Nihil Credo
03-24-2009, 02:13 PM
// Lands
4 Mishra's Factory
4 Windswept Heath
4 Savannah / 3 Savannah + 1 Wooded Foothills
2 Horizon Canopy
4 Forest
1 Bayou
4 Plains
1 Flagstones of Trokair / Tundra
// Creatures
4 Tarmogoyf
4 Eternal Witness
3 Garruk Wildspeaker
2 Elspeth, Knight-Errant
// Spells
3 Engineered Explosives
4 Sensei's Divining Top
3 Path to Exile
4 Swords to Plowshares
4 Harmonize
3 Wrath of God
2 Open Slot (see below)
Gameplan: survive the early game with cheap removal and Tarmogoyf as a blocker. Then start accumulating CA with four-drops + Witness and card quality with Divining Top. Mop up, usually with the help of Planeswalker pumps. All told, very straightforward.
Mana: 24 lands + 1 or 2 mana fixers work well enough; 25 would be comfy and certainly possible, especially if the extra land is a Canopy or a utility land (colours aren't an issue). The balance between the various types of lands could be tweaked a bit, for example by replacing a Savannah with a Wooded Foothills to get an extra shuffle effect for Top, but I haven't felt the need yet and Stifle is a world of hurt. Flagstones are debatable, but I'm more concerned about Devastating Dreams/Sinkhole/Smallpox/Armageddon than Blood Moon/Back to Basics or game 1 Humility/Moat.
Goyf: In theory, the two-drop in this deck should probably be something that provides either cards or mana - think Wall of Blossoms/Roots, Steward of Valeron, Heart Warden, Mind Stone, etc. But as long as people keep playing Tarmogoyf, Tarmogoyf is the only good defence creature other than Thornweald Archer. On the plus side it makes it less likely that you go to time, and against aggro 3-4 points of power are significantly better than either a card or a land drop.
Harmonize: 4 is a tad clunky, but better than 3: I want to cast them every game multiple times.
Elspeth: With two it shows up a bit less than I'd like, but it's better than when I had three and it would clog my hand.
Candidates for the last two slots: Edge of Autumn, utility lands (Haven, Bowl, Mutavault), cycling lands, Oblivion Ring, Krosan Tusker, Krosan Grip, Eternal Dragon, Regrowth, Scepter of Dominance, the 3rd Elspeth, the 4th Path to Exile, Aura of Silence, Gaea's Blessing, Rune of Protection: Red/Green. I've tried all of them except for Dragon, Ring, Regrowth, and RoP. It's really hard to gauge, but given that the most common way to lose involves stumbling on land drops, I believe there should be either lands or multiple-use manafixers here.
// Sideboard
SB: 4 Aura of Silence
SB: 3 Pulse of the Fields
SB: 3 Choke
SB: 2 Relic of Progenitus
SB: 2 Tormod's Crypt
SB: 1 Life from the Loam
It should be obvious that I don't plan to beat storm combo. You could sideboard a large number of hate cards starting with 4 Duress, 4 Ethersworn Canonist (Gaddock Teeg is too big a liability), as well as adding some extra fetches or black sources, but I'm pretty sure you'd be losing in terms of expected returns.
As for the cards here... Aura of Silence is totally insane and comes in against half the format (yes, it's better than Krosan Grip). Pulse of the Fields (Ajani is too slow) and the graveyard hate are straightforward and much needed. Choke might be done without, but blue is so common these days that it's a very good investment. Loam is a prayer-tutorable answer against Sinkhole decks, which generally won't board graveyard hate against you.
How to play vs...
Note: the open slots are also often sided out.
Counterbalance: Start by playing aggressively, casting all your 1- and 2-cc spells, if necessary on lesser targets, before Counterbalance comes down. This will buy you time to start chaining Witnesses, which have a good chance of resolving, and various four-drops which are almost guaranteed to resolve. Don't be too hasty to EE away the Balance, it's generally better to save them for something like Shackles, or to get a two-for-one.
Bring in Choke first and then any number of Aura of Silence, siding out first PtE and then possibly StP or Wrath depending on how many creatures they run and of which kind.
Landstill: If they only play 4x Standstill, as is likely, you have good chances of winning the attrition fight thanks to Witness and Planeswalkers. If they drop one early, wait a bit to break it so you can start with your four-drops, but not long enough that you risk getting blown out by Decree of Justice. You can beat both Humility and Moat with the help of Planeswalkers, but if you expect to see a lot of Landstill the MD Tundra is a good idea.
Bring in the full Aura of Silence and Choke for the Wraths and Paths. It's rather easy from that point on.
Tempo Thresh: There is huge correlation between making your land drops and winning; focus everything on that. Bring in Choke and Relic for a mix of Harmonize and Wrath, depending on their threat selection.
Dreadstill: Halfway between the two above (shocking, I know). Cut Wrath and Elspeth for Aura and Choke.
Merfolk: It works pretty much the same as Tempo Thresh; overall it's a bit better because their extra creatures are easier to deal with than discard or burn (and they often lack Stifle as well).
Aggro Loam: Play four lands and sandbag the rest in case of Devastating Dreams, unless it will make your clock significantly faster or you have Garruk in play; after that, it's not difficult to kill all their stuff and then kill them, particularly since your CA engine is almost as good as theirs, but you run better cards. Side out Explosives unless they have Chalice, in which case side out Wrath.
Goblins: Save up a removal spell for Siege-Gang Commander which is positively lethal. The rest of the game-play is straightforward; it's difficult to keep up with the really busted draws, but you can handle anything less than that - and sometimes you too get to draw 4x Tarmogoyfs and a bunch of StP/PtE. Incidentally, it's always true but especially here, if you have to play an early Path then for the love of Satan don't mainphase it.
Ichorid: Never actually got to play against this one, but it should be unfavoured since you will mostly have to do the job with your spells under 2cc, although not hopeless since they can do the job with a tad of luck.
Survival Elves: On the surface it looks similar to Goblins, but it actually turns out it's much worse, especially since Elvish Champion and Survival are both death sentences. Try to get max juice out of your Wraths and Witness them back any chance you get. Side out your Explosives for Aura of Silence.
Sligh/Burn decks: Go for the throat and preserve your life total above anything else; Garruk, next to Tarmogoyf, is your best card in this match, racing them with Overrun if left unmolested or absorbing a couple of Bolts. However, if they open with Lava Spike, just scoop without showing them your deck and move to game two where you can hope on a near auto-win off Pulse of the Fields. Aura of Silence also needs to come in in case they have Sulfuric Vortex.
Storm Combo: Snacktime!
4 Mishra's Factory
4 Windswept Heath
4 Savannah / 3 Savannah + 1 Wooded Foothills
2 Horizon Canopy
4 Forest
1 Bayou
4 Plains
1 Flagstones of Trokair / Tundra
// Creatures
4 Tarmogoyf
4 Eternal Witness
3 Garruk Wildspeaker
2 Elspeth, Knight-Errant
// Spells
3 Engineered Explosives
4 Sensei's Divining Top
3 Path to Exile
4 Swords to Plowshares
4 Harmonize
3 Wrath of God
2 Open Slot (see below)
Gameplan: survive the early game with cheap removal and Tarmogoyf as a blocker. Then start accumulating CA with four-drops + Witness and card quality with Divining Top. Mop up, usually with the help of Planeswalker pumps. All told, very straightforward.
Mana: 24 lands + 1 or 2 mana fixers work well enough; 25 would be comfy and certainly possible, especially if the extra land is a Canopy or a utility land (colours aren't an issue). The balance between the various types of lands could be tweaked a bit, for example by replacing a Savannah with a Wooded Foothills to get an extra shuffle effect for Top, but I haven't felt the need yet and Stifle is a world of hurt. Flagstones are debatable, but I'm more concerned about Devastating Dreams/Sinkhole/Smallpox/Armageddon than Blood Moon/Back to Basics or game 1 Humility/Moat.
Goyf: In theory, the two-drop in this deck should probably be something that provides either cards or mana - think Wall of Blossoms/Roots, Steward of Valeron, Heart Warden, Mind Stone, etc. But as long as people keep playing Tarmogoyf, Tarmogoyf is the only good defence creature other than Thornweald Archer. On the plus side it makes it less likely that you go to time, and against aggro 3-4 points of power are significantly better than either a card or a land drop.
Harmonize: 4 is a tad clunky, but better than 3: I want to cast them every game multiple times.
Elspeth: With two it shows up a bit less than I'd like, but it's better than when I had three and it would clog my hand.
Candidates for the last two slots: Edge of Autumn, utility lands (Haven, Bowl, Mutavault), cycling lands, Oblivion Ring, Krosan Tusker, Krosan Grip, Eternal Dragon, Regrowth, Scepter of Dominance, the 3rd Elspeth, the 4th Path to Exile, Aura of Silence, Gaea's Blessing, Rune of Protection: Red/Green. I've tried all of them except for Dragon, Ring, Regrowth, and RoP. It's really hard to gauge, but given that the most common way to lose involves stumbling on land drops, I believe there should be either lands or multiple-use manafixers here.
// Sideboard
SB: 4 Aura of Silence
SB: 3 Pulse of the Fields
SB: 3 Choke
SB: 2 Relic of Progenitus
SB: 2 Tormod's Crypt
SB: 1 Life from the Loam
It should be obvious that I don't plan to beat storm combo. You could sideboard a large number of hate cards starting with 4 Duress, 4 Ethersworn Canonist (Gaddock Teeg is too big a liability), as well as adding some extra fetches or black sources, but I'm pretty sure you'd be losing in terms of expected returns.
As for the cards here... Aura of Silence is totally insane and comes in against half the format (yes, it's better than Krosan Grip). Pulse of the Fields (Ajani is too slow) and the graveyard hate are straightforward and much needed. Choke might be done without, but blue is so common these days that it's a very good investment. Loam is a prayer-tutorable answer against Sinkhole decks, which generally won't board graveyard hate against you.
How to play vs...
Note: the open slots are also often sided out.
Counterbalance: Start by playing aggressively, casting all your 1- and 2-cc spells, if necessary on lesser targets, before Counterbalance comes down. This will buy you time to start chaining Witnesses, which have a good chance of resolving, and various four-drops which are almost guaranteed to resolve. Don't be too hasty to EE away the Balance, it's generally better to save them for something like Shackles, or to get a two-for-one.
Bring in Choke first and then any number of Aura of Silence, siding out first PtE and then possibly StP or Wrath depending on how many creatures they run and of which kind.
Landstill: If they only play 4x Standstill, as is likely, you have good chances of winning the attrition fight thanks to Witness and Planeswalkers. If they drop one early, wait a bit to break it so you can start with your four-drops, but not long enough that you risk getting blown out by Decree of Justice. You can beat both Humility and Moat with the help of Planeswalkers, but if you expect to see a lot of Landstill the MD Tundra is a good idea.
Bring in the full Aura of Silence and Choke for the Wraths and Paths. It's rather easy from that point on.
Tempo Thresh: There is huge correlation between making your land drops and winning; focus everything on that. Bring in Choke and Relic for a mix of Harmonize and Wrath, depending on their threat selection.
Dreadstill: Halfway between the two above (shocking, I know). Cut Wrath and Elspeth for Aura and Choke.
Merfolk: It works pretty much the same as Tempo Thresh; overall it's a bit better because their extra creatures are easier to deal with than discard or burn (and they often lack Stifle as well).
Aggro Loam: Play four lands and sandbag the rest in case of Devastating Dreams, unless it will make your clock significantly faster or you have Garruk in play; after that, it's not difficult to kill all their stuff and then kill them, particularly since your CA engine is almost as good as theirs, but you run better cards. Side out Explosives unless they have Chalice, in which case side out Wrath.
Goblins: Save up a removal spell for Siege-Gang Commander which is positively lethal. The rest of the game-play is straightforward; it's difficult to keep up with the really busted draws, but you can handle anything less than that - and sometimes you too get to draw 4x Tarmogoyfs and a bunch of StP/PtE. Incidentally, it's always true but especially here, if you have to play an early Path then for the love of Satan don't mainphase it.
Ichorid: Never actually got to play against this one, but it should be unfavoured since you will mostly have to do the job with your spells under 2cc, although not hopeless since they can do the job with a tad of luck.
Survival Elves: On the surface it looks similar to Goblins, but it actually turns out it's much worse, especially since Elvish Champion and Survival are both death sentences. Try to get max juice out of your Wraths and Witness them back any chance you get. Side out your Explosives for Aura of Silence.
Sligh/Burn decks: Go for the throat and preserve your life total above anything else; Garruk, next to Tarmogoyf, is your best card in this match, racing them with Overrun if left unmolested or absorbing a couple of Bolts. However, if they open with Lava Spike, just scoop without showing them your deck and move to game two where you can hope on a near auto-win off Pulse of the Fields. Aura of Silence also needs to come in in case they have Sulfuric Vortex.
Storm Combo: Snacktime!