Michael Keller
12-31-2007, 03:01 PM
Hulk-A-Mania
by "Hollywood' Michael Keller
Preface
There you are: Sitting in your room late on a Tuesday night. The taste of a good beer tingles your buds (or soda, for you youngsters!). You're sifting through a pile of cards and you're thinking to yourself, "This would be so awesome if I could actually beat somebody with this in a deck!".
Things begin rolling. You start gathering ideas and putting them down to paper. Before you know it, you have a skeleton list of an individualized concept that you think will do well. You start Sharpie-ing cards to test out your new creation and you see it performs rather well. Excited, you show up at the next local tournament clamoring for every card in your deck, without divulging too much information. Before you know it, it's complete and you're off to the races testing what you believe to be the next big thing.
This is what makes Magic so much fun to play: The unique opportunity to show the international community an individualized concept of a deck idea that you believe can prove wins. In the previous "Create a New Good Deck Contest", I managed to stumble across an Urza's Destiny uncommon, entitled "Gamekeeper" After evolving a deck (which would come to be known as "The Game"), worldwide success ensued. A Variation of the combo even found its way deep into Grand Prix: Columbus 2007.
2008 is upon us, and I have forged a new individualized concept behind a deck long rumored to be considered "dead".
I bring you...Hulkamania.
Content
I. The Concept.
II. The List.
III. Explanations and Choices.
IV. What Makes Hulkamania Good Enough to Play?
V. The Results.
VI. Potential Changes.
VII. A Final Word.
I. The Concept.
It's hard to imagine conceptualizing a "new" deck without recycling common themes that have been used for years in championship-caliber predecessors. There is a gray area when it comes to originality in decks. More often than not, the only way to consider a deck completely original is to mix cards that would never be considered to fit together in the broad spectrum of things - or by simply integrating a unique combo within an array of protection and draw utility. In general, decks that tend to do typically well are ones the use the same cards time and time again with a special twist - and Hulkamania is no different.
The concept behind Hulkamania is one that is rather known. In the early to mid portion of 2007, a deck entitled Hulk-Flash dictated just about every major - and in many cases local - tournament you could participate in, including the Grand Prix. Versions of the combo have been explained a dozen times, so for those unaware of Hulk-Flash, please refer to this thread: http://www.mtgthesource.com/forums/showthread.php?t=5646&highlight=hulk
http://magic.tcgplayer.com/db/cards/13919.jpg
The concept of Hulkamania isn't much different than that of Hulk-Flash: Find a quick, cheap way of getting Protean Hulk into play with some sort of death effect either built in or active so you can fish for creatures that win you the game. One of the main components of the old variation was a card called "Flash", which allowed you to immediately sacrifice your Hulk. This is rather inutile, due to the card's banning in Legacy play. With that in mind, I recently decided to try and build a version of this deck using different mechanisms, outlets, and win conditions which allow for consistency over speed. Albeit slower, this new take using Protean Hulk allows you to do just what any good combo/control deck should do: Creating and establishing stability by not relying on one potentially disrupt-able solution.
Summed up: Same concept, different cards.
II. The List.
Acceleration Package
[4x] Birds of Paradise
[2x] Ancient Tomb
TOTAL: 6
Combo Package
[4x] Show and Tell
[4x] Protean Hulk
[1x] Eureka
[1x] Karmic Guide
[1x] Kiki-Jiki, Mirror Breaker
[1x] *Carrion Feeder
[1x] Body Snatcher
TOTAL: 13
Protection and Disrupt Package
[4x] *Cabal Therapy
[4x] Force of Will
[2x] Echoing Truth
[1x] Benevolent Bodyguard
TOTAL: 11
Search Package
[4x] Brainstorm
[2x] Intuition
[2x] Mystical Tutor
TOTAL: 8
Alternate Win Package
[4x] Tarmogoyf
TOTAL: 4
Mana Package
[4x] Tropical Island
[4x] Bayou
[3x] Polluted Delta
[3x] Windswept Heath
[2x] Island
[1x] Forest
[1x] *Phyrexian Tower
TOTAL: 18
MAIN DECK TOTAL: 60 CARDS
Adjustable Sideboard Package
[4x] Hydroblast
[3x] Krosan Grip
[3x] Extirpate
[2x] Tranquil Domain
[2x] *Perish
[1x] Sundering Titan
SIDEBOARD TOTAL: 15 CARDS
*= Serve additionally as sacrifice outlets for Protean Hulk.
III. Explanation and Choices.
Here I will explain in detail why each card has been included in the deck and why they fit better over other potential candidates.
Birds of Paradise
For the longest time I sat down and tried determining how important acceleration was over long-term consistency. It became apparent after several engaging matches that some sort of acceleration was in order. Birds of Paradise have instantly become a staple of the deck for several key reasons:
a.) They provide turn two Show and Tell or Intuition possibility.
b.) They provide another sacrifice outlet for Cabal Therapy.
c.) They can tap for mana of any color. In some instances, hard-casting some of the combo pieces just might become relevant.
d.) They can chump a potentially devastating attack.
e.) In some cases, they might soak up Swords to Plowshares.
For these reasons, Birds of Paradise can take solace knowing they have job security.
Ancient Tomb
It was decided that two or three of these are essential in trying to cast spells faster. Originally there were three in the deck, but with the addition of Birds of Paradise, I'm not soaking up a lot of damage and getting hit by Wasteland. They also provide colorless mana only, so keeping the count at two seems like a reasonable choice that serves as a wonderful compliment to Birds of Paradise.
Show and Tell
With the banning of Flash, there is really no other faster way of placing a permanent directly from your hand into play (with the exception of Goblin Lackey). It allows me to place a Protean Hulk or other combo piece into play without having to spend a lot of mana on it. The casting cost is very reasonable and at worst it can be pitched to Force of Will. That , of course, would be an absolute last resort...
Protean Hulk
He allows you to search for your combo pieces and place them directly into play. He also beats for six in case you're wondering about Extirpate, which should be the last of your worries. I encountered a match this past weekend where an opponent Extirpated my Hulks and I still went beat-down with Tarmogoyf. I won that Game Three because of that critical element. Protean Hulk can also put three Tarmogoyf directly into play, which considering the situation, can and should be utterly devastating.
Eureka
The idea of placing relevant combo pieces from your hand directly into play is rather important in this concept, but not essential. This is a rather questionable slot, but it works so well when you do not have access to another Show and Tell (remember Intuition). I am considering replacing this slot with one Regrowth - to be able to bring something important back to my hand. This will probably change, but it serves as another outlet for dropping things into play in emergency situations in case there are no more Show and Tells.
Kiki-Jiki, Karmic Guide, Carrion Feeder, Body Snatcher
See link above for details.
Cabal Therapy
The most important card in the deck. It enables you to pick apart an opponent's hand while providing a sacrifice outlet for Protean Hulk. Works very well with Birds of Paradise.
Force of Will
An essential disrupt spell which you can support with the number of blue cards the deck provides. The good thing about Force of Will in this deck is that, if in a situation you're forced to Force away an essential blue card in hand, there are plenty of draw and tutor effects to reclaim what you lost. It's a great choice.
Echoing Truth
This card single handedly stops Empty the Warren tokens and Solitary Confinement. It's pitch-able to Force and allows you to stall out for the win. If in an instance an opponent drops something nether-worldly off Show and Tell (which is rare), you can bounce it back. Most play it sideboard, but because this deck goes for consistency over (very fast) speed, it works too well to pass up.
Benevolent Bodyguard
Allows for protection in your combo so that Swords to Plowshares becomes irrelevant (unless they have two). Essential.
Brainstorm
Works very well with fetches and combo pieces in hand. Very important here and just about any deck sporting blue.
Intuition
The ability to grab whatever you need, whenever you need it is vital in combo. Intuition is a great card that can not only grab you combo pieces, but gets those Therapies in the yard. It also gets Hulk in the yard so that Karmic Guide or Body Snatcher can do it's job. Those scenarios are rather uncommon, but are still critical. And of course, pitch-able to Force.
Mystical Tutor
Can just about fetch whatever you need in the deck at instant speed. A great utility support in the package for what it can do.
Tarmogoyf
Serves as another way of winning the game. He gets big, and fast. In many instances, you'll be tempted to Hulk into three of him. Go for it. Nothing puts the heat on faster than three of these all at once, early or late game.
Phyrexian Tower
An uncounterable way of producing fast mana and providing a sacrifice outlet for Hulk. It has won me matches alone.
IV. What Makes Hulkamania Good Enough to Play?
Well, think about it for a second: The deck plays like aggro-control, with a built in combo twist. The combo slots are hardly overwhelming, and, at worst, you will have an early 6/6 beater going in for the win itself. If you study and examine the Decks to Beat forum, you'll notice in each one of those decks there are common denominators that make each one hard to defeat. Some of these denominators include:
a.) Consistency.
b.) Card advantage.
c.) Board advantage.
Hulk-a-mania incorporates each of these ideals and puts your opponent in defensive mode. Most combo decks inherently put the opponent on the offensive to try and win, and win fast. This deck can win fast, but doesn't have to. It establishes either early threats with disruption so that you can work your way to victory. It's a solid choice that doesn't pack it in to Extirpate or Swords to Plowshares. Consider what your opponent is playing and adjust accordingly. Make sure you understand how the combo works. The deck is also a great tool for learning the stack if you're a newer player - and teaches you the importance of spell and ability progression. It can beat any of those decks in the D.T.B forum, and the results prove it can:
V. The Results.
I spent more than a few hours play-testing with Spiderfreak (Tariq W.) and Konfidant (Geoff S.) - both regular Syracuse competitors - and came up with the follow results against U/W Landstill:
In five matches, I ended up winning three out of five games. There were no instances where I was put on the the defensive side, only offensive. Force backup became huge for me. Cabal Therapy was also an annoyance for Landstill, because of it's recurrence. Wrath of God was a dead slot against me, because all 200,000,000 of my tokens were hasty. You should have a decent match against Landstill because the deck doesn't revolve around the combo. Swords wasn't really that much of an issue, but it was obviously annoying. For this reason, Benevolent Bodyguard solidified his home in the latest build.
I also spend some time testing against R/b/g Goblins. In five matches, I ended up taking all five of the times we played. There were no instances where I felt overwhelmed. One of the matches involved a do or die draw to sacrifice Hulk, and I drew into a Tower for the win. I didn't see any problems otherwise, as even general combo can destroy Goblins. A deck like this with the draws it had - there was no problems. Unless they get a god draw, I don't see this being a problematic match up.
The final test came against T.E.S. (yes, Bryant, I even tested it against your build). I played only four matches here, because I was getting tired of playing Magic all day. In the four games I played, I won two. I would have certainly won three, but a misplay on my part set me back. It was really all about whether or not I open-handed or mulled down to Force. In those games I did, I won. In the games I didn't, I lost to Burning Wish/Warrens. This is why Echoing Truths were added to the main. I won the last game I played because of Mystical Tutor-Truth. It gives you a great edge against tokens and early threats so that you can basically Time Walk yourself. It's solid.
That is all the testing I've done so far. I played in a recent tourney this past Sunday at Altered States (with the new build) and went 3-0 (I showed up late, so got a Round One "nothing".) I ended up played against 42 land, Green Stompy, and G/w/u thresh - not losing one match in Swiss. I'll continuously post results as days go by.
I am also aware my results don't count sideboard. This I understand. What I was more concerned about was getting the deck off it's feet and finding suitable main-deck slots so the deck can evolve into a competitive one. The changes I've made worked great so far - that's why the sideboard was titled "adjustable" - I'll have it ready by this weekend.
VI. Potential Changes.
There is a large "Beta Dual Land" tournament this weekend in Syracuse, New York where I reside. I have every intention on play-testing the deck every day until then to discover what needs to stay and what needs to go. I'm sure some changes will incur due to the amount of time I'll test, but the list right now is very solid and works like an oiled machine. I've done all my homework and the real test comes on Saturday. We'll see how it fares. I'm confident it will shine.
VII. A Final Word.
Look, I wouldn't post this deck and taken the time to write all of this (which I have enjoyed, none-the-less ;) unless I think it can go the distance in the format. I know it can. Most every other deck in this contest has been thought of and posted. I've competed in two tournaments with mine and it's turning heads. I have results and I plan on playing it this weekend - I have nothing to hide. So, with that being said, I am confident in my play and this deck to ride until Columbus.
And what'cha gonna do...when Hulkamania...destroyyyyys you???!!!!
by "Hollywood' Michael Keller
Preface
There you are: Sitting in your room late on a Tuesday night. The taste of a good beer tingles your buds (or soda, for you youngsters!). You're sifting through a pile of cards and you're thinking to yourself, "This would be so awesome if I could actually beat somebody with this in a deck!".
Things begin rolling. You start gathering ideas and putting them down to paper. Before you know it, you have a skeleton list of an individualized concept that you think will do well. You start Sharpie-ing cards to test out your new creation and you see it performs rather well. Excited, you show up at the next local tournament clamoring for every card in your deck, without divulging too much information. Before you know it, it's complete and you're off to the races testing what you believe to be the next big thing.
This is what makes Magic so much fun to play: The unique opportunity to show the international community an individualized concept of a deck idea that you believe can prove wins. In the previous "Create a New Good Deck Contest", I managed to stumble across an Urza's Destiny uncommon, entitled "Gamekeeper" After evolving a deck (which would come to be known as "The Game"), worldwide success ensued. A Variation of the combo even found its way deep into Grand Prix: Columbus 2007.
2008 is upon us, and I have forged a new individualized concept behind a deck long rumored to be considered "dead".
I bring you...Hulkamania.
Content
I. The Concept.
II. The List.
III. Explanations and Choices.
IV. What Makes Hulkamania Good Enough to Play?
V. The Results.
VI. Potential Changes.
VII. A Final Word.
I. The Concept.
It's hard to imagine conceptualizing a "new" deck without recycling common themes that have been used for years in championship-caliber predecessors. There is a gray area when it comes to originality in decks. More often than not, the only way to consider a deck completely original is to mix cards that would never be considered to fit together in the broad spectrum of things - or by simply integrating a unique combo within an array of protection and draw utility. In general, decks that tend to do typically well are ones the use the same cards time and time again with a special twist - and Hulkamania is no different.
The concept behind Hulkamania is one that is rather known. In the early to mid portion of 2007, a deck entitled Hulk-Flash dictated just about every major - and in many cases local - tournament you could participate in, including the Grand Prix. Versions of the combo have been explained a dozen times, so for those unaware of Hulk-Flash, please refer to this thread: http://www.mtgthesource.com/forums/showthread.php?t=5646&highlight=hulk
http://magic.tcgplayer.com/db/cards/13919.jpg
The concept of Hulkamania isn't much different than that of Hulk-Flash: Find a quick, cheap way of getting Protean Hulk into play with some sort of death effect either built in or active so you can fish for creatures that win you the game. One of the main components of the old variation was a card called "Flash", which allowed you to immediately sacrifice your Hulk. This is rather inutile, due to the card's banning in Legacy play. With that in mind, I recently decided to try and build a version of this deck using different mechanisms, outlets, and win conditions which allow for consistency over speed. Albeit slower, this new take using Protean Hulk allows you to do just what any good combo/control deck should do: Creating and establishing stability by not relying on one potentially disrupt-able solution.
Summed up: Same concept, different cards.
II. The List.
Acceleration Package
[4x] Birds of Paradise
[2x] Ancient Tomb
TOTAL: 6
Combo Package
[4x] Show and Tell
[4x] Protean Hulk
[1x] Eureka
[1x] Karmic Guide
[1x] Kiki-Jiki, Mirror Breaker
[1x] *Carrion Feeder
[1x] Body Snatcher
TOTAL: 13
Protection and Disrupt Package
[4x] *Cabal Therapy
[4x] Force of Will
[2x] Echoing Truth
[1x] Benevolent Bodyguard
TOTAL: 11
Search Package
[4x] Brainstorm
[2x] Intuition
[2x] Mystical Tutor
TOTAL: 8
Alternate Win Package
[4x] Tarmogoyf
TOTAL: 4
Mana Package
[4x] Tropical Island
[4x] Bayou
[3x] Polluted Delta
[3x] Windswept Heath
[2x] Island
[1x] Forest
[1x] *Phyrexian Tower
TOTAL: 18
MAIN DECK TOTAL: 60 CARDS
Adjustable Sideboard Package
[4x] Hydroblast
[3x] Krosan Grip
[3x] Extirpate
[2x] Tranquil Domain
[2x] *Perish
[1x] Sundering Titan
SIDEBOARD TOTAL: 15 CARDS
*= Serve additionally as sacrifice outlets for Protean Hulk.
III. Explanation and Choices.
Here I will explain in detail why each card has been included in the deck and why they fit better over other potential candidates.
Birds of Paradise
For the longest time I sat down and tried determining how important acceleration was over long-term consistency. It became apparent after several engaging matches that some sort of acceleration was in order. Birds of Paradise have instantly become a staple of the deck for several key reasons:
a.) They provide turn two Show and Tell or Intuition possibility.
b.) They provide another sacrifice outlet for Cabal Therapy.
c.) They can tap for mana of any color. In some instances, hard-casting some of the combo pieces just might become relevant.
d.) They can chump a potentially devastating attack.
e.) In some cases, they might soak up Swords to Plowshares.
For these reasons, Birds of Paradise can take solace knowing they have job security.
Ancient Tomb
It was decided that two or three of these are essential in trying to cast spells faster. Originally there were three in the deck, but with the addition of Birds of Paradise, I'm not soaking up a lot of damage and getting hit by Wasteland. They also provide colorless mana only, so keeping the count at two seems like a reasonable choice that serves as a wonderful compliment to Birds of Paradise.
Show and Tell
With the banning of Flash, there is really no other faster way of placing a permanent directly from your hand into play (with the exception of Goblin Lackey). It allows me to place a Protean Hulk or other combo piece into play without having to spend a lot of mana on it. The casting cost is very reasonable and at worst it can be pitched to Force of Will. That , of course, would be an absolute last resort...
Protean Hulk
He allows you to search for your combo pieces and place them directly into play. He also beats for six in case you're wondering about Extirpate, which should be the last of your worries. I encountered a match this past weekend where an opponent Extirpated my Hulks and I still went beat-down with Tarmogoyf. I won that Game Three because of that critical element. Protean Hulk can also put three Tarmogoyf directly into play, which considering the situation, can and should be utterly devastating.
Eureka
The idea of placing relevant combo pieces from your hand directly into play is rather important in this concept, but not essential. This is a rather questionable slot, but it works so well when you do not have access to another Show and Tell (remember Intuition). I am considering replacing this slot with one Regrowth - to be able to bring something important back to my hand. This will probably change, but it serves as another outlet for dropping things into play in emergency situations in case there are no more Show and Tells.
Kiki-Jiki, Karmic Guide, Carrion Feeder, Body Snatcher
See link above for details.
Cabal Therapy
The most important card in the deck. It enables you to pick apart an opponent's hand while providing a sacrifice outlet for Protean Hulk. Works very well with Birds of Paradise.
Force of Will
An essential disrupt spell which you can support with the number of blue cards the deck provides. The good thing about Force of Will in this deck is that, if in a situation you're forced to Force away an essential blue card in hand, there are plenty of draw and tutor effects to reclaim what you lost. It's a great choice.
Echoing Truth
This card single handedly stops Empty the Warren tokens and Solitary Confinement. It's pitch-able to Force and allows you to stall out for the win. If in an instance an opponent drops something nether-worldly off Show and Tell (which is rare), you can bounce it back. Most play it sideboard, but because this deck goes for consistency over (very fast) speed, it works too well to pass up.
Benevolent Bodyguard
Allows for protection in your combo so that Swords to Plowshares becomes irrelevant (unless they have two). Essential.
Brainstorm
Works very well with fetches and combo pieces in hand. Very important here and just about any deck sporting blue.
Intuition
The ability to grab whatever you need, whenever you need it is vital in combo. Intuition is a great card that can not only grab you combo pieces, but gets those Therapies in the yard. It also gets Hulk in the yard so that Karmic Guide or Body Snatcher can do it's job. Those scenarios are rather uncommon, but are still critical. And of course, pitch-able to Force.
Mystical Tutor
Can just about fetch whatever you need in the deck at instant speed. A great utility support in the package for what it can do.
Tarmogoyf
Serves as another way of winning the game. He gets big, and fast. In many instances, you'll be tempted to Hulk into three of him. Go for it. Nothing puts the heat on faster than three of these all at once, early or late game.
Phyrexian Tower
An uncounterable way of producing fast mana and providing a sacrifice outlet for Hulk. It has won me matches alone.
IV. What Makes Hulkamania Good Enough to Play?
Well, think about it for a second: The deck plays like aggro-control, with a built in combo twist. The combo slots are hardly overwhelming, and, at worst, you will have an early 6/6 beater going in for the win itself. If you study and examine the Decks to Beat forum, you'll notice in each one of those decks there are common denominators that make each one hard to defeat. Some of these denominators include:
a.) Consistency.
b.) Card advantage.
c.) Board advantage.
Hulk-a-mania incorporates each of these ideals and puts your opponent in defensive mode. Most combo decks inherently put the opponent on the offensive to try and win, and win fast. This deck can win fast, but doesn't have to. It establishes either early threats with disruption so that you can work your way to victory. It's a solid choice that doesn't pack it in to Extirpate or Swords to Plowshares. Consider what your opponent is playing and adjust accordingly. Make sure you understand how the combo works. The deck is also a great tool for learning the stack if you're a newer player - and teaches you the importance of spell and ability progression. It can beat any of those decks in the D.T.B forum, and the results prove it can:
V. The Results.
I spent more than a few hours play-testing with Spiderfreak (Tariq W.) and Konfidant (Geoff S.) - both regular Syracuse competitors - and came up with the follow results against U/W Landstill:
In five matches, I ended up winning three out of five games. There were no instances where I was put on the the defensive side, only offensive. Force backup became huge for me. Cabal Therapy was also an annoyance for Landstill, because of it's recurrence. Wrath of God was a dead slot against me, because all 200,000,000 of my tokens were hasty. You should have a decent match against Landstill because the deck doesn't revolve around the combo. Swords wasn't really that much of an issue, but it was obviously annoying. For this reason, Benevolent Bodyguard solidified his home in the latest build.
I also spend some time testing against R/b/g Goblins. In five matches, I ended up taking all five of the times we played. There were no instances where I felt overwhelmed. One of the matches involved a do or die draw to sacrifice Hulk, and I drew into a Tower for the win. I didn't see any problems otherwise, as even general combo can destroy Goblins. A deck like this with the draws it had - there was no problems. Unless they get a god draw, I don't see this being a problematic match up.
The final test came against T.E.S. (yes, Bryant, I even tested it against your build). I played only four matches here, because I was getting tired of playing Magic all day. In the four games I played, I won two. I would have certainly won three, but a misplay on my part set me back. It was really all about whether or not I open-handed or mulled down to Force. In those games I did, I won. In the games I didn't, I lost to Burning Wish/Warrens. This is why Echoing Truths were added to the main. I won the last game I played because of Mystical Tutor-Truth. It gives you a great edge against tokens and early threats so that you can basically Time Walk yourself. It's solid.
That is all the testing I've done so far. I played in a recent tourney this past Sunday at Altered States (with the new build) and went 3-0 (I showed up late, so got a Round One "nothing".) I ended up played against 42 land, Green Stompy, and G/w/u thresh - not losing one match in Swiss. I'll continuously post results as days go by.
I am also aware my results don't count sideboard. This I understand. What I was more concerned about was getting the deck off it's feet and finding suitable main-deck slots so the deck can evolve into a competitive one. The changes I've made worked great so far - that's why the sideboard was titled "adjustable" - I'll have it ready by this weekend.
VI. Potential Changes.
There is a large "Beta Dual Land" tournament this weekend in Syracuse, New York where I reside. I have every intention on play-testing the deck every day until then to discover what needs to stay and what needs to go. I'm sure some changes will incur due to the amount of time I'll test, but the list right now is very solid and works like an oiled machine. I've done all my homework and the real test comes on Saturday. We'll see how it fares. I'm confident it will shine.
VII. A Final Word.
Look, I wouldn't post this deck and taken the time to write all of this (which I have enjoyed, none-the-less ;) unless I think it can go the distance in the format. I know it can. Most every other deck in this contest has been thought of and posted. I've competed in two tournaments with mine and it's turning heads. I have results and I plan on playing it this weekend - I have nothing to hide. So, with that being said, I am confident in my play and this deck to ride until Columbus.
And what'cha gonna do...when Hulkamania...destroyyyyys you???!!!!