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12.17.02 -
The Hidden Potential of White
Weenie
By John Hornberg
(Author’s Note – This is my first article in six
months about Magic. I’ve done a few for Pokemon in that
span, and have worked hard to refine my writing style,
and as a result was not writing anything about Magic. A
general disinterest in writing about Magic has
attributed to my lack of writing. I took a look at some
of the cookie cutter writers for the subject a while
back, and thought long and hard, trying to figure out if
I wanted to be considered as mundane and uninteresting
as them. It got me to look at my style, and my
presentation, and I decided to overhaul my style as a
result.
I have also been put under enormous amounts of pressure
on the La Bandera Staff (the High School Newspaper that
I write and edit for.) Issues in the class have had me
in a funk for a while because the class has been such a
lose-lose situation in a lot of cases. I’m hoping that
things will get better second semester. This has
effected my writing outside of school because on top of
the essay writing I already do for English, I write 1 to
3 articles an issue, spending too much time on them.
Basically, when it all boils down, what I’m getting at
is that this is 6 months of repressed Magic
Editorializing on paper all rolled into 4 hours of
straight typing, resulting in a 4-page epic on a single
deck type. So, sit back and enjoy the article, and hope
you don’t fall asleep.)
Traditional white weenie has always been incredibly
fast, generating or playing fast and effective creatures
to run an opponent over in what seems like a set amount
of turns. Older White Weenie decks featured the White
Knights and Kjedoran Outposts of yesterday, and the
shadow creatures of the Rath Cycle Block for as a means
of evasion.
The white weenie decks of today’s type II format take on
a much different look. Many of them aren’t completely
white in the first place, choosing to splash blue for a
touch of removal or card drawing. Some of them are
incredibly fast, having a game secured on a great draw
by turn 5. A great deal of white weenie archetypes rely
on tricks and overwhelming amounts of creatures over a
span of 15 turns to achieve victory.
One of the fastest of the white weenie archetypes right
now is splashes blue, and is heavily reliant on flying
for the win. The Quiet Speculation-Battle Screech deck
does rely a lot on flying to win, putting as many tokens
into play to help provide for a win condition. When a
horde of flying birds isn’t enough, ample removal in the
form of creature abilities can help thin out your
opponents mob.
Glory is there when more than flying is needed, or you
are put on the defensive by an opponent’s oncoming
swarm.
The deck looks something like this:
Spec-Screech, V.3.0
4 Sprunmage Advocate
4 Tireless Tribe
3 Weathered Wayfarer
4 Whipcorder
3 Patrol Hound
3 Phantom Nomad
3 Glory
3 Quiet Speculation
3 Battle Screech
2 Prismatic Strands
2 Deep Analysis
4 Divine Sacrament
4 Secluded Steppe
3 Flooded Strand
5 Islands
10 Plains
This is currently what I am playing in Type II, and it
has play tested incredibly well.
It has a possibility against numerous decks, and I’ve
found that is has a 50/50 chance on outracing Tog. Tog
is good, but on an average draw has a tough time with
this deck. If your opponent never sees an Upheaval,
they could be in a lot of trouble.
Mobilization, while I have not play tested against it,
would probably have issues outracing this deck, and
controlling it for that matter. Mobilization in general
is just a slow enchantment that has a ton of problems
with any deck that is suppose to play ANYTHING in the
first six turns, especially if they are creatures.
Astral Glide didn’t fair much better. The R/W/G version
needed a good draw to at least do well, and while over
time beat this deck into submission, has a lot of
problems at the beginning. Astral Glide against this
deck needs to draw either Astral Slide or Lightning Rift
to stop the horde of creatures from running it through,
or at the very least get Exalted Angel into a position
where it can attack and offset the loss of life being
imposed each turn. I consider Starstorm a null factor
in this, because your opponent is rarely running more
than one or two, and unless he or she is desperate, will
save them for later on when it could secure a victory.
Mono Black Control can do well against this deck should
it be able to hold off enough of the early game creature
horde long enough to establish control. It either needs
to draw exorbitant amounts of removal or an Engineered
Plague calling the right creature type early enough to
fend it off. More often than not, Mono Black Control
has issues early in the game, but like Tog, has a 50/50
chance of surviving long enough to use Corrupt or hit a
Haunting Echoes or Mutilate to win. It all boils down
to who draws better between the two decks.
Sligh can present a problem. Here you have two decks,
both displaying enormous amounts of speed and
consistency. Sligh actually has the advantage here,
because Sligh plays an added factor to just the plain
old speed – burn. Burn can single handedly make a short
game shorter, clearing the path for a really beefy
Goblin Piledriver to plow right through you for the
victory in a few short turns. Sligh will win 9 times
out of 10 on both decks best draws, but there is no
guarantee on either side, do the odds, while in favor if
Goblin Sligh, are still not completely unreasonable.
U/G Madness is perhaps the only deck right now that will
consistently beat Spec-Screech, and in which the odds of
beating it might be out of reach. U/G Madness
surprisingly is too many large creatures (or too many
that can get large), such as Arrogant Wurm and Wild
Mongrel, too fast on many occasions. Circular Logic is
an amazing counter against white weenie of any type, and
by some mere coincidence your opponent will always pull
one out of a hat to counter your most crucial card.
A few of the integral parts of the deck are the utility
creatures, specifically Spurnmage Advocate, Whipcorder,
and Weathered Wayfarer.
Spurnmage Advocate and Whipcorder are lumped under the
same category of removal for this deck. Despite this
generalization, the do serve two different purposes when
it comes to eliminating threats. Whipcorder serves a
universal position for taking out threats and such, and
clearing a path for your creatures to attack through.
Whipcorders purposes are both defensive as he can be
used to attack possible attackers, as well as offensive
as he can be used to tap potential blockers and make way
for the final push to victory.
Spurnmage Advocate, however, serves a more specialized
job in this deck, but could possibly be a much more
crucial part. Spurnmage Advocate has the potential of
keeping your opponents creatures in the two places where
they belong –sitting on your opponents side gathering
dust, or dead. It also has a hidden help against cards
like Genesis and flashback stuff such as Roar of the
Wurm. The ability that was originally meant to be a
sort of drawback can actually present possibilities
where it could be helpful, by doing away with a possibly
threat for a turn or two.
Weathered Wayfarer served the purpose of being a
safeguard against being land screwed. With only 22
land, you can afford to drop your land count, but that
could be a problem when you don’t draw any. When you
don’t need the land, however, he is a 1cc 1/1, and he
can search for the cycle lands in the deck in order to
be cycled.
White Weenie has other versions, one of them being a
bleach mish-mash of white creatures looking similar to
the Quiet Speculation-Battle Screech, but minus the
inclusion of blue.
Bleach Weenie, V.5.0
4 Suntail Hawk
3 Tireless Tribe
2 Weathered Wayfarer
4 Benevolent Bodyguard
3 Whipcorder
4 Phantom Nomad
3 Lieutenant Kirtar
3 Gustcloak Harrier
2 Glory
3 Battle Screech
3 Divine Sacrament
3 Shelter
2 Prismatic Strands
1 Vengeful Dreams
4 Secluded Steppe
16 Plains
This deck has the same possibilities of winning that the
Spec-Screech version does, except for one major
difference. Against Sligh of any form, the
possibilities of winning go significantly up, because
unlike the version above, this deck plays color
protection instead of removal. Cards such as Shelter
and Benevolent Bodyguard help this version withstand a
lot more of the punches that Sligh is able to deal out.
Burn becomes less of a factor, and it forces more of a
stand off situation where your horde of creatures are
facing your opponents until one of you is able to break
open the game, be it through flying creatures in your
case, or in his case him forcing enough creatures on you
with enough burn.
Unfortunately, this deck meets with the same problems
against U/G Madness as the U/W counterpart does, and
this deck has even more problems with it because of a
lack of removal.
There are also theme decks for white that are actually
interesting to play. Type-Themes, like the one below,
can be fun to play, and bring to the fun back into
semi-competitive or casual play.
Soldier Weenie, Untested
4 Gustcloak Runner
4 Eager Cadet
3 Whipcorder
3 Catapult Squad
2 Lieutenant Kirtar
3 Gustcloak Harrier
2 Catapult Master
4 Unified Theory
2 Mobilization
2 Disenchant
4 Shared Truimph
2 Akroma’s Blessing
4 Shelter
2 Daru Encampment
18 Plains
* - This can also be done with Clerics for a more
controllish, more inept deck if one wants to.
These kinds of decks can be incredibly fun, despite the
fact that they present little to no challenge for a lot
of the tournament caliber decks. This deck is probably
too slow to get Tog. The same occurrence would probably
appear in a match up against any of the main decks in
the format.
Unfortunately, white weenie gets the cold shoulder from
a lot of the high players when it comes to taking the
deck to tournaments. To them, the deck just isn’t
competitive enough, and isn’t completely solid. A good
draw only comes around 90% of the time, which to many
pro players, is not good enough to them. Consistency is
something that is going to give them the same kind of
victory every time, and unfortunately, White Weenie in
all of its forms is not going to do that. You may need
to pull tricks to win; or you may just pound them with
Battle Screech and a Divine Sacrament.
Also, the pro tour tends to lean towards the control
decks; hence why Tog, Mono Black Control, and Astral
Glide (a combo that uses tricks to control your actions,
hence why I put it on here) are so popular for major
tournaments. Control has always been the sure fire way
to win matches day in and day out, and has proven itself
in such a way to where nothing else short of some
reincarnation of some deck using Counterspell and 3
other counterspells in addition, or some funky combo
that keeps your opponent permanently sitting on there
side sleeping while you take turn after turn of
complicated moves leading up to a final big finish.
Speed decks have been left out of this loop, and while
some of them are still played, a major mono-colored/two
colored speed deck that was consistently good has not
appeared in Type II since Fires two years ago. Granted
Frog in a Blender was there, and R/G Anger saw a lot of
play, but one of the biggest concerns that swirled about
those decks was the fact that they were so inconsistent,
and ran out of gas if your opponent could drag the game
out.
White has also received a bad shake as being a bad draft
color, and having that in a way translate over to
constructed as well. Ever since the situation with
Rebels during Masques block, white has failed to get a
truly fair shake in draft or sealed deck, getting a
score of awful cards that were used as little more than
keeping life in draft. Much of this dislike has
translated to constructed, where many of the cards again
perform on a less than stellar way than many of the
cards in other colors. Unfortunately, the bad cards
cloud over what few playable cards white actually did
get during Invasion block and Odyssey block. White
weenie went unnoticed for a large part, and due to two
full years of being left out of the loop, white is
getting many of the same shakes that is was in the past
two years now, even with many incredibly powerful cards
in the format.
White weenie has a lot of potential for this Type II
format, but as of right now has met with a lot of
opposition from the players. The cards are there, and
the format screams for something to beat it to a bloody
pulp in the first 6 turns, especially the control decks
right now. Despite this, white weenie in all of its
incarnations will not be recognized as a tier one deck
until it gets a bomb that makes the completely, 100%
consistent. White weenie has lacked tricks of the past,
the evasion and the multiplication tricks of Rebels and
Shadow creatures, and that has hurt the decks popularity
in later formats.
Time will tell on whether or not a form can wrestle it’s
way onto the already crowded upper tier of decks.
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