9.15.04
[Mono-Water/Lancer Stall]
Mono-Water’s success is largely due to tactics like bouncing, stalling &
drawing into killer hitters like Crystal Lancer. There are many ways to
build a successful Mono-Water deck, and how one sets out to achieve the
build’s win condition is very important. DaRkNeSs MaStEr’s deck strategy
aims for the Lancer/blocker stall. He writes:
Okay, my deck's sole purpose is to get out chump blockers/Liquid People
for my Lancers, then evolve. I don't have that many and I am on a budget as
of now, kinda! I might be able to get 1 Paladin, if I'm lucky, so here it
is. I HAVE 2 EMPTY SLOTS x4 FOR CARDS, PLEASE FILL THEM OR I MIGHT MYSELF!
Here’s his deck LancerUv2:
Crystal Lancer x4
Corile x4
Aqua Shooter x4
Aqua Hulcus x4
Aqua Vehicle x4
Marine Flower x4
Aqua Soldier x4
Plasma Chaser x2
Aqua Sniper x2
"Open Spot" x4
"Open Spot" x4
40 cards
DaRkNeSs MaStEr can have strong Mono-Water deck without Paladin, and has
expressed that he’s working on getting more Emeral through trades. While
DaRkNeSs MaStEr’s deck was presented to me unfinished, his card choices
reflect the importance of being able to evolve Liquid People into Crystal
Lancer. It would have been better if he filled his remaining slots with his
own deck choices, because it’s a bigger window to what he sees as his deck’s
mode of operation. I slapped 4 Brain Serum and 4 Spiral Gate into the open
slots to get the deck rolling for fixes.
Some pre-fix playing observations:
The deck was awkwardly slow with getting Lancer onto the field. Getting
Lancers into hand through Serum and Hulcus was not a problem, but lasting
long enough versus speed decks was a chore. Moreover the venerability of
most of the Liquid People evo bait and lack of efficient stall blockers gave
opponents ample to time to kill off evo bait or evolve into nasty guys like
Barkwhip and Valdios. Essentially, this deck did not stall well enough
against a variety of decks to get Lancer out and hitting. More stall could
make the build stronger and deter massive early turn shield loss from speed
decks. Drawing and bouncing also could use a boost.
[Creatures]
[Liquid People Evolution]
DaRkNeSs MaStEr has the requisite 4 Crystal Lancer in his deck. All DaRkNeSs
MaStEr needs to decide is which evo-bait Liquid People to put in the deck.
Let’s evaluate some other his choices:
--Aqua Shooter: versus a blocker deck his attacking status wasn’t that much
of a plus because it’s underpowered, and it was a prime Critical Blade
target versus Darkness. In the mirror match packing Paladin, Shooter was
bounced and that set back evolving into Lancer.
--Aqua Vehicle: versus Diamond Cutter and speed decks packing destruction
like Hammer Vehicle was best left to drop as backup—essentially best when
dropped the same turn Lancer could be summoned (8 mana). Having it in the
deck gave cushions for when Hulcus needed to be dropped early for the draw.
Nice early hitter versus blocker-less decks.
--Aqua Sniper: could evo it into Lancer—but that would signal something is
wrong with the way his deck is operating. Sniper’s really there to act as
Teleportation and to be another hitter on the field. But in the state that
his deck’s currently in, it ended up as mana most often when drawn.
-4 Aqua Shooter
-2 Aqua Sniper
[Blockers]
Blockers are walls to keep DaRkNeSs MaStEr in the game long enough to get 1
or 2 Crystal Lancer on the field. DaRkNeSs MaStEr’s original build hints
that he wants ample blocker stall and a bit more aggression for his deck. I
built ones with 4, 8 and 12 blockers and ultimately settled on 8 in order to
give the deck room for ample stall and offense.
--Angler Cluster: 3 mana for a 6000 blocker in mono-Water is a steal.
Cluster is the needed stall for this build because it’s effective defense
from 3rd turn past the 7th versus many decks.
--Marine Flower: Most of what Marine Flower blocked killed it, thus
weakening the stall potential of the deck.
--Hunter Fish: in match ups—Hunter Fish proved to offer more tactical
advantages because it took out early hitters, especially the Fire ones that
are forced to attack—serving as removal.
- 4 Marine Flower
+4 Hunter Fish
+4 Angler Cluster
[Other Hitters]
Relying on just the Liquid People to knock off shields or provide advantages
is not very effective against certain decks. Packing other hitters offers
more strategic choices, especially when those hitters have card effects.
--Corile: added another strategic element to the deck—change the game’s
tempo. Corile was more effective against decks not running much mana gain
with cheap cast evos like Barkwhip.
--Plasma Chaser: hit the mana zone often simply because at those moments
blocker and Liquid People drops were more urgent. The deck needs more
‘guaranteed’ draw sources, so I’m going to suggest adding key draw spells
below.
-2 Plasma Chaser
[Spells]
The major strategy of the deck is stalling for Lancer, but simply drawing
one card at a time isn’t going to make the cut. This deck needs draw power
as another source of deck speed. Shaper is a sweet card—4 draws in
mono-Water. It was cast at opportune times—when there was a good amount of
stall out in my field and my opponent’s field wasn’t immediately
threatening. I found Serum & Hulcus to be enough draw for the deck, but
Shaper was very helpful when used as it drew into greater casting options.
+4 Brain Serum
+2 Psychic Shaper
Bounce is Water’s ‘removal’ and this build can use even more of it.
Teleportation is only a Rare, and goes for $0.50 to $1.50 at most stores.
Teleportation worked best against decks like Darkness/Fire Rush and
Darkness/Water. It still had some legs versus many other decks, but more so
for the decks with ample summoning sickness creatures and low mana gain.
DaRkNeSs MaStEr left Spiral Gate out of his build for reasons unknown to me,
but it worked great in the deck.
+3 Teleportation
+4 Spiral Gate
Here’s the fixed build:
4x Crystal Lancer
4x Aqua Hulcus
4x Aqua Solider
3x Aqua Vehicle
4x Hunter Fish
4x Angler Cluster
4x Corile
4x Spiral Gate
4x Brian Serum
3x Teleportation
2x Psychic Shaper
40 cards
The deck’s goals are the same, but executed more effectively. No matter the
match up, finding windows to attack, knowing what to bounce, getting out
crucial blockers, and hitting with Lancer will be the keys to winning.
DaRkNeSs MaStEr should continue to tweak his deck and experiment with
elements such as more bounce, different or more draw sources, shield setting
with Emeral and even Paladin. This deck strives for turn six and beyond to
knock off shields with Lancer, so many of DaRkNeSs MaStEr’s crucial
decisions will be made going into the mid game. Good Luck, DaRkNeSs MaStEr!