Iare
07-03-2011, 06:49 AM
Team REAL America is essentially Boros Deck Wins with a blue splash for free countermagic and very helpful deck manipulation. The deckname is a homage to that that stupid ditz with nice tits that is always talking like anyone cares what the hell she has to say. Plus, it runs the American colors of red white and blue. This deck really aims to have won by the 4th or 5th turn and has all the tools to acomplish this regularly.
Deck History
The deck really begins with Boros deck wins which has a long history in Legecy. Boros has never really been highly played, but does occasionally T8 tournaments. Boros traditionally has been a deck with cheap effecient creatures and lots of burn, many lists vary little from modern burn decks. One of the great strength of Boros decks have been the ability to metagame very well by running cards like Magus of the Moon, Drueger Hedge-Mage and Volcanic Fallout either in the board or in some cases the main deck. Boros lost some flavor with the printing of Tarmagoyf and even more with the printing of Wild Nacatl as this made Forests very popular. The printing of Stepp Lynx added alot of power to the Boros Sligh builds and I had tremendous sucess with the deck right up until the printing of Mental Misstep. I started working on the blue splash as I saw it as the most logical evolution of the deck and being more tempo oriented helps in a very diverse meta (Which legacy really is).
My Current Decklist:
//Creatures - 15
4x Steppe Lynx
3x Jotun Grunt
3x Figure of Destiny
3x Stormblood Berserker
2x Isamaru, Hound of Konda
//Stormblood Berserker is replacing Kiln Fiend, since pseudo evasion is good and Kiln Fiend dies too easy :(
//Spells- 25
4x Lightning Bolt
4x Lightning Helix
4x Mental Misstep
3x Daze
3x Path to Exile
3x Fireblast
3x Brainstorm
1x Chain Lightning
//Lands- 20
4x Plateau
4x Arid Mesa
4x Scalding Tarn
2x Marsh Flats
2x Volcanic Island
1x Tundra
2x Mountain
1x Plains
//SideBoard- 15
4x Silence
4x Duerger Hedge-Mage
4x Volcanic Fallout
1x Jotun Grunt
1x Path To Exile
1x Chain Lightning
As for the list the only thing I am debating is whether or not I should replace the 20th land with the 4th Daze or a Chain Lightning or just leave the 20th Land there. Duerger Hedge-Mage might be better as Seal of Cleansing, Hedge-Mage is better against countertop but Seal is actually useful against standstill.
Why play this deck:
Has a positive Merfolk and Goblin's matchup.
Runs 10 free spells.
It is a hell of alot of fun to play.
The deck is rather budget by Legacy standards.
Runs 20 lands and 3 Catnips making it fantastic against land hate strategies.
Daze not only generates tempo it helps ensure Stepp Lynx is at least as good as Kird Ape on the attack.
The deck is very consistent and flexible.
Doesn't take long to win, this is great since during longer tournaments you will have time to stretch your legs and relax before the next match :)
Matchup Analysis and Sideboard Strategy:
Merfolk- Positive
This matchup tends to go really well for this deck. Esensially you need to stick a threat or two and ride it to the win while you burn lords off the table. Depending on the build you are facing game one might be tough but the general strategy is not to have an Island and if you do fetch one to use Daze either don't put it back down or Jedi Mind fuck them by waiting for them to attack unblockable and sacking it to a fireblast. If you know they are running standstill stick a Figure of Destiny first thing and ride him to the win (Dismember costs them 4 life which is actually pretty good for you anyway).
Board out the 3 Paths, 2-3 Daze's and 0-2 Brainstorm
If they are running Standstill or back to basics you want to bring in Duerger Hedge-Mage and Seal of Cleansing but if not just take out Path's and Dazes for the Fallouts and the 4th Jotun Grunt. This allows you to basically just win games 2-3 as they can't do a whole lot. Seal of Cleansing is better in this matchup than Drueger if you really need it.
Goblins - Positive
This matchup is really good too. You pretty much have the same boarding strategy against Goblins as you do against merfolk out Paths and 2 Daze's for Fallouts and the 4th Grunt. Not alot to add to this you just drop creatures as quick as possible and start smashing face. Get them to burn range ASAP and burn them out. The only creatures you waste burn dealing with are Lackey and Instigator, MAYBE a lord but usually its best to lob it at their head.
PainterStone- Iffy
Usually Daze goes and 1 Brainstorm for your artifact hate of choice. If you don't end this one quickly or manage to slow them down with bolts/MM you are going to lose. Really this will be a close game I would say you are probably even.
Zoo - Build Dependant
Really so many things are called Zoo these days, and how to board and how to play is dependent soooooo much on your hands board state and the build you are playing against. Really Fast Zoo hands will just beat you but big zoo isn't much to worry about as you can just go fucking kill them before their fatties matter. Board strategy is rather simple in that you want the 4th Grunt, 4th Path (Only if they are fast zoo against big zoo 3 is plenty as you only ever want 1) and second Chain Lightning ... What you take out depends on if you are on the play/draw and what build they are running. If you are on the draw take out the Daze's on the play I generally take out Isamarus and 1 Brainstorm .
Blue/White stoneforge- Even to favorable
This is a very close matchup, you basically need to kill Stoneforge on sight and stick a threat ASAP and start the beats. Seal of Cleansing or Duerger comes in in place of other stuff (If you are on the draw Daze is a good target but Isamaru comes out in this one sometimes too.
Black Decks- Unfavorable
Yes I am lumping black decks all together in one shot... You don't have force and won't always have Daze, plus they have too many spells you want to see kept off the board. Their heavy removal package also makes it harder to stick a threat. Dark Ritual gets mental missteped if you have it and if they resolve bitterblossom you have for the most part lost already. You bring in Enchantment and Artifact hate from the board in place of stuff as well as the 4th Path for Obliterator/Percy/Stalker/Nyxathid, and pray. You can generate Tempo by burning creatures in response to equipment costs being played, that is if they didn't empty your hand with Inquisition, Therapy and Hymns first. Duerger is king here since it can kill Bitterblossom AND an equipment in one go, the problem is its a full turn slower than Seal so it can get picked off by discard easier.
HiveMind- Favorable
Simply race them, Seal of Cleansing is good in this matchup (The more I write this the more I think I should be using Seal instead of Duerger). Chain Lightning replaces a something as you want to burn them out before they get online.
Show and Tell- Unfavorable
You basically have to race the Great Spaghetti god in this matchup. Play as agressivly as possible and hope you get there. Bring in the 4th Grunt and a Chain lightning for 2 Path to Exile.
NO BANT- About Even
Get the jump on them and slow them down with cheap burn and mental misstep, burn them out is your only plan. Sometimes you are fast enough to Race them sometimes you aren't. Rhox War Monk is a real pain so if they are running lots of them bring in the 4th Grunt and 4th Path, always bring in the chain lightning in place of something a Brainstorm usually.
Aggro Bant- Unfavorable
Rhox War Monk is literally a killer and if they are running a full 4x you got to remove it ASAP and the Aggro varieties tend to be more tempo oriented and can just steal the win from you. You bring in the 4th Grunt and 4th Path and hope you can establish a better board then they can (Hope they draw utility creatures and Green Sun's Zenith since it will slow them down just enough, maybe). You really need to resolve and protect a Jotun Grunt in this one since if not they are just going to drop Goyf after Goyf and win (Jotun shrinks them to a point they can be ignored). Save Path's for what really matter and thats War Monk.
Belcher- Unfavorable but not unwinnable
I haven't much to say here. You are aggro and only run 7 counters. You bring in Silence, Chain Lightning and Volcanic Fallout in place of Brainstorms, Paths and 2 Cost Critters.
Storm- Unfavorable but not unwinnable
See belcher above.
Sligh/Burn - Favorable to Even
For the most part you can sack non-basics to fireblast to negate POP and Lightning Helix 2 for 1s a burn deck. Brainstorm lets you generate hard card advantage against Goblin Guide and you can block him with something at your convenience. Grim Lavamancer gets countered/killed on sight.
Deck History
The deck really begins with Boros deck wins which has a long history in Legecy. Boros has never really been highly played, but does occasionally T8 tournaments. Boros traditionally has been a deck with cheap effecient creatures and lots of burn, many lists vary little from modern burn decks. One of the great strength of Boros decks have been the ability to metagame very well by running cards like Magus of the Moon, Drueger Hedge-Mage and Volcanic Fallout either in the board or in some cases the main deck. Boros lost some flavor with the printing of Tarmagoyf and even more with the printing of Wild Nacatl as this made Forests very popular. The printing of Stepp Lynx added alot of power to the Boros Sligh builds and I had tremendous sucess with the deck right up until the printing of Mental Misstep. I started working on the blue splash as I saw it as the most logical evolution of the deck and being more tempo oriented helps in a very diverse meta (Which legacy really is).
My Current Decklist:
//Creatures - 15
4x Steppe Lynx
3x Jotun Grunt
3x Figure of Destiny
3x Stormblood Berserker
2x Isamaru, Hound of Konda
//Stormblood Berserker is replacing Kiln Fiend, since pseudo evasion is good and Kiln Fiend dies too easy :(
//Spells- 25
4x Lightning Bolt
4x Lightning Helix
4x Mental Misstep
3x Daze
3x Path to Exile
3x Fireblast
3x Brainstorm
1x Chain Lightning
//Lands- 20
4x Plateau
4x Arid Mesa
4x Scalding Tarn
2x Marsh Flats
2x Volcanic Island
1x Tundra
2x Mountain
1x Plains
//SideBoard- 15
4x Silence
4x Duerger Hedge-Mage
4x Volcanic Fallout
1x Jotun Grunt
1x Path To Exile
1x Chain Lightning
As for the list the only thing I am debating is whether or not I should replace the 20th land with the 4th Daze or a Chain Lightning or just leave the 20th Land there. Duerger Hedge-Mage might be better as Seal of Cleansing, Hedge-Mage is better against countertop but Seal is actually useful against standstill.
Why play this deck:
Has a positive Merfolk and Goblin's matchup.
Runs 10 free spells.
It is a hell of alot of fun to play.
The deck is rather budget by Legacy standards.
Runs 20 lands and 3 Catnips making it fantastic against land hate strategies.
Daze not only generates tempo it helps ensure Stepp Lynx is at least as good as Kird Ape on the attack.
The deck is very consistent and flexible.
Doesn't take long to win, this is great since during longer tournaments you will have time to stretch your legs and relax before the next match :)
Matchup Analysis and Sideboard Strategy:
Merfolk- Positive
This matchup tends to go really well for this deck. Esensially you need to stick a threat or two and ride it to the win while you burn lords off the table. Depending on the build you are facing game one might be tough but the general strategy is not to have an Island and if you do fetch one to use Daze either don't put it back down or Jedi Mind fuck them by waiting for them to attack unblockable and sacking it to a fireblast. If you know they are running standstill stick a Figure of Destiny first thing and ride him to the win (Dismember costs them 4 life which is actually pretty good for you anyway).
Board out the 3 Paths, 2-3 Daze's and 0-2 Brainstorm
If they are running Standstill or back to basics you want to bring in Duerger Hedge-Mage and Seal of Cleansing but if not just take out Path's and Dazes for the Fallouts and the 4th Jotun Grunt. This allows you to basically just win games 2-3 as they can't do a whole lot. Seal of Cleansing is better in this matchup than Drueger if you really need it.
Goblins - Positive
This matchup is really good too. You pretty much have the same boarding strategy against Goblins as you do against merfolk out Paths and 2 Daze's for Fallouts and the 4th Grunt. Not alot to add to this you just drop creatures as quick as possible and start smashing face. Get them to burn range ASAP and burn them out. The only creatures you waste burn dealing with are Lackey and Instigator, MAYBE a lord but usually its best to lob it at their head.
PainterStone- Iffy
Usually Daze goes and 1 Brainstorm for your artifact hate of choice. If you don't end this one quickly or manage to slow them down with bolts/MM you are going to lose. Really this will be a close game I would say you are probably even.
Zoo - Build Dependant
Really so many things are called Zoo these days, and how to board and how to play is dependent soooooo much on your hands board state and the build you are playing against. Really Fast Zoo hands will just beat you but big zoo isn't much to worry about as you can just go fucking kill them before their fatties matter. Board strategy is rather simple in that you want the 4th Grunt, 4th Path (Only if they are fast zoo against big zoo 3 is plenty as you only ever want 1) and second Chain Lightning ... What you take out depends on if you are on the play/draw and what build they are running. If you are on the draw take out the Daze's on the play I generally take out Isamarus and 1 Brainstorm .
Blue/White stoneforge- Even to favorable
This is a very close matchup, you basically need to kill Stoneforge on sight and stick a threat ASAP and start the beats. Seal of Cleansing or Duerger comes in in place of other stuff (If you are on the draw Daze is a good target but Isamaru comes out in this one sometimes too.
Black Decks- Unfavorable
Yes I am lumping black decks all together in one shot... You don't have force and won't always have Daze, plus they have too many spells you want to see kept off the board. Their heavy removal package also makes it harder to stick a threat. Dark Ritual gets mental missteped if you have it and if they resolve bitterblossom you have for the most part lost already. You bring in Enchantment and Artifact hate from the board in place of stuff as well as the 4th Path for Obliterator/Percy/Stalker/Nyxathid, and pray. You can generate Tempo by burning creatures in response to equipment costs being played, that is if they didn't empty your hand with Inquisition, Therapy and Hymns first. Duerger is king here since it can kill Bitterblossom AND an equipment in one go, the problem is its a full turn slower than Seal so it can get picked off by discard easier.
HiveMind- Favorable
Simply race them, Seal of Cleansing is good in this matchup (The more I write this the more I think I should be using Seal instead of Duerger). Chain Lightning replaces a something as you want to burn them out before they get online.
Show and Tell- Unfavorable
You basically have to race the Great Spaghetti god in this matchup. Play as agressivly as possible and hope you get there. Bring in the 4th Grunt and a Chain lightning for 2 Path to Exile.
NO BANT- About Even
Get the jump on them and slow them down with cheap burn and mental misstep, burn them out is your only plan. Sometimes you are fast enough to Race them sometimes you aren't. Rhox War Monk is a real pain so if they are running lots of them bring in the 4th Grunt and 4th Path, always bring in the chain lightning in place of something a Brainstorm usually.
Aggro Bant- Unfavorable
Rhox War Monk is literally a killer and if they are running a full 4x you got to remove it ASAP and the Aggro varieties tend to be more tempo oriented and can just steal the win from you. You bring in the 4th Grunt and 4th Path and hope you can establish a better board then they can (Hope they draw utility creatures and Green Sun's Zenith since it will slow them down just enough, maybe). You really need to resolve and protect a Jotun Grunt in this one since if not they are just going to drop Goyf after Goyf and win (Jotun shrinks them to a point they can be ignored). Save Path's for what really matter and thats War Monk.
Belcher- Unfavorable but not unwinnable
I haven't much to say here. You are aggro and only run 7 counters. You bring in Silence, Chain Lightning and Volcanic Fallout in place of Brainstorms, Paths and 2 Cost Critters.
Storm- Unfavorable but not unwinnable
See belcher above.
Sligh/Burn - Favorable to Even
For the most part you can sack non-basics to fireblast to negate POP and Lightning Helix 2 for 1s a burn deck. Brainstorm lets you generate hard card advantage against Goblin Guide and you can block him with something at your convenience. Grim Lavamancer gets countered/killed on sight.