Sometimes, They
Come Back
When I originally wrote this article
and the above title it was simply in reference to
the deck below. Now, with Techsas having a new home
here at The Pojo, it takes on a wholly different
meaning. The plan is to have this become a weekly
column, so I don't think I'll be able to post a new
deck every Thursday, but this frequency will give an
opportunity to meander around the Magic world,
offering strategy on the formats I'm playing as well
as new deck that come down the pipeline. Let me know
what you think, I enjoy hearing from everyone out
there!
This is the bulk of my last fully
written article which was never published until now.
I've updated parts of it to include some Planeshift
cards, and we'll have all-new material starting next
week!
Last time I introduced everyone to
Saproling Hell,a green deck designed to create lots
of tokens. In the responses I've gotten, I realized
I probably should have explained an idea or two in a
bit more depth. For instance, why I didn't like
Spontaneous Generation in the deck. In my
playtesting, Generation showed up in my opening hand
and caused me to hold onto cards more than normal
which slowed down the deck, or I would drop a bunch
of fast creatures, then draw a Generation and have
2, maybe three cards in hand and be upset. Either
way, it didn't seem to be particularly condusive to
the deck's construction, so I removed the card.
That said, now I'll look at some of
the responses I got to the deck. Most notably, yes,
the deck translates exceedingly well to Extended,
thanks to Gaea's Cradle. Even when building this
deck I kept wishing Cradle was available in the
environment. Drop Cradle into Saproling Hell, and it
could get exceedingly explosive. Granted, it is
probably still easily disrupted by Force of Will,
but Extended also has much more effective sideboard
strategies like City of Solitude that could give the
deck a fighting chance. If you give the deck a run
in Extended and have any success, I'd love to hear
about it!
I exchanged several e-mails with
people regarding Urza's Rage versus Ghitu Fires, and
it is a difficult choice. What I think it boils down
to is a metagame choice. Ghitu Fire allows you to be
able to remove early creatures more easily against
Rebels and Fires decks which will slow them down and
give your deck time to develop. Rage is obviously
more effective when dealing with control decks and
counterspells. Considering how difficult it is to
come up with the two red mana for a Rage with kicker
at times, Fires may be the card of choice in this
particular situation.
Some people brought up Phryexian
Altar for its ability to produce colored mana. I
tried that originally but came to the conclusion
that the ability to double the mana investment for a
saproling was too important to the explosiveness of
the deck. Also, considering the environment, Aura
Mutation makes for an excellent sideboard card, if
not a main deck card, depending on what people like
playing in your area. Aura Shards is something to
consider, but at first glance, I tend to think
Mutation would be better for this deck.
There's more I'm working on for this
deck but I still haven't ironed out enough to make
it worth everyone's time, so I'll work on it and let
everyone know how it develops!
And now, Sometimes, They Come Back
(or, the story of a badly named but great deck.)
One of my favorite decks of all time
is the deck Alan Comer made popular, Godzilla. For
those who don't remember, the deck made its debut at
Regionals in 1997, and featured huge fatties like
Hidden Horror, Verdant Force, Shivan Dragon, and
Sliver Queen. Cards that got those huge creatures
into the graveyard like Merfolk Traders and
Firestorm, and ways to drag those fatties out into
play like Animate Dead, Necromancy, and a few Living
Death just for fun. It was a blast to go first turn
Dark Ritual, Hidden Horror, then second turn return
the Verdant Force to play with Animate Dead that you
had discarded the previous turn. The deck worked
well at the time because it featured a multitude of
threats in castable creatures, and the animation
cards were plentiful. Firestorm gave it the ability
to weather early storms from decks like Sligh, plus
the Firestorm set the deck up for later in the game.
I loved playing the deck because it actually won in
spite of looking so goofy and it was a blast to
play.
In the current Type II, There are a
ton of fatties to have fun with in the environment,
from Avatars to Dragons, even "small" guys
like Jade Leech and Blastoderm. In Invasion, there's
a new version of Living Death called Twilight's Call
that costs 4BB to return all creatures in all
graveyards to play, and can be played as an instant
for two extra mana. Naturally, I saw possibilities.
I wanted to base the deck off of Godzilla's
theories, one of the most prevelant of which was
playing only creatures that were able to be hard
cast when required late in the game. I wanted a lot
of fat creatures, ways to get them into the
graveyard, and of course, Twilight's Call to bring
them back. The biggest weakness is that there is no
single card that allows you to bring back a single
creature easily like Animate Dead or Necromancy did.
The only options are Phryexian Delver and Strand of
Night, both suboptimal.
Blue featured the best cards to work
creatures into the graveyard in Probe, Fact or
Fiction, and Vodalian Merchant, so blue and black
were a natural combination for the deck. I built the
deck like so:
4 Dark Ritual
4 Twilight's Call
4 Avatar of Woe
4 Avatar of Will
1 Dromar, The Banisher
1 Crosis, The Purger
1 Reya Dawnbringer
1 Necrosavant
4 Sage Owl
4 Vodalian Merchant
4 Fact or Fiction
4 Probe |
5 Swamp
5 Island
4 Salt Marsh
2 City of Brass
2 Ebon Stronghold
3 Underground River
4 Rishadan Port |
Dark Ritual and Ebon Stronghold are
both critical to firing off some of the spells early
on. The only reason I don't have four Stronghold is
because I don't want every land I have come into
play tapped. There are several occasions that I will
hard cast an Avatar early on via this mana
acceleration. Early on, I included Peat Bog, but
ended up removing it as it tended to make it too
punishing to play a 3rd turn probe, 4th turn Fact or
Fiction.
The selection of fatties is chosen
with the idea that they are all able to be hard
cast. The only exception is Reya, and she should be
discarded with enough ease to make her ability to
bring back fatties repeatedly worthwhile.
As for search/discard, I included
the obvious in Vodalian Merchant, Fact or Fiction
and Probe, all which do quite well. The Sage Owl was
originally counterspells and the counter magic
simply did not fit in the deck, so I went with
another two drop that could chump block, and the
ability of the Owl allowed me to prepare for
upcoming turns and Probes effectively while jumping
in the way of incoming Blastoderms and their ilk.
Rishadan Port works quite well in
the deck, delaying the game even just a turn for
Fires gives this deck the time it needs to work into
its setup. Ports are far from 100% required, though,
feel free to try changing these slots with other
cards and see what you come up with. Your best
matchup with this deck is generally any aggressive
creature deck. It boils down to porting them turn
two, droping a Merchant or Owl after that, then
chump blocking while playiung Probe or Fact or
Fiction, then at that point your fatties become a
factor and they have a very difficult time dealing
with Avatars coming out their ears.
Looking at Planeshift, I tend to
think that Diabolic Intent, the new Demonic Tutor
card would work excellently to go snag that
ever-important Twilight's Call when you need it.
This deck's biggest weakness right
now is Blue Skies when Skies draws an excellent mix
of countermagic and creatures. It's a problem I
haven't had time to work on yet, but I'm trying to
figure out some ideas. Bribery tends to be a bit
problematic when backed up by opposing counters as
well. If you hit one of the massive control decks
that run 8 Wrath of God spells, simply hold onto the
Twilight's Call until your opponent's end step, then
send over the Army of Fatties on your turn.
All that said, this deck is a blast
to play and has the most potential of any deck I
have featured so far, in my opinion. Try it out, I'm
sure you'll have a good time declaring that you're
"attacking for 16".
Tim Stoltzfus
wakkodjinn@pojo.com