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Going Forward with Standard With Mirrored Hearts - May 9, 2014
Magic
the gathering
Pojo.com
Writer
Contact Info:
·
Pojo PM
Introduction
So this is my first article for site so let’s get
this out of the way first
So hi my name is John Cutchins and I’m more of
graphic designer then a writer but My passion is
competitive Magic the Gathering, I have Been playing
since Coldsnap and I am here to share my Competition
and Knowledge with you guys.
I wish to say thanks for pojo for letting me share
my knowledge with you guys.
The
Finals
Big
2 decks of the format:
Magic is a lot like Basket Ball
In
basketball the Finals are more like a grandfather
clock, with each pendulum swing you can hear the
tempo and know precisely what time goes by, well
same goes for competitive magic its more about tempo
and not overextending then the big defense of the
opposing team, people who wear themselves out early
are no good for team cause they get sloppy, Magic is
lost more times due to yourself then your opponent,
You have to keep a tempo and think about the most
optimal play, If you can reach them to zero
life do it but not at the point it makes you
venerable in case he lives. This is what we
call overextending and will lose you more games than
win you them.
So
to the point?
Learn from yourself and keep the tempo going.
Now
To the Decks
So let’s start with Mono black its current list with
changes from the original Andrew Tenjum. This
guy piloted it with excellence. The list
below is his with a few changes, I will explain
change.
Mono Black with Green Splash
Creatures x17
4 Packrat
4 Nightveil Spector
4 Desecration Demon
4 Gray Merchant of Asphodel
1 Vraska, The Unseen
Spells x14
4 Thoughtseize
3 Hero's Downfall
3 Abrupt Decay
2 Devour Flesh
2 Bile Blight
Enchantment x4
4 Underworld Connections
Land x 25
4 Overgrown Tomb
Side Deck x15
4 Duress
That’s a lot of power in a 75 board, but the changes
from 4 Lifebane Zombie to 4 NightVeil Specter is An
easy choice since Tenjum Expected more aggro as much
of us including I did, was taken surprise. It
seems more midrange decks and Control Decks were
more present and more what people wanted to play
besides BBD and CVM playing jund most players stuck
to Sphinx rev decks and Mono black.
So how do we move forward with this deck and why the
changes to this setup?
Well too quick and to the point its best to explain
how to conquer the other 4 before so you get an Idea
how these changes work.
·
Sphinx Control decks
This is how you set up.
Out
-2 Pack Rat
-2 bile blight
-2 devour
-1 gray merchant
-1 Demon
In
+2 Erebos
+2 Golgari Charm
+4 Duress
Notes about this setup
The mono black got easier to deal with sphinx decks
cause we main deck answers to detention sphere and
banishing light in the form of abrupt decay. Which
is vital game 1,
However game 2 is where it’s at, we lose a few cards
but gain answers to supreme verdicts and ways to
take their elspeths and revelations in the form of
erebos stopping life gain and the charms
regenerating your creatures, or enchantment kill,
you also have 8 answers in the way of hand
destruction.
Final Notes
Don’t overextend and keep a fresh tempo, don’t worry
too much about what they take and focus more on
tempo the quicker the game goes more you have time
for game 2.
·
Mono Black
Out
-4 Desecration Demon
-1 Gray Merchant
In
+1 Golgari Charm
+2 erebos
+1 Dark Betrayal
Notes about this setup
Game 1 is all about the packrat and connections,
same creature kill for stuff that matters, for
example:
·
Bile blight for packrats and activated Mutavault’s
·
Hero’s downfall for demons and Nightveils if
necessary.
·
Devour for random blood baron if they splash white
Tempo matters just like the revelation decks.
Keep it going with a plan and keep on plan until you
know when it’s time to switch, people who doubt
themselves usually lose this match. But
don’t fret too much game 2 you have many weapons in
your arsenal.
Game 2 you have Erebos that is easy to turn on as
well as won’t get their life total out of your
reach, remember game 2 is a lot like game 1 tempo
and using creature kill where it matters such as
turning devotion off, we also get 1 enchantment
kill/regenerate and a 1 cost creature kill. So
game 2 is mostly about keeping things in check a lot
like Revelation decks, try not to overextend and you
will be well on your way to victory.
Final Notes
Try to keep calm this is a frustrating match, the
best thing is to focus on 1 aspect of the game and
then slowly branch to your goal, Try not to worry
too much, but instead focus on a task.
This will keep you in the game much longer and most
likely win you the game.
·
Jund Monsters
This Is by far our hardest matchup and the main
reason is the popularity has died down a bit, so
it’s hard to see this deck being in top 3 but it
barely made it as I still play a lot in PTQs,
What to say more than this is about what to kill
more then what plan for damage.
Out
-2 bile Blight
-4 nightveil
In
+1 Doom Blade
+2 Golgari Charm
+3 Lifebane Zombie
Notes about this setup
This set up helps elevate the pain of dealing with
monsters, game one your best hope is kill storm
breath and domri’s which you can do with
abrupt decay, hero’s downfall which are important
not to waste. If they can’t kill your specters
you will be able to nab good cards.
Now game 2 Golgari charms can regenerate when they
mizzium mortars you, also it can kill courser of
Kruphix and lifebane hits reaper and
Polukranos, doom
blade is just extra creature kill atm. Again this is
about knowing what to kill not necessary about
tempo.
Final Notes
Focus on what to kill that matters not the little
stuff, try to remember they have mizzium so packrat
plan might not be favorable, but a demon always is.
Esper Control
So This Is what a typical Revelation Deck with
changes for the new meta!
So how is this different and prepared for the next
metagame, well first you might notice less detention
spheres that’s because it’s an easy target for the
enchantment hate. So why have them at all?
Its cause we need some answers until we draw
creature kill or another answer, we are the
controlling game after all. The other main points is
hero’s downfall which is seen cause Atheros is
becoming popular as people are finding midrange
lists/aggro lists like Patrick Chaplin’s list from
Dublin. Also this deck since it cut mutavault
can handle the hero’s downfalls
Ok so how does this deck handle the best 3 decks in
the format?
·
Let’s start with the mirror
Out
-1 devour
-1 Hero’s Downfall
-1 Banishing Light
-2 Detention Spheres
-2 supreme Verdicts
In
+1 Negate
+2 Dispel
+3 Nightveil Specter
Notes about this setup
Knowing what to do against an Esper deck is a lot of
times figuring if may or may side creatures in.
The main reason I sided blood barons and verdicts
out is if they have some creatures there’s still 2
verdicts but the big gain is if they don’t think
were siding creatures in that means their thinking
of siding detention spheres and banishing light out
so our nightveil’s will do some work and get some
cool cards. Thoughtsieze helps us with the
hiccups and keeps tempo while they lose tempo.
Negates hits Elspeth and Jace which both hurts
tempo.
Final Notes
Remember that game one you will have a advantage
cause of the downfalls and blood barons, but if
their smart their figure game 2 and this is why you
side this way cause it furthers the cause for them
to half to deal with stuff. This should be like a
chess game play it slow and confident.
·
Mono Black, Splash of green.
This is the fun match since abrupt decay is so
popular at the moment, so how do we deal with one of
the best decks out there?
Easy follow the game plan and don’t dissolve
everything under the sun. Let’s start with the side
board plan.
Out
-1 Banishing Light
-2 Detention Sphere
-1 Devour
-2 hero’s Downfall
In
+2 Negate
+4 Nightveil Specter
Notes about this setup
Now to why I chose this particular sideboard,
The fact is game 1 we should win if played right,
abrupt decay hurts us but I do believe were easily
winning 70% of game 1, game 2 is a different
suggestion, most time we would not add creatures,
but think of this if you will. Nightveil
adds another card that must be taken care of,
and game 2 is when they side most of their creature
kill out, leaving hero’s downfall in place, which is
fine cause they can either hit out Planes walkers or
Nightveil and both give us major advantage, and
negate saves us from that as well. I will
caution Mutavault though can hurt us. But creatures
add a defense against that.
Final Notes
This
game is all about tempo remember if they kill a
nightveil its not the end of the world as you still
have
Ætherling
and Elspeth, also remember to verdict when fields up
as you have less kills game 2 but you have more
tempo control.
·
Jund Monsters
This matchup is hard do to the fact they also use
abrupt decay and also have miscutters in the side,
but is very much doable, since we have hero’s
downfalls and devour. So let’s get this
started.
Out
-2 detention spheres
-1 Banishing light
-2 Blood Baron
-1 devour flesh
In
+3 Doom Blade
+2 Negates
+1 thoughtseize
Notes about this setup
This
game is about leaving mana opened and countering the
planeswalkers for same reason as most games
detention sphere and banishing light are not that
great against this deck, in most cases you want
creatures off field and negates help with the
planeswalkers while thoughtseize can secure a game
if you hit a sire of insanity or a ruric thar. This
is more cutting through their creatures until they
run out of gas and then you win.
Final Notes
Keep
creatures off until you get an opening and you have
the win.
Final Conclusion
I hope you enjoyed
this article and I hope the lists I provided you
with gave you a great sense of Direction and I hope
this wasn’t too boring. I will be adding more
pics to my next one to break up the monotony, I wish
you guys the best of luck with all your endeavors in
magic.
So I
read this whole article and what else is there left?
Well I thank you for
reading and I hope for some of you to send me
questions or deck lists to evaluate and write
wonderful articles about, My information is at top
of the article and always can be reached via pm.
I am going to lead the final statement of the
article with some helpful Notes.
Helpful Notes
Remember it’s a game
also, I find more times than your lose a match if
you dwell on a loss too much.
Bring pen and paper
to tournaments, Dice may be good for counters but
can easily be knocked over and a judge get called.
Remember to focus on
one direction at first.
Competitive Magic
involves play testing, good friends and people who
do want to help you so listen carefully.
My last helpful note
is this, we all can be as great as any pro, every
magic player is bad at first and always tries to
improve, learn from their misplays, and this is how
people become great
Disclaimer,
Wizards of the coasts
owns all property of magic the gathering, and all of
its trademarks, this article is written to make
players better and is in no way associated with
wizards of the coast.
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