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