Showing posts with label broken decks. Show all posts
Showing posts with label broken decks. Show all posts

Wednesday, February 26, 2014

Blow 3.0

So can we jam for a second about how awesome it is that Blow is back in standard?

Esper Humans

4 Godless Shrine
4 Hallowed Fountain
2 Mutavault
4 Plains
4 Temple of Deceit
4 Temple of Silence
3 Watery Grave

2 Ephara, God of the Polis
4 Imposing Sovereign
4 Lyev Skyknight
3 Obzedat, Ghost Council
3 Precinct Captain
4 Soldier of the Pantheon
3 Xathrid Necromancer

4 Detention Sphere
1 Far // Away
1 Hero's Downfall
1 Spear of Heliod
2 Supreme Verdict
1 Ultimate Price
2 Whip of Erebos

Sideboard:
1 Blood Baron of Vizkopa
2 Dark Betrayal
2 Doom Blade
1 Duress
2 Gainsay
1 Glare of Heresy
1 Hero's Downfall

So now you're probably thinking, what the fuck is Blow and what does it have to do with Esper Humans?

We'll work backward from the present. 



In 2003, I advocated briefly for this deck to be considered for players heading to the State Championships. The year before, during the 2002 version, a B/W Cleric deck called Blow won Iowa Champs piloted by Gabriel Stoffa. We'll get to the Iowa deck in a minute, but analyzing the list above, you'd be hard-pressed to say it's anything special. Still, testing confirmed that the deck stacked up well against Goblins, still the biggest threat at the time given that Affinity hadn't found Arcbound Ravager in a pile of darksteel yet. And Slide had little to no chance at defeating Blow 2.0, despite playing a deadly nuke against tokens in its namesake enchantment and Wind Shards backup against a Zombie horde. Nova Cleric was actually just that relevant, and you had 6 virtual copies with the Doomed Necromancers.

The list isn't perfect, but versions of it did end up performing reasonably well. A perfect example of the Blow deck took down Champs the year before I riffed on it in the article on StarCityGames.

3 City of Brass
11 Plains
1 Starlit Sanctum
2 Swamp

4 Beloved Bodyguard
4 Beloved Chaplain
4 Devoted Caretaker
4 Master Apothecary
4 Nova Cleric
4 Rotlung Reanimator
4 Weathered Wayfarer

3 Disenchant
4 Prismatic Strands
4 Shared Triump
4 Wrath of God

Sideboard:

3 Cabal Therapy
3 Oversold Cemetary
3 Ray of Revelation
4 Spurnmage Advocate
2 Worship

Holy Jesus, those were dark times for mana bases. Pray they never return. But Weathered Wayfarer made it work, eking out card advantage slower than a Jayemdae Tome, grinding the whole game to four mana, however long it took. 

Tribal decks are automatically fun to play, and this one has the added benefit of blowing up your own creatures for profit to go along with a cartload of synergy. 

Which brings us back to the new decklist and the current standard format. Esper Humans is, to be fair, not entirely in the full aggro lite-control mode that Blow was. But it provides a hell of a blueprint for building something that goes ham on the concept. Here's my take:

4 Godless Shrine
4 Hallowed Fountain
4 Watery Grave
4 Plains
3 Temple of Deceit
2 Temple of Enlightenment
2 Temple of Silence
2 Mutavault

25 Lands

That's right, another three-color deck that runs two colorless lands without a hitch. Praise based Ravnica.

Next we need our amped-up aggro package:

4 Imposing Sovereign
4 Lyev Skyknight
4 Deputy of Acquittals
1 Sin Collector
3 Precinct Captain
1 Obzedat, Ghost Council
4 Soldier of the Pantheon
4 Xanthrid Necromancer
2 Ephara, God of the Polis

27 Creatures

The game plan revolves around playing 187 creatures and running them headfirst into the opposition or wiping them away and replacing them with shambling mobs of undead. On the play, Imposing Sovereign is a virtual Time Walk, ensuring you'll always be a turn ahead even if they match you creature for creature. Skyknight, Obzedat and Sin Collector all offer extra value with Ephara in play, and Deputy of Acquittals can trigger the card-drawing celestial force during your own upkeep while guaranteeing you'll get another draw on your opponent's turn. You can tell from the creatures that this version always wants two untapped lands on turn two, which goes to explain the less-than-full-pack of Temples.

Your best start against most decks that flood the board with creatures is Soldier into Sovereign into Necromancer into Supreme Verdict. You'll have dealt eight and wiped the board, leaving you with 3 2/2s and a card to whatever they've managed to hold back defending against a perfect curve.

2 Detention Sphere
4 Supreme Verdict
1 Whip of Erebos
1 Spear of Heliod

8 Spells

Nothing too exciting here. Spear can really push an aggressive start over the top, and the Whip helps you stabilize or counterattack, especially post-Verdict. The Spheres are catch-alls that also make the unlikely possibility of an Ephara attack enter the realm of this-could-actually-happen.

Sideboard:

1 Sin Collector
3 Bile Blight
1 Hero's Downfall
1 Ultimate Price
1 Blood Baron of Vizkopa
2 Obzedat, Ghost Council
2 Thoughtseize
2 Detention Sphere

The sideboarding plan revolves around situations where your first and second onslaughts are being repelled by a control deck that can't handle grinding card advantage with Obzedat and Ephara. There's a smattering of removal suitable against rats and tokens, plus options against more monstrous threats. Whatever your needs are after board, you'll be taking out the Deputies, one or two Verdicts, the Spear, possibly the Sovereigns.

The two basic substitutions are

Against tokens or Pack Rat-style aggression:
-3 Deputy of Acquittal
-1 Spear of Heliod
-2 Ephara, God of the Polis
-1 Sin Collector
-1 Soldier of the Pantheon (on the draw)

+3 Bile Blight
+1 Hero's Downfall
+1 Ultimate Price
+2 Detention Sphere
+1 Blood Baron of Vizkopa (on the draw)

Against control you need to grind away:
-2 Supreme Verdict
-4 Imposing Sovereign

+1 Sin Collector
+2 Thoughtseize
+1 Blood Baron of Vizkopa
+2 Obzedat, Ghost Council

If you liked this roundabout trip to a new decklist, let me know. If you didn't, well, hopefully there was still something in this for you (or I'm sorry you read all the way to the end of an article you hated). 

Friday, February 24, 2012

Dropping the Banhammer, Part One: Under Hot Lights


There has been a trickle-down effect since the announcement that #twoexplores is no longer a valid excuse for rampant cheating.  The most noticeable is the intensity of the community's vigilance when it comes to policing high level play on camera. 

I try to add something to the discussions that take place away from the tech and video media centers of the Magic universe online.  With that in mind, here are five things that you will do on camera at some point if you attend enough events, along with what might happen when you do.

Monday, October 17, 2011

History Lesson #2: Where is Magic Going? (Bonus Post-Script Rant)

Starting this off, here is a list of the double-faced cards in Innistrad as if they were cards with no transform capability. (This list is in alphabetical order)

Bloodline Keeper, 2BB, Flying, T: Put a 2/2 Vampire into play with Flying, 3/3
Civilized Scholar, 2U, T: Draw a card, then discard a card, 0/1.
Cloistered Youth, 1W, 1/1
Daybreak Ranger, 2G, T: ~this~ deals 2 damage to target creature with flying, 2/2
Delver of Secrets, U, 1/1
Gatstaf Shepherd, 1G, 2/2
Grizzled Outcasts, 4G, 4/4
Hanweir Watchkeep, 2R, Defender, 1/5
Instigator Gang, 3R, Attacking creatures you control get +1/+0, 2/3
Kruin Outlaw, 1RR, First Strike, 2/2
Ludevic’s Test Subject, 1U, Defender, 0/3
Mayor of Avabruck, 1G, Other Human creatures you control get +1/+1.  1/1
Reckless Waif, R, 1/1
Screeching Bat, 2B, Flying, 2/2
Thraben Sentry, 3W, Vigilance, 2/2
Tormented Pariah, 3R, 3/2
Ulvenwald Mystics, 2GG, 3/3
Village Ironsmith, 1R, First Strike, 1/1
Villagers of Estwald, 2G, 2/3

I didn’t include Garruk since for the purposes of this article we don’t need to talk about Planeswalkers.  You can probably guess where I am going with this, but if you didn’t, here is another sort of list:

Krovikan Vampire, 3BB, At the beginning of each end step, if a creature dealt damage by ~this~ this turn died, put that card into play under your control, Sacrifice it when you lose control of Krovikan Vampire, 3/3
Krovikan Sorcer, 2U, T, Discard a nonblack card: Draw a card, T, Discard a black card: Draw two cards then discard one of them, 1/1.
Hipparion, 1W, ~this~ can’t block creatures with power 3 or greater unless you pay 1.
Pale Bears, 2G, Islandwalk, 2/2
Balduvian Shaman, U, T: Change the text of target white enchantment you control that doesn’t have cumulative upkeep by replacing all instances of one color word with another, that enchantment gains Cumulative Upkeep 1, 1/1
Balduvian Bears, 1G, 2/2
Folk of the Pines, 4G, 1G: ~this~ gets +1/+0 until end of turn, 2/5
Barbarian Guides, 2R, 2R, T: Choose a land type, Target creature you control gains snow landwalk of the chosen type until end of turn.  Return that creature to its owner’s hand at the beginning of the next end step.
Goblin Snowman, 3R, Whenever ~this~ blocks, prevent all combat damage that would be dealt to and dealt by it this turn, T: ~this~ deals 1 damage to target creature it’s blocking, 1/1
Balduvian Barbarians, 1RR, 3/2
Balduvian Conjurer, 1U, T: Target snow land becomes a 2/2 creature until end of turn.  It’s still a land, 0/2
Freyalise Supplicant, 1G, T, sacrifice a red or white creature: ~this~ deals damage to target creature or play equal to half the sacrificed creature’s power, rounded down.
Mountain Goat, R, Mountainwalk, 1/1
Flow of Maggots, 2B, Cumulative upkeep 1, Flow of Maggots can’t be blocked by non-Wall creatures, 2/2
Mercenaries, 3W, 3: The next time ~this~ would deal damage to you this turn, prevent that damage.  Any player may activate this ability, 3/3
Tor Giant, 3R, 3/3
Lhurgoyf, 2GG, ~this~ power is equal to the number of creature cards in all graveyards and its toughness is equal to that number plus 1, */*+1
Orcish Librarian, 1R, R, T: Look at the top eight cards of your library, exile four of them at random, then put the rest on top of your library in any order, 1/1
Dire Wolves, 2G, Dire Wolves has banding as long as you control a Plains, 2/2

Again, if you couldn’t tell, the second list is from Ice Age, arranged to correspond with the first list by rarity and/or at least casting cost.  What is humorous, and the goal of this juxtaposition, is to demonstrate that by and large you would probably rather play most of the creatures on the first list, despite the fact that they have been effectively neutered in terms of the modern game by having their transform sides taken away.

The history lesson for today is that even crappy, untransformed versions of creatures from 2011 are leaps-and-bounds better than the creatures of 1995.  So what does this mean?  Well, in this article, we will be discussing how much the game has changed, not only in the power creep attached to creature design, but the actual play of the game itself.