Bigface
01-19-2010, 05:20 AM
Hi everyone. I've been trying this deck for months, and I'd like to post it here to hear your thoughts about it. It's a WBr Aggro-Control deck, quite different from the other RWB lists I've found in the past in this forum. But let's examine the list:
// Lands
2 [8E] Plains (4)
4 [A] Plateau
3 [B] Scrubland
3 [B] Badlands
1 [ON] Bloodstained Mire
2 [ZEN] Arid Mesa
3 [ZEN] Marsh Flats
1 [10E] Swamp (3)
1 [SH] Volrath's Stronghold
// Creatures
4 [ALA] Tidehollow Sculler
4 [RAV] Dark Confidant
4 [EVE] Figure of Destiny
// Spells
2 [ALA] Ajani Vengeant
4 [LRW] Thoughtseize
4 [AP] Vindicate
3 [CHK] Sensei's Divining Top
3 [ALA] Oblivion Ring
2 [DIS] Hide/Seek
4 [R] Swords to Plowshares
4 [R] Lightning Bolt
2 [ALA] Elspeth, Knight-Errant
// Sideboard
SB: 1 [DIS] Hide/Seek
SB: 4 [ALA] Relic of Progenitus
SB: 2 [CFX] Volcanic Fallout
SB: 3 [7E] Engineered Plague
SB: 2 [SC] Pyrostatic Pillar
SB: 3 [EVE] Duergar Hedge-Mage
As you can see, except for SDT, Dark Confidant and Figure of Destiny, each other spell has a denial function. I'll explain the choices I made:
- Manabase -
6 Fetches, 3 Basics, 10 Duals grant stability as for the Manabase: I've seldom found myself without the right land at the right moment.
Volrath's Stronghold in for testing. Sounds like a good idea, too. Thanks to ScatmanX for the suggestion.
- Creatures -
Bob gets his work done very well, even though there are 12 cc3+ spells in this deck.
Figure of Destiny is a recent addiction (I used to play Kitchen Finks :rolleyes:), and I must admit it's simply great in this deck. Grows fast (with 14 R and/or W mana sources), never a dead draw even in late game, a game-winner once it grows up enough.
Tidehollow Sculler is Thoughtseize with legs. Denial + Bashing = Good stuff.
- Spells -
STP and Vindicate need no explanation. The 2 best pieces of removal for a WB deck. O.Ring is ALMOST Vindicate 5-8, so it's worth playing.
SDT is self-explanatory too, expecially if played with Bob.
Thoughtseize for hand denial.
Lightning Bolt in for Lightning Helix.
Elspeth seems like a nice choice. Great control element, helps against heavy control decks and her abilities are great for an aggro-control deck. Thanks to ScatmanX for the suggestion.
There are then some particular choices: Hide//Seek and Ajani Vengeant.
Hide//Seek: Both of its "sides" has proved useful against almost all decks. Hide gets rid of Survival, Dreadnought, Vial, Shackles, O.Ring, CB, Moat... Well, lots of annoying stuff. Seek is GOD against decks that run powerful 1x (Iona in Survival Bant, Progenitus in some UGw Thresh lists and so on) and kinda useful against some Combo decks.
Ajani Vengeant: During late game as well as mid game, this card's a bomb. Its first and second ability can save your ass. I've also found myself sometimes blocking my opponent's play (against multi-color decks) by tapping the right land at the right moment. It's worth 2 slots.
- Sideboard -
Duergar Hedge-Mage: Destroys annoying stuff, beats and its cc3 helps it avoid CounterTop. If you play in a Enchantress-full meta, go for Tempest of Light or Aura of Silence (which helps more against Stax too).
Hide//Seek: Against combo you'll need another one.
Pyrostatic Pillar: Mainly used against Combo (ANT) and Goblins. Be careful, it can hurt you a lot.
Relic of Progenitus: Survival, Ichorid, Renaimator and Thresh (possibly Enchantress and Team America too). Goyfs doesn't look so big now, huh?
Engineered Plague: Goblins, Faeries and Landstill (naming Soldier, shut down DoJ cycling effect).
Volcanic Fallout: Can't be countered? Check. Does enough damage to kill annoying little bastards (most Goblins, Bob, Enchatress, Mongoose, ecc)? Check. Surprise effect when being attacked by tons of guys? Check.
- Matchups -
As for the matchups, I'm still trying to sum up the results in order to give exact percentages. Also, data on older testing has been lost due to bad memory and the fact my HD exploded a month ago (testing made on MWS) with all the considerations I made before then. Still, I can give some approximated results.
The deck has some difficulties against Storm combo decks in general. Since it relies on hand disruption only to stop it, it's hard to survive a 12x ToA. More Hide//Seek and Pyrostatic Pillar helps.
Against Survival, I'd say it's a 50/50, both with and without side. Hide+O.Ring+Vindicate take its main engine out, and if you manage to control board's situation you can win. Duergar Hedge-Mage and Relic in for more control.
Against Control decks (Mono U Control and similar) this deck runs pretty well. Hand disruption is once again the key. If you manage to get a Figure of Destiny into play (and have it stay on the battlefield) you can win. Hide helps A LOT against Dreadnought (no life-gain for you!) and CB.
Against Enchantress things get VERY hard. It's usually faster and plays more threats than you can respond to. If there are lots of Enchantress decks in your metagame, go for Tempest of Light or Aura of Silence.
Faerie is a kinda even Matchup. Hand disruption, O.Ring or Vindicate for Bitterblossom, the important thing is not to let too many little bastards on the ground to bash you or help Spellstrutter. Go for Engineered Plague and Volcanic Fallout.
Ichorid is suicidal. There's no other way to put it. G1 is an automatic game-loss. If you have lots of Ichorid decks in your meta go for Leyline and/or Ravenous Trap along with Relic in your SB.
I still don't have many data on Merfolk, Team America, CounterTop, Thresh, Goblins, Stax variants and Lanstill. Anyone willing to test can PM me when I'm online.
And that's all. If you managed to survive after this long-and-kinda-boring description, please give me some advices to make this deck better. Thanks :smile:
// Lands
2 [8E] Plains (4)
4 [A] Plateau
3 [B] Scrubland
3 [B] Badlands
1 [ON] Bloodstained Mire
2 [ZEN] Arid Mesa
3 [ZEN] Marsh Flats
1 [10E] Swamp (3)
1 [SH] Volrath's Stronghold
// Creatures
4 [ALA] Tidehollow Sculler
4 [RAV] Dark Confidant
4 [EVE] Figure of Destiny
// Spells
2 [ALA] Ajani Vengeant
4 [LRW] Thoughtseize
4 [AP] Vindicate
3 [CHK] Sensei's Divining Top
3 [ALA] Oblivion Ring
2 [DIS] Hide/Seek
4 [R] Swords to Plowshares
4 [R] Lightning Bolt
2 [ALA] Elspeth, Knight-Errant
// Sideboard
SB: 1 [DIS] Hide/Seek
SB: 4 [ALA] Relic of Progenitus
SB: 2 [CFX] Volcanic Fallout
SB: 3 [7E] Engineered Plague
SB: 2 [SC] Pyrostatic Pillar
SB: 3 [EVE] Duergar Hedge-Mage
As you can see, except for SDT, Dark Confidant and Figure of Destiny, each other spell has a denial function. I'll explain the choices I made:
- Manabase -
6 Fetches, 3 Basics, 10 Duals grant stability as for the Manabase: I've seldom found myself without the right land at the right moment.
Volrath's Stronghold in for testing. Sounds like a good idea, too. Thanks to ScatmanX for the suggestion.
- Creatures -
Bob gets his work done very well, even though there are 12 cc3+ spells in this deck.
Figure of Destiny is a recent addiction (I used to play Kitchen Finks :rolleyes:), and I must admit it's simply great in this deck. Grows fast (with 14 R and/or W mana sources), never a dead draw even in late game, a game-winner once it grows up enough.
Tidehollow Sculler is Thoughtseize with legs. Denial + Bashing = Good stuff.
- Spells -
STP and Vindicate need no explanation. The 2 best pieces of removal for a WB deck. O.Ring is ALMOST Vindicate 5-8, so it's worth playing.
SDT is self-explanatory too, expecially if played with Bob.
Thoughtseize for hand denial.
Lightning Bolt in for Lightning Helix.
Elspeth seems like a nice choice. Great control element, helps against heavy control decks and her abilities are great for an aggro-control deck. Thanks to ScatmanX for the suggestion.
There are then some particular choices: Hide//Seek and Ajani Vengeant.
Hide//Seek: Both of its "sides" has proved useful against almost all decks. Hide gets rid of Survival, Dreadnought, Vial, Shackles, O.Ring, CB, Moat... Well, lots of annoying stuff. Seek is GOD against decks that run powerful 1x (Iona in Survival Bant, Progenitus in some UGw Thresh lists and so on) and kinda useful against some Combo decks.
Ajani Vengeant: During late game as well as mid game, this card's a bomb. Its first and second ability can save your ass. I've also found myself sometimes blocking my opponent's play (against multi-color decks) by tapping the right land at the right moment. It's worth 2 slots.
- Sideboard -
Duergar Hedge-Mage: Destroys annoying stuff, beats and its cc3 helps it avoid CounterTop. If you play in a Enchantress-full meta, go for Tempest of Light or Aura of Silence (which helps more against Stax too).
Hide//Seek: Against combo you'll need another one.
Pyrostatic Pillar: Mainly used against Combo (ANT) and Goblins. Be careful, it can hurt you a lot.
Relic of Progenitus: Survival, Ichorid, Renaimator and Thresh (possibly Enchantress and Team America too). Goyfs doesn't look so big now, huh?
Engineered Plague: Goblins, Faeries and Landstill (naming Soldier, shut down DoJ cycling effect).
Volcanic Fallout: Can't be countered? Check. Does enough damage to kill annoying little bastards (most Goblins, Bob, Enchatress, Mongoose, ecc)? Check. Surprise effect when being attacked by tons of guys? Check.
- Matchups -
As for the matchups, I'm still trying to sum up the results in order to give exact percentages. Also, data on older testing has been lost due to bad memory and the fact my HD exploded a month ago (testing made on MWS) with all the considerations I made before then. Still, I can give some approximated results.
The deck has some difficulties against Storm combo decks in general. Since it relies on hand disruption only to stop it, it's hard to survive a 12x ToA. More Hide//Seek and Pyrostatic Pillar helps.
Against Survival, I'd say it's a 50/50, both with and without side. Hide+O.Ring+Vindicate take its main engine out, and if you manage to control board's situation you can win. Duergar Hedge-Mage and Relic in for more control.
Against Control decks (Mono U Control and similar) this deck runs pretty well. Hand disruption is once again the key. If you manage to get a Figure of Destiny into play (and have it stay on the battlefield) you can win. Hide helps A LOT against Dreadnought (no life-gain for you!) and CB.
Against Enchantress things get VERY hard. It's usually faster and plays more threats than you can respond to. If there are lots of Enchantress decks in your metagame, go for Tempest of Light or Aura of Silence.
Faerie is a kinda even Matchup. Hand disruption, O.Ring or Vindicate for Bitterblossom, the important thing is not to let too many little bastards on the ground to bash you or help Spellstrutter. Go for Engineered Plague and Volcanic Fallout.
Ichorid is suicidal. There's no other way to put it. G1 is an automatic game-loss. If you have lots of Ichorid decks in your meta go for Leyline and/or Ravenous Trap along with Relic in your SB.
I still don't have many data on Merfolk, Team America, CounterTop, Thresh, Goblins, Stax variants and Lanstill. Anyone willing to test can PM me when I'm online.
And that's all. If you managed to survive after this long-and-kinda-boring description, please give me some advices to make this deck better. Thanks :smile: