Today I really don't have a solid lesson plan. When I started here at Mananation Trick told me that he really liked my articles that cover game play/ deck building fundamentals. I like to write about strange and kooky decks that exist in the Tier 2 realm. We compromised and decided that at least every other week I would present a "lesson" and the other weeks I would have free reign. Turns out that even on weeks where I presented a strange deck to you I was able to show some minor learning theme as well. So I'm going to do a little craziness.
This week I am going to reveal not one but two decks that I really like. I have seen neither anywhere else but both use elements of popular decks. Because of the similarities they are both easy to pick up and play. Also both have strengths in the right meta but unfortunately they still exist on the fringe of competitive.
The first deck started this summer and I've already shared that with you here. I was really trying to make Warp World work. Turns out I was barking up the wrong tree. I keep forcing more and more cards that gain permanents so my actual Warps were devastating but the ability to get to a Warp decreased. Thanks to a couple of other decks I've discovered a better way. Instead of maximizing my Warps I've turned to minimizing my opponent's warps.
The first glimmer of inspiration came from Gerry Thompson's 'Spread 'Em' deck. If you are unfamiliar with it, the basic idea is to use Spreading Seas and Convincing Mirage to disrupt your opponents mana base. Since so few decks at the time ran Islands it was rather powerful. Gerry also ran Cascade cards to insure that one of the Enchantments was available on almost every turn. It was quite the deck in the Jund heavy environment since the mana base is probably Jund's biggest issue. I really thought this deck was unique and refreshing but I never played it. The mana base seemed to be having the same issue as Jund and I try to avoid inconsistent mana.
The second deck that contributed to my final concoction was Magical Christmasland by Conley Woods. At its core the purpose is the same. Mana denial. Instead of converting the color of mana available it completely destroys it. Once again demolishing many Jund hopefuls. While its own mana base is more solid than Spread 'em it has the speed issue. Without a living Lotus Cobra the Land Destruction package can often land a turn too late.
Still I didn't put two and two together until I saw this list from Conley himself on another web site.
Spread 'Em for Slime by Conley Woods
[cardlist]4 Acidic Slime
3 Borderland Ranger
4 Goblin Ruinblaster
3 Jace Beleren
3 Master of the Wild Hunt
4 Mold Shambler
4 Burst Lightning
4 Convincing Mirage
4 Lightning Bolt
4 Spreading Seas
3 Forest
4 Island
1 Kazandu Refuge
4 Misty Rainforest
3 Mountain
4 Rootbound Crag
4 Scalding Tarn[/cardlist]
I really fell in love with this list. Now instead of stretching our mana out to hit a turn 4 cascade into Seas we can hit a turn 4 straight up destruction and a 2/1 hasty stick with it. I started building the deck and then my only original thought hit me like a ton of bricks. There are only 3 cards that don't stick in a Warp World casting. One of them could be replaced by a Warp itself and the other two have plenty of strong Warp options. First and foremost would be Siege-Gang Commander. That leaves only one slot to figure out.
Turns out I switched a few more cards but the basics play out like this. Early game drop Seas to limit your opponent's options. Mid game hold you opponent down by destroying their workable lands and adding a minor army of your own. Then finally either ride the back of a finisher or blast a very lopsided Warp and establish an even better field position. Here is my final deck that I affectionately call Warpsies.
Warpsies
[cardlist]4 Spreading Seas
4 Convincing Mirage
4 Lotus Cobra
3 Elvish Visionary
4 Goblin Ruinblaster
3 Master of the Wild Hunt
4 Acidic Slime
4 Siege Gang Commandeer
2 Rampaging Baloths
4 Warp World
4 Terramorphic Expanse
4 Scalding Tarn
4 Misty Rainforest
4 Rootbound Crag
3 Mountain
3 Forest
2 Island[/cardlist]
Believe it or not this deck has game. Especially if your meta is full of multicolored decks. I can honestly boast at least a 70% win rate vs. Jund and almost as good vs. Naya Lightsaber. I haven't tested the Naya matchup as extensively as I have the Jund so those results maybe inconclusive. Mono-red decks have demolished me repeatedly. It's still too early to tell about the RWU control matchup but in theory I think I have the better game and I know a resolved Warp will win every time.
I really like this list but I am still toying with a few slots. Mold Shambler was on the list for awhile and deserves a sideboard slot if facing anything that tries to abuse a Planeswalker. Turntimber Ranger was also considered because of the cool synergy with Master of the Wild Hunt so I have him and the extra Master in the board for creature intense games.
I want to hear what you think! Please post comments. I would really like to finalize the board and I ALWAYS appreciate hearing from my readers.
The next deck I want to show you today is in its infancy so be gentle. It is able to be both refined and scrapped. Once again comments will be appreciated.
At my Local FNM we were discussing Extended as is most of the Internet community. My personal thoughts are that some form of Zoo is the deck of choice for most players. While our definition of what is a "Zoo" deck becomes more and more broad I think we can agree that Zoo has two major components. A strong Creature to Expected Turn of Play value and a good burn/removal game are in every deck. While some decks like Rubin Zoo have a slower clock for the Expected Turn of Play their creature value is still well beyond the norm.
While saying my opinion a fellow player mentioned how dominant Mono-red Burn was online and how good of a match up it had against Zoo. That much is true. Zoo's mana base places its life total easily within range of Mono-red Burns capable damage. This happened last Extended PTQ season as well. People started playing Zoo because it won a lot and then a fortunate few snuck in blue envelopes playing Mono Red because of the Zoo heavy field. At the one PTQ I attended that season I anticipated a lot of Burn Decks since it had one in the preceding weeks. I was wrong on that account but the deck I played never lost to any Mountain based philosophy.
The deck I want to present to you today is a blending of Zoo and the deck I played back then. It has the ability to make up for Zoo's self destructive shortcomings. However the strength of creatures is weaker than regular Zoo as is the burn package used for removal. Because of that I'll avoid calling it a Zoo deck. Instead let's just call it a Pets deck since it has smaller cats. Here it is, remember any feedback would be appreciated.
Martyr's Pets
[cardlist]4 Martyr of Sands
4 Steppe Lynx
2 Isamura, Hound of Konda
4 Path to Exile
3 Qasali Pridemage
4 Lightning Helix
3 Rhox War Monk
4 Woolly Thoctar
3 Oblivion Ring
4 Knight of the Reliquary
3 Baneslayer Angel
3 Marsh Flats
3 Arid Mesa
2 Misty Rainforest
2 Scalding Tarn
3 Emeria, The Sky Ruin
3 Temple Garden
2 Sacred Foundry
2 Hollowed Fountain
2 Plains[/cardlist]
As I said before this deck is really untested and exists only in the hypothetical right now. I can envision a weekend during the upcoming months where Mono-Red is on a tear and this version can raise it life gaining head. I don't see it surviving much in a varied field but it has potential. There could easily be games where its gain could just put it out of reach of Scapeshift. Recurring a Baneslayer through Emeria can win against slower control decks. And its potential speed can slip it under Fae's capabilities. But can it do it every game. I don't know but I'm thinking about finding out. What do you think? Share in the comments.
Class Dismissed. Remember to post your ideas.