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Peasant Magic Decks - 2013 House of Pain - B. Siems
House of Pain
For today’s Peasant Magic article, I’m going to build around
Citadel of Pain.
Citadel
of Pain 2R (uncommon)
Enchantment
At the beginning of each
player's end step, Citadel of Pain deals X damage to that
player, where X is the number of untapped lands he or she
controls.
Before I present the decklist, a little history
lesson for the young ‘uns. Back before Wizards changed the
rules way back in the summer of ‘09, there was this little
thing called mana burn, which had a player taking a point of
damage for each unused mana left in his mana pool at the end
of his turn. Having a Citadel in play made the concept of a
player leaving some of his lands untapped in order to
respond to his opponent’s plays on the opponent’s turn (as
most of us do) a real “damned if you do” proposition for an
unprepared opponent, as regardless of what he did, he would
still take damage each turn.
Since mana burn is no longer an issue nowadays and a player
can tap out at the end of each turn without fear, this makes
Citadel of Pain a worthless pile of cardboard, right? Not
necessarily. Your opponent no longer has to worry about
being mana burned to death, true, but if he plans on casting
instants or activating mana-intensive creature abilities on
your turn, (y’know, things like Counterspells, Doom Blades
or burn) then he is still going to have to leave lands
untapped each turn. And if he has to leave lands untapped,
he will have to take damage from the Citadel, unless he
decides to tap out to avoid the Citadel damage, in which
case he’ll sit there all defenseless while you stomp him
silly on your turn.
The trick to using Citadel of Pain is to have a deck that
pressures your opponent into making the wrong choice every
turn without the Citadel killing you as well. Since the
Citadel is a red enchantment, I think we can do that.
Skyfall
(Peasant Magic format. Uncommons marked with an asterisk.)
RED CREATURES
4 Branded Brawlers
4 Glitterfang
2 Karplusan Wolverine
2 Keldon Berserker
4 Keldon Marauders
4 Plated Geopede
4 Spur Grappler
RED SPELLS
4 Citadel of Pain*
2 Downhill Charge
2 Fireblast
2 Shard Volley
4 Thunderclap
LANDS
4 Forgotten Cave
14 Mountain
4 Teetering Peaks
SIDEBOARD
4 Crash
4 Inflame
4 Raze
1 Pyroclasm*
2 Shard Volley
This Sligh-styled deck is built to prove that just because
you’re tapped out, you’re never really tapped out. In
general, our game plan for this deck is pretty classic for a
red deck, which is to 1) attack early and often with a
variety of “junk” creatures that conveniently interact quite
nicely with Citadel of Pain. 2) Cast a Citadel of Pain as
soon as possible. 3) Tap out on each and every turn, and
4) Sacrifice mountains to cast our spells when
playing defense.
Let’s break down the deck, starting with the creatures. First
up is Branded Brawlers, a 2/2 for R that can’t attack if the
defending player controls an untapped land and can’t block
if you control an untapped land. These guys are shock troops
for the early game and, in this deck, will always be able to
play defense (although we don’t want to block anymore than
we have to) and more often than not will be a major nuisance
on offense throughout the mid-game.
The Spur Grappler (a 2/1 for 2R that gets +2/+1 as long as you
control no untapped lands) and Keldon Berserker (a 2/3 for
3R that gets +3/+0 until the end of the turn whenever he
attacks and you control no untapped lands) may look a bit unwieldy, but
casting 4 and 5 power critters for 3 and 4 mana ain’t
nothing to sneeze at!
The Glitterfangs and Karplusan Wolverines are also included as
cheap 1/1, one drop shock troops. Glitterfang requires its’
owner to bounce it back to his hand every turn, but the fact
that it has haste (and gives us an excuse to tap a land)
makes up for that drawback, while the Wolverine pings a
creature or player for 1 whenever it’s blocked.
Plated Geopede is a first striking 1/1 for 1R, but landfall
gives him +2/+2 until the end of the turn. Sure, you’ll be
tapped out most of the time with this deck, but you’ll still
need to play land in the first place, so why not make it
worthwhile. The Keldon Marauders are more shock troops, ones
that we don’t expect to last long, but we don’t care. They
provide a little aggression and speed to supplement our
“tapped out” critters
On the spell front, I think we’re all familiar with Fireblast,
(but if not, it’s a 4RR instant that deals 4 to a target
creature or player, buy you can sacrifice two mountains
instead of paying it’s casting cost.) A similar card is
Thunderclap, a 2R instant that can only Bolt a creature for
3 damage, but you only need to sac one mountain to cast it.
Both of these cards are included in this deck, providing us
with defensive capabilities on our opponent’s turn without
worrying about being pinged to death by the Citadel.
Also included is Downhill Charge is a creature pumping version
of Thunderclap (i.e. sac a mountain to cast it), useful for
getting that last bit of game-finishing damage in for the
win. Shard Volley is another Lightning Bolt variant that
requires the sacing of a land when it’s cast. It’s not
pitchable like the ‘Blast or the ‘Clap, but it does help us
make sure that we don’t have to worry about having untapped
lands in play.
I’ve even included some lands that support our theme.
Forgotten Cave (which has cycling) and Teetering Peaks
(+2/+0 for a target creature until end of turn) both come
into play tapped, always helpful for powering up our
Brawlers, Grapplers and Berserkers.
The sideboard is also built to take advantage of our tapped
out state of mind. Crash and Raze are here to deal with
artifacts and lands, of course, but they work frighteningly
good to surpress blue decks when working with the Citadel.
Inflame is give
us some extra offensive punch against decks that are faster
than us, while the Pyroclasm is included as a board sweeper
and an extra pair of Shard Volleys are here to provide
back-up firepower.
One last random thought before wrapping it up: How appropriate
is it that the Citadel (a card first printed in
Prophecy) has
retroactively become a rhystic spell? :)
Until next time, I remain…
B. Siems
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