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What's Going On In Type
2?
Part 2
By 'Captain Simian'
Corrections, Retractions, and Apologies
First off, thank you to all who wrote in with feedback
(be it positive, negative, criticism or random
mumbling). Several of you brought it to my attention
that in the last article I, apparently, misspelled the
word 'Rogue' as 'Rouge'. This was a simple spelling
error, and I apologize for it. I have never been too
good at spelling, and since it is technically a word,
the spell check doesn't catch it. Also, it was brought
to my attention that I had neglected to mention Counter
Rebel, the more aggressive U/W control deck. I believe
that this would fall under the Tier 1/1.5 or so, varying
on the other decks in the area. It is a very solid deck,
winning 2nd at Pro Tour Chicago. However, in the
immortal words of Carl Jerrel "And trust me, there
IS a circle of hell reserved especially for you
Counter-Rebel players". I couldn't have said it
better :). And 3ed, I may have made a few errors in
placing for Chicago. I believe I mentioned that Ankh
Tide had made
top 8, when it actually did not. I was thinking
of the Blue Skies deck that had made a top 8. I believe
that Bob Maher made 9th place with Ankh however. Also,
I'm not a deck mechanic- I might send in a few tips of
advice, but don't count on it. Yes, there are things I
do outside of Magic. I don't play it or enough, or for
that matter- have the amount of money (reminding you to
send cards to the Free the Ape foundation, stared by,
uh, me) to do this with any kind of professionalism.
Now that we have my almost-less-than-obvious blunders
out of the way, lets move on to the real meat and
potatoes of this article- The Standard Environment. In
this part, I'm going to explore the 6 most popular decks
(those listed in the Tier 1 and 1.5 sections) that exist
right now. They are, in no particular order, Fires of
Yavmyia, Blue/White Control, Rebels, Blue Skies, Ankh
Tide, and Counter Rebel. More than likely, if you go to
nearly any tournament, quite a number of decks will be
these. When your choosing a deck to play, you should try
to build one that has good matches against 2 or 3 of
these decks (as well as a number of Tier 2 decks, which
ill focus on later). The first ill look at is the most
popular deck, for the most part, Fires of Yavimaya.
Fires of Yavimaya
4 Birds of Paradise
4 Llanawar Elves
4 Fires of Yavimaya
4 Saproling Burst
4 Blastoderm
4 Jade Leech
4 River Boa
3 Chimeric Idol
3 Urza's Rage
2 Earthquake
4 Karpulsan Forest
4 Rishadan Port
4 City of Brass
4 Mountain
8 Forest
This is your average Fires of Yavimaya deck. Some
versions run a splash of white for Wax/Wane, Aura
Mutation and a few other assorted things, but im going
to focus on this version right now, as G/R/w doesn't
seem to be as popular. The strategy that the Fires
player is going to use is one of overwhelmption. The
deck can, thought it is not likely, win on the 4th turn
(provided it has the right
draw and goes uninterrupted). Mana denial strategies
usually are not as effective against this, as it runs
30-32 mana sources (with Birds and Elves). If you can,
you must try and kill the Birds and Elves, which you can
usually expect on the early turns. Though it may
seem wasteful to use that Shock or Terminate (when
Planeshift becomes legal) on a little mana creature, but
it is absolutely necessary. A turn 1 Bird leads to a
turn 2 Fires, which leads to turn 3 Blastoderm that has
haste none the less. A turn 3 5/5 untargetable with
haste is something very few decks can deal with. And,
the more turns you have to anticipate it, the more
likely you'll have that Counterspell in hand or a
creature that can block and kill it. The worst
matchup that Fires can have is against Blue/White
Control. If U/W can drop a turn 4 Wrath, followed up by
a 5th turn Blinding Angel, its
generally over for the Fires deck. The supply of
counters can easily shut the deck down. Its usually
70/30 in favor of U/W. It has a slight advantage over
Ankh Tide, as the deck can usually play many threats
early, and rely on mana producers later on. I would say
its 45/65, in favor Ankh Tide. Blue Skies, the other
'really fast' deck plays about even, if not in favor of
Skies slightly. Fires' greatest weakness is against
Fliers, which Blue Skies has plenty of (hence the
name!), all of which can come out within the first few
turns. As well, Skies has counter power, a definite
advantage. 55/45 in favor of Skies. Rebel decks, though
powerful, usually are not able to stop the initial rush,
though possible. If Fires can keep the rebel's searchers
(especially Lin-Sivvi) of the board (Urza's Rage and
Side board Simmons are especially good here), Fires
should have an easy time. However, if Defiant
Vanguard/Lin-Sivvi loop is kept up (and trust me, it
happens), the Fires deck can have quite a difficult
time. Of course, even if the loop is started, a timely
Falsifiers (usually from the Sideboard) should, no
matter the situation, be a gloomy moment fro the
Rebellion. I would say 40/60 in favor of Fires. However,
on the other hand, Counter Rebel can usually win the
matchup.
Where ever Fires lacks in fighting Tier 1 decks, it more
than makes up for in its ability to destroy
nearly every Tier 2 and below deck. Only Kibler's Red
Zone has a decent chance (it is very similar to the
Fires deck, lacking the Fires itself primarily, which is
often sided out in the mirror matchup. The rest of the
decks just don't have the speed or size or control to
beat the Juggernaut.
Rebels
The second deck I will discuss is Rebels, which made nup
30 of the decks in day 2 at Chicago, eventually seeing
Kai Budde to a 1st place finish. It was the G/W version,
which splashes Green for Wax/Wane. It is actually more
common than a mono white configuration.
4 Ramosian Sergeant
4 Lin Sivvi
3 Steadfast Guard
3 Longbow Archer
2 Defiant Falcon
2 Defiant Vanguard
2 Ramosian Sky Marshal
1 Thermal Glider
1 Rebel Informer
4 Chimeric Idol
4 Parallax Wave
4 Wax/Wane
16 Plains
4 Brushland
4 Rishidan Port
2 Dust Bowl
Its currently the largest deck in standard. The strategy
it employs, and most of you know this, to search out an
army of rebels, recycle them with Lin Sivvi, until a
force to win the game is assembled. The star card in
this Pro Tour winning deck is Lin Sivvi, which can
recycle used rebels (which is especially evil with
Defiant Vanguard) and search them back into play.)
To beat the deck, if at all possible, you must kill Lin
Sivvi as well as the other searchers. With Fires, Urza's
Rage is particularly deadly for Sivvi, as is Earthquake.
If possible, any of the various blue decks
should try to keep Sivvi off the board. Also, Ramosian
Sergeant is also a critical target, as from it comes the
other rebels. If your playing Ankh or Skies, its well
worth a Foil or Daze (though I don't condone the use of
Daze in standard right now). With Black, you
definitely want to kill the Sivvi. The moral of the
story is, if you can keep all the Sivvis off the board,
and withstand the assault of numerous weenies, you
should beatable to win the matchup. Of course, that is
much easier said than done. Your best friend in this
matchup is your sideboard. There are numerous ways to
spite the deck, and you should try to use as mana as
possible. The best defense is Tsabo's Decree. When timed
right, this powerful spell can win games. In fact, some
less conventional rebel decks splash black for the
Decree, and some Fires decks run it from the sideboard
as a precaution. 2nd is Flashfires. Even with Port,
Dustbowl, and sometimes Brushland, the Fires can still
give the Rebel player headaches. Mana is a critical part
to the operation of the deck. Other ways to stop the
deck is through enchantments like Brutal Supersession,
Dread of Night and Massacre; as well,
Marauding Night has proved to be good in the matchup.
The deck can give headaches to control, because the
rebel search ability is a way to avoid counters. Wrath
of God and Rout become critical in U/W control- a safe
number would be 3 Wrath and 1 Rout, with 1 of each in
the sideboard. Also, a techish version of U/W control
(which is the Newwave Atlanta version) runs 4
mountains and 4 Urza's Rages, which are great, as they
can take care of most of the decks threats. Also, if
Control can drop an Blinding Angel and find some way to
keep Thermal Glider and Defiant Falcon from coming back,
the Rebel deck becomes fairly hopeless.
Playing the deck is fairly easy. If you can, try to drop
a 1st turn Sergeant or 2nd turn Falcon. Search often and
aggressively, and make sure to do it often. Don't use
that Wax/Wane on something unimportant. If you can,
protect a searcher. As well, always search for a
searcher, until you don't have anymore. For sideboard
tech, you can use the previously mentioned Tsabo's
Decree (if you can find a way to fit black into the
deck) or Voice of Truth from Nemesis, but
other than that, not much can spite in the mirror. Other
things like Circle of Protection: Green, Story Circle,
Light of Day, Wrath of God, Mageta the Lion and Seal of
Cleansing should be used for the board.
Blue White Control
4 Coastal Tower
4 Adarkar Wastes
8 Island
7 Plains
4 Counterspell
4 Absorb
4 Fact or Fiction
4 Accumulated Knowledge
3 Wrath of God
4 Brainstorm
1 Rout
3 Millstone
2 Dismantling Blow
3 Binding Angel
1 Teferi's Moat
1 Story Circle
1 Tsabo's Web
1 Misdirection
1 Dominate
Newwave Atlanta Version*
4 Coastal Tower
4 Adarkar Wastes
4 Mountains
6 Islands
5 Plains
2 Dismantling Blow
3 Binding Angel
1 Teferi's Moat
1 Story Circle
1 Tsabo's Web
1 Misdirection
4 Counterspell
4 Absorb
4 Fact or Fiction
4 Accumulated Knowledge
3 Wrath of God
4 Brainstorm
1 Rout
4 Urza's Rage
This deck, in my opinion, is the best deck out there
right now. Its not the most fun deck, and probably not
the most played, and I my self don't play it, but I do
believe it to be the best deck right now. Its the
strongest control deck, with the ability to control
things about to happening, and Wrath and Rout to provide
massive board control. Against many decks, turn 4 Wrath
followed by a 5th turn Blinding Angel, which is probably
the best creature in the environment. The card
drawing ability that is provided between Fact or
Fiction, Brainstorm (or Opt), and Accumulated Knowledge
can easily allow the player to search for what they
need. Story Circle and Teferi's Moat can shut down an
offense not ready to handle them. Dismantling Blow is a
very good Artifact/Enchantment remover when kicker is
paid. As well, Millstone makes a nice kill. However, I
like the Newwave Atlanta version which runs Urza's Rage,
a nice kill card/creature removal. Playing the deck can
be challenging, and even though it is definitely a good
deck, I wouldn't always recommend it to a newer player.
If you plan to play it, make sure to do your homework.
Read any article with a notable source written on it.
Read match reports from Chicago in which one player was
playing it, and study their moves. Learn from their
mistakes. First of, with this deck, you should almost
always beat Fires. Wrath, even though not an instant, is
still a game-turner, especially when followed by a
Blinding Angel- something that Fires has almost no way
to deal with (just make sure to counter that 2-Headed
Dragon or Ancient Hydra or Rith). Remember, when you
counter, don't worry about the Fires itself- worry about
the threats it produces. Against Rebels, Wrath is your
best bet. Side in the extra 2 so you can be sure to have
as many as possible, as well as your 2-3 Magetas. Once
again, a well timed Wrath/Angel can win games. If you
run the normal version, side out the Millstones, as they
aren't extremely effective with Sivi's recycling
ability. With the Atlanta version, use Urza's Rage to
take out early searchers, even if it means giving up a
turn of countering. The match usually swings about even,
with a slight advantage for the U/W control deck after
sideboarding. Against Skies and Ankh Tide, you usually
loose. Skies can produce early threats followed up with
free spell countermgaic in the form of Thwart and Foil.
Also, against Ankh, an early Tangle Wire or Parallax
Tide or Ankh of Mishra that doesn't get destroyed can
really hurt you. Against Ankh, definitely side in your
extra Dismantling Blows, and don't be afraid to cast
them without kicker. These matches are where the Atlanta
version shines. The uncountable damage can deal with
most of the threats both decks can throw out, with the
exception of Troublesome Spirit. Still, the match is a
bit bumpy. Counter Rebel is a harder match to predict.
Both decks control enough countermagic to keep the other
worrying about casting something. However, the Rebel
deck seems to have a slight advantage, in its searching
abilities. Here, its just as critical, if not more so.
Once again, this is why I love the Newwave version- it
can do it so easily (relatively speaking). However, if
you have to, you can always use a timely Wrath or Rout
to solve the problem- just make sure to have some
counter magic backup. Angel is only moderately effective
here, as it has a rough time with Ramosian Sky Marshall.
When playing against it, you should remember to play
'cover spells' first and hope they're countered. A cover
spell is a spell you don't particularly need in play,
but think your opponent might counter, allowing you to
cast a better spell you do need. Make sure to check your
opponents graveyard when preparing to cast something.
Most run in the neighborhood of 10-14 counters. Then,
counting cards they have in play and other cards in the
graveyard and in their hand, you can deduce the odds of
them having a counter in hand. Also, get to know the
deck, and don't overplay your creature spells, in case
they have that Wrath or Rout in hand. Weather playing
this deck or against it, knowledge is power (even more
so than normal)
Skies
20 Island
4 Rishadan Port
4 Thwart
4 Foil
4 Brainstorm
4 Troublesome Spirit
4 Rishadan Airship
4 Fact of Fiction
4 Spike tail Hatching
2 Rising Waters
2 Washout
2 Drake Hatching
1 Misdirection
If it weren't for this deck, Blue White would be almost
unbeatable. Not perfect, but certainly even stronger.
This deck is very powerful. It can match almost any
other deck in creature speed, and its
free-spell counters (Foil and Thwart), it can gainsome
powerful advantages. Foil has numerous targets, and most
notably Ramosian Sergeant. This deck has a good chance
against nearly everything else in the Tier 1 field, and
quite a good chance against U/W, but it really doesn't
crushingly defeat one deck inparticular. Playing against
it, go aggressive. Some of their creatures cant block
yours (like the airships), and take advantage of
it. With Fires, Rage of their early
Fliers, unless you have some Wax/Wnes you can use to
kill their creatures by blocking with a Bird, though
that's not the best idea. Also, Lightning Dart in the
sideboard can be fairly unexpected, and removes every
creature they have. Make sure, as always, to search
aggressively with Rebels. Ramosian Sky Marshall can
really shine, backed up with Reverent Mantra and
Wax/Wanes. Same goes for Longbow Archer, witch is a
particularly a good blocker with first strike. Counter
Rebel goes similar, just to remember to watch for their
counters. Numbers don't always mean victory, and this
match is proof. Rebels is usually at a bit of a
disadvantage here. Just remember, keep pumping out early
fliers, and don't over play your islands- save some for
the Foils. Get to know decks you'll likely face, and
make sure to counter the things you know you cant
handle- Fires is ok, but Saproling Burst or 2-Headed
Dragon isn't. Ramosian Sergeant is not cool, but a lowly
Steadfast Guard is.
Ankh Tide
20 Island
4 Rishadan Port
4 Ankh of Mishra
4 Parallax Tide
4 Tangle Wire
4 Foil
4 Rishadan Airship
4 Spiketail Hatchling
4 Thwart
3 Boomerang
3 Fact or Fiction
2 Washout
This deck is the closest to combo you'll get in type 2
(well, besides those janky new 'Teferi's Puzzle Box/Phyrexian
Tyranny' decks, but those are still pretty poor and
still in the alpha stage), but its similar to Skies as
well. This deck really hasn't become a Tier 1 deck, and
I was a bit hesitant even to list it at Tier 1.5. The
deck is fairly straight forward- Play and Ankh of Mishra
followed by a Parallax Tide, swing out 5 land (usually
keeping them from destroying the Ankh) and, when it
comes back in, Presto! 10 damage. With multiple Ankhs in
play, the game usually ends. It also runs Tangle Wire to
slow Blue White and Rebels, gaining the tempo of the
game. Like its brother, Skies, it also posses 8 free
spell counters, in addition to the force spike on a
stick, Spiketail Hatching. Boomerang is also
particularly devious here, able to return a fading
Tangle Wire for another round of tapping or return that
P. Wave that turn, and save a dying Airship, possibly
trading a Boomerang for a creature. It can as well
be used to bounce land to your opponents hand, possibly
forcing them to recast it and take more damage. Against
Blue White control, a second turn Ankh put them in deep
trouble, forcing them to either loose
massive amounts of life from land damage, or hold back,
screwing up their win and control conditions. It really
puts them in a spot. Also, Tangle Wire makes a great
cover spell, as now sane slow-tempo control player wants
it hitting the table, allowing for to get through that
Ankh or Tide. Against Rebels, it works very similar to
that of Skies, so I wont take as much time to go over
it. The rebel deck needs mana, so early Ankh drop is
critical. This is your easier path of victory, as you
don't have creature power in size or number. The same
goes with Fires, except your chances are even less, as
they can rely on Birds and Elves, and not take as much
damage.
Counter Rebel
10 Islands
8 Plains
4 Adarkar Wastes
4 Coastal Tower
4 Ramosian Sergeant
2 Defiant Vanguard
2 Defiant Falcon
2 Lin Sivvi
1 Jhovall Queen
1 Ramosian Sky Marshall
1 Rebel Informer
4 Absorb
4 Counterspell
4 Brainstorm
2 Wrath of God
2 Dismantling Blow
2 Fact or Fiction
1 Dominate
1 Rout
1 Disenchant
Before hand, I just want to say I think this deck is
evil. I mean, weenies in a control deck? Ugh, makes me
shudder. It just doesn't seem natural. But it is doing
well, so I guess some people will sell their soul for
a win (KIDDING! Playing this doesn't nessacarley mean
you have to sell your soul. If you play it and take a
bit of offense, assume I'm talking about the other
Counter Rebel players). The deck has fairly good chances
across the board. Its a more aggressive control deck, a
more controllish aggro deck. Similar to Counter Sliver
in Extended (when I say that, I mean no offense to
Counter Sliver players). Many of the strategy's to
beating it are similar to that of Rebels, and similar to
that of Blue White control. As always, you want to shut
down their search chain. Urza's Rage is excellent here.
However, like against Blue white, don't through
everything out there as quick as possible. They have
Wrath and Rout too, just not as many. With
Tide/Skies, you should try and reserve your counters for
your own protection. Wires and Tides work out extremely
well here, slowing counters and searchers. Ankh is
doubly efficient as well. I'mreally not all that
familiar with the Counter Rebel matchups (im flying this
by ear for the most part), mainly because I avoid it
like the plague. I could add some tips on playing, but
as I said before, I think the deck is evil, which would
indirectly make me the servant of evil. Its just
unnatural to have Counters and a horde of 2/2s (well, I
wouldn't call it a horde nessicarily). So ill leave that
to you, if you really want to play this.
Next week, ll be examining the rest of the Type 2 field
(Tier 2 and 2.5 decks), as well as a Planeshift update.
I probably wont go into as much detail on each deck, as
it would take me months to write, and be obsolete by the
time I finished. But I will do some analysis of each
deck. Oh well, its late and I've been working on this
way too long. So with that, I will say good bye for now.
*Disclamer: of any of the last, oh, half of this article
sounds like the deluded ramblings of an insane
person, I'm sorry, its because this is the longest thing
I've ever written, and at a certain point, my spirit was
broken and I just wanted it to end*
If you have any questions, like to know what some of the
decks I have listed are/do, If you want to worship me,
have any kind of online-discussion or wish to contribute
any advice or deck ideas, feel free to drop me a line at
captainsimian99@yahoo.com
or contact me on the Pojo message boards, where my nick
is, of course, Captain Simian. I usually check the
boards around 5:00 P.M. And 8:00 P.M., Eastern Standard
Time.
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