recursion is non-random—you can choose whatever spell you need from your
graveyard, and therefore are afforded the chance to pre-plan some plays
with the spell you grab. Phal also helps minimize the need to rely on
drawing another copy of a spell from your deck in order to use it again.
Tutor cards like Logic Cube allow for spell singles in a deck, and Phal
Eega extends that benefit giving you a way to use that singleton spell
again. In other words, you can afford to lose some draw consistency in
order to gain some versatility if you run tutors, recursion, or both. In
addition to those benefits, Phal Eega holds its own against two of the
deadliest cards in the game: it’s Searing-Wave proof and Corile
unfriendly. Also, Phal has combo potential with spells like Shock
Hurricane and Darkness Reversal, and is essential to decks centered on
abusing Future Slash.
With Phal’s
goodness in mind, I’d like analyze the “Phal Control” deck that I
created and used to win 2 major events and several local tourneys. It
incorporates Phal Eega in a strategy that doesn’t rest its win condition
on spells like Future Slash or Diamond Cutter. I’ll start with the
version that claimed a 1st place Invitational Circuit
finish:
Phal Control
Version 1.0
1st
Place Invitational Circuit-IL
Created & played
by: cecillbill
3x Phal Eega,
Dawn Guardian
2x Magris, Vizier of Magnetism
4x Sarius, Vizier of Suppression
4x Senatine Jade Tree
3x Holy Awe
2x Pyrofighter Magnus
2x Twin-Cannon Skyterror
1x Magmarex
2x Searing Wave
2x Burst Shot
2x Apocalypse Vise
2x Crimson Hammer
2x Lost Soul
4x Terror Pit
2x Hopeless Vortex
3x Locomotiver
3x Corile
3x Aqua Hulcus
1x Energy Stream
2x Brain Serum
1x Thrash Crawler
Total: 50 cards
Evolution
of the Deck: The Recycling Process
Phal Control
was inspired by the JP meta’s 4cc Hell Slash decks that ran as little as
8 creatures, but I removed the deck out focus to run utility creatures
and a creature-focused win condition. Like any Control deck, Phal
Control seeks to win thru card advantage and is a methodical deck.
However, Phal Control also reaps card advantage through recursion.
Spells comprise almost half the deck (22/50) to take advantage of Phal’s
effect. I chose versatility (1,2, 3ofs) over consistency (maxing out
cards) because I prefer a flexible deck where I can produce similar
answers and threats with a varying mana supply. My weird card counts,
like 3x Hulcus, 3x Corile, 3x Locomotiver, are carried over from my 1st
place deck out and 1st place 4cc with Nature decks.
During duels
at the Invi it became painfully clear that with all the doubles and
singles in the deck it needed tutoring. I made this deck at the event,
so I rushed its construction and didn’t test (I banked the deck working
on having played something like it with deck out and winning with it).
Ryoma posted an article on Realms about how Forbos is vastly underrated,
and used my deck to illustrate the creature’s effectiveness. I actually
wrote an article on
www.duelmasters.com about how Forbos enhances spell heavy decks
before I made this build, so I feel very silly not having it (or any
tutoring) in the first version. I was impressed by Ryoma’s breakdown, so
I added Forbos to Phal Control. Forbos’s brings so much more consistency
to this deck that it’s not even funny. I went on to win a local tourney
with Forbos in the build before the Thundercharge event.
I also was
impressed by Fult’s rendition of this type of 4cc (he posted it on
Realms) that ran Bazagazeal Dragon and Emeral (no Merfolk). I ran a
version of Phal Control with Emeral, Merfolk, Baza, and Dark Reversal,
and it won a tournament. With Emeral and Reversal in the deck, it
covered manipulation on nearly all fronts: graveyard recursion for
spells and creatures, mana zone draw, shield setting, card drawing, and
tutoring. After more testing I decided that I really wanted to develop
this deck without Merfolk to do something different, but Emeral and
Reversal might come back into the build. However, I kept Fult’s
Bazagazeal tech. I also decided it was about time to tech in Craze
Valkyrie for some fun and to push Light’s control role in the deck even
further. Here’s the most recent version of the deck version:
Phal Control
Version 4.0
Update of my 1st
Place 5 Civ feat. Thundercharge deck
Created &
played by: cecillbill
2x Craze
Valkyrie, the Drastic
3x Phal Eega, Dawn Guardian
3x Forbos, Sanctum Guardian Q
3x Magris, Vizier of Magnetism
3x Senatine Jade Tree
3x Sarius, Vizier of Suppression
2x Holy Awe
1x Thrash Crawler
3x Aqua Hulcus
3x Corile
2x Crystal Memory
3x Energy Stream
1x Bazagazeal Dragon
2x Twin-Cannon Skyterror
2x Searing Wave
2x Apocalypse Vise
2x Burst Shot
3x Crimson Hammer
2x Hopeless Vortex
3x Locomotiver
2x Lost Soul
4x Terror Pit
54 cards
This version has about a 5 card difference from the version I used to
win the Thundercharge 5 civ event. My Thundercharge 5 Civ 1st
place deck ran every card you see in this version except Crimson Hammer
(I ran Phantom Dragon’s Flame instead) and one other metagamed card
choice not in the deck above. The deck flows better despite the jump in
the card total. Phal Control now tutors for the right spell answers and
threats, and draws cheaply with Stream. I may put Pyrofighter back into
the build, but don’t find the deck suffering without it. This version’s
major weaknesses are what tend to plague many Control decks: it’s slow,
it can have bad opening hands, it needs all the civs out to operate
properly, hand discard hurts it, etc. Also, it focuses so much on
removal and spell use that it doesn’t apply the type of swarm pressure
other Control decks can. Let’s breakdown the role of the cards Phal
Control 4.0 runs:
The Spells
I’ll
delineate why each spell was chosen and rate how important it was to
tutor for them and recycle them:
Holy Awe
Offensively it
allows me to bypass blockers. Defensively it saves me from swarms, buys
some time if triggered early by Rush decks, and allows me to clear away
opposing creatures. Recycle rating: D—my kill could handle what Awe tap
or help me fly over. Tutor Rating: D. Same reason, but if I need to fly
over blockers and can’t get to Vise then I’ll grab it.
Searing Wave/Burst Shot/Apocalypse Vise
Reset buttons allow you to stabilize the
board. Searing Wave is the 1st hard-cast line swarm stopper.
Burst Shot offers chance to halt early weenie swarms off the trigger &
mana advantage. Vise won’t always hit all creatures out, but it can
target whatever you need to go—fat, weenies or both. Recycle ratings:
Shot C-B—depends on how many 2000 and below guys I have out. Searing
Wave C—when have shields, A—when without shields. Vise A+—hit the fattie
or swarm if opponent is able to rebuild field. Tutor Ratings: Wave: C-B
depending on matchup, defense I had out, and number of shields I had,
Vise: A+, Shot: C-B depending on matchup and number of 2000 or below
guys I had out.
Crimson
Hammer
It’s
cheap, hits combobait and evobait. Can offer up mana advantage hitting
something more costly like Corile. Recycle rating: D. Phal can recycle
it when played 5th turn. It’s a one-for-one with a narrow
power target range so it’s not much for recycling. Tutor Rating: F. I
haven’t tutored for this spell once.
Terror Pit/Hopeless Vortex
Kill
something—no stipulations and no drawbacks outside of those
pseudo-indestructible guys. Recycle Ratings: Pit—A-, Vortex A due to
being cheaper. Great when there’s one thing you must get off the board
again and don’t have Vise on hand to hit more than one thing. Tutoring
Rating: B, Vise is the number one kill spell to tutor for unless
opponent only has one major threat out and you don’t have out enough
mana for Vise.
Lost
Soul
Shutting down your opponent's whole hand
cuts off his ability to make plays, forces him to topdeck answers and
threats, and cuts into his ability to progress his mana. Great answer to
Bazagazeal/Pyrofighter being in opponent’s hand late game. Recycle
Rating: A+—versus Control, B+—versus Aggro-Control, D versus just about
everything else since most builds without draw tend to topdeck. Tutor:
A+ versus Control, B+ versus Aggro, D versus everything else.
Energy
Stream
At 54 cards
large, I want to thin this deck relatively quick to get the proper
colors of mana out, get my answers in hand quickly, and to counter
discard. This is also spells Phal can recycle as a 5th turn
drop. Recycle Ratings: A. I am more inclined to recycle draw after being
hit by discard or after I have some defense out. Tutoring Rating: C, if
I need to comb the deck more and don’t have to immediately kill
something, then I’ll tutor for draw.
Crystal
Memory
Nabs anything
from the deck and I don’t have to show my opponent—with the deck being
so variegated he may have a hard time guessing what I’ll grab. I run
singles of creatures like Bazagazeal, so it offers a way to grab them
out of the deck. It has the same kind of benefits as Forbos, minus field
presence, and is another spell that could be in the graveyard when Phal
drops 4th turn. Recycle rating: A+. Tutor Rating: C, I only
grab it if I what I need is a creature and if the tutor card used is
Forbos. Otherwise, I tutor for the kill or discard spell I need.
As you can
see, the spells that get recycled for the most stand to generate massive
card advantage over my opponent (Vise and Soul), or thin my deck to get
more answers and threats (Stream), or the exact card I need (Memory). I
mostly tutor for Vise and Soul (or a finisher).
The
Creatures
While Phal
Eega and the deck’s 22 spells are the focus of the deck, they weren’t
the only components that make the deck tick.
Forbos,
Sanctum Guardian Q
Forbos helps
stock the graveyard more consistently with what I need to recycle—I have
many 2ofs. I gain more field presence, and Forbos is Wave and Corile
unfriendly. Also, Forbos’ shuffle effect could jiggle some good cards to
the top of my deck, and it’s search effect lets me see what options I
have in my shield zone. It’s oodles of fun when one Forbos is out and I
play another.
Craze
Valkyrie, the Drastic
Ties into
removal, provides offense-push by giving way to fly over blockers, 7500
can kill a lot, and is a double breaker win condition. It needs support
to be effective, so I do not depend on Valkyrie for the wins.
Magris,
Vizier of Magnetism/Aqua Hulcus
Thinning the
deck helps get each of the colors of mana in hand quicker, and helps
keep answers and threats in hand. Both of these guys replace themselves
and are Corile unfriendly. Magris has the wonderful benefit of being
Hammer-proof. I chose not to run Merfolk because I didn’t want to depend
on combo draw.
Sarius,
Vizier of Suppression/Senatine Jade Tree
Blockers =
defense. Light blockers = can hit tapped threats and work with Awe’s
tappage. Sarius = early Rush deterrence. Senatide = Pyrofighter killer &
lives. With some blockers out I can create a “cushion” to safely make
card draw plays and recur spells.
Twin-Cannon Skyterror/ Bazagazeal Dragon
After spending
so many resources and so much time trying to control my opponent I need
win conditions that don’t need support to seal the game. Twin-Cannon
does what normally takes 2 creatures to do, and it does it immediately =
great card economy. Baza can slam as soon as it hits, and it can hit
untapped guys granting you card advantage. Great when opponent is
topdecking.
Locomotiver
Part of that
whole card advantage thing. Body plus card removed from opponent's hand
at 4 mana. Nice. Trigger so sometimes it gives you mana advantage too.
Great. Corile unfriendly to boot. Wonderful!
Corile
Control decks
lose tempo by virtue of the fact that it's mostly more expensive to cast
cards to remove a creature than it is to play one. You gain great tempo,
card advantage, and the benefit of knowing what threat is coming to your
opponent’s hand next.
Thrash
Crawler
Turns mana
advantage into hand advantage, and has the benefit of being a blocker so
it compensates for the mana you lose by being able to prevent loss of
another resource. It’s also another Pyrofighter killer.
Some
Matchups – How The Deck Ticked
With the card
selection covered extensively, let’s dive into how I approached 2 of the
matchups Phal Control has faced. That way you’ll get more of a basic
idea on the deck runs:
Darkness/Water/Fire Control
You are facing
a deck that can do the same things as you can, but it can do some of
them better than you can (i.e. hand discard with Touch, Mutant, Horrid
Worm). In this matchup, you cannot expect to build a swarm field due to
Wave and Vise, so you should use careful pecking whenever possible and
kill your opponent’s attempts at swarms with your sweepers. Corile is
your enemy due to your blockers as obvious targets, and your friend so
use it wisely. Kill, discard, and repeat. Slam the hand with Soul, as
these tend to pack Merfolk. I won’t lie: this is painful matchup where
you cannot afford to make mistakes. The win ratio isn’t exactly in your
favor if the deck is running heavy hand discard and loads of creatures
with CIP kill effects, so play a good game. Soul, Corile, draw and
Vise/Wave are very important in this matchup. Recycle Vise, Soul,
Pit/Vortex, Stream. Tutor for Vise, Soul, other sweepers and draw.
Water/Fire/Nature/Darkness
Control
This 4cc can
generate tempo gains over you through mana acceleration in addition to
other control measures. It can do some of the same things as you, but
the big threat here is this 4cc could get out Soul/Vise/Wave much sooner
than you. Do not let the deck build up a swarm with Cryptic looming
about, and take advantage of any mana that’s given to you by Snare.
Another worry is the build’s access to tutoring (Terahorn and Memory),
so try to time discard like Soul to their searches where you can. Slam
the hand with Soul, as these tend to pack Merfolk. Some good things here
is the deck tends to run many weak creatures, so you can get more
mileage out of Wave/Vise, and it can run into mana issues due to being 4
civs (though it can correct them quicker with acceleration). Soul,
Corile, draw and Vise/Wave are very important in this matchup. Recycle
Vise, Soul, Pit/Vortex, Stream. Tutor for Vise, Soul, other sweepers and
draw.
Phal
Control has a great deal of potential, and can be customized to address
the threats in your meta. I have tested the build with 1x Bolemeteus
Steel Dragon, 3x Phantom’s Dragon Flame, 3x Emeral, 3x Illusionary
Merfolk, 2x Darkness Reversal, 2x Death Smoke, 1x Riptide Charger, 2x
and 2x Garatyano. I’ll give heads up and tell you that the deck has some
difficult matchups with Control decks that can do more hand discarding,
more card drawing in creature form, and that run more creature presence.
My most difficult matchups with this deck so far have been D/W/F, 4cc
with Nature, and a few swarmers, and there are some builds I haven’t
tested it against yet. Give Phal Control a try and add your own special
touches to it!
What’s Up
Next?
Each week I’ll
spotlight 1-2 top 4 Invi/5 Civ decks from the US, German, AUS, or UK
metagames. I’m focusing on multi-civ Control decks for the next few
weeks, so I hope you like Control decks, lol. If you'd like to share
your top 4 Invitational or 5 Civ deck with the Duel Masters community,
then hit me up with an email at: kaiserpso@hotmail.com. Please be sure
to include your first name or forum nickname, the cards in your deck and
the quantities, where you played, and your placing when you send your
email.