Welcome Guest Login or Signup
The Collectible Game Player Community
MY ACCOUNT -:- BLOGS -:- USERS -:- GALLERY -:- FORUM -:- GROUPS -:- POLLS -:- QUIZZES
BLOGS   WRITE NEW BLOG   EDIT BLOGS  
 
RSS
Fighting the Status Quo
Posted On 05/11/2008 21:39:58 by Storm Crow - Read 8604 time(s)

Ever since getting introduced to serious Magic play back in Norwood, NY, one of the most positive comments that I have received about my skills is my ability to build amazing decks out of almost no rares and kick some real teeth in with them. This was not just from local scrub players who tried to emulate some of my creativity, unsuccessfully; this was from some of the best players in the area, some who could easily have gone onto Pro Tours and so fourth. Many times they were also netdeckers who dropped far, far too much money on their decks... only to get defeated by me and my budget buids fairly often.

 

At first, these amazing decks were nothing too amazing - perhaps a simple pre-con deck with some rares tossed in. For example, a rather effective medium aggro* build involving Benalish Heralds, Benalish Lancer, and Crusade. Sure, it didn't win nearly as fast as better decks, but damned if it didn't annoy the heck out of opponents by the time it did. That 2/2 for 2W wasn't that great at first, but as a 5/5 first striker for 4WW it had a real habit of winning, and quickly. Perhaps my most successful budget build was a U/R deck involving Phantom Warrior, Suq'ata Lancer, Earthquake, and Nevinyrral's Disk. Developed completely independently of the internet, the same way decks originally were, it was still around years later before it was reluctantly pulled apart.

 

In that vein, my recent forays to the Shadowmoor prerelease, where I did stupendously well (6-1-1 by matches, 13-2-1 by games), have led to another budget build that I think may just do well come June's Regionals and Block Constructed tournaments. Here's my current decklist:

 

 

Hungry Hungry Spriggans (HugS)

 

4 Bramblewood Paragon

3 Elvish Warrior

3 Tattermunge Witch

4 Hungry Spriggan

3 Imperious Perfect

2 Boggart Ram-Gang

2 Boartusk Liege

3 Nath's Elite

 

4 Lash Out

3 Obsidian Battle-Axe

2 Firespout

4 Giantbaiting

 

3 Mosswort Bridge

3 Fire-Lit Thicket

2 Shimmering Grotto

5 Mountain

10 Forest

 

SB:

4 Puncture Bolt

3 Gleeful Sabotage

3 Lignify

2 Spitebellows

1 Firespout

2 Wild Ricochet

 

 

Goblins! Elves! Mortal enemies to be sure, they even had duel decks printed to slay eachother in cold, cardboard blood! Yet here they are together, for the first time, in a great big green, hungry family! Or black, arguably. In any case, quite the Odd Couple. If you've never seen the show of the same name, either on stage or on film, I recommend it - it's good comedy worth your money.

 

This budget build G/R Warrior - with the possible exception of Fire-Lit Thickets, which are hot and annoyingly hard to trade for in my area - is quite cheap to put together and one of the easiest on my pocketbook for some time. Despite being a Block deck as currently built, I've found that it loses very little compared to Standard builds with the possible exception of Treetop Village; Mutavault could easily fill those voids, if you've got playsets. As for testing, it can be quite effective against a large percentage of the field that I expect to see at Regionals.

 

Like any Warrior build, it plays guys and attacks; such builds have been successful at previous tournaments this T2 season, though more often than not they were G/b Elf builds that happened to run a few Obsidian Battle-Axes and a great deal of ego. While the black-splashing builds most often did it for some combination of Nameless Inversion, Profane Commnand, and Shriekmaw, it lacks much of the juice that Shadowmoor brings G/R builds of the same deck, the biggest thing being reach. Sure, you could randomly hit a player with a 2-of Profane Command in mid-game to force through creatures, but that's nothing compared to the terrifying amount of burn that a red build can put out. In that sense, G/R Warriors is something like Gruul 2.0. The differnce is that this year, unlike last year, I actually plan to be piloting the deck rather than piloting against it.

 

Hungry Hungry Spriggans (HUGS) has a fairly straightforward maindeck. For the 2-drops, Bramblewood Paragon is a very normal 4-of, while Elvish Warrior is a strong replacement for Wren's Run Vanquisher in a deck with too few elves; while it happily eats Nom-Noms for breakfast, Tattermunge Witch can push through an impressive amount of trample damage. For 3-drops, Imperious Perfects are kept at a 3-of due being rather slow and the general lackof elves in the deck. Boggart Ram-Gang, despite being a hasty 3/3, is run at a 2-of over the 4-of Hungry Spriggan for one very simple reason: trample. Sure, the Ram-Gang gets in there quickly and is good against decks like Doran the Explorer, but against rival aggro builds it is nearly wortheless in comparison to the Spriggan's 4/4 or larger trampling power. Lieges need no explanation, but perhaps Nath's Elites do. Sure, it's big and slow, and on the surface rather weak, but the real value of it comes from it's Lure effects; put on a high power creature - I've had it as big as 8-power at times - it can really tear apart rival Lords, Lieges, and Witches. When it's not doing this, it actuas as a Doran killer while assuring a free board to attack into.

 

The non-creature spells are somewhat more straightforward. Lash Out is a decent Incinerate replacement, and since I run so little burn, the fact that it can't go to a player's head is largely irrelevant. The Clash can be quite helpful too, whether or not you win it. 2-of Firespout maindeck is a partially a sideboarding decision - a deck full of 4-of's can be annoyingly hard to sideboard. It's great against things like Revilark, Merfolk, Elves, and Faeries, but starts to be much less useful as you run 3 or 4 in the maindeck.

 

Probably the oddest new card HUGS plays is Giantbaiting. While this may look like a clumsy, conspiring spell that makes you lose some offense, it isn't. First off, being able to throw expendable attackers at your opponent, especially attackers in the 4/4 to 6/5 range, mean that they either lose some of their best creatures or take a huge amount of damage to their face. This blocking conundrum only gets worse when they're given trample by the Paragon or Witch. Nor do you necessarily need to conspire the spell to get maximum benefit - if you have, say, an Elvish Warrior and Boartusk Liege out, it's often better to simply cast it as is and attack for 12. Don't try this sort of thing against token-heavy decks, however; it's less than impressive.

 

Enough MWS testing has shown what decks are most problematic, and thus what sideboard is required. Usually, one or more of the following are sided out: Giantbaiting, Obsidan Battle-Axe, Firespout, Boggart Ram-Gang, or Nath's Elite. This choice is largely dependant on what sort of build you're playing against - do you need to start playing control to take down beasts like Doran / Chameleon Collossus / Tarmogoyf, or would you rather just toss in a few utility cards and go with the maindeck? I can't say I've entirely worked out this equation myself, but let me present my testing results all the same.

 

 

 

G/W Persist: Perhaps the most dangerous opponent of a removal-light build, this deck comes in a great variety of flavors, all powerful enough to warrarnt a WTFDWTT?!?** from me. Sure, those B/R Wither builds might be able to pull it down, but between the great variety of persistant creatures - the lion's share of them in G/W, along with the ever-popular Epocrasite - and a suite of white removal and green pumps, it becomes very rude to play against. Perhaps the most hated build of it that I've encoutered so far is the one running a pile of already very efficient, very hard to remove W/G creatures and four 4-toughness lieges, often supplmiented by Glittering Wish, Primal Command, or Shield of the Overoul. For the purposes of sideboarding, the Lieges are your main target in this deck, followed by Persist creatures:

 

-2 Firespout, -3 Obsidian Battle-Axe, -4 Giantbaiting/Lash Out

+2 Spitebellows, +3 Lignify, +4 Puncture Bolt

 

Red Deck Wins / RDW: While not necessarily the most powerful deck, this is at the top of decks that I have no desire, ever, to play against. The retarted amount of burn in this deck, often backed by Sygg, River Cutthroat, makes me want to quit the game and stick with a more combat-friendly, removal-light one like Vs. System instead (no, it's not dead). Builds of this vary, but in general you don't need to sideboard much if at all; perhaps Spitebellows would come in.

 

Doran / Rock : Again, like RDW, these builds vary tremendoulsy, but in general seem to be Good Stuff builds made to maximize Tarmogofy and play the most expensive cards in the format. While the best counter to this would be a white control build, Giantbaiting is extremely powerful in this match as it pulls down their fatties without risking yours. Watch out for back-breaking Primal Commands here. Nath's Elite*** can also be helpful, but in order to deal with Bitterblossom, the following sideboarding seems to be the most useful:

 

-2 Firespout, -3 Obisidian Battle-Axe, -3 Nath's Elite

+2 Spitebellows / Wild Ricochet, +3 Lignify, +3 Gleeful Sabotage

 

Elves!: This is solid aggro matchup for you, one that you can often win due to trample, Giantbaiting, and burn; Obsidian Battle-Axe is distinctly less useful due to the number of tokens Elves can generate, not to mention death-touchers, so make sure your tramplers survive and simply attack until they're dead. Watch out out for the Commands they like to pack. Barring the occasional Colossus that may give you hiccups, this seems like the strongest sideboard:

 

-2 Boggart Ram-Gang, -3 Obsidian Battle-Axe

+2 Wild Ricochet, +1 Firespout, +2 Spitebellows

 

Faeries / Rogues: Haven't been able to test this matchup with this deck, but I have plenty of experience with other decks. This deck, in fact, was designed to be able to more easily run over such an evasive build. This seems like the best sideboard plan, in light of the number of chump blockers you're likely to come across:

 

-2 Boggart Ram-Gang, -4 Giantbaiting

+2 Gleeful Sabotage, +1 Firespout, +3 Puncture Bolt

 

 

 

That's about all i've got for testing results; there's sure to be more coming as Regionals and the Berlin PTQ's approach. I think the deck works, and recent negative testing results are in large part due to a mixture of terrible MWS shuffling and three weeks of fighting off colds / being behind on my sleep. If you take nothing else from this article, however, take this: not all winning decks are expensive. HUGS may cost $35 tops to build, and while it could be improved with various standard power-cards, it really doesn't need it. In that sense, it's somewhat like U/G Madness, and hopefully will have as much success as that deck did. Don't take my word for it, though.

 

Ciao,

Zachary Thorp

 

 

 

*for reference on what Medium Aggro means, read some of my past article series on this site and Starcity Games, entitled "Redefining a Moniker". Perhaps someone will actually start cleaning up their language with these!

**WTFDWTT - Why the f@#$ didn't Wizards test this [And make it weaker]?

***For those who just hate Nath's Elite, you may drop one for another Boartusk Liege, keeping in mind that the deck runs few r/g hybrid creatures to take advantage of him. Don't forget about Nath's Elite, though - he wins game against creature matches.

Tags: Regionals Block Constructed

Related to: Magic: the Gathering



Bookmark:



Viewing 1 - 6 out of 6 Comments

05/14/2008 00:03:33

Budget Block Builds: In this instance conveys the general idea of "doesn't take $100 or more to build".  If you think you could possibly get away with not running multilands or some rares in the maindeck, there's probably something wrong with you.  Also, just because it's built as Block doesn't mean it can't be tweaked as you'd like - the point of an article like this is to inspire ideas, not play a carbon copy of it or a comparable Faerie build.  In fact, many decks in the format that are likely to be seen at Regionals are largely block decks, so I don't think I'm entirely innane to want to try and ignore Time Spiral Block considering it's imminent rotation.

 

Lands: Thickets are manafixers; yes, they sometimes tap for colorless, but all those "colorless" lands (Grottos included) have options to tap for colored, and usually do.  I can't help that they're popular now.  As for CIPT lands... man lands are always popular and always will be, and running a deck full of basics is a recipie for disaster.  As for the Bridges, they allow me to power of expensive spells surprisingly easily if I can keep any creatures in play - and last I heard, free spells were quite helpful.

 

Sideboards for Standard: I can argue with you all day, Thats_Game, but I have a friend named Bill Simkulet to do that with.  I will note the why of some of these sideboard cards, if you'd like, but remember that this isn't just tossed together.  This sideboard is tuned for the needs of the deck, and I was aiming to use cards that wouldn't rotate soon over those that would:

 

Puncture Bolt: extra burn that also deals with Persist creatures.  If you haven't noticed, Kitchen Finks is rather popular and Murdurous Redcap is close behind that - they're not the only ones.  In a deck with only light burn, this kills those while also getting Stinkdrinker Badits, Scion of Oona, etc. quite nicely.  And yes, those matchups are annoying enough that I'd rather run more burn in sideboard to compenstate.  If you'd like, Faerie Macabre works in this slot too... which is also a Block answer.

Spitebellows: 1RR, Sorcery: kill target creature.  Sounds good to me, and a good answer to very large creatures that burn normally won't kill.  The same goes for Lignify / Utopia Vow / Dead Gone, although Threaten might provide a slightly faster, but that is better with a sacrifice outlet that this deck really doesn't have space for currently.

Wild Riochet: Ever play against the Commands much with an aggro deck? they're frustrating beyond words.  This is one answer to them that isn't hard to sideboard in.  Just because it isn't played much, doesn't mean it isn't good.  Turning around Flame Javelins can be fun too.

 

As for RDW... well, the deck makes me puke.  Anyting with 24 kill spells, a fast creature clock, and the ability to aim all those kills spells at an opponent is obnoxious.  I prefer long, fought-out games for a reason, not one where everything I do is countered in some way almost immediately... much like matches against Blue Control or Revillark.  It's much harder to do this in Vs. System, deliberately; that's why I like that game, when I can find players.  This is not to say that I can't race in this match, however, and I'm not really sure I need the Dragon's Claws in sideboard, nor where I would side them in. 



05/13/2008 14:16:53

"Part of my reasons behind
building this deck were to make a deck that would be effective at both
the upcoming Block PTQ's and Regionals; I think I've succeeded, and
don't really think I need Colossi, Countryside Crushers, or Taurean
Maulers to make a strong deck that works."

 How do you justify putting fire-lit thicket in the maindeck then? Are you saying that you don't need cards that are good, but that instead you need lands that are good to fix your more mediocre cardbase? (Keep in mind, I'm not saying budget decks are at all bad, but I think that you're sending a mixed message by including cards that aren't budget in a deck you claim to be budget.)

 As for converting the deck to standard, you sideboard seems like it should be wildly different. You said in the article that mono red was the deck that you didn't want to play at all. Dragon's Claw x4 much? Playing a block sideboard vs a standard sideboard is so different because you have so many different options. Your options in block are so limited. Wild Ricochet? Spitebellows? Puncture Bolt? While those cards might be okay in some situations, it seems like expanding your card selection could allow you to do better in some of these matchups that you are having trouble with, and it seems like expanding your card selection could make someone really want to test and play this deck at regionals.



05/12/2008 19:20:26

I think perhaps he means Nath's Elite is a "Doran Killer" because the Lure forces Doran to block Elite while the rest of your team go through and the damage could potentially suffice in finishing the game. Doran normally runs sorcery speed removal in Shriekmaw and Profane Command if I'm not mistaken. As for the list, while it is budget in that there are little rares to be found the Boartusk Liege is $4.00 and Imperious is arguably one of the best creatures in Standard. Probably one of the best Elf Creatures ever printed really. I run a list similar to this and I'm skeptical about how it kills Elf-Ball when they run Vanquisher's and produce an absurd amount of creatures. The Firespouts however are promising and I like them MD as you could easily produce GGG against Faeries. The Manabase looks awful though. Personally I'd drop the Grottos for Vivid Groves  the Mosswort Bridge for just some Mountains/ Forests. 3 CiPT lands and 5 colorless when you want to cast Ram-Gangs, Elvish Warriors and opt for speed? Nah. Decent Block constructed build I guess though.



05/12/2008 19:11:53

Thats_Game: Most of my testing has been against other t2 builds and unless you'd rather go with a RDW approach with Keldon Marauders and Ashenmoor Gouger, this deck loses exactly five cards in the shift to a block build, all of which could be inserted easily enough come Regionals: Incinerate, which might replace Lash Out; Treetop Village or Ghitu Encampment, which could take the place of Mutavault if you felt like running it; and either Utopia Vow or Dead//Gone, which might replace Lignify in SB if you'd rather run it.  None of these cards are entirely necessarily to run the deck well, and barring mana problems it works
effectively against similar Standard builds. 

 

Part of my reasons behind
building this deck were to make a deck that would be effective at both
the upcoming Block PTQ's and Regionals; I think I've succeeded, and
don't really think I need Colossi, Countryside Crushers, or Taurean
Maulers to make a strong deck that works. 

 

RoninX:
Sorry, I misspoke; what mean by "Doran killer" in that phrase is "Anything with 4+ toughness" with possible exceptions of Woodfall Primus or Cloudthresher... though with burn effects or enough Lord pump that's possible too.  No, Nath's Elite's are not fast; however, they do work very nicely as a disguised removal spell, one especially good in even minor creature stalls or cases where utility creatures are hanging back.  Also, consider that I was somewhat sick and woosy when I was writing this last night, so I may have missed a few things that I'd usually catch in editing.


05/12/2008 18:22:10
I think that labeling this as a regionals article is a crime. While it is cool that you are building budget block decks, encouraging people to play a block deck at regionals and just combining the article to fit both subjects instead of making the deck fit to a standard format doesn't seem like a good plan for people looking to play a regionals deck...


05/12/2008 17:09:39

"When it's not doing this, it [Nath's Elite] actuas as a Doran killer while assuring a free board to attack into."

 

OK, I've bough into giant baiting to a certain extent... but Nath's Elite? In constructed? Sure, he is a lure affect, and pretty hot with an Axe out... but it seems like a SB card against elfball and faeries to me (at best). More to the point: how does it ever kill Doran? You have to pump its defense by 3 for it to take down doran - while this is certainly possible, it doesn't seem likely enough to earn him the "doran killer" tag.





*** MyTCGplayer ***