Last week I began covering the decks that you may or
may not end up playing against at this year’s
Regionals. While I talked about quite a variety of
playable decks, I only managed to scratch the
surface in the big scheme of things. There are still
a ton of strategies the opponent could use to defeat
you, and not all of them can be predicted as easily
as me looking at the format and going “The
opponent’s going to play this, this, and this.” With
the release of a new set comes the release of new
strategies. Whether these strategies are viable or
not is still to be decided, but I will do my best to
explain how these decks may or may not do.
Flying Fish
Flying Fish, as I have named it, is a Blue/White
deck that incorporates the use of small flying
creatures such as
Suntail Hawk and
Lantern Kami, which makes
Pride of the Clouds a large beatstick which can
become larger than the Kamigawa Dragons if left
unchecked. The deck also uses creatures such as
Azorius Guildmage to stop the opponent’s creatures
and Transmutes, and cheap counters like
Mana Leak and/or
Remand (some builds use
Hinder and
Disrupting Shoal) to stop the opponent’s cards
from ever hitting play. All in all, it’s a deck that
looks kinda like White Weenie but with more
counters.
This deck is pretty easy to build when you take a
good look at it. This is another “dump your hand and
turn sideways” kind of deck, so beating it shouldn’t
be too big of a problem. If you want to beat this
deck, go with a field wiper spell like
Savage Twister or
Pyroclasm. Both of those cards will be able to
wipe out the opponent’s field, even a very large
Pride of the Clouds because you’ll more than likely
end up killing all the small fliers, which brings
Pride of the Clouds down to a 1/1 or 2/2, which will
be destroyed by the damage already sitting on it.
Wrath of God will also get the job done, but in
these cases I believe Pyroclasm would be a much
better choice since it’s cheaper than
Wrath of God and less likely to be countered by
a Mana Leak when you don’t have enough mana open.
Flying Fish has a tendency to want to try and run
you over really quick while leaving cards open for
occasional counters, and while I personally don’t
think the deck is going to be a contender at this
year’s Regionals, don’t be surprised when you see it
in action. Now the reason I say the deck isn’t good
is because of our format. This deck is starting to
look like Boros Deck Wins, which people said was
going to be a powerhouse at States last year, and
while it made the most Top 8s at States it couldn’t
really pony up to the hype and won very few of the
tournaments it placed in. So, in my opinion, don’t
expect this deck to not see play, but also don’t
expect it to be a deck that you should have problems
against.
IzzeTron/URzaTron
Based off of last year’s Urza Blue, Izzetron is a
control deck that abuses the mana acceleration of
the UrzaTron in order
to generate a ton of mana which is filtered into
expensive cards that they normally wouldn’t have
been able to cast simply by dropping an island or a
mountain every turn. Cards such as
Confiscate become much cheaper, along with
Tidings,
Keiga,
Repeal, and even burn spells like
Demon Fire or
Blaze, which can be thrown at you for seven
damage early in the game.
Beating this deck can be quite a nuisance if you’re
not prepared for it, although there are a few
strategies you can use to beat this deck. The first
is to play land disruption in the form of
Stone Rain,
Demolish,
Eye of Nowhere, or
Boomerang. If they can’t get the tron fully
assembled, then they will have a very large
disadvantage against you in the long run (not like
there’s a deck that isn’t immune to Land Destruction
anyway). Another way you can beat the deck is to
throw their kill spells back at them in the form of
Parallectric Feedback. If the opponent’s blazing you
for twelve, make sure they take thirteen damage for
it. That way the opponent will be less likely to
attempt another X kill spell for fear of it wiping
them out unless they have a way to back it up.
Fungus Fires
This is another deck that has fallen off the face of
the earth. Since it was quite a powerful deck at the
beginning of the year, don’t be surprised if it
returns. By abusing the power of
Sunforger, the deck would pump out tokens with
Vitu-Ghazi and equip the tokens, putting the
opponent on a four turn clock and giving the deck
enough strength to destroy any dragons that might
try and get in the way. And if the opponent tried to
do anything fancy, they could unattach the Sunforger
and fetch a
Lightning Helix,
Char,
Devouring Light, or any other card that the
player feels will assist them at that particular
moment. The deck also runs fatties in the form of
Firemane Angel, a creature that can’t be
permanently destroyed unless you remove it from the
game;
Godo, which can grab you your Sunforgers and
attack for an extremely large amount of damage every
turn; and even
Tatsumasa in some builds, which not to
dissimilar to Firemane Angel can only be destroyed
permanently if you manage to get rid of the
equipment or remove the token from the game.
Beating this deck is difficult if you don’t know
what the key cards of the deck are. Mainly this deck
falls apart to
Faith’s Fetters and
Pithing Needle
which are attached to or naming Vitu-Ghazi. If the
deck can’t pump out tokens every turn, it’s much
more difficult for them to get their broken
equipments attached to creatures. Both those cards
attached to a Sunforger can also seriously screw up
the deck’s tempo since they won’t be able to tutor
for any solution cards and will have to wait until
they draw them. Another way to beat Fungus Fires is
to simply outmuscle them by dropping big creatures
like
Kokusho every turn. If your creatures are
larger than the creatures in
Fungus Fires, then
you’ll have good odds of beating them down. Just be
wary of their removal or you might not be able to
recover in time.
Roxodon Hierarchy/Beach
House
Roxodon Hierarchy is a deck based around big fatties
and efficient spot removal, not unlike The Rock
decks of old. With powerful creatures like
Loxodon
Hierarch and
Ink-Eyes it can easily out fat any of
the other decks in the format. Back that up with
Faith’s Fetters for efficient whatever removal,
Mortify and
Putrefy to get rid of any creatures that
may end up bigger than theirs, and
Phyrexian Arena
to abuse the life gain that you get from Hierarch
and Fetters, and you’ve got yourself a whale of a
deck.
Anyone can tell you you’re not going to outmuscle
this deck unless you’re going into the game on the
mirror match, simply for the fact that they’re
running the biggest creatures that are efficient for
their casting cost with game-devastating effects.
The only way you can seriously affect them is if you
run removal, and a lot of it. The deck can’t play
big creatures forever, so if you Putrefy, Mortify,
Char, Fetter, Wrecking Ball, etc. their fat they’ll
have to resolve to using their Vitu-Ghazis as a win
condition, which can be a nuisance given the proper
conditions. The only recurring threats you’d have to
worry about are
Debtor’s Knell and
Grave-Shell
Scarab, both of which are very deadly win conditions
if you let them get out of hand.
Rakdos Aggro/Control-Aggro
There are many different versions of this deck
floating around, a lot of them versions similar to
that of Orzhov Control-Aggro. With cheap and
powerful creatures like
Rakdos Augermage,
Lyzolda,
the Blood Witch, and
Dark Confidant backed up by
cards like
Seal of Fire and
Cry of Contrition, Rakdos Aggro is a deck that has the potential to be
really powerful. Currently the only version of the
deck I’ve tested against is my buddy Jake’s, and I
believe that he hit the hammer on the head with the
proper build, even though I think he should cut the
Guildmages since he rarely uses the abilities.
Like most aggro builds, the deck falls apart if they
dump their hand too fast and you cast a board
clearer effect. An early
Pyroclasm can spell doom
for the Rakdos player if they don’t yet have an
Umezawa’s Jitte in play to keep their favorite
weenie alive. The deck also has a very hard problem
getting around Paladin en-Vec since it has
protection from both red and black, not to mention
the first strike which is strapped onto the card
just to rub it in the Rakdos player’s face. It’d get
even messier if the en-Vec player dropped Worship,
but that’d be unnecessary since multiple copies of
en-Vec should win you the game anyway.
Greater Gifts
Greater Gifts is a deck that revolves mainly around
the two most broken Dragons in the Kamigawa block,
Kokusho the Evening Star and
Yosei the Morning Star.
Alone those cards are extremely powerful, but the
deck takes that one step further by throwing
Goryo’s
Vengeance and
Greater Good into the mix. Not only
does sacrificing one of the Dragons mean you’ll gain
a huge card advantage over the opponent and thin
away the useless cards, but it also means a
reanimated dragon won’t get removed if sacked to the
Greater Good, the ability will trigger, and the game
will swing into your favor. Typically this is done
to abuse Yosei’s ability which gives you basically a
free turn over the opponent.
Beating Greater Gifts isn’t as easy as beating some
of the aggro decks that you’ll run into, because
this deck is strictly combo-control. One of the ways
you can at least give the opponent a hard time is if
you use Cranial Extraction to remove their copies of
Yosei the Morning Star from the game. That way the
opponent will not be able to pull a lock on you and
leave you in a terrible situation. Playing Faith’s
Fetters or Pithing Needle on Greater Good won’t
necessarily stop the deck, but it will slow them
down quite a bit. Another way you can at least give
yourself one-up over the Greater Gifts player is to
throw down an Ivory Mask. That way you can’t be
targeted by Yosei’s ability and they’d have to skip
their own untap step since they’re the only legal
target for the ability.
Ghost Dad
Ghost Dad is build to annoy the opponent with the
searching capabilities of
Tallowisp. In the typical
build you will only see four creature enchantments
being used (three
Pillory and one
Strands of Undeath),
but the fact that the deck can get them so
efficiently and quickly is what makes the deck
powerful. A majority of the nonland cards in the
deck are either Spirit or Arcane, so it is not hard
to trigger the “Spiritcraft” ability on the
Tallowisp to fetch a game-winning enchantment to
either be played on an opponent’s creature or pitch
to a
Shining or
Sickening Shoal, which would allow
them to get another enchantment and completely null
the Shoal’s disadvantage of losing a card to play it
for free.
While the deck may seem like it’s got a lot of power
behind it, the deck is actually quite vulnerable.
Once they are done grabbing their enchantments with
Tallowisp, the card does nothing more than sit out
there and defend, while occasionally attacking.
That’s where you can come in with Mortifies to
destroy the opposing Pillories and completely moot
the ability. This deck is also quite weak to decks
that revolve around “comboing out” such as
Heartbeat Maga since they won’t be able to get enough attacks
in to defeat them. Just make sure you watch out for
Cranial Extraction and Pithing Needle when they go
to Game 2, since those cards can shut down your
chances of winning easily.
Alright. So now I’ll
win Regionals! :D
Just because you have a good idea on how to beat the
top decks in the format doesn’t necessarily mean
you’ll be able to incorporate that properly into
your strategy. I’m sure there are still a lot more
decks that I haven’t mentioned that you might end up
running into. It takes a lot of time to figure out
the perfect build you can use in order to win your
matches, and if you don’t do it properly it could
backfire on you. Watch the decks and the players
carefully. See how they play the deck, and use that
knowledge to your advantage.
I will be heading to the Chicago Regionals in the
outfit in my picture, so if you are going there and
would like a bit of help feel free to talk to me.
I’ll be more than happy to help, as long as you’re
not asking how to beat my deck. :P
E-Mail: OrconStores@yahoo.com
AIM: OrconStores |