Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor
Dolf
BeJoSe
Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner
Trading Card Game
Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports
Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff
120x90 Ad Space
For Rent!
|
|
The McShake Alchemist on Magic
UW without the Jace, the Caw, or the Blade
May 24, 2011
Hey everyone! Lemme
first say thanks for reading, and
please, don't stop there. As the
title implies, today I'm gonna be
talking about a deck that is UW, and
it has no Jace (Mind Sculptor, at
least), Squadron Hawk, or any
swords. I've been playing it for
awhile now and it has been doing
pretty well at my locals. I'll get
to that in a moment. I'd like to
talk about myself for a few
sentences momentarily.
Firstly, if anyone plays other cards games or reads
other parts of Pojo, they might know
this already, but, I have written
articles on Pojo for both the Full
Metal Alchemist card game, as well
as Yu-Gi-Oh! and have played most of
the games that this site supports
(most readers probly hit that 'back
button of their browser after seeing
that I played Yugi). As far as CCGs
go, I've played in states in pokemon,
worlds in Full Metal Alchemist,
qualified for Nats in Yugi and
Naruto, but haven't really traveled
for MTG, though I plan for that to
change in the very near future (as
in a months time). Hopefully these
articles will help me meet people in
traveling, as well as inspire other
people to think a bit more 'outside
the box' when playing standard.
Back to the article itself, anyone who has read my
articles before knows how this
usually works, so, firstly, I'll lay
down the decklist, then explain the
card choices.
UW Sans Sculptor/Caw/Blade control
As suggested by Sean Handy
Creatures (1)
1 Frost Titan
Sorceries (6)
2 Day of Judgment
4 Preordain
Instants (13)
4 Spell Pierce
4 Mana Leak
1 Stoic Rebuttal
1 Blue Sun's Zenith
2 Condemn
1 Divine Offering
Artifacts (8)
2 Contagion Clasp
3 Tumble Magnet
2 Everflowing Chalice
1 Batterskull
Planeswalkers (5)
2 Jace Beleren
3 Venser, the Sojourner
Lands (27)
6 Island
5 Plains
4 Glacial Fortress
4 Celestial Colonnade
3 Tectonic Edge
4 Seachrome Coast
1 Inkmoth Nexus
Sideboard
1 Day of Judgment
2 Baneslayer Angel
4 Kor Firewalker
3 Flashfreeze
1 Divine Offering
2 Hex Parasite
2 Ratchet Bomb
Alright, firstly, let me say, this is tuned for my
metagame. I play at Hillside Games
in Asheville, which gets an average
turnout of about 30-45 players each
week for fnm, and out of that I can
expect the metagame to be
2 Caw Blade
3-4 Elves
5-7 (!!!?) Various Red Decks
1-2 Knights
2-4 Various Infect
1-2 Tezz Brews
2-4 Token based decks (wut)
1-2 Vampires
1-2 Valakut
3-4 Eldrazi Green
and the rest being various
homebrews. Because of the amount of
Red Deck and elves and eldrazi green
I sideboard the way that I do (Red
deck is worse pre board is why I
have the 4x firewalker rather than
'freeze, and FF doesnt do a lot
against vengevine or eldrazi)
Breaking the deck down into separate parts, first we
have the creatures.
1 Frost Titan
I really am not that big of a fan of
creatures right now, at least in
this build, just because generally
this deck relies on venser to get
there and either my Manlands or
Batterskull will get there on their
own. Frost Titan is what I've found
to be the best creature right now as
far as finishers go. Because I
don't really play other creatures,
or fetchlands, or sac outlets, Sun
Titan doesn't really do a whole lot
unless I get a Tectonic Edge loop
going, but, I can abuse a lot of
different things with frost titan
just because it can help seal the
aggro matchup if you happened to hit
day or slow them down just enough to
start fighting back.
Next down the list we have sorceries
2 Day of Judgment
4 Preordain
I feel that I will get a lot of hate
as far as only playing two Day of
Judgments in this deck, that and a
couple of other strange card choices
might get me in some 'hot water'
with readers (if they're even
reading my articles). I only like
two in the deck because there are a
lot of decks out right now that
tumble magnet just gets there
against. Not to mention that most
UB decks have Wormcoil Engine and
Creeping Tarpit as their primary
kill cons. There are aggro decks
that it helps against (obviously),
but, there are a lot where it really
is just a -X as far as card
advantage goes. Against Caw Blade
their squadron hawks and stoneforges
have already replaced themselves so
really the day of judgment isnt
helping you that much there, and
against elves, if they're a good
player they haven't overextended too
much, so when you wrath their board
of 3-4 dudes, they'll just cast
archdruid/llanowar next turn and get
back a 'Vine or two and bash in
again. I feel that the need of
preordain in anything blue right now
is self explanatory as to how
awesome it is.
The only thing better than sorceries....instants!
4 Spell Pierce
4 Mana Leak
1 Stoic Rebuttal
1 Blue Sun's Zenith
2 Condemn
1 Divine Offering
Spell Pierce is honestly a personal
choice. I like that it counters at
least something in every deck, even
if it's the summoning trap in
valakut/elves. It is just so
relevant against other matchups that
play artifacts or blue cards. Mana
leak, is mana leak. Stoic rebuttal
is a one of because I don't want it
every game, but at the same time, I
like having a hard counter in the
late late game that only costs two,
so the opponent is more than likely
expecting to just 'have to pay 3
more' for their spell. Blue Sun's
Zenith is a very recent addition to
the deck, but in the control matchup
it is absolutely amazing, especially
since I play 27 lands, it is
absolutely phenomenal. I only play
two Condemn because its not great in
every matchup, but I like having the
1 mana removal spell, and having two
is just enough to the point where
you can get it to play it against
your opponent first game, and then
for the rest of the match if you
leave one white open your opponent
will think that they have to play
around it. Anyone who has played
blue on a serious level knows that
bluffing is more important than half
the cards you play. I play a single
divine offering because it is good
in just about every matchup (valakut
and elves being the exceptions), but
at the same time, it might be in the
later game that it is even relevant,
and most of the time, mana leak gets
the job done anyway. Offering is
fantastic against caw blade though,
game 1 it can completely throw CB
players on tilt if they go EOT
stoneforge in Sword of W&P or
Batterskull thinking they got around
'leak, just for you to offering it
because they tapped out.
At the halfway mark we have artifacts
2 Contagion Clasp
3 Tumble Magnet
2 Everflowing Chalice
1 Batterskull
In the control v. control matchup,
if its a long, drawn out game, the
artifact package that you play wins
you the game almost single handedly.
Pay attention to some older pro
tour videos of dralnu de louvre and
5cc and how the decks played and
noticed who the loser of each was.
Either the first to miss a land
drop, or, the first one to try to
play something without enough
counter backup. The clasp/chalice
is cheap enough to the point where
your opponent doesn't want to try to
waste counter magic on it, and, the
two together will put you so far
ahead on mana that you'll just be
able to play around all the leaks in
their deck. The magnet is just
fantastic all around. It can tap
down manlands and stop them from
attacking, I was almost sold there,
not to mention it can tap down stuff
with pro white that the deck has a
decent amount of trouble dealing
with half the time. Batterskull is
there because, realistically, this
is a Venser deck, and, later in the
game, once you really start ramping
mana up there, every 8 mana is a
vindicate that exiles a permanent
instead. Not to mention that it is
good against aggro, as well as solid
against most of the playing field.
Remember that the token is black
though, so don't try attacking into
any sword of feast and famines. Did
I ever mention batterskull on a
frost titan is one of the most legit
creatures ever?
Planeswalkers, no witty wait to say that they're up
next
2 Jace Beleren
3 Venser, the Sojourner
Jace Beleren is pretty good, nobody
can deny that. He just gets
overshadowed by.. well.... himself
all the time.
In this deck, though,
while I won't lie and say that he is
better, at all, I will say, that it
is more abuse-able in this style of
build than most decks that play him.
You can play him, draw by yourself,
draw by yourself, and then either
proliferate or blink him with Venser
and start him back at 3. He also
serves the best purpose of all. A
way to kill Jace TMS a turn before
TMS comes out, whether you're on the
play or the draw. Venser, on the
other hand, is basically the heart
and soul of the deck. There are so
many ways to abuse this guy in here.
You can blink frost titan and keep
two things tapped, spread -1/-1
counters around with 'clasp, untap
lands (relevant in control, laugh
all you want), reset other cards
that only have a certain amount of
counters (jace/tumble magnet) or
even protect certain creatures
(frost titan, or creatures in the
board) from your own day of
judgment. It really is not as hard
as most people think to get this guy
up to his ultimate. Once you get it
off, your opponent is on a very fast
clock to try to kill you, which is
even harder since whenever you play
a counterspell, you more than likely
counter the spell, as well as exile
a permanent that resolved, while
keeping all of their attackers at
bay with clasp/magnet. Like several
planeswalkers, only a couple of his
abilities are relevant (see: jace
beleren, elspeth, knight errant,
etc.), but, those two abilities are
bombastic when built around.
Finally, I know that I am not
playing Gideon. I have Gideons, I
originally had two copies of Gideon
in the deck. I personally just
didn't find him useful often enough
and he was usually the first card to
come out when I sideboarded.
Against control, I don't play that
many creatures and neither do they.
Meaning, that his first two
abilities aren't that relevant, and
when I actually animate gideon, he
eats whatever creature removal they
had that hasn't been played the
entire game. Against aggro, he is a
turn later than Day of Judgment, 'nuff
said.
Lastly, I got lands
6 Island
5 Plains
4 Glacial Fortress
4 Celestial Colonnade
4 Seachrome Coast
3 Tectonic Edge
1 Inkmoth Nexus
I play the 1-of Inkmoth because it
is solid when I start to get my
proliferate engine going, but before
then a lot of times it is just a
source of colorless mana. I am
thinking of adding a second copy of
it to the 75 but I'm not 100%
positive yet. I play 3 Tectonic
edge because it is just so solid
right now, but I need to hit my
early blue land drops (untapped) so
bad that I can't justify playing a
fourth copy of it. The rest of the
lands I feel are self explanatory.
I play so many because I feel that
the deck needs to never miss a land
drop, and if it is, it is losing at
that point in the game. The deck
needs to always be progressing, and
it needs a lot of mana in order to
win in the late game, and it needs
to keep curving out in order to hit
that late game.
Sideboard
1 Day of Judgment
2 Baneslayer Angel
4 Kor Firewalker
3 Flashfreeze
1 Divine Offering
2 Hex Parasite
2 Ratchet Bomb
Most of the sideboard is pretty self
explanatory
because of my meta (lotsa red and
green). The high amounts of red and
green would make one thing that I
would want to play more flashfreeze,
but I prefer more specialized
choices v. both of them, and ratchet
bomb does a whole hell of a lot
against elves, which various elf
builds are probly my worst matchup.
I play baneslayer against red and
green as well, I feel little
explanation needs to go with red,
and against elves, nothing gives
Vengevine the finger quite like a
baneslayerdoes. I play the hex
parasites because it is just so good
in the control mirror. This deck
has some problems against various
tez builds if they win the die roll
and get an early inquisition of
kozilek on you, since bluffing is
borderline impossible at that point,
and they probably took one of the
precious counterspells from your
hand.
So, while this is a deck that I wouldn't advice to take
to the next SCG open or Grand Prix,
I would advise to try it at your
next locals and let me know how it
does! I'm going to try to start
doing video articles and deck
profiles sometime in the near future
so stay tuned for those. If you
play Yu-Gi-Oh! feel free to peruse
my articles on this website by just
going to the Yu-Gi-Oh! part of
pojo.com. This deck has been a lot
of fun for me and while it isn't a
budget deck (I'm glaring at you,
batterskull) it is by far cheaper
than most meta decks right now (0
fetches, no swords, no 5$ uncommons,
no mindsculptor) and has given me a
decent win/loss ratio at my store.
I'm happy to also talk or email with anyone that would
like to contact me. I do deck fixes
and things of the like and am happy
just to talk strategy with someone,
though on deck fixes, I would prefer
to keep it standard, as I am trying
to get into legacy, but am far from
adept at it and at this point would
like to only be accountable for
myself in the format, as sad as it
sounds. So, if one wants to contact
me here are my various social
networks:
yahoo: Andro_sphinx@yahoo.com
skype: Themcshakealchemist
youtube: themcshakealchemist
facebook:
www.facebook.com/shakezilluh
Thanks again for reading! Any
feedback is greatly appreciated!
|