|
|
|
Argothian Treehouse
with Andy Van Zandt
Control Skies Affinity
8.25.04 All right, we're in the midst of an
interesting Mirrodin block constructed Pro-Tour
Qualifier season. The most popular deck seems to be
Ravager affinity still, despite both the large amount of
hate cards out there for it, and the lack of skullclamp.
Tooth and Nail and Big Red seem to be the other 2
top-tier archetypes for the moment, both with their own
contingent of cheap artifact removal. So here's one of
my stabs at a somewhat rogue deck, though it takes its
cue from one of the affinity variations. Now I say that,
but the ideas behind the deck and the way it plays is
vastly different from standard affinity, so don't jump
the gun and assume it's an inferior affinity build- look
at it like an aggro-control deck, like Skies. We'll
start with a decklist and then I'll go into the
concepts:
4 Somber Hoverguard
3 Qumulox
4 Serum Visions
3 Thoughtcast
4 Condescend
3 Override
4 Frogmite
4 Ornithopter
4 Scale of Chiss-goria
2 Paradise Mantle
2 Chromatic Sphere
3 Cranial Plating
4 Seat of the Synod
4 Ancient Den
4 Darksteel Citadel
2 Vault of Whispers
6 Islands
This is a more tuned version than my original, which
included Myr Enforcers and Arcbound workers. Now stop
screaming about the lack of Disciple and Ravager, we
already went over this- it's not the same deck. It does
use affinity, and thus some of the same cards, but it
functions altogether in a different manner.
First off, the simple idea is to lay a flying creature
or two...hopefully adding up to a 3 turn clock,
roughly... any two flyers, or one with a cranial
plating. Two sombers is still satisfactory because
you'll have got the one swing with the original off
before the real clock starts. Once you've got your beats
set up, you sit back on a counter or two while your
quick clock starts ticking. The plan's stability is
enforced by the blue
flyers- most decks simply don't deal with them. They're
not artifacts, and the most common air creature in the
top-tier decks is blinkmoth nexus.
Which doesn't cope.
Notes on specific card choices:
Scale of Chiss-Goria not only gets your affinity up
fast, it does very mean things to red decks... the vast
majority of games where you scale to save your
Hoverguard from an E-bolt, you will win. Additionally,
it gives Somber the toughness to survive a self-pumping
Blinkmoth Nexus. Then the side benefit of blocking some
Witnesses and Uktabis with your Frogmites and
Ornithopters is a much less important perk.
Serum Visions and Thoughtcast smooth out your draws to
make it all flow the way it should. There are 4 Visions
rather than Thoughtcasts because having the turn 1 play
is more important, and they honestly do a very similar
thing anyways.
Override is basically a hard counter in the deck. The
reason Condescend gets the higher number is that it can
counter on turn two AND lets you smooth your draw more.
If it didn't do both, there would be 4 Override.
Counter Arc-sloggers and Tooth and Nails. Win.
Chromatic Sphere and Paradise Mantle are very similar
cards in the deck, and while in normal Ravager builds,
the Mantle is best only on turn 1 and 2, the Sphere is
better any time after that... this deck needs the
slightly more permanent source of blue mana, plus the
actual -acceleration- it provides to get your flyer out
is better. There were 4 mantle, but when I lowered the
creature count, it suited the deck better to lower the
mantle count, thus the split.
Environmental Notes: Not only are your creatures not
artifacts, but half of your lands don't die to artifact
kill either. This makes you more resilient to hate,
however an oxidize-shaman-shaman draw can still cripple
your mana too much in the beginning, if they're
"wasting" it on your land rather than saving it for the
Ravagers you don't have. I've thrown up my
hands on several occasions when the second Shaman came
down. A very strong
Ravager Affinity draw against you is hard to beat
main-deck, unfortunately, particularly if they go first
and lay Vial turn one- odds are you won't get the
opportunity to Condescend Ravager then. However, If they
don't get a blazing fast draw, this deck tends to be
more consistent, and a Cranial Plating will be your best
friend, because they can't cope with it on a flyer.
Sideboard:
4 Aether Spellbomb
4 Test of Faith
4 Annul
3 Blinding Beam
Aether Spellbomb is mostly for Tooth and Nail, and even
though you won't need it that often, it's still a
superior card to the Scales in that match-up. I also
sometimes bring in the Spellbombs over scales against
Affinity. The more standard bring-ins for Affinity are
the Annuls and Blinding Beams. Leave in 2 condescend,
take out the rest of the counter, 1 Serum Visions, and 1
Scale to accomodate them. Test of Faith is for the Big
Red match. The sideboarded white cards are the reason
there are more main-deck white lands than black.
That's about it... oh, and you should generally mulligan
hands that don't
have a permanent blue source. Questions? Comments?
Suggestions? Send me
and e-mail.
You can reach
Andy at: andyvanzandt@hotmail.com
|