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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