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Idle hands love decking around.

May 17, 2011

There is an old saying, if you feed a man for a day, he only eats for the day, but if you teach him to fish he will eat for the rest of his life. This saying can be compared to many instances in life. But can it be taught to a bunch of 20-30+ year old Magic card players, when innovation is at it’s lowest in MTG? My answer is undoubtedly YES!

In two weeks time there is going to be the largest DCI sanctioned event in Legacy play that is not an Open Series event by Star City Games. This past weekend in fact showed a minute glimpse of what Legacy may turn out to be for the next little while, or it is simply a drop in the bucket until people have more time to prepare for GP Providence.

If we take a look at the top 8 decks that won at Orlando this past weekend at the Open Series, you have have noticed something.

There were 3 Team America builds, and 2 Control decks. In fact Gerry T, and Drew Levin both played Mono-Blue control, and Top 4’ed with them. Team America took home the trophy this time, but it has been quite a long time since you saw Mono-Blue control really have a presence in the Top 8, let alone the Top 4 in Legacy. (edit, just looking at the search results, and the deck names changed to UW Landstill for the mono-blue control decks)

But what is mono-blue control? In general it is exactly as it sounds, blue, blue, and more blue. Some of the key cards in Mono-blue control is of course shrouded with its power-house cards such as Force of Will, Daze, Standstill, and Stifle, however, there is a new card on the block called Mental Misstep. But does mental misstep replace any particular card? In some ways yes, in others ways no.

If your main board has daze in it, does it effectively interact in mid or late games, the answer is unless they are tapped out, it doesn’t do much, hence why cards like mental misstep, which is a hard counter against one drops that can be played for free essentially with paying two life or one blue mana can equivocally effect a counter war of one starts. Ill force your force, ok ill misstep the spell after their force resolves? Answer? Does daze help if its in hand, if they have more mana available. Obviously the answer is no. So Daze can be removed from the main board and even theoretically removed from the sideboard as well, for other counter spells.

Merfolk, and many other decks will benefit from having a free hard counter against one drops. But does the Legacy innovation end there? Simply adding a single card does lack a certain something when it comes to innovation.

So where does the innovation begin? If you are one of many whom have read NEXT LEVEL MAGIC by Patrick Chapin “The Innovator” then you are aware that innovation can be taken to a whole new level when you not only deconstruct metagame decks, but also construct a deck that takes you into a new realm of play.

Today I have been brewing a deck, that right now as I write this is sitting to the right of me spread out on my desk. When you look at the cards in a singular fashion they really have no obvious interaction, but if you look closely you would notice a developed theme of control. This is my new modified BUG Rock deck. While this deck is still in development I thought I would share with you, what I feel is a benefits it. You will notice that NPH has added a huge splash into the deck.

Creatures: (10)
4 x Vault Skirge
2 x Tombstalker
4 x Tarmagoyf

Instants:(18)
4 x Force of Will
4 x Mental Misstep
4 x Brainstorm
3 x Stifle
3 x Geth’s Verdict

Sorcery: (6)
4 x Sinkhole
4 x Hymn to Tourach

Enchantment: (3)
2 x Bitterblossom
1 x Slyvan Library

Lands: (21)
4 x Wasteland
3 x Underground sea
3 x Tropical Island
1 x Urborg, Tomb of Yagmoth
3 x Polluted Delta
1 x Verdent Catacomb
3 x Misty Rainforest
1 x Island
1 x Forest
1 x Swamp

Sideboard: (15)
1 x Bitterblossom
1 x Tombstalker
3 x Thopter Foundry
2 x Sword of the Meek
3 x Pithing Needle
1 x Ensnaring Bridge
1 x Tormod’s Crypt
1 x Stifle
2 x Thorn of Amethyst

Well the main deck for my BUG/Rock Deck is pretty heavy in the blue/black I find the green to be a wonderful supporting colour. With the inclusion of the Library, and Tarmagoyf, it adds a certain flare, in black I loved the idea of Bitterblossom and the new Vault Skirge supporting that of course in the sideboard is Thopter Foundry/Sword of the Meek pay life/gain life can put you a wonderful power struggle, and if your opponent is ill prepared for really an onslaught of enchantment and artifact with little to no hate, then something is going to slip by and give you a huge edge, this edge is of course supported by 4 spells/4 lands of land hate to keep their colours off tilt. Myself, I also tried to limit myself on the one drops, sticking with only essential cards for advantage and get a soft-lock in the midgame or early game if I’m lucky after pre and post-board, the reason being is of course mental misstep, I would be stupid to say that the card isn’t going to affect the game.

Of course I could be entirely wrong about everything – not that there is any shame in being wrong, it is often how we learn our lessons, and with brewing that is the key.

Now how about turbo infect in legacy? Or mono-black infect control? Both decks are plausible, and I will touch bases with them later on this week.

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One Comment
  1. Thanks a lot for sharing this with all of us you actually know what you’re talking about! Bookmarked. Please also visit my website =). We could have a link exchange agreement between us!

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