Affinity Part II
Return of the Peasants -
Affinity Part II
Okay, okay, I know it has been a while and I am out of
excuses. Before I go on and outline recent thoughts,
revelations, changes, and, of course, my article I
have a few people I want to thank for making this
article possible. Nick S. - Thanks for always being
there for me personally and also for always reminding
me that I need to keep working on PEZ. Also, thank you
for keeping me up at night trying to come up with ways
to abuse Kobolds - it is true torture. Nick V. and
Will/Bill - Thanks for giving me another perspective,
showing me that my articles are read and do make a
difference, and also for encouraging me to write more
of them. For others who have written me and sent me
e-mails, I am sorry I haven't responded to as many as
I had intended. Although I may have let some of you
down, send me another e-mail and give me another
chance.
Thoughts, Revelations, and Changes
Looking over past articles, I always note
misconceptions, errors, and inconsistencies that I
would have liked to correct. Indeed, reviewing my old
articles is a very humbling endeavor. No one is
perfect and sometimes I haven't put in the extra work
or extra thought that I should. At the risk of
sounding like the president, this is not an apology.
One of the things that Nick pointed out to me is that
even in these circumstances there is always something
valuable, something to be learned. A vigilant reader,
he points out, can always find a few gems in my
article and expand upon them to create truly
interesting, fun, and competitive decks (at least one
such creation of his will be highlighted when I get to
Skullclamp decks).
Over the next few months, I will endeavor to examine
the decks that are currently part of my test circuit -
many of which I have written about before. This week I
will start with Affinity, where I made the most errors
in my analysis. I will then spend time examining, in
no particular order, MBC, Black Aggro/Control, Black
Land Destruction, White Weenie, Fog Machine/Life
Machine, Red/Green B.B., Accelerated Stompy, Sligh,
Ponza, FrozenTides, Blue/Red Super Wall, Stupid Red
Burn, Elf Clamp (and other Clamp based decks), and a
few others that escape my memory right now. Some of
these decks won't need a full article so they may be
combined. This task will, of course, be interrupted
with a review of Fifth Dawn and perhaps more
alterations if the set gives us cards worth making
serious changes to existing decks. I will also begin
by trying to be more explicit when describing the
current state of development of each of the decks and
ideas I write about.
Affinity Revisited
A number of misconceptions were involved in my
Affinity article. Upon my review of the article it is
difficult to point out all the individual instances in
any coherent way. Instead I will start with my current
version of Affinity, which has gone through a lot of
testing.
4 Ornithopter
3 Atog
4 Frogmite
4 Myr Enforcer
4 Tooth of Chiss-Goria
4 Bonesplitter
3 Pyrite Spellbomb
3 Welding Jar
4 Lotus Petal
3 Shrapnel Blast
3 Shadow Rift
4 Thoughtcast
4 Chromatic Sphere
1 Mishra's Factory
4 Darksteel Citadel
4 Seat of the Synod
4 Great Furnace
Upon perusal of this deck list, a few obvious
inconsistencies can be found with my previous article.
Perhaps the most glaring is the lack of Sol Ring.
I had suggested Sol Ring as a critical card for
Affinity decks. On face, the reasoning is sound; Sol
Ring essentially provides 3 mana for an investment of
1 mana. In reality, Sol Ring is a useless card if
drawn after turn 3 and Affinity decks retain the
ability to have explosive early turns even without
this Uncommon. In my previous builds with 14-16 lands
and the Sol Rings there was too much mana available
and too few threats. In this version, there is often
too little land, a calculation would indicate that the
deck would like to run 15 lands, but the deck can
still retain full ability even after a mulligan and
the Affinity ability naturally skews the mathematics
of mana. As the deck has gone through testing it has
revealed that it would like additional mana sources
and it is likely that further testing will reveal that
it wants an additional land. Sol Ring may be able to
fill this spots, and there are Uncommon slots
available, but it has been revealed that it is not a
critical card to the deck. It should be noted that a
number of Affinity players have suggested that even 12
lands may be one too many and this is true on a good
draw but the chance of a good draw decreases
dramatically with fewer lands.
Another difference between this deck and my previous
article is the inclusion of Thoughtcast. I had argued
that while Affinity would begin topdecking early it
was no different than any other aggressive creature
based deck in PEZ. This is false. Other creature based
decks in PEZ generally start with a minimum creature
base of 20, Affinity typically runs a much smaller
number. Because of this it is much less likely for
Affinity to draw into additional threats than it is
for the more traditional beat down builds. In fact, 4
Thoughtcast are insufficient for the full drawing
needs of Affinity. To this end, the deck employs both
Shadow Rift and Chromatic Sphere. Both of these spells
serve a specific role in the deck, granting evasion
and smoothing mana issues respectively, but testing
has revealed that aggressive use of these spells for
card drawing, even when such use doesn't serve their
primary goal, is critical to success. Card drawing for
Affinity should be considered a necessity instead of
an option.
You will of course note that this deck runs 2 colors,
and in my previous article I treated the two color
builds as secondary. The fact that PEZ has so
stringently reinforced reliance on mono-color decks
perhaps blinded me to the possibility of serious
multi-color builds as did my assertion that Affinity
was a Tier 2 deck. The fact is that running 2 colors
accelerates Affinity much more than it hampers it and
Affinity decks certainly deserve respect as a Tier 1
build.
Lastly, I want to comment on how to play Affinity. I
have already noted that it is critical to make
aggressive use of any card drawing options available.
The occasional exception to this is use of the
Spellbombs. While many players prefer the Aether
Spellbomb, for PEZ the Pyrite Spellbomb is clearly
superior. This is partially because most PEZ threats
are of the weenie variety but also because the Pyrite
Spellbomb can deal damage to the dome and the deck is
clearly an aggressive variant of Affinity. The other
critical card to understand is the Atog. Many players
look at this drop to win the game immediately. To this
end they will hold back evasion granting instants and
other such nonsense. The real strength of the 'Tog
isn't when he attacks for massive damage but the
threat he represents. Playing a 'Tog and forcing
opponents to block him and attempt to burn him
produces a win just as surely as if he gets through
with no blockers. Making slots available for evasion
for the 'Tog, however, just waters down the deck and
detracts from its real focus and from consistency.
Likewise, the insane threat of the Atog makes him a
much better choice than the weaker Somber Hoverguard.
The Atog is simply more resilient and it is the
difference between a nuclear bomb and a soldier with a
rifle - they can both kill but you have to worry much
more about the bomb.
Moving on, I think that it becomes important to look
at what other builds Affinity may have to offer. In
Type II we see that the standard build has become
Ravager Affinity. While PEZ decks obviously can't play
the amazing Arcbound Ravager the deck does suggest two
PEZ alternatives. First, these decks place a great
deal of reliance on another amazing card: Skullclamp.
The Clamp is one of the most powerful cards to be
introduced to PEZ in a long time and the card drawing
it offers fulfills a critical need for Affinity. The
second aspect of Ravager Affinity decks that may be
introduced to PEZ is use of the Disciple of the Vault
- a card I generally dismissed as substandard in my
previous article. It is important to note that
building a deck with either of these cards requires us
to start from scratch with Affinity rather than
seeking a plug and play mentality. Exchanging
Skullclamp for Shrapnel Blast in the above build would
be useless and dropping 'Thopters or some other card
for Disciple of the Vault would produce similarly
limited results.
Affinity Clamp
My Affinity Clamp deck is in the earliest phases of
testing and consideration. The obvious place to start
the build, however, is by modifying the creature base.
First, many more creatures need to be made available
to the deck since it will likely burn through them
quickly with the Skullclamp. Secondly, the creature
mix needs to be changed to allow for creatures that
can be sacrificed to the clamp. Here is my initial
build:
4 Myr Moonvessel
4 Arcbound Worker
1 Arcbound Slith
3 Arcbound Stinger
4 Frogmite
4 Myr Enforcer
4 Thoughtcast
4 Tooth of Chiss-Goria
4 Bonesplitter
2 Welding Jar
3 Chromatic Sphere
4 Skullclamp
4 Lotus Petal
4 Vault of Whispers
4 Great Furnace
4 Seat of the Synod
3 Darksteel Citadel
The creature component of the deck went from 15 to 20
and most of these have 1 on the backside. Likewise,
the amount of land also increased in order to help
power multiple uses of the Clamp. So far the deck
seems to gain a consistency advantage from the
Skullclamp while it losses removal and direct damage
that often allow Affinity to end games a turn early.
Even so this type of deck may well prove playable with
additional tweaking and testing, especially with the
increased growth potential of the Frogmites and
Enforcers.
Affinity Vault or Disciples of Affinity
This type of deck is much less attractive for me. My
most basic tenant of deck building is that all decks
should pick a specific theme and then pursue that
theme with single minded dedication. For Affinity
decks the theme is clearly beat down. While it may be
possible to build a dedicated deck around Disciple of
the Vault the simple fact is that such a deck would be
packed to the gills with Artifacts and as such it
would likely make little sense to exclude Affinity
creatures. At the point at which Affinity creatures
enter the deck, however, it would seem most natural to
eschew the antics of the Disciple in order to pursue a
beatdown theme. Thus, the deck automatically runs up
against a personal deck building blind spot of mine.
This may mean that my build will continue to be
sup-optimal until someone else takes it where it needs
to go or does the testing with a mind full of hopeful
possibilities.
4 Krark-Clan Shaman
3 Atog
4 Disciple of the Vault
4 Arcbound Worker
1 Arcbound Slith
4 Frogmite
3 Myr Enforcer
4 Chromatic Sphere
4 Tooth of Chiss-Goria
4 Scale of Chiss-Goria
4 Thoughtcast
4 Aether Vial
4 Lotus Petal
4 Vault of Whispers
4 Great Furnace
4 Seat of the Synod
1 Mishra's Factory
While my earlier comments would truthfully indicate
that there are some card choices of which I am not
sure, there are some aspects of the deck that I like a
lot. The first revolves around Krark-Clan Shaman. This
card is potentially amazing against a wide range of
PEZ decks and is great as a sideboard, or even main
deck, card in other Affinity builds. This build is
perhaps built around the Shaman as much as the
Disciple. It is for this reason that the Scale of
Chiss-Goria is included instead of Equipment based
pump. My reading of the rules indicates that while a
massive Shaman explosion would kill the Disciple, it
wouldn't stop the Disciple from triggering for each
sacrificed Artifact, and a more controlled explosion
could clear the board of blockers to allow an Arcbound
pumped Frogmite or Enforcer through.
The second aspect revolves around the other innovation
of Ravager Affinity. Aether Vial is not a strong
choice for regular PEZ Affinity where there are no
creatures that share a common casting cost. Here,
however, are multiple one drop creatures that can
easily take advantage of the Vial. Secondly, combat
tricks with the Vial pose a number of interesting
choices to make combat more interesting for your
opponent. While non-PEZ decks will find 4 Vials too
many, this deck needs the additional help smoothing
color issues and the Krark-Clan Shaman also makes them
more interesting.
Where Else Can Affinity Go
While my test version of Affinity is strong I think
players may find it well worth their effort to
investigate the Krark-Clan Shaman more. Likewise,
combining Erratic Explosion with Affinity may be
interesting because of the High casting cost of
Affinity spells. Also, while I was wrong to suggest
that Affinity decks needed powerful creature
Enchantments to make them playable, I still believe
that many of these cards could provide interesting
avenues for deck building.
To sum up the changes in my stance on Affinity bear
the following in mind. First, look beyond the Sol Ring
as a method to enhance Affinity. Second, multi-color
Affinity holds a greater amount of potential than
mono-color builds. Third, card drawing from powerful
spells like Thoughtcast must be included in Affinity.
Lastly, good Affinity builds should be considered as
Tier 1 decks and not Tier 2. I still don't believe
that they approach the best deck but they are at least
as strong as the diverse creature based decks in PEZ.
I believe that this article marks a renewed commitment
to quality on my part but at the very least I am fully
confident that I have left you with some true gems of
insight that can get you started on your own projects
and ideas. Remember that I hope you all feel free to
e-mail me and to join the PEZ discussions at Pojo,
Card Shark, Brainburst, and Yahoo. Also, if you are in
the Milwaukee area e-mail me so we can expand our
current PEZ playgroup.
Jason Chapman - chaps_man@hotmail.com
Jason Chapman -
chaps_man@hotmail.com