Good Deck Made Better...With A Little Help From Torment

 

Well I just decided to write an artical on the last Type 2 deck I had together which was pre-Torment, so I first listed the deck as it was with a description of how it works and then the post-changeover including the new Torment cards.

The record for this deck was 9-2-1 which is pretty good, and should only get better with the inclusion of Torment.

 

Pyro-Braids

 

4 Braids, Cabal Minnion

4 Blazing Specter

3 Pyre Zombie

3 Flametongue Kavu

2 Mortivore

 

3 Duress

2 Innocent Blood

2 Terminate

3 Pillage

3 Stone Rain

3 Urza’s Rage

2 Fire/Ice

2 Price Of Glory

2 Tainted Pact

1 Skeletal Skrying

 

3 Sulfurous Springs

3 Shadowblood Ridge

2 Barbarian Ring

7 Swamp

6 Mountain

 

SideBoard

 

1 Pyre Zombie

2 Breath Of Darigaaz

1 Urza’s Rage

1 Price Of Glory

2 Void

2 Fire/Ice

2 Barbarian Rings

2 Terminate

2 Innocent Blood

 

OK now how this deck worked/works:

*****

Discard- (we all know why discard is good)

 

Duress- hands down best 1st turn move you can make, get to look at your opponent’s hand and make them discard lets just say a counterspell

 

 

*****

Land D- (along with Braids, Land-D shuts down any deck, but you can’t flood a deck with Land-D or it just does poorly)

 

Pillage- not only is it land-D but it also takes care of Grafted Skullcaps, Millstones...whatever

Stone Rain- just good old land-D

Price Of Glory- with all the bounce and counters and almost everyone playing blue, should be main deck in any red deck, can always Sideboard it out if not needed

 

*****

Direct Damage- (early game gets rid of annoying creatures, late game for finishing of opponent)

 

Fire/Ice- this card is a gem, often enough it takes out 2 birds with 1 stone or some elves, just as good as land-D in this deck

Urza’s Rage- Uncounterable damage, if you don’t understand why this is good stop playing Magic now!!!

Barbarian Rings- uncounterable damage (see “Urza’s Rage” above)

 

*****

Creature Control- (with so damn many creatures out there you can’t make a deck that can’t deal with creatures)

 

Innocent Blood- 1 of the 2 best ways to rid yourself of the Atog problem, half the time I only “lost” a Pyre Zombie out of the deal anyways

Terminate- the other of the 2 best ways to handle the Atogs also probably the best way to take care of Desolation Angel

 

*****

Card Draw- (there is a reason why almost every deck has it, because every other deck has it, soits more or less needed for survival)

 

Tainted Pact- if nothing else it thins a few cards off the top of your deck that you don’t want to draw anyways, its kinda an Instant Tutor

Skeletal Skrying- Instant black Brainstorm, just a shame it hurts you, thats why there’s only 1 in the deck

 

*****

Creatures- (this is how the killing starts...and ends)

 

Blazing Specter- haste—that’s why it works, with all the bounce out there haste is just damn good, that and it gives card advantage

Braids- sometimes its nothing more than destroy a land and chump block, but in the right situation...well I think everyone has found themselves behind a Braids-lock at least a couple times

Pyre Zombie- now this here is the true gem of the deck, hard to bounce, I’ll just sacrifice it, if its countered so what, it comes back again and again and again, a little mana-intensive, but that’s ok

Flametongue Kavu- beat down stick and creature kill in 1, no wonder there have been decks made around these guys (Snake-Tongue)

Mortivore- swing batter batter batter swing...comes out mid to late game and often acts as the finisher, get it out early, it regenerates so just keep swinging, it just gets bigger and bigger

 

*****

Side Board

 

more Terminates, Innocent Bloods, Fire/Ice, Pyre Zombie, Barbarian Rings, Price Of Glory and Urza’s Rage

Breath Of Darigaaz- mass creature kill and damage to the head (Earthquake is just as good, but really...what can’t 4 damage take out???)

Void- good against Mystic Enforcers and Sabertooth Nashiba and any other pro-black/red creatures...and it can take cards out of your opponents hand as well if played right

 

*****

what to do against certain deck-types:

 

Togs- easy...with 8 good ways to kill 4 togs (usually there only 4 creatures, although some have 4 Finkles or Nightscapes as well) between main deck and SB this deck has never lost to a Tog deck, the Price Of Glory’s and other Land-D certainly help too, as well as the uncounterable damage recurding creatures and hastey Specters this deck is a Tog decks worst nightmare

 

Enforcer-Go...um...1st game...just cross your fingers and hope you pull thru, in the metagame around here most have the Sabertooth Nashiba’s in the SB, so 2nd-3rd game can be rough as well, just hope you can overwhelm them and hopefully the 4 Ibs and 2 Voids are enough, this deck is probably my worst matchup, I’ve tried to build my SB accordingly but its hard to get arround really BIG pro-black/red creatures...suggestions would be appreciated

 

R/G beats- can be tricky, just cause this deck is so fast, but with all the Direct Damage and Creature Control in my deck its not really that much of a chalange, just have to be sure to put the Land-D in the SB for this matchup as its pretty useless against speed decks like this...probably my 2nd toughest matchup...but still not to difficult

 

Desolation Angel- just make sure to save a Terminate in your hand just in case they do manage to get the Angel out, not really too difficult to play against...oh yeah and hold back some lands too

 

Blue-Green-Upheaval- Mongooses can’t stop the specters...werebears fall easily to burn, and should be killed ASAP hopefully by the time your opponent casts Upheaval he shouldn’t have any creatures left to recast, and just be sure to hold back your Innocent Bloods if you can until after the Upheaval goes off so you can take out any of the 3/3 Mongooses or 4/4 werebears immediatly before the start beating on you

 

Blue-White control- haven’t come up against any of these, but I’d imagine between the land-D, burn, discard and Pyre Zombies things shouldn’t be too difficult

 

Red-Agro-Burn- well I’ve got enough burn of my own to hold my ground, and put the land-D in the SB, kinda useless in this matchup

 

Land-D- who the hell plays land-D??? well besides me and my deck isn’t that land-D heavy anyways...never came across this matchup so I couldn’t really say what to do against it

 

am I missing any decks??? If I am...sorry, its not intended

 

*****

THE TORMENT STUFF:

 

Laquatus’s Champion- wow!!! is it just me or is this the best black creature ever? Well maybe 2nd best (can’t forget good old Hypnotic Specter) can you say BROKEN?

Chainer’s Edict- 1-sided Innocent Blood with flashback, just damn good

Tainted Peek- with no life-gaining cards in the deck easily a good replacement for the Sulfurous Springs

 

and after making a few changes this deck is easily just as good for the new Type-2 enviroment as it was in the old, if not better:

 

In The Void

 

4 Blazing Specter

3 Braids

3 Pyre Zombie

3 Laquatus’s Champion

1 Trench Wurm

 

4 Duress

2 Price Of Glory

3 Pillage

2 Stone Rain

3 Urza’s Rage

2 Fire/Ice

3 Chainer’s Edict

1 Terminate

2 Tainted Pact

1 Skeletal Skrying

4 Tainted Peek

2 Shadowblood Ridge

2 Barbarian Ring

10 Swamp

5 Mountain

 

SideBoard

 

3 Terminate

1 Chainer’s Edict

2 Breath Of Darigaaz

2 Fire/Ice

2 Void

1 Barbarian Ring

2 Flametongue Kavu

1 Trench Wurm

1 Mortivore

 

ok, how the deck is supposed to work:

 

1st turn, um...play a land, hopefully play Duress as it’s the only 1st turn move and a damn good one at that

2nd turn, no turn 2 moves unless you really need to Chainer’s Edict, Terminate or Fire something away and you can always play a Tainted Pact (end of opponents turn though)

3rd turn, you generally want to play a land-D spell as usually it will be your best play the Pyre Zombie is a good 3rd turn move as well, and against Blue...DO NOT play Price of Glory yet, toss some bait at your opponent 1st, and then force it thru turn 4-5

4th turn, kinda depends on how the game is shaping up at this point, but probably a good time to play a Blazing Specter, also a good turn to play more land-D if you have it in hand, also Trench Wurm is a good 4th turn move

 

there’s a general idea of how the deck works, although I can’t say for certain what will be drawn in the opening hand so its hard to say for certain, this is just a general idea of how it starts off.

 

You can leave the Pyre Zombies in the graveyard for a few turns if you need to, unless your opponent is playing Haunting Echos the you get it out of your graveyard ASAP because the last thing you want is a deck completely lacking Pyre Zombies.

You really only want to drop Braids when you can get a sure lock on your opponent, unless you really need a chump-blocker which tends to happen but thats ok because its not your major win condition, the best thing about it in this deck is that it throws your opponent off and they start to play as if it were, waste burn on it, better there then on the Specters

If your opponent bounces your Specter, just keep playing it building up your hand while they use up valuable resources trying to stop it, even if it doesn’t get thru its still giving you card advantage.

The deck used to work mostly by beating your opponent down with creatures throwing some burn at them and finishing them off with a Mortivore, now that the Laquatus’s champions are here, you don’t even have to worry about getting thru, all you have to do is get your opponent down to 6, drop the champion...WIN...just make sure to leave Mana open to regenerate it if you are playing against a burn-heavy deck, you don’t want them to be gaining the 6 life before they loose it do you? But I did leave 1 Mortivore in the SB because nobody ever sees that big bad-ass coming and when it does it puts them on a fast clock.

I put the FTKs in the SB...basically for the element of surprise, if your opponent doesn’t see them 1st game, he won’t necessarily expect to see them 2nd game.

Against fast creature decks there’s a reason for the 2 Breath of Darigaaz and the 2 more Fire/Ice in the SB

 

I don’t really think there’s anything else that needs to be explained for this deck, if there’s something you don’t understand, e-mail me.

 

I guess the only true way to know for sure how this deck does, is to play it, I have yet to play in new Type-2 enviroment, but I have scoped out what’s out there as well and think this deck will do extremely well in the new Type-2 enviroment. I guess we’ll find out soon enough won’t we?

 

Writen by: Peter Kvetkosky

 

please e-mail me with any questions/suggestions/anything else:

crisis909@hotmail.com