Octopusman
01-17-2011, 05:03 AM
WR Hate is mainly a metagame deck for where you expect there to be a large amount of agro decks like Goblins or Merfolk. It also tries to have good game against archetypes that are popular in many metas. As general as that sounds, the main goal is to drop proactive threats or removal and answer the opponent's plays with reactive removal long enough to secure board position to either win by turning creatures sideways and/or to attack the opponent's ability to search and strangle their mana. WR Hate is the unholy offspring of Fish (not the Merfolk Fish), Stax, and Zoo imo.
V.5
Been meaning to do a real update for a while now.
Maindeck:
Lands: 21
Plateau 4
Sacred Foundry 4
Karakas 1
Battlefield Forge 2
Mountain 1
Plains 1
Wasteland 4
Ghost Quarter 4
Spells: 39
Elspeth Knight-Errant 2
Grim Lavamancer 4
Leonin Arbiter 4
Figure of Destiny 3
Leonin Relic-Warder 4
Mother of Runes 4
Phyrexian Revoker 4
Aether Vial 4
Umezawa's Jitte 3
Swords to Plowshares 3
Path to Exile 4
Sideboard
Leyline of Sanctity 4
Tariff 4
Circle of Protection: Blue 4
Jötun Grunt 3
I don't mind expanding on card choices if you are curious about them. I kind of expect that from the list you can see how it operates (aka it's dirty).
With magus of the moon not being much better than gray ogre against tribal, I swapped him out for Figure of Destiny. I feel that Figure is much better against tribal than magus of the moon. He's great with vial and is another 1 drop super hero in this deck. I could go on about Figure. But to sum it up, I like to attack strategies and although this card is mostly a vanilla beater, sometimes that's the best strategy to go for if the decks need it. This deck needed him and I'm hoping that I don't want to bump it to 4 because the deck is crazy tight on slots right now.
I resisted running Elspeth 1.0 for so long but I was a fool for doing so. She really wraps things up in a hurry. The times I've been unable to cast her due to mana/colorscrew have been few enough that I feel I have a solid grasp of my manabase. There's a risk for running so few basics without fetches but have offset this with vial to some degree. The deck seems to do well manawise which is a huge relief.
http://www.mouthrunning.com/pics/RWHate_55.png
Leonin Relic-Warder is insane. He is the real deal. Pick up your foil Japanese now. I tried to be all cute and plan out what cards he'd be useful against and I didn't even come close to remembering them all. Like Vial - > Removing an attacking Factory. Exile on Wyrmcoil Engine. Propaganda/Ghostly Prison. etc.
Let's face it though, he's here for opposing vials, counterbalances, SoFI, and on and on.
Mother of Runes was another card that filled a huge role. The deck needed protection early and to punch through mid-late. It got it.
http://www.mouthrunning.com/pics/RWHate_66.png
Phyrexian Revoker. Wow. This is a hate deck and even though it may be perceived as narrow, I assure you that it will change your mind when you see it in action. I can't rant about this card enough.
http://www.mouthrunning.com/pics/RWHate_33.png
Aether Vial. I resisted it for so long but as I moved towards more creatures, I wanted to try it and, of course, it was an amazing addition to the deck. With the tricky creatures in the deck, it can really throw a haymaker if the opponent isn't on their game or if they don't know what to expect. I'm talking about vials with revoker (um yes, if they don't use their top in response to the vial activation it's too late), relic-warder, and the filthiest is arbiter in response to a fetchland activation.
http://www.mouthrunning.com/pics/RWHate_22.png
http://www.mouthrunning.com/pics/RWHate_44.png
I used to love running Mind Censor as well. Unless other cards in the deck are replaced by much stronger cards, there is no room for mind censor at this time. Although it flies and carries jitte like a champ, for three mana, it can't give the deck what it needs for what it does. For 2 we have arbiter which is much stronger when used in combination with vial, the decks design which features no search anyway, and the land destruction land drops. 4 search disablers seems to be the right number right now and still seems to be performing quite well. I debated removing arbiter many times but it still justifies it's place time after time. It is one of the main disruptive features that the deck was designed around and gives the variety this decks sought after to hate on the opponents game from many different angles.
Everything else seems right for the time being.
----Old Content----
I changed the sideboard thinking I wouldn't run into a lot of graveyard strategies. I haven't really. I just kept the one wheel of sun and moon.
The 4 Tariffs have been pretty useful but I'm not sold on this. These slots are reserved for anti Progenitus/Emrakul/Iona/etc. I am seriously debating circle of protection blue to help w/ progenitus and merfolk...
I have done some damage with volcanic fallout but I'm still not sure about it seeing as how it has total anti-synergy with my deck. Looking to cut these (COP:B?)
The vexing shushers are to help against permission and counterbalance. Is there nothing better?
I'm fairly happy with the sideboard and I feel that it is almost there. I'm looking forward to settling on a more stable maindeck. Things are looking optimistic now. From there, I can have more fun with the sideboard really shoring up matchups that aren't favorable.
Pyrokinesis is too much card disadvantage for this deck.
The leylines have to stay because they're overpowered.
At this moment I'm thinking something like.
4 Leyline
4 COP:Blue
4 Tariff
3 Jotun Grunt
Loving where this deck is going. Can't wait to bring another update when possible.
Cheers,
----Legacy thread below----
Here is the list that I ran (not optimized).
Maindeck:
Plateau 4
Sacred Foundry 4
Battlefield forge 2
Karakas 1
Mountain 2
Plains 2
Wasteland 4
Ghost Quarter 4
Ajani Vengeant 2
Grim Lavamancer 4
Leonin Arbiter 4
Duergar Hedge-Mage 3
Figure of Destiny 4
Aven Mindcensor 2
Ratchet Bomb 2
Crucible of Worlds 1
Umezawa's Jitte 2
Swords to Plowshares 3
Path to Exile 2
Lightning Bolt 4
Volcanic Fallout 4
Sideboard
Leyline of Sanctity 4
Stingscourger 2
Tormod's Crypt 3
Pithing Needle 3
Wheel of Sun and Moon 1
Vexing Shusher 2
Maindeck:
Manabase:
It's true that there are no fetches and that there are 23 land and 8 waste effects. This manabase is somewhat similar to Fatal's GW Death and Taxes build found here: http://www.mtgthesource.com/forums/showthread.php?6775-%5BDeck%5D-Death-and-Taxes/page77
While there are extreme differences in these decks, we share the constraint of having to design the manabase around the Leonin Arbiter. This deck also does not run Aether Vial. Getting the necessary colors and having to topdeck into land hasn't been a serious problem. 23 lands is quite a bit. However, although colorless can be had from the Wasteland and Ghost Quarters, the deck really plays these as land destruction spells that help out with casting spells. The deck needs enough land to function after having sacced one, two, or more lands for waste effects.
The lands chosen are pretty obvious. The Karakas is included as a one of to combat Emrakul, Iona, etc.
Ajani Vengeant:
There for when we reach four mana. It plays along with the decks mana choking as it can be used to keep opponent's lands tapped or anything else nasty that shouldn't untap like vials or worse. Ajani is fantastic and absolutely castable with this manabase. The Lightning Helix ability helps recoup life lost to Battlefield Forge/Sacred Foundry and never hurts. It's ability to remove multiple threats gives the deck a form of card advantage and it needs to get card advantage wherever possible. A resolved ultimate ability is quite strong. Ajani is a must answer and is almost always a great card to see.
Grim Lavamancer:
His power is undeniable. Great for playing as agro or control. Another fantastic tool to generate card advantage by removing potentially more than one creature and is an MVP against many creatures/agro decks. Sometimes it's cute when goyf shrinks because of him. It can give the deck some reach and can burn the opponent's face for the win.
Leonin Arbiter:
It's unproven, but there could be a lot of potential in this card. Stopping the ability to search is a relatively new way to attack your opponent's deck. Although survival is gone, this is still a useful, unexpected, and fun control element. Most decks run as many good cards as they can get away with while still being “safe”. By safe, I mean that they still include basics to fetch to avoid scooping to moon or waste effects, for example. Since Leonin Arbiter still has rogue status, deck lists haven't taken him (and his little cousin the Aven Mindcensor) into consideration. The deck wants to affect the opponent's mana and it can do this by enticing them to pay to negate the ability (which doesn't happen as often as one might suspect) or by turning undropped fetches into dead draws. Leonin Arbiter is best friends with Wasteland and Ghost Quarter. If unmolested, Leonin Arbiter enables the “four Strip Mine” scenario with Ghost Quarter's drawback failing. It attacks!
Duergar Hedge-Mage:
He's here for maindeck artifact and enchantment removal. Extremely useful for blowing up everything obvious and random permanents that will be a major hassle if not removed. The ability to remove a permanent and still be left with a body is nothing to sneeze at. The double Plains/double Maintain play removing an enchantment and an artifact is huge. Even without fetches, the manabase has taken this card into account. Playsets of Plateaus and Sacred Foundrys, along with 4 basics, turn this card on relatively easily. It attacks!
Figure of Destiny:
Costs one. Great. The 6 mana activated ability isn't a pipe dream. Great. Usually needs to be answered before it's a very useful 4/4 and can surprise the opponent by swinging hard into the red zone. Hard to assure players with no exposure to it that Figure of Destiny is no joke. Gives the deck the threat density it needs to actually fulfill its gameplan of attacking for the win and works well with the deck's curve/colors.
Aven Mindcensor:
Augments Leonin Arbiter and the hate on search. When well timed at instant speed, it can hammer the unexpected opponent who puts a search effect on the stack. Small, but it flies. 6 search debuffs has been sufficient thus far but other lists might want to play with this number.
Ratchet Bomb:
Clears the board of token swarms and all kinds of nasty permanents that are otherwise difficult to remove with targeted spot removal. Humiliates 0 to cast artifacts as well. A sweeper is scary to use when fearful of it being a liability. Used intelligently, it can get 2+ for 1 and usually has a purpose other than an outcome that results in the pilot blowing his/her own board up (the deck tries to diversity the CMC of it's permanents). Sincerely fast enough to answer scary one or two drops. Best when cast preemptively to start with the charge counter generation. Potentially the best sweeper available within WR. The deck focuses on removal diversity so that it can handle what is thrown at it long enough to stabilize in the mid-game and win.
Crucible of Worlds:
Costs three and the deck can't really afford to see more than one. Ends the game quickly when used alongside Leonin Arbiter and Ghost Quarter. Recurs land destruction or lost lands.
Umezawa's Jitte:
Combos with creatures.
Swords to Plowshares and Path to Exile (plays nice with Leonin Arbiter):
Best spot removal?
Lightning Bolt:
Spot removal/reach. The deck has a slow clock and the burn to the dome does come in handy.
Volcanic Fallout:
Included because the deck was designed to combat the state of the format. It makes tribal cry. More about this card in the mini-tourney report after card choices are discussed.
Sideboard:
Leyline of Santity:
The last bastion of hope against targeting win conditions. The cross your fingers and pray answer to belcher/tendrils/brainfreeze/burn/grindstone.
Stingsourger:
Bounces Emrakul/Iona or other scary creatures.
Tormod's Crypt:
Fast graveyard removal. Delightful against graveyard strategies.
Pithing Needle:
Would love to have this in the main to stave off the astronomically high number of decks packing Aether Vial. Stops all kinds of things. Most useful when used to shut off a win condition or sweeper like Engineered Explosives that will net your opponent card advantage and devastate you board. Amazingly flexible and an all-around fantastic utility.
Wheel of Sun and Moon:
Makes graveyard strategies cry.
Vexing Shusher:
A tool/beater to help resolve spells through counterbalance, counter magic, or chalices. The deck would prefer to shut off vials instead of utilize them (lack of slots/creatures). But with the prominence of counterbalance, perhaps 2 aren't enough. More optimization in this area is definitely being examined.
Failed test list
v1.1 - in testing
Maindeck:
Plateau 4
Sacred Foundry 2
Mountain 2
Plains 5
Ghost Quarter 4
Leonin Relic-Warder 2
Phyrexian Revoker 4
Leonin Arbiter 4
Simian Spirit Guide 4
Aven Mindcensor 4
Mother of Runes 4
Magus of the Moon 3
Chrome Mox 4
Ratchet Bomb 2
Crucible of Worlds 1
Umezawa's Jitte 2
Swords to Plowshares 1
Path to Exile 4
Lightning Bolt 4
Sideboard
Leyline of Sanctity 4
Ethersworn Canonist 3
Tormod's Crypt 3
Pithing Needle 2
Wheel of Sun and Moon 1
Vexing Shusher 2
Maindeck:
Phyrexian Revoker:
The hot-off-the-press underestimated thorn in your side for 2011 and beyond. I will probably post a pic of a Jitte equipped revoker to make you drool. I had a seizure when this card was spoiled and I can't wait to name Noble Hierarch, LED, and all other non-land devastating spells like Grindstone, Putrid Imp, Engineered Explosives, Deed, SoFI, etc.
Expecting big things from this card and believe that it has found a home in what is hopefully a great deck for it.
Leonin Relic-Warder:
A fantastic artifact/enchantment answer on a body which is exactly what this deck wanted. Usefulness to be exposed in testing, but expecting good results. Costs 1 less than Hedge-Mage and hoping that WW is easier to access than the Hedge-Mages land type requirements.
Mother of Runes:
Stalls, pushes attackers through, anti-removal, all-around superstar big-wig 1 drop.
Chrome Mox:
Acceleration for first turn Arbiter/Revoker, 2nd turn Aven Mindcensor/Magus of the Moon.
Simian Spirit Guide:
Acceleration for first turn Arbiter/Revoker, 2nd turn Aven Mindcensor/Magus of the Moon, Daze assistance, extra mana when in a bind.
Sideboard:
Ethersworn Canonist:
Brought in versus combo.
Mini-Tourney Report:
Today was the SCG Legacy Open in San Jose. 1-16-11
I went 3-4-1 and although that's much less than spectacular, it made me believe in the potential here. The strategy is alive.
Into:
I was very happy to see that there were many Goblin and Merfolk players and an, overall, healthy and diverse array of decks. I thought, for sure, that the decision to include 4 Volcanic Fallout would pay off. The bad news is that I wasn't paired with one Goblin or Merfolk deck all day. The good news is that in spite of running red sweepers that are considered dead in many situations, I was very impressed with how the deck played despite my modest play-testing and experience with this deck. I couldn't decide what to name the deck or if it truly belonged to a preexisting archetype. Since I enjoy playing metagame decks and the deck packs many answers, WR Hate seems to fit. I realized this as I heard a prior opponent describe it to a friend as “The Hate Deck”. Since I had very limited experience with Volcanic Fallout (was boarded continually), I can't honestly give feedback on its usefulness or its effect on my own creatures. I do know that it wrecks tribal/swarms, and as this deck is adjusted to put the squeeze on strategies, different hate can be swapped into this spot.
While things didn't necessarily turn out ideally, it was very fun and gives me enough faith in this deck to finally start this thread.
Sorry in advance for things I can't remember.
Round 1 vs Spanish Inquisition: Lose 1-2
G1: He Belchers for lethal on his second turn for the win.
G2: I mulligan to 5 and start the game with Leyline of Sanctity in play, steal the win.
G3: I mulligan to 4 and start the game with Leyline of Sanctity in play. He goes off and has Nature's Claim for the Leyline.
Round 2 vs UW Counter Top: Draw 1-1-1 (Time)
G1: Some bs, forgot what happened
G2: Some bs, forgot what happened
G3: We go to turns and eventually the game draws when his turn ends. I would have untapped and attacked for lethal on my next turn.
I was annoyed by this fellow's slow play and I apologize for acting grumpy. I wasn't on my A game and I didn't catch him miss a draw step and I didn't catch him when he searched his whole library while Aven Mindcensor was active. Both of which I received a warning for.
Never saw Shusher.
Round 3 vs Lands: Lose 1-2
Fantastic guy named Matt from NV. Clearly a competent player with a powerful deck. Lands tends to have its way with Agro but I don't feel horrible about this match up and believe that it can be made more even/favorable (can this WR Hate's shell or manabase be modified to support moon effects?).
G1: Forgot what happened – got owned.
G2: I drew an insane amount of hate.
G3: I needed to destroy an Ensnaring Bridge and two Maze of Ith AND to exile his graveyard to even have a chance at turning the game around and it never happened.
Round 4 vs GWRU Counter Top: Lose 0-2
Extremely well played by my opponent. I had nothing for these games. Never saw Shusher, had no answer to Goyfs, and couldn't resolve anything.
G1: Beat up with Goyfs?
G2: Beat up with Goyfs.
Round 5 vs GW(r?) Zooish: Win 2-1
Ran Knight of the Reliquary, Serra Avenger, Vial, Qasali Pridemage, Tarmogoyf, Swords, etc
G1: Forgot what happened – beat him up.
G2: Forgot what happened
G3: Locked him up with mana denial/Leonin Arbiter
Round 6 vs GRb Sligh?: Win 2-0
Very cool deck that generated a lot of momentum with cycle lands and life from the loam. It ran many lands which fed countryside crusher. Ran mox diamonds, Dark Confidant, Bolts and Engineered Explosives.
G1: Just so happened that I was able to answer everything.
G2: Pretty I abused his Manabase. Don't quite remember.
Round 7 vs GWr Enchantress: Win 2-0
Pretty sure he had Words of War, Sigil of the Empty Throne, Emrakul, Solitary Confinement.
Got a decent amount of card advantage by destroying enchanted lands and killing two Argothian Enchantresses with Ratchet Bomb.
G1: Beat up up.
G2: Abused his mana and beat him up.
Round 8 vs Show and Tell/Mosswort Bridge Emrakul Stiflenaught: Lose 1-2
Super nice guy. Was able to dig deep with Lim Dul's Vault.
G1: He resolves a Show and Tell Emrakul. I rip a Karakas off my top deck and steal the game.
G2: Forgot what happened but I'm pretty sure that I lost to Show and Tell Emrakul?
G3: Thoughtsieze steals the Stingscourger but it doesn't matter because this time he casts Emrakul off Mosswort Bridge once it's enabled by his Phyrexian Dreadnaught.
All-in-all, super wonderful and fun day. Right now, the deck is flabby although it's difficult to make it tighter considering I omit searching to be unaffected by my own effects and the lack of increasing card quality, draw, and to put it plainly, the limited number of different cards this deck see throughout the course of the game (Are Sword of Fire and Ice or Scroll Rack conceivable?). It's hard to survive without counters/chalice against combo, even with Leyline. If there was a way to get a first turn Ethersworn Canonist, I'd be all over it. Chrome Mox and Simian Spirit guide were considered for a mini-stompy type of feel. I may test this route as well although slots seem hard to come by. IMO, I would probably focus on keeping this a metagame deck against the type of decks that are the most prominent in your meta and then board out out the dead cards for crippling hate when facing other matchups (i.e. Volcanic Fallout main for tribal – board into leylines/Ethersworn Canonist or vice versa). I will be exploring more anti-control cards as well since Hedge-Mage usually makes the opponent flip a Firespout.
Super fun. I will be tuning and playing this deck for some time.
Any and all discussion is appreciated. I will do my best to keep this thread current.
http://www.mouthrunning.com/pics/RWHate_11.png
V.5
Been meaning to do a real update for a while now.
Maindeck:
Lands: 21
Plateau 4
Sacred Foundry 4
Karakas 1
Battlefield Forge 2
Mountain 1
Plains 1
Wasteland 4
Ghost Quarter 4
Spells: 39
Elspeth Knight-Errant 2
Grim Lavamancer 4
Leonin Arbiter 4
Figure of Destiny 3
Leonin Relic-Warder 4
Mother of Runes 4
Phyrexian Revoker 4
Aether Vial 4
Umezawa's Jitte 3
Swords to Plowshares 3
Path to Exile 4
Sideboard
Leyline of Sanctity 4
Tariff 4
Circle of Protection: Blue 4
Jötun Grunt 3
I don't mind expanding on card choices if you are curious about them. I kind of expect that from the list you can see how it operates (aka it's dirty).
With magus of the moon not being much better than gray ogre against tribal, I swapped him out for Figure of Destiny. I feel that Figure is much better against tribal than magus of the moon. He's great with vial and is another 1 drop super hero in this deck. I could go on about Figure. But to sum it up, I like to attack strategies and although this card is mostly a vanilla beater, sometimes that's the best strategy to go for if the decks need it. This deck needed him and I'm hoping that I don't want to bump it to 4 because the deck is crazy tight on slots right now.
I resisted running Elspeth 1.0 for so long but I was a fool for doing so. She really wraps things up in a hurry. The times I've been unable to cast her due to mana/colorscrew have been few enough that I feel I have a solid grasp of my manabase. There's a risk for running so few basics without fetches but have offset this with vial to some degree. The deck seems to do well manawise which is a huge relief.
http://www.mouthrunning.com/pics/RWHate_55.png
Leonin Relic-Warder is insane. He is the real deal. Pick up your foil Japanese now. I tried to be all cute and plan out what cards he'd be useful against and I didn't even come close to remembering them all. Like Vial - > Removing an attacking Factory. Exile on Wyrmcoil Engine. Propaganda/Ghostly Prison. etc.
Let's face it though, he's here for opposing vials, counterbalances, SoFI, and on and on.
Mother of Runes was another card that filled a huge role. The deck needed protection early and to punch through mid-late. It got it.
http://www.mouthrunning.com/pics/RWHate_66.png
Phyrexian Revoker. Wow. This is a hate deck and even though it may be perceived as narrow, I assure you that it will change your mind when you see it in action. I can't rant about this card enough.
http://www.mouthrunning.com/pics/RWHate_33.png
Aether Vial. I resisted it for so long but as I moved towards more creatures, I wanted to try it and, of course, it was an amazing addition to the deck. With the tricky creatures in the deck, it can really throw a haymaker if the opponent isn't on their game or if they don't know what to expect. I'm talking about vials with revoker (um yes, if they don't use their top in response to the vial activation it's too late), relic-warder, and the filthiest is arbiter in response to a fetchland activation.
http://www.mouthrunning.com/pics/RWHate_22.png
http://www.mouthrunning.com/pics/RWHate_44.png
I used to love running Mind Censor as well. Unless other cards in the deck are replaced by much stronger cards, there is no room for mind censor at this time. Although it flies and carries jitte like a champ, for three mana, it can't give the deck what it needs for what it does. For 2 we have arbiter which is much stronger when used in combination with vial, the decks design which features no search anyway, and the land destruction land drops. 4 search disablers seems to be the right number right now and still seems to be performing quite well. I debated removing arbiter many times but it still justifies it's place time after time. It is one of the main disruptive features that the deck was designed around and gives the variety this decks sought after to hate on the opponents game from many different angles.
Everything else seems right for the time being.
----Old Content----
I changed the sideboard thinking I wouldn't run into a lot of graveyard strategies. I haven't really. I just kept the one wheel of sun and moon.
The 4 Tariffs have been pretty useful but I'm not sold on this. These slots are reserved for anti Progenitus/Emrakul/Iona/etc. I am seriously debating circle of protection blue to help w/ progenitus and merfolk...
I have done some damage with volcanic fallout but I'm still not sure about it seeing as how it has total anti-synergy with my deck. Looking to cut these (COP:B?)
The vexing shushers are to help against permission and counterbalance. Is there nothing better?
I'm fairly happy with the sideboard and I feel that it is almost there. I'm looking forward to settling on a more stable maindeck. Things are looking optimistic now. From there, I can have more fun with the sideboard really shoring up matchups that aren't favorable.
Pyrokinesis is too much card disadvantage for this deck.
The leylines have to stay because they're overpowered.
At this moment I'm thinking something like.
4 Leyline
4 COP:Blue
4 Tariff
3 Jotun Grunt
Loving where this deck is going. Can't wait to bring another update when possible.
Cheers,
----Legacy thread below----
Here is the list that I ran (not optimized).
Maindeck:
Plateau 4
Sacred Foundry 4
Battlefield forge 2
Karakas 1
Mountain 2
Plains 2
Wasteland 4
Ghost Quarter 4
Ajani Vengeant 2
Grim Lavamancer 4
Leonin Arbiter 4
Duergar Hedge-Mage 3
Figure of Destiny 4
Aven Mindcensor 2
Ratchet Bomb 2
Crucible of Worlds 1
Umezawa's Jitte 2
Swords to Plowshares 3
Path to Exile 2
Lightning Bolt 4
Volcanic Fallout 4
Sideboard
Leyline of Sanctity 4
Stingscourger 2
Tormod's Crypt 3
Pithing Needle 3
Wheel of Sun and Moon 1
Vexing Shusher 2
Maindeck:
Manabase:
It's true that there are no fetches and that there are 23 land and 8 waste effects. This manabase is somewhat similar to Fatal's GW Death and Taxes build found here: http://www.mtgthesource.com/forums/showthread.php?6775-%5BDeck%5D-Death-and-Taxes/page77
While there are extreme differences in these decks, we share the constraint of having to design the manabase around the Leonin Arbiter. This deck also does not run Aether Vial. Getting the necessary colors and having to topdeck into land hasn't been a serious problem. 23 lands is quite a bit. However, although colorless can be had from the Wasteland and Ghost Quarters, the deck really plays these as land destruction spells that help out with casting spells. The deck needs enough land to function after having sacced one, two, or more lands for waste effects.
The lands chosen are pretty obvious. The Karakas is included as a one of to combat Emrakul, Iona, etc.
Ajani Vengeant:
There for when we reach four mana. It plays along with the decks mana choking as it can be used to keep opponent's lands tapped or anything else nasty that shouldn't untap like vials or worse. Ajani is fantastic and absolutely castable with this manabase. The Lightning Helix ability helps recoup life lost to Battlefield Forge/Sacred Foundry and never hurts. It's ability to remove multiple threats gives the deck a form of card advantage and it needs to get card advantage wherever possible. A resolved ultimate ability is quite strong. Ajani is a must answer and is almost always a great card to see.
Grim Lavamancer:
His power is undeniable. Great for playing as agro or control. Another fantastic tool to generate card advantage by removing potentially more than one creature and is an MVP against many creatures/agro decks. Sometimes it's cute when goyf shrinks because of him. It can give the deck some reach and can burn the opponent's face for the win.
Leonin Arbiter:
It's unproven, but there could be a lot of potential in this card. Stopping the ability to search is a relatively new way to attack your opponent's deck. Although survival is gone, this is still a useful, unexpected, and fun control element. Most decks run as many good cards as they can get away with while still being “safe”. By safe, I mean that they still include basics to fetch to avoid scooping to moon or waste effects, for example. Since Leonin Arbiter still has rogue status, deck lists haven't taken him (and his little cousin the Aven Mindcensor) into consideration. The deck wants to affect the opponent's mana and it can do this by enticing them to pay to negate the ability (which doesn't happen as often as one might suspect) or by turning undropped fetches into dead draws. Leonin Arbiter is best friends with Wasteland and Ghost Quarter. If unmolested, Leonin Arbiter enables the “four Strip Mine” scenario with Ghost Quarter's drawback failing. It attacks!
Duergar Hedge-Mage:
He's here for maindeck artifact and enchantment removal. Extremely useful for blowing up everything obvious and random permanents that will be a major hassle if not removed. The ability to remove a permanent and still be left with a body is nothing to sneeze at. The double Plains/double Maintain play removing an enchantment and an artifact is huge. Even without fetches, the manabase has taken this card into account. Playsets of Plateaus and Sacred Foundrys, along with 4 basics, turn this card on relatively easily. It attacks!
Figure of Destiny:
Costs one. Great. The 6 mana activated ability isn't a pipe dream. Great. Usually needs to be answered before it's a very useful 4/4 and can surprise the opponent by swinging hard into the red zone. Hard to assure players with no exposure to it that Figure of Destiny is no joke. Gives the deck the threat density it needs to actually fulfill its gameplan of attacking for the win and works well with the deck's curve/colors.
Aven Mindcensor:
Augments Leonin Arbiter and the hate on search. When well timed at instant speed, it can hammer the unexpected opponent who puts a search effect on the stack. Small, but it flies. 6 search debuffs has been sufficient thus far but other lists might want to play with this number.
Ratchet Bomb:
Clears the board of token swarms and all kinds of nasty permanents that are otherwise difficult to remove with targeted spot removal. Humiliates 0 to cast artifacts as well. A sweeper is scary to use when fearful of it being a liability. Used intelligently, it can get 2+ for 1 and usually has a purpose other than an outcome that results in the pilot blowing his/her own board up (the deck tries to diversity the CMC of it's permanents). Sincerely fast enough to answer scary one or two drops. Best when cast preemptively to start with the charge counter generation. Potentially the best sweeper available within WR. The deck focuses on removal diversity so that it can handle what is thrown at it long enough to stabilize in the mid-game and win.
Crucible of Worlds:
Costs three and the deck can't really afford to see more than one. Ends the game quickly when used alongside Leonin Arbiter and Ghost Quarter. Recurs land destruction or lost lands.
Umezawa's Jitte:
Combos with creatures.
Swords to Plowshares and Path to Exile (plays nice with Leonin Arbiter):
Best spot removal?
Lightning Bolt:
Spot removal/reach. The deck has a slow clock and the burn to the dome does come in handy.
Volcanic Fallout:
Included because the deck was designed to combat the state of the format. It makes tribal cry. More about this card in the mini-tourney report after card choices are discussed.
Sideboard:
Leyline of Santity:
The last bastion of hope against targeting win conditions. The cross your fingers and pray answer to belcher/tendrils/brainfreeze/burn/grindstone.
Stingsourger:
Bounces Emrakul/Iona or other scary creatures.
Tormod's Crypt:
Fast graveyard removal. Delightful against graveyard strategies.
Pithing Needle:
Would love to have this in the main to stave off the astronomically high number of decks packing Aether Vial. Stops all kinds of things. Most useful when used to shut off a win condition or sweeper like Engineered Explosives that will net your opponent card advantage and devastate you board. Amazingly flexible and an all-around fantastic utility.
Wheel of Sun and Moon:
Makes graveyard strategies cry.
Vexing Shusher:
A tool/beater to help resolve spells through counterbalance, counter magic, or chalices. The deck would prefer to shut off vials instead of utilize them (lack of slots/creatures). But with the prominence of counterbalance, perhaps 2 aren't enough. More optimization in this area is definitely being examined.
Failed test list
v1.1 - in testing
Maindeck:
Plateau 4
Sacred Foundry 2
Mountain 2
Plains 5
Ghost Quarter 4
Leonin Relic-Warder 2
Phyrexian Revoker 4
Leonin Arbiter 4
Simian Spirit Guide 4
Aven Mindcensor 4
Mother of Runes 4
Magus of the Moon 3
Chrome Mox 4
Ratchet Bomb 2
Crucible of Worlds 1
Umezawa's Jitte 2
Swords to Plowshares 1
Path to Exile 4
Lightning Bolt 4
Sideboard
Leyline of Sanctity 4
Ethersworn Canonist 3
Tormod's Crypt 3
Pithing Needle 2
Wheel of Sun and Moon 1
Vexing Shusher 2
Maindeck:
Phyrexian Revoker:
The hot-off-the-press underestimated thorn in your side for 2011 and beyond. I will probably post a pic of a Jitte equipped revoker to make you drool. I had a seizure when this card was spoiled and I can't wait to name Noble Hierarch, LED, and all other non-land devastating spells like Grindstone, Putrid Imp, Engineered Explosives, Deed, SoFI, etc.
Expecting big things from this card and believe that it has found a home in what is hopefully a great deck for it.
Leonin Relic-Warder:
A fantastic artifact/enchantment answer on a body which is exactly what this deck wanted. Usefulness to be exposed in testing, but expecting good results. Costs 1 less than Hedge-Mage and hoping that WW is easier to access than the Hedge-Mages land type requirements.
Mother of Runes:
Stalls, pushes attackers through, anti-removal, all-around superstar big-wig 1 drop.
Chrome Mox:
Acceleration for first turn Arbiter/Revoker, 2nd turn Aven Mindcensor/Magus of the Moon.
Simian Spirit Guide:
Acceleration for first turn Arbiter/Revoker, 2nd turn Aven Mindcensor/Magus of the Moon, Daze assistance, extra mana when in a bind.
Sideboard:
Ethersworn Canonist:
Brought in versus combo.
Mini-Tourney Report:
Today was the SCG Legacy Open in San Jose. 1-16-11
I went 3-4-1 and although that's much less than spectacular, it made me believe in the potential here. The strategy is alive.
Into:
I was very happy to see that there were many Goblin and Merfolk players and an, overall, healthy and diverse array of decks. I thought, for sure, that the decision to include 4 Volcanic Fallout would pay off. The bad news is that I wasn't paired with one Goblin or Merfolk deck all day. The good news is that in spite of running red sweepers that are considered dead in many situations, I was very impressed with how the deck played despite my modest play-testing and experience with this deck. I couldn't decide what to name the deck or if it truly belonged to a preexisting archetype. Since I enjoy playing metagame decks and the deck packs many answers, WR Hate seems to fit. I realized this as I heard a prior opponent describe it to a friend as “The Hate Deck”. Since I had very limited experience with Volcanic Fallout (was boarded continually), I can't honestly give feedback on its usefulness or its effect on my own creatures. I do know that it wrecks tribal/swarms, and as this deck is adjusted to put the squeeze on strategies, different hate can be swapped into this spot.
While things didn't necessarily turn out ideally, it was very fun and gives me enough faith in this deck to finally start this thread.
Sorry in advance for things I can't remember.
Round 1 vs Spanish Inquisition: Lose 1-2
G1: He Belchers for lethal on his second turn for the win.
G2: I mulligan to 5 and start the game with Leyline of Sanctity in play, steal the win.
G3: I mulligan to 4 and start the game with Leyline of Sanctity in play. He goes off and has Nature's Claim for the Leyline.
Round 2 vs UW Counter Top: Draw 1-1-1 (Time)
G1: Some bs, forgot what happened
G2: Some bs, forgot what happened
G3: We go to turns and eventually the game draws when his turn ends. I would have untapped and attacked for lethal on my next turn.
I was annoyed by this fellow's slow play and I apologize for acting grumpy. I wasn't on my A game and I didn't catch him miss a draw step and I didn't catch him when he searched his whole library while Aven Mindcensor was active. Both of which I received a warning for.
Never saw Shusher.
Round 3 vs Lands: Lose 1-2
Fantastic guy named Matt from NV. Clearly a competent player with a powerful deck. Lands tends to have its way with Agro but I don't feel horrible about this match up and believe that it can be made more even/favorable (can this WR Hate's shell or manabase be modified to support moon effects?).
G1: Forgot what happened – got owned.
G2: I drew an insane amount of hate.
G3: I needed to destroy an Ensnaring Bridge and two Maze of Ith AND to exile his graveyard to even have a chance at turning the game around and it never happened.
Round 4 vs GWRU Counter Top: Lose 0-2
Extremely well played by my opponent. I had nothing for these games. Never saw Shusher, had no answer to Goyfs, and couldn't resolve anything.
G1: Beat up with Goyfs?
G2: Beat up with Goyfs.
Round 5 vs GW(r?) Zooish: Win 2-1
Ran Knight of the Reliquary, Serra Avenger, Vial, Qasali Pridemage, Tarmogoyf, Swords, etc
G1: Forgot what happened – beat him up.
G2: Forgot what happened
G3: Locked him up with mana denial/Leonin Arbiter
Round 6 vs GRb Sligh?: Win 2-0
Very cool deck that generated a lot of momentum with cycle lands and life from the loam. It ran many lands which fed countryside crusher. Ran mox diamonds, Dark Confidant, Bolts and Engineered Explosives.
G1: Just so happened that I was able to answer everything.
G2: Pretty I abused his Manabase. Don't quite remember.
Round 7 vs GWr Enchantress: Win 2-0
Pretty sure he had Words of War, Sigil of the Empty Throne, Emrakul, Solitary Confinement.
Got a decent amount of card advantage by destroying enchanted lands and killing two Argothian Enchantresses with Ratchet Bomb.
G1: Beat up up.
G2: Abused his mana and beat him up.
Round 8 vs Show and Tell/Mosswort Bridge Emrakul Stiflenaught: Lose 1-2
Super nice guy. Was able to dig deep with Lim Dul's Vault.
G1: He resolves a Show and Tell Emrakul. I rip a Karakas off my top deck and steal the game.
G2: Forgot what happened but I'm pretty sure that I lost to Show and Tell Emrakul?
G3: Thoughtsieze steals the Stingscourger but it doesn't matter because this time he casts Emrakul off Mosswort Bridge once it's enabled by his Phyrexian Dreadnaught.
All-in-all, super wonderful and fun day. Right now, the deck is flabby although it's difficult to make it tighter considering I omit searching to be unaffected by my own effects and the lack of increasing card quality, draw, and to put it plainly, the limited number of different cards this deck see throughout the course of the game (Are Sword of Fire and Ice or Scroll Rack conceivable?). It's hard to survive without counters/chalice against combo, even with Leyline. If there was a way to get a first turn Ethersworn Canonist, I'd be all over it. Chrome Mox and Simian Spirit guide were considered for a mini-stompy type of feel. I may test this route as well although slots seem hard to come by. IMO, I would probably focus on keeping this a metagame deck against the type of decks that are the most prominent in your meta and then board out out the dead cards for crippling hate when facing other matchups (i.e. Volcanic Fallout main for tribal – board into leylines/Ethersworn Canonist or vice versa). I will be exploring more anti-control cards as well since Hedge-Mage usually makes the opponent flip a Firespout.
Super fun. I will be tuning and playing this deck for some time.
Any and all discussion is appreciated. I will do my best to keep this thread current.
http://www.mouthrunning.com/pics/RWHate_11.png