Competitive Rouge deck in Block
I hate constructed.
There can be close to no creativity in a constructed magic game. If you’re playing at a high enough level, chances are that your opponent knows exactly which kind of cards that is in your deck.
In limited, sure that happens as well, but not in a way where they know your Two-three-four curve drop the instance you make your first play move. Also, in limited, now you can look at what your opponents drafted in between rounds at a high enough level to stop cheating (their thinking was that the players talk to their friends in between rounds, and they will be surely discussing about what others drafted, so might as well put them on even grounds)
What I love about magic when I first started playing, is the look on the opponent’s faces when I play a card that was completely not expected from them. I love instances, I love setting a trap and watching them fall into it. I love having their calculations fall into pieces just because I had something they didn’t put into their calculation. (See: Blinking an morphed Akroma, and blocking an incoming Errant Ephemeron with it)
So with the end of my little rant, I present to you my own secret block tech that I’m bringing to my Block constructed competition two weekends from now at my gaming store ( I really shouldn’t be putting this on here, since almost everyone who I’ll be playing against will read this...)
Mono White Weenies v2.0
// Lands
24 [10E] Plains (2)
// Creatures
4 [MOR] Kinsbaile Cavalier
4 [LRW] Knight of Meadowgrain
4 [SHM] Safehold Elite
4 [SHM] Wilt-Leaf Cavaliers
4 [SHM] Wilt-Leaf Liege
3 [SHM] Elvish Hexhunter
2 [MOR] Order of the Golden Cricket
3 [SHM] Kitchen Finks
// Spells
4 [SHM] Shield of the Oversoul
4 [SHM] Armored Ascension
Now I’m gonna save myself here and at least keep my sideboard a secret, so that I have at least a little bit of a chance against everyone at the store (DARN YOU MATT AND JAMIE FOR READING THIS!)
This is my little baby, I’ve been playing this deck since the coming of Shadowmoor, the endless play testing it endlessly and dreaming about it at night.
Yah, shoot me, I’m a real geek.
Anyways, there is one thing about the deck that should stand out.
… 24 plains, I’m a huge avid fans of mono coloured decks, since that does not usually require the $6-8 dual lands, did I also tell you I try playing cheap decks (minus the lieges)
This deck I’m very certain can chomp down other decks at the tournament (Unless they all switch to play Faeries). I’ve been playing it online and it does well against the usual decks of RDW and some rouge list.
Plan of attack:
Aggro beatdown. This deck aims for a turn 5 win, my ideal curve consists of:
Turn 1: Plains, Hexhunter
Turn 2: Plains, Knight of Meadowgrain, Attack (19)
Turn 3: Plains, Wilt-leaf Cavaliers, Attack (16)
Turn 4: Plains, Wilt-leaf Liege, Attack (10)
Turn 5: Plains, Kinsbaile Cavalier, Attack ( Negative something)
That’s my goldfish.
There are lots of variations of this, and they lead to things like one- three less damage on turn 4 or something less optimal like that, but they all aim for a turn 5 win, it’s pretty much all or nothing at that point. Things curves that doesn’t focus on the subtheme of Knights in the deck, but subtheme of G/W agro like shield of the oversoul as the finisher.
Or somewhere in between.
Even if Turn 5 comes and goes, and I still haven’t won, there are 10 cards that enables flying to get in the last couple of damages through.
Give the deck a try, it’s lots of fun, the only money card in here are the lieges, the new wilt-leaf cavaliers I think costs even more then the Kinsbaile ones
The way I found how to build a very consistent aggro deck, is really just following these steps.
1. Find the perfect curve you want your deck to perform.
Your deck should have a plan in mind, and for aggro style builds you want to hit your curve perfectly to win games. Find your curve, and put in 4 ofs of each cards needed to hit the curve
2. Look on the gatherer, and find suitable replacement for some of your cards in that perfect curve
Decks are not going to consist of only your perfect curve, you need to beef it up to 60 cards, find cards that will suffice if you’re missing one or two pieces to the curve, therefore increasing the chances of still hitting your curve instead of flattening out and not focusing on your deck’s strategy (which, in most cases, is beating face)
3. If it’s still not consistent after numerous amounts of playtesting, devote some cards in your slot that will help you FIND your curve in a slot that you usually don’t have a main focus on (ie. For my deck, the hexhunters) and replace it for Card sift like ponder.
Now, I need your help, you see, I have a playset of Mutavaults, and I wonder should I put them in, comment in your concerns about that, how many if at any, and other faults you can pick off with the deck, things to make it better.
Thanks lots! I’ll return next day with some limited stuff again, I promise.
Tags: Lorwyn Block Constructed Magic