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Speeding through Standard

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With the massive changes to the Standard card pool, it’s to be expected that there will be a significant shift in the metagame. You wouldn’t necessary expect it to become faster, though. Well, as a frequent writer of Magic articles, I try to stay a little bit aware of the Magic talk on our beloved Interwebs, and I’ve been hearing a lot of discussion about G/W and Zombies in Standard. What I’ve been hearing about decks like G/W, W/U, and Bant is that Zombie decks are just too fast for them—even with all the help G/W has received from Return to Ravnica.

Shrine of Burning Rage
With a smaller card pool, you might expect that the format might actually slow down a bit since it would be reasonable to expect that you have fewer high-quality cheap options to choose from. In reality, this isn’t always the case. In some cases it is, such as in the case of red burn. Gone are Shock, Galvanic Blast, Shrine of Burning Rage, and Incinerate. If you’re planning on killing someone with burn, it’s going to take you a bit longer now. If you want to kill someone with creatures, though, go ahead and put that pedal to the metal.

This is why Zombies are so exciting right now. They were already a tier-one(ish) aggressive, creature-based deck, and the change in the format has given them more than it’s taken away, especially if you’re willing to add green. That being said, I don’t think things are as bad for G/W as many Twitter and Facebook “experts” make it out to be. I think part of the problem is that too many G/W players aren’t being realistic about the curve and tempo of the new environment. G/W has some delicious options at 6 mana: Armada Wurm and Collective Blessing. I blew people away at the prerelease with my Selesnya deck that featured Collective Blessing, and I didn’t even come close to losing a game in which I played it. I spent quite a bit of time this week fantasizing about the great Standard decks I could build with it.

Unfortunately, 6 mana is a little too high a cost right now. It doesn’t matter how powerful a card is if you don’t get to cast it. Until someone makes a deck that checks Zombies and slows the metagame down, you need to focus on your own speed.

While I chose Selesnya at the prerelease, by far the most popular deck at the one I attended in Boston was Golgari. I joined the second of four scheduled flights (third if you count midnight madness), and they already had to ask some of the Golgari players to choose other guilds due to running out of Golgari decks. I’m guessing a big part of the reason that Golgari is so popular in Limited and Zombies are so popular in Standard is Lotleth Troll. I recently had one of my Facebook friends post a status asking what the big deal about this card is. He went on to say that to him, it just seemed bad. Well, let’s discuss . . . 

Lotleth Troll
First, he’s a 2/1 Zombie for 2 mana that can regenerate for 1 mana. That alone would be enough for him to be played. He’d immediately be the best 2-drop Zombie in the format. He can be an attacker that’s especially hard to kill, even able to survive Day of Judgment. He can also be used to block your opponent’s best attacker every turn, even forcing him to only attack with 3-or-higher-toughness creatures or to be prepared to lose one of them for nothing.

BUT THAT’S NOT ALL! You can discard a creature card to give him a +1/+1 counter. NOW WHAT WOULD YOU PAY? Ever heard of Wild Mongrel? I’ve heard that’s a good card. Sure, it’s much more restrictive by forcing you to discard creatures and not excess lands or flashback spells. The +1/+1 is permanent, however. Oh yeah, and did I mention he regenerates? In a traditional Zombie deck, he’s Gravecrawler’s best friend. First, you get to discard the ’Crawler to give him a counter before then casting it from your ’yard. Second, he’s so hard to kill that he’ll usually stick around to ensure your ’Crawler a friend to lead him back from the grave. You should also try imagining him in a deck that wants to put creatures directly into the graveyard from your hand, such as a reanimator deck using Rise from the Grave and/or Unburial Rites.

Here’s my take on Zombies:

Quirion Dryad
Thanks to RTR, black can now field twelve 1-drops that hit for 2. Since this is primarily a black deck that happens to have green mana, Quirion Dyrad seems to be a great fit. Not only am I running twenty-nine cards that pump it, twelve cost only 1, and Gravecrawler even has the potential to be cast multiple times. Rancor is another convenient thing about playing with green. Not only can it make a Gravecrawler a beating in situations in which it might otherwise be meaningless, but it’s great to give trample to a Dryad or Troll after you’ve made one huge. If RTR hadn’t done enough already to make this archetype nasty, we also have Dreg Mangler and Abrupt Decay now. I like Decay because not only is it excellent creature removal, it now gives Zombies an answer to cards such as Oblivion Ring and Intangible Virtue. One of the deck’s biggest weaknesses may be having too low of a curve if it mana-floods. I hope being able to recast Rancors and ’Crawlers and being able to scavenge Manglers will serve as enough ways to use your mana that you’ll be okay in most games.

The other concern of creature-swarm decks is mass creature removal such as Day of Judgment and Bonfire of the Damned. Fortunately, ’Crawlers and Trolls are very resistant to mass removal, while Rancors go back to your hand, and Manglers can be scavenged. In addition, the deck is fast enough that sometimes, mass removal will just be too painful with Blood Artists in play. In case you’re wondering about the one Vampire, I think that by itself, it’s a bit weak, and having two in play is redundant. Drawing one in the late game can be amazing, though. The Vampire loves ’Crawlers, and this is especially true if you have a Blood Artist or Dryad in play.

This is my take on GW:

Rancor
Thanks to all my 1-drops being green, Geist being double-green, and Arbor Elf needing Forests, the deck obviously needs to be base-green. This is why I love mono-colored aggression decks such as Red Deck Wins so much—your mana colors always come out right. Aggressive decks can’t afford time to be color screwed, which is why both of these decks have a clear base color and eight dual lands. One of my biggest concerns about this deck is that it only has two copies of Gavony Township to sink extra mana into. If you’re feeling lucky or think it’s worth the risk, you can obviously cut a Plains, a Forest, or both to fit in one or two more. The Townships are especially nice when you have an Angel in hand because you can leave mana open for the Angel while seeming to be merely preparing to use your Township.

I’ve chosen to go with a super-low-curve, hyper-aggressive version, but Oblivion Ring and Thragtusk all scream to be played in a deck like this and perhaps should be. I suggest that you just keep testing slightly different versions until you find one that gives you satisfactory results against Zombies. I believe that will involve a quick explosion of creatures that are bigger than most Zombies, some life-gaining, and few if any cards that cost more than 4 mana.

The most important takeaway here is that the new Standard is surprisingly fast considering how relatively small the card pool is right now. That doesn’t mean that as we add more sets, the format will become faster of course. Perhaps the new sets will add great control cards, such as cheap permission and awesome mass-removal spells. For the most part, that wouldn’t go with recent development trends from Wizards of the Coast, though. The trend is to constantly make better creatures—just look at Loxodon Smiter. Boy, that guy has a weight problem; even other Elephants are appalled by how big he is. Oh, and did I mention he also has abilities that punish permission and hand destruction? Yeah, like I’ve been saying: Wizards wants Standard tournaments decided by creatures more than by spells. So whatever you decide to do in your next Standard tournament, you better be ready for fast, aggressive creature decks.

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