Building a Battle of Wits Deck
							August 22, 2005
							
							Ok yes, I know, I 
							missed last week. I suck. No excuses except that I 
							was not happy with my style in my first few 
							articles. I’m trying to find my voice here, and I 
							hope that maybe my time of evaluation will give you 
							a better read. Hopefully the extra-sized article 
							this week will help make up for it, and give you 
							some fun ideas.
							
							On a couple of occasions Wizards of the Coast has 
							tried to print blue enchantments encouraging people 
							to play larger than normal decks. The first attempt 
							was with Thought Lash, way back in Alliances. 
							Unfortunately, it never really saw play in any major 
							events, as the powerful ability to prevent any 
							damage was offset by how quickly the card could 
							cause you to become decked, and adding cards to the 
							deck only diminished your chances of actually 
							getting the needed Thought Lash into play. Thought 
							Lash was tried by a few valiant souls, but just 
							never caught on. I recall playing against Thought 
							Lash once with a white weenie deck. A friend was 
							quitting Magic and simply took all of his Blue and 
							White cards, threw them together into a deck that 
							was about 600 cards, and came to his last Sunday 
							afternoon tournament. I was paired against him in 
							the second round, and in one of the epic battles of 
							all time, I ran out of cards the turn before I was 
							about to deck him for the win. There’s just 
							something wrong with attacking for 20 damage 
							multiple times and never actually killing your 
							opponent.
							
							Fast forward several years, and in Odyssey, 
                              
Wizards 
							presented us with Battle of Wits, an 
							enchantment that cost 3UU to cast, and read “During 
							your upkeep, if you have 200 or more cards in your 
							library, you win the game.” This card actually did 
							try to show up in tournament play, most notably 
							played by William Jensen. Now, Wizards has brought 
							back Battle of Wits in 9th Edition, giving us this 
							extremely fun win condition to play around with, and 
							maybe even make it good!
							
							The problem with Battle of Wits is simple. You’re 
							playing a 200-plus card deck! You want to get at 
							Battle of Wits, get it in play, and hope it stays 
							there long enough to actually win the game the next 
							turn. That is hard to accomplish when you have so 
							many cards in your deck. You’re giving up draw 
							consistency, which is a big problem in a game that 
							is all about consistency of draws at any remotely 
							competitive level. 
							
							When William Jensen attempted to play Battle of Wits 
							in tournament play, he played cards that 
							accomplished primarily two roles. The first was 
							giving his draws consistency. Cards like Opt, Probe, 
							and Fact or Fiction all gave his deck the ability to 
							churn through the deck quickly. Diabolic Tutor 
							allowed him to go chasing directly after his win 
							condition, Battle of Wits. The other primary purpose 
							was to stall the opponent. Black removal and counter 
							spells helped keep the game under control while he 
							was digging through the deck.
							
							The problem with today’s Standard environment is 
							that blue has been weakened a great deal. Powerhouse 
							spells like Probe, Undermine, Fact or Fiction, 
							Exclude, and Repulse are all long gone. So what is a 
							Battle of Wits player to do?
							
							In looking at the current cardpool that is 
							available, Enduring Ideal stood out to me 
							immediately. Instead of having to tutor then cast 
							the spell, you can put it directly into play from 
							your deck, and if your opponent manages to deal with 
							your Battle of Wits, you are able to simply search 
							up another one.
							
							The best color in today’s environment, from a mana 
							consistency standpoint, is easily green. Kodama’s 
							Reach, Sakura-Tribe Elder, Journey of Discovery, and 
							many other similar cards allow you to pull land from 
							your deck which can be important.
							
							At this point, I’ll present you a decklist, and stop 
							at the end of each section to give you the 
							explanation for what those cards do, and some 
							specific card explanations.
							
							Win Conditions:
							4 Battle of Wits
							4 Honden of Seeing Winds
							3 Honden of Infinite Rage
							3 Honden of Night’s Reach
							4 Honden of Cleansing Fire
							2 Honden of Life’s Web
							
							Notice something there? Namely the Hondens. I 
							figured just in case your opponent does manage to 
							knock out your Battle of Wits or, more likely, when 
							you finally play Enduring Ideal, you find yourself 
							with less than 200 cards in your deck, the Hondens 
							give you a back up win plan. You may want to mix in 
							one or two other delaying enchantments in order to 
							win with. A Meishin, the Mind Cage is a perfect 
							candidate for giving your opponent fits in this 
							situation.
							
							Mana Fixers/Deck Thinners
							4 Enduring Ideal
							4 Weathered Wayfarer
							4 Sylvan Scrying
							4 Sakura-Tribe Elder
							4 Gift of Estates
							4 Solemn Simulacrum
							4 Journeyer’s Kite
							4 Wayfarer’s Bauble
							4 Kodama’s Reach
							4 Jushi Apprentice
							4 Sensei’s Divining Top
							4 Gifts Ungiven
							
							All of these cards specifically go dig out cards 
							from your deck, primarily land. Many of them can dig 
							up any land you like, which is why running five 
							colors with a focus on a couple colors is not a bad 
							idea. Other options include Journey of Discovery or 
							Rampant Growth, for example. Jushi Apprentice may 
							seem odd, but the card drawing is nothing to laugh 
							at, and when it flips, you have the distinct ability 
							to deck your opponent.
							
							Delaying Tactics
							4 Ghostly Prison
							4 Wrath of God
							4 Final Judgement
							4 Oboro Envoy
							4 Condescend
							4 Hinder
							4 Rewind
							4 Genju of the Fields
							4 Oblivion Stone
							4 Tel-Jilad Justice
							4 Pulse of the Fields
							4 Eternal Witness
							4 Steel Wall
							4 Dripping-Tongue Zubera
							4 Arrest
							
							One trick to note here is the ability to Gifts 
							Ungiven for Eternal Witness, Enduring Ideal, Battle 
							of Wits, and some card you may need, like Wrath of 
							God. They will always have to give you at least one 
							piece of the puzzle to win the game. If you need 
							mana to cast any one of the pieces, go get a mana 
							fixer. A good opponent will look at your mana on the 
							board and, if you have two Island, two Plains, and 
							one Forest, they will give you the Eternal Witness. 
							So for the fourth card, pick a land that produces 
							green mana, or a mana fixer.
							
							At this point, you’ll want to add about 100 lands. 
							Start with your non-basics and fill in from there. 
							Your non-basics should include Yavimaya Coast, 
							Brushland, Adarkar Wastes, and Tendo Ice Bridge for 
							starters. I would tilt the basic land choices a bit 
							in the favor of Forests, since most of your mana 
							fixers require green mana. A ratio of 40/30/30 is a 
							good place to start for your Forests, Islands, and 
							Plains, respectively.
							
							This deck is obviously a work in progress which I 
							will be tackling as much as possible, and every so 
							often I’ll revisit this deck and hopefully be able 
							to take into account feedback I get from the readers 
							of this column. 
							
							See ya next week! I promise!
							
							Tim Stoltzfus
							Morefuncomics@gmail.com