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Sean Handy on Magic
Real Steel Starcity Games IQ *1st* x2
April 3, 2012
Hey everyone! Long time no
speak! I know I said I would
try to be more diligent with my
articles, but, at the same time, I
need to have good material to base
the articles off of, so this week
I'm going to talk about the deck
that I've piloted lately to moderate
success: Tempered Steel.
Let's get this show on the road with
the decklist I've been running.
Tempered Steel
As suggested by: Sean Handy
1st place at Belmont, NC on 3/9/2012
1st place at Knoxville, TN on
3/31/12
Lands
8 Plains
4 Gavony Township
4 Inkmoth Nexus
4 Razorverge Thicket
Creatures
4 Memnite
4 Signal Pest
4 Vault Skirge
4 Glint Hawk
4 Etched Champion
Artifacts
4 Mox Opal
4 Origin Spellbomb
4 Glint-Hawk Idol
Enchantments
4 Tempered Steel
Spells
4 Dispatch
The sideboard was mostly similar
each week, but, there were subtle
changes
Sideboard in Belmont (pre SCG
Invitational)
3 Hero of Bladehold
3 Spellskite
3 Celestial Purge
2 Revoke Existence
2 Dismember
2 Leonin Relic Warder
Sieboard in Knoxville (post
invitational)
3 Hero of Bladehold
3 Spellskite
3 Celestial Purge
1 Revoke Existence
1 Oblivion Ring
2 Leonin Relic Warder
1 Ray of Revelation
1 Dismember
There are only two cards that really
changed between the two weeks, but
the two cards made a huge impact on
my win/loss ratios. I like
Revoke Existence and I like
Celestial Purge, but often times I
realized I needed them for curse of
death's hold or honor of the pure. I
don't know if you've noticed,
they travel in packs, so I wanted
something that was an instant, and
could lead to better card advantage
than revoke existence, ray received
the nod. I cut dismember for
an oblivion ring because most of the
time that I was casting dismember,
it was after turn two, and oblivion
ring was more versatile that
dismember. There are obviously
situations where dismember was
better, but, as stated previously,
enchantments are a great thing to be
able to deal with. If I were
to play in a tournament tomorrow, I
would probably go with a sideboard
like this:
2 Hero of Bladehold
2 Grafdigger's Cage
3 Spellskite
2 Revoke Existence
3 Celestial Purge
1 Oblivion Ring
1 Ray of Revelation
1 Dismember
Firstly, I know that Cage is getting
a lot of hate right now for being
overhyped at the (Pre)Release, but,
hear me out. Let's examine your
deck's 3 worst matchups
R/G Aggro
Naya Pod
Kessig Variants
Let's take a minute to think about
everything in those decks that Cage
turns off
-Ancient Grudge (half the time,
unless they use half of grudge on
cage....)
-Birthing Pod
-Green Sun's Zenith
-Strangleroot Geist (half)
-Vorapede (half)
-random stuff like Sun Titan
On a side note, the card also
contributes to non-creature
metalcraft (AKA your opponent can't
randomly just burn it and turn off
metalcraft for you) and it is also a
1-drop artifact.
I cut the leonin relic-warders due
to the fact that, well, they just
hurt a lot right now, since vapor
snag is such a big card, a lot of
times it just doesn't do enough, and
the double white can be a pain
sometimes (on a side note, 2/2s
without evasion suck).
***
If you're still reading at this
point and didn't just skim for the
decklist and leave, you're a
trooper, but, this article as a
whole is more a primer for the deck
and how to sideboard (the deck's
real strength) than it is a
tournament report, feel free to
contact me if you want any of the
details of what I played against/the
trips. I apologize if this is
a disappointment to anyone.
****
I feel that Steel is very well
positioned in the format, despite
what many people think. One
could look at worlds as a prime
example of how good T-Steel can be
when people aren't preparing for it,
and frankly, right now, people are
just trying to beat delver, which
some builds don't even play
artifacts, thus, many people are
playing as few as two Ancient
Grudges in their sideboards, and
some delver lists playing as little
artifact hate as a single Divine
Offering or Steel Sabotage.
The deck takes more skill to play
than people think, Paulo Vitor Damo
da Rosa recently wrote an entire
article discrediting the "Aggro is
easy to play, just play dudes, turn
'em sideways" myth. I will
concede sometimes you get those
hands where you're hellbent
(handless) on turn 2 with 8 cards in
play, and you just push for 20, but
there are a lot of times in this
deck where you can play the
conservative role and do just fine.
In my less-than-humble opinion the
hardest part of playing tempered
steel is a tossup between two
things.
1. Managing your mana
2. Knowing which hands you can keep.
Most people reading this see the
first option and are thinking "Sean,
you're crazy, this deck is a bunch
of 1 drops, what are you managing?
Not tapping so fast you light the
table on fire just from the friction
of rotating your lands?". To
answer their question, no, I lift up
my lands when I tap them, so there
is little to no friction, but, to
elaborate on my initial point, there
are lots of tricks that I'll see
'Steel players not utilize with
something as simple as a Mox Opal
(I'm not talking about Glint Hawk).
One game in particular I had a Mox
opal in my opening hand. The
hand itself looked like this
Inkmoth
Township
Township
Opal
Vault Skirge
Glint-Hawk Idol
Etched Champion
I then drew a plains and started to
whittle their life down without
casting the Mox opal. My
opponent (on Zombies) was a bit
ahead in the creature war and pushed
all out while I still only had 3
colorless lands in play, I took all
the damage and went to 2 life, I
proceeded to drop Mox opal
(triggering idol) and a plains, and
lethal him, going from 0, to 2
colored sources in one turn.
When it comes to managing mana, it
is also good to keep in mind that
there are a ton of colorless lands
in the deck, so you have to make the
most of your colored sources while
they're untapped, it's easy to make
mistakes such as tapping an opal for
a Vault Skirge instead of a
Township, don't make such a simple
error that can throw off your whole
game plan.
On the topic of knowing what hands
to keep, just keep in mind that you
don't have to have 5 cards in play
on turn 1, there is nothing wrong
with keeping a hand that has
something like
Plains
Razorverge Thicket
Origin Spellbomb
Glint-Hawk Idol
Dispatch
Inkmoth Nexus
Etched Champion
People seriously underestimate the
late-game of Tempered Steel. I
can understand the illusion of
thinking that all aggro decks just
have weaker cards in the
late game,
but between Tempered Steel and
Township, people's minds can be
changed pretty quickly when you play
a 5/5 Memnite for 0 you just peeled
off the top.
The thing I get the most fire from
other people for is keeping opening
hands with double mox opal in them.
Many peopel don't realize you can
just check the remaining 6 cards and
see if it is a keepable "mulligan".
I'll admit not all double opal hands
are keepers, but, they
generally aren't nearly as bad as
people give credit for games 2 and
3. Ratchet bomb is a card, and
a colorless instant-speed sinkhole
is still pretty good (it also hits
Myr tokens and Memnite on 0).
On the play I've also kept a triple
opal hand before (they can provide
tricks) G1 on the play.
T1
Inkmoth Nexus
Memnite
Memnite
Opal
Tap for white
Opal
both opals crack
Opal
tap for white
Tempered Steel
Pass
I ended up winning this game, turn 1
double 3/3 can be depressingly hard
to answer, and I probably should
have mulliganed, but, I wanted to
live the dream of t1 tempered steel,
and it paid off because the other
player (delver) kept a loose opener
full of counters against what he
thought was a ramp deck (I play it a
lot....).
----Sideboarding Discussions----
GR Aggro
You really have almost no business
winning this matchup, but it isn't
completely unwinnable.
Out
-3 Glint Hawk
-4 Signal Pest
-1 Mox Opal
In
+3 Spellskite
+2 Grafdigger's Cage
+2 Celestial Purge
+1 Oblivion Ring
Nothing here is too crazy or
creative. If you see phyrexian
metamorph then I would also cut a
Gavony Township for a Revoke
Existence on the draw, and cut a
Glint Hawk for it on the play.
Naya Pod
In this matchup you are definitely
on the glint hawk (idol) plan.
They have very few ways to interact
with them other than elesh norn and
daybreak ranger, and since you dont
need to use that much removal on
anything else, you can just deal
with daybreak as soon as it comes
down.
Out
-4 Origin Spellbomb
-1 Mox Opal
In
+1 Revoke Existence
+1 Oblivion Ring
+1 Dismember
+2 Grafdigger's Cage
You have to take out spellbomb
because your gameplan is aggroing
them out. You can win most
creature wars, but not this one.
Don't even try, it generally won't
buff for you short of you having a
crazy amount of steels/champions.
Ramp
In this matchup you really just sob
openly when you realize you're
playing against them.
Out
-4 Spellbomb
-3 Glint Hawk
In
+2 Hero of Bladehold
+2 Grafdigger's Cage
+1 Oblivion Ring
+2 Spellskite
You have to be the aggressor here,
but at the same time, you can't just
let them start going nuts with wolf
run, so spellskite is key.
This is the only matchup where hero
is really relevant, but, if you
stick the hero, it will win by
itself, so it's worth the two
sideboard slots. (Hero +
Signal Pest is a 2 turn clock by
itself if you haven't dealt damage
the whole game, pushing 11, then 17)
Zombies
This is a decent matchup, especially
postboard. UB is a bit better
against you than BR, since image can
do some silly stuff (image glint
hawk to bounce their own mortapod
and recast it for another ping is
better than you probably think).
Also, without their lord, their
dudes are just somewhat easy to deal
with and not have to worry about it.
High Priest is the only thing that
gives you trouble, but remember that
your life is a resource, and when
they start pushing, you can just
take the damage and nothing dies.
You'll laugh, but, Origin Spellbomb
is possibly the best 'creature' in
your maindeck against them game 1.
It is just fantastic. It hurts
their edicts, and it is metalcraft
count they might have trouble
dealing with.
UB
Out
4 Signal Pest
1 Etched Champion
1 Mox Opal
2 Glint Hawk
In
3 Celestial Purge
2 Spellskite
1 Oblivion Ring
2 Grafdigger's Cage
Hawk is pretty bad in the matchup
earlier in the game, because they
have Tragic slip and Fumespitter,
so, the odds of getting blown out
early are depressingly high.
It is ok to play the 'control role'
the first 4-5 turns against zombies,
because they are a lot worse than
you as the game progresses.
Spellskite isn't the best against
them, but the fact that nothing
other than obliterator or a
'flipped' messenger doesn't kill it
is pretty relevant.
BR
Same board, except take out a
township for another spellskite,
because they have burn, and that
hurts them. Hard.
Delver
It can get kindof complicated here,
because there are several builds of
this floating around right now.
I'll try to shorten this as much as
possible
Out
-4 Vault Skirge
This guy is not worth the 100 life
you'll have to pay from vapor snags.
He always comes out.
UW Stalker
Out
-1 Township
In
+2 Revoke
+2 Spellskite
+1 Oblivion Ring
Dismember is iffy because it isn't
worth the life to hit a snapcaster,
and other than that, the only
targets are haunt tokens and delver.
Esper Spirits
Out
-1 Mox Opal
In
+3 Spellskite
+1 Oblivion Ring
+1 Dismember
Dismember is good here for dungeon
geists and the lord.
Gerry T Build (virtue, honor, Souls,
etc.)
Out
-1 Mox Opal
In
+1 Ray of Revelation
+1 Revoke Existence
+2 Spellskite
+1 Oblivion Ring
Ray leads to so many blowouts in the
matchup. I was playing in FNM
and had my opponent push into some
Hawks and friends with 3/3 timely
tokens. I had ray. They
lost. This is probably the
scariest of the delver decks for you
to be paired up against.
Lingering Souls and Vault of the
Archangel are definitely a thing.
WB Tokens
I honestly don't have a lot of
experience against this, as it is
still considered more of a tier two
deck at the moment, but, if I was
sideboarding blindly against it
would probably resemble this:
Out
-1 Dispatch
-1 Mox Opal
-1 Gavony Township
-1 Vault Skirge
In
+2 Revoke Existence
+1 Oblivion Ring
+1 Ray of Revelation
I dont think Sorin is worth the
inclusion of Celestial Purge.
If their deck played card draw it
might be worth it, but, the deck
only has Sorin in the way of Black
cards, so I feel that it might just
be unnecessary. I'd need to
test more to be positive on what to
take out.
UB Control
This matchup is your best matchup.
Just about any UB player will
disagree with you, but, again, it is
a matter of people not actually
testing the matchup and assuming
they god draw against you. I'm
not saying it is unwinnable for
them, but, it takes a rediculously
lopsided draw on both sides of the
table in UB's favor to win.
Out
-1 Opal
-1 Township
-2 Dispatch
In
+1 Ray of Revelation
+1 Celestial Purge
+2 Spellskite
Don't be afriad to keep slower
hands, you'll have time to beat
them. I remember won of the
best games I had against UB (as far
as never being out of position) I
kept
Razorverge
Township
Plains
Spellbomb
Spellbomb
Etched Champion
Tempered Steel
Red Deck Wins
This is actually an iffier matchup
than most people give it credit for,
since Torch Fiend is a thing now.
Out
-4 Signal Pest
-1 Mox Opal
-2 Glint Hawk
In
+1 Oblivion Ring
+3 Spellskite
+3 Celestial Purge
Spignal pest get taken out because
it doesn't do anything to stromkirk,
gets burnt if it matters, and isn't
very good by itself, and they play a
lot of potential removal against
you.
If I forgot a deck that is bigger
than I thought I apologize, these
are merely the decks thaT I have
played against the past few weeks
with the deck and needed to know how
to sideboard against. If you
liked this article, contact me and
tell me why. If you didn't,
it'd be really awesome if you
contacted and told me why. If
you have other thoughts about the
article itself or want some advice
on your own deck or more boarding
options in tempered steel, or just
to talk about magic in general,
shoot me an invite on any of the
social websites I'm on
email:
andro_sphinx@yahoo.com
twitter: Paper_gangsta_
facebook: facebook.com/shakezilluh
youtube: themcshakealchemist
pojo forums: themcshakealchemis (no
T because I'm stupid)
Thanks a lot for reading, and, I
apologize for any typographical
errors, my tablet doesn't have an
attachable keyboard so bear with me.
Never stop testing
Sean Handy
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