When considering tri-color decks
for the Peasant format in the obvious deck to turn to is Three Deuce. First off
this is because most of Three Deuce (like the Original Sligh decks) are common
cards. Second, the Deuce in Three Deuce stands for the fact that most of the
cards are 2cc. This is important because in order to maintain speed with when
running 3 colors decks have to keep the casting cost down. This is even more
important when you are forced to run without the benefit of dual-lands. Third,
Three Deuce is one of the most dominant non-combo tri-color decks ever
constructed. Oh, did I mention it’s also fun to play. The other great thing
about Three Deuce (again like the old school Sligh) is that it’s not pure
aggression. The deck plays out fairly aggressively but it also has elements of
control that allow it’s smaller creatures to compete if the deck can’t steal a
quick win.
Three Deuce, however, isn’t the
only possible tri-color deck for you Peasant fans out there. Why don’t you gasp
along with all the others reading out there when I tell you that we will look
at a peasant variant of Counter Sliver (more Sliver decks will be posted in the
future) and also a combo deck (maybe the first in Peasant magic). Well, hold on
tight here come 5 new decks:
*Standard Peasant
Three Deuce (W/G/r)*
4 Lay of the Land
1 Land Grant
4 Rancor
4 River Boa
4 Soul Warden
4 Goblin Legionaire
4 Mogg Fanatic
2 Skyshroud Elite
4 Granger Guildmage
2 Mother of Runes
3 Swords to Plowshares
4 Lightning Bolt
7 Plains
8 Forest
5 Mountains
This deck comes pretty close to the
traditional Three Deuce design so there aren't many surprises and not much to
say. It runs heavy on the land for a Deuce deck but this land is needed because
there won't be any Dual Lands hitting the table. It also runs more land search
cards than normal (or I should say it runs land search) but this is for the
same reason.
The
creature component will look very familiar with Goblin Legionaire, Mogg
Fanatic, Skyshroud Elite, River Boa, and the Granger Guildmage as regular
customers. Soul Warden is added because it's strong in this heavy creature
environment and it's ability to be dropped first turn helps lower the mana
curve and compensate for land issues. Mother of Runes also makes an appearance
because this deck lacks creature protection and you will need to have something
otherwise you will find your self coming up short all though the built in
creature control will help. The Granger Guildmage could be replaced by
Thornscape Apprentice. The Apprentice can control bigger creatures when they
hit the board but they tend to slow you down more than the Guildmage. In the
end I believe that the Guildmage is much stronger.
Overall,
I'm not sure about this deck design. Card for card it's almost the original,
but with the power of burn in the Peasant Magic Environment I think it may come
up short. Then again the deck list for Three Deuce looks pretty weak until you
play it.
*Three Tax (W/g/r)*
3 Enlightened Tutor
2 Land Tax
4 Empyrial Armor
4 Rancor
4 River Boa
3 Defiant Falcon
4 Thermal Glider
2 Devout Harpist
4 Soul Warden
4 Mogg Fanatic
4 Soltari Foot Soldier
1 Crimson Acolyte
4 Seal of Fire
4 Lotus Petal
1 Mountain
3 Forest
9 Plains
This
deck probably looks a little strange. Without dual lands who in their right
mind would run a three color deck with only 13 land (Even with dual lands who
would want to). With a little closer examination, however, it can be seen that
this deck has a strange synergy.
First,
this deck, as indicated by the name, is made possible by the well beloved Land
Tax. This card allows you to run fewer land than most decks (That and the fact
that the mana curve is
0cc: 4 1cc:27 2cc:8 3cc:8). Land Tax also
allows you to run very few of the off color lands. Best of all, it fuels
Empyrial Armor. As long as you keep the land in hand and don’t play them, you
can easily have a hand of 10 or 11 cards within a turn or two. That means your
Soul Warden can wander over and beat your opponent to death in 2 turns if it
needs to. Land Tax also thins the library pretty quickly to help you draw the
game winning Empyrial Armor.
Having
multiple Land Tax in play is nice, but it really isn’t necessary (at most you
can use it 5 times before it’s useless). That is why there are only 2 in the
deck. Of course with only 2 of any card in your deck you should never really
expect to see it hit the table. That is why there are 3 Enlightened Tutor,
another classic White power card. Not only can you fetch the Land Tax but if
you already have the Land Tax and want to go for some beats you can fetch the
Imperial Armor or pick up Seal of Fire to burn a defending creature to a crisp
or yank out Lotus Petal so you can get colored mana without disturbing your
Land tax or . . . well you get the idea.
As
far as creatures go you have 26 to choose from. The River Boa is always good
but in this deck he is mostly there as a regenerating blocker against Stompy.
Don’t be afraid to use him as a beat stick if the opportunity presents itself,
just remember that you are short on Forests so his Regeneration ability is a
little weaker than normal. The Fanatics are there to remove blockers with
Shadow and Flying, most of which have 1 on the backside. The White creatures
are pretty self explanatory. Soul Warden produces a life boost and can come out
on turn 1. Devout Harpist can also come out early and is your protection
against other White decks with Empyrial Armor. The Crimson Acolyte is a nod to
the meta-game. The other 11 creatures all have evasion abilities and the
Defiant Falcons start a short rebel chain to grab the Thermal Gliders also for
use in those duels against Red (Although this means you have 4 lands out and
that is about the maximum you want to play with this deck).
You
may think that this deck would be better if it went mono. First of all, while
such a deck would be very good indeed (and I may play such a deck, hehehe), it
underutilizes the insane power of Land Tax. The other colors also round out
your deck. With River Boa you have a strong attacker against Blue decks which
have their own Flyers and Shadow creatures and a good blocker against
aggressive decks. The Red removal helps in the mirror match to deal with
blockers and the Seals are begging to be broken across the face of the Voice of
All, a chance they rarely see. You may wish to replace Rancor with Seal of
Strength as this is good against the Sligh match up. A Seal of Fire for a Seal
of Removal or substitution of Elvish Lyrist may be a good idea in order to protect against Story Circle, CoP or Propaganda. A final substitution may
be the choice of Thornscape Apprentice or Quirion Ranger over River Boa. Either
way, this adds 4 1cc drops. The Apprentice adds some pretty good blocker removal abilities for your attacking
creatures. The Ranger allows for more Land Tax tricks.
A
good draw for the deck would be:
Turn 1: Plains, Land Tax
Turn 2: Trigger Land Tax, Plains, Soltari
Foot Soldier (hand size 5)
Turn 3: Trigger Land Tax, Lotus Petal,
Empyrial Armor, attack for 8 (Hand size 7)
Turn 4: Trigger Land Tax, Attack for 12, Game
Over.
While
this was a perfect draw, there is flexibility in the deck that should allow you
to generate mid/late game wins if necessary although this the early game is
where this deck truly belongs. It can run without Land Tax, but not so well.
Don’t forget that, at least at GenCon this year, when the No Land Mulligan was
in force you could abuse the rule in a very hideous way.
*Three Deuce Control (U/G/b)*
4 Rancor
3 Sleeper's Robe
4 Vodalian Zombie
3 Duathi Horror
4 River Boa
4 Weatherseed Faeries
1 Hunted Wumpus
4 Lay of the Land
3 Terror
2 Recoil
4 Repulse
1 Rushing River
1 Capsize
10 Forest
6 Island
5 Swamp
1 Terminal Moraine
Whith no first turn drops and only 17
creatures this deck plays more like a control deck than the usually aggressive
Three Deuce set up. Don't be fooled, however. This deck will tend to stabilize
much sooner than normal control decks (around turn 4 or 5) and once stabilized
this deck goes in for heavy beats.
The
creature selection, as with all Three Deuce designs, is the key to it's
strength and flexibility. The Vodalian Zombies are a pretty good pick 2 mana
for a 2/2 is always a decent deal but the Protection from Green is huge in this
environment. As a matter of fact, the protection theme continues with the
Weatherseed Faeries who will show all kinds of Red hate and they fly so they
are useful against non-red decks. The River Boa is also good against Red
because of it's ability to Regenerate but is also the bane of Blue. Against
White, the Horror can sneak through unblocked and against other decks it isn't
even an issue. The only real odd ball is Hunted Wumpus. This 6/6 bad boy is
cheap and he comes out just about the time you start laying down control
through your bounce spells. Whatever your opponent puts out the Wumpus is
bigger and you should be able to take care of any thing that is a threat.
Blastoderm is another choice for this spot, but the Wumpus is bigger and he
will stick around. Traditionally, this spot could be filled with Llanowar
Elite, but at 9 mana for the cost plus the kicker they are a little expensive
for this deck since you want the extra pressure to start comming as you begin
to bounce your way into control. If you want more creatures, I would consider
Harvest Mage instead of Lay of the Land, but I feel that the mage is too
vulnerable to direct damage.
You
probably noticed the standard 4 Rancor but right below it is the not so
standard Sleeper's Robe. Casting one of these on a creature is just too good.
With Black an uncommon color in this environment and Artifact scarace (although
I think you should see more Phyrexian War Beasts) this card makes your creature
unblockable 90% of the time. Better yet you draw a card when he does get
through and when this starts happening your deck builds some big time momentum
and is well on it's way to the win. There are also 6 other cantrips to get help
this deck move better than similar decks and it will need that little speed
boost because it is running 3 colors.
The
real threat to this deck comes from direct damage since there are no
counterspells. Running Blue, you may think that counterspells would be standard
but the decision to leave them out reveals an important part of this deck. Even
though this deck does play like a control deck, in the end it is meant to put
on the beat down. You can probably win before the direct damage builds up as
long as you can keep other permenants off the table. Look to remove creatures
first and then look at the rest of the board.
*Counter Sliver (U/G/w)*
4 Crystalline Sliver
4 Muscle Sliver
2 Talon Sliver
4 Winged Sliver
4 Lay of the Land
4 Rampant Growth
2 Shackles
1 Story Circle
4 Opt
2 Counterspell
3 Exlude
4 Arcane Denial
8 Forest
5 Plains
9 Island
CounterSliver meets peasant magic. This was a
hard deck to transform especially because access to dual lands is restricted.
In order to compensate for the disturbed mana base, this deck starts with 23
lands(which are still too few). In addition it runs 8 green cards that will
allow you to search for the specific land you need, Opt lets you draw a card
and move deeper into the library, and both Exclude and Arcane Denial give you
that extra draw and the chance to slow down your opponent. For a little more
speed when finding the needed lands, I highly suggest playing Crop Rotation
instead of Rampant Growth.
The
counterspell component is short for this deck with only 9 counters. This means
you will have to use them wisely. The strength of this deck is the utility of
the creatures not the counterspells. Once your creatures start coming out they
will soon grow and be able to match almost anything else on the table. Keep
this in mind when you are counterspelling, you only need to counter really
important threats. Also, against Red, remember that once the Crystalline Sliver
comes out all of the direct damage will be directed at you so you should really
save a few of those counters.
White
is only included to provide the mana for the Crystalline Sliver. There are only
5 other cards that utilize White. The Shackles provide a little creature
protection although you may consider going with either Hobble for the card
draw. You could also drop the Shackles for more Counterspell, Mana Leak,
Repulse, or if dexterous enough Chaos Confetti. Washout doesn’t make the list
because by running 3 colors you are likely to do as much damage to yourself as
to the enemy. If you are a very aggressive player, consider Empyrial Armor
instead of Shackles. Don't reduce the number of plains below 4, however, as you
will desperately need that White Mana for the Crystalline Sliver and for a mid
or late game Story Circle. The Story Circle will protect you in those very desperate
situations but keep in mind that you will never have much mana to power it
with.
In
the end, as with all Sliver decks it's the creatures that count. This deck goes
slow as it builds but once two or three of the Slivers hit the table everything
starts changing real fast. Don't worry if you have a few creatures out but you
still have to stay defensive for a little while. As soon as that next Muscle
Sliver or Talon Sliver comes out of the deck you are good to go. The
Crystalline Sliver is also huge since it means that your Slivers are protected
from Red's direct damage and Black and White creature removal.
The
hardest thing for this deck, other than an opponent with too much speed, is
Green Stompy. If you can sideboard for that match up take out the Crystalline
Sliver in favor of more Counter Spell, Remove Soul, Time Ebb, Repulse, 4
Propaganda, another Talon Sliver, CoP Green, or Empyrial Armor. This last pick
may sound odd, but Empyrial Armor allows your creatures to grow as big as the
stuff Stompy can throw at you and it is the only chance of a relatively quick
win once a Winged Sliver hits the table. If that Red deck has a lot of Direct
Damage you may also have some problems. Wait until you can get out the
Crystalline Sliver. Once you do, new problems start because, as mentioned
before, all that direct damage will start coming your way. you will probably
want to have saved the counter magic for this point in the game. Again if you
can sideboard, CoP Red will be the most help, as will Blue Elemental Blast (and
its cousins), tossing out the Talon Sliver and another card or two for some
extra card drawing helps a little as well since those needed cards come out
sooner. White and Black only really make this deck worry because of pumped
Shadow creatures. Save your counterspells for these guys and Shackle them if
you can.
This
deck isn't even close to the original, but don't despair. The Slivers still
have a lot to offer in the peasant format.
*HermChasm (U/G/W)*
4 Crop Rotation
4 Harrow
3 Impulse
1 Fact or Fiction
4 Opt
4 Soul Warden
4 Troubled Healer
4 Horseshoe Crab
4 Hermetic Study
4 Congregate
4 Glacial Chasm
8 Island
5 Forest
7 Plains
As
mentioned in a post I threw up on Yahoo, Crop Rotation is darn good and begging
for abuse. This deck is an odd ball in that it attempts to win through a Combo.
That's right this Peasant deck is not a creature rush, control, or burn deck.
It is a combo deck. Having said that it's not great but the one truth about all
combo decks is that they take a long time to come in to their own. That means
lots of minds working overtime with a lot of proxies. As you may have guessed,
I work 2 jobs, have a girlfriend, duties at home, a D&D campaign to put
together, my own games to work on etc. Basically I don't have enough time for
all the testing so please take this and run with it.
Basically,
the idea of the deck is to spend a few turns setting up. You will want to gain
as much life as quickly as you can or hold a couple of Crop Rotations or
Glacial Chasms in your hand.
As
soon as you have done the math you drop the Chasm, and start pinging away with
your Crab. Here is an example.
Turn 1: Island, Opt
Turn 2: Plains, Soul Warden
Turn 3: (21 life b/c of the Warden) Forest,
Harrow (Forest, Island)
Turn 4: Congregate (29 Life)
Turn 5: Horsehoe Crab (26 Life from
whatever), Island
Turn 6: Hermetic Study, Crop Rotation,
Glacial Chasm, Ping for 2
Turn 7(now invulnerable): (24 Life after
upkeep) Ping for 3
Turn 8: (20 Life) Ping for 3
Turn 10: (14 Life) Ping for 3, Crop Rotation,
Glacial Chasm
Turn 11: (12 Life) Ping for 3
Turn 12: (8 Life) Ping for 3
Turn 13: (2 Life) Ping for 3*
*notice that I assumed that no more land hit
the table nor did any extra creatures after I went Invulnerable. This would not
be the case in a real game.
This
was not a best case scenario but it wasn't the worst case either. This deck has
potential and is still in the workshop but the basics are down. Crop Rotation
is super powered and I expect to see a lot of abuse. I would also expect to see
Glacial Chasm pop up in a rogue deck next year at the Con. Watch out!!!
In
the end, Peasant decks
will have a hard time playing
three colors. It can be done, however, and I expect that with these thoughts
out there we will see more tri-color decks and probably even be beaten (or beat
someone) with them. Good luck and think hard. There are some good ideas here.
Don’t forget to rotate the crops!!!