urdjur
11-16-2006, 06:03 AM
This is my first post at this forum, so I will try to make it worth your while. I’ve been tinkering with an affordable tier 1 deck for my meta the last two weeks. It’s been under review at wizards.com and our national Legacy board. Before I present the current list, let’s look at the decks in the current meta in order of importance.
1) Ux-aggro: A broad category. We see a lot of successful UGx-threshold (a wonder dog variant won the nationals), some UG-madness, a few Faerie Stompy and some random aggro decks with counters. Top priority to defeat.
2) Vial Goblins and goblin variants: A common archetype, but not very successful mostly due to poor players. High priority.
3) 43land: Two of them placed top 8 in a small, recent tournament that only had 3 of them total. Success is likely due to unoptimized goblins opposition and innate uncounterability against Ux-aggro. High priority.
4) IGGy Pop: Combo is not that common here, but our latest nationals saw a very good iggy player place second. Not something you can ignore.
5) Random aggro: A very broad spectrum that has met little success. Anything from rogue RG decks, a pretty decent slivers deck, perhaps an odd Survival-build etc.
6) Random control: Fairly common, and can sometimes place top 8. May be stax-ish, blue-ish, chant on a stick etc. You’d want a decent game one against this, and some additional sideboard support.
7) Random combo: The least common of them all. Which means that when they DO arise, they can often place top 8 (lower half) just from being rogue and not anticipated in the sideboard.
I first turned to Angel Stompy, which is really good against goblins, and one of the worst MU for Faerie Stompy. I wanted to improve it’s resilience against counters and thought about a Vial concept, and about borrowing some land resilience from Wayfarer White Weenie. To make a long story short, this is the present result of my efforts and the contributions of others:
Vial Angels by Urdjur
LANDS
6 Plains
3 Flagstones of Trokair
2 City of Traitors
2 Ghost Quarters
1 Quicksand
ACCELERATION
4 Chrome Mox
4 Weathered Wayfarer
4 Aether Vial
3 Ramosian Sergeant
3 Sword of Fire and Ice
CREATURES
4 Serra Avenger
3 Exalted Angel
4 Soltari Priest
4 Knight of the Holy Nimbus
4 Mother of Runes
3 True Believer
1 Children of Korlis
1 Whipcorder
OTHER SPELLS
4 Swords to Plowshares
SIDEBOARD
4 Chalice of the Void
4 Rule of Law
4 Abolish
3 Tormod’s Crypt
Concept: Sneak in under the counter/removal radar with time bombs like Aether Vial, Ramosian Sergeant, Weathered Wayfarer and Mother of Runes. Spew forth uncounterable creatures, removal, and tech, while maintaining board position with the protection mechanism.
Card Explanations
Lands, Mox and Weathered Wayfarer: Flagstones of Trokair + Ghost Quarter offer the same land thinning as fetch lands, with the added benefit of Armaggedon resilience (Flagstones) and response to problem lands (in 43land mostly). If you tap a flagstone and target it with quarters, you will get a tapped and an untapped plains back for no net loss of mana or tempo. You can use Weathered Wayfarer in response to Ghost Quarters. Wayfarer will also get you City of Traitors if you draw into Angel or Sword and uncounterable removal (Quicksand) that kills goblins, meddling mage, dark confidant etc. All non-basics sacrifice somehow, to keep your opponent’s land count higher and give added wasteland resilience. Chrome Mox has great synergy here too, as it doesn’t just accelerate your first turn, but helps keep the land count down throughout the game.
Aether Vial and Ramosian Sergeant: These turn one drops provide you with uncounterable threats at instant speed. Vial accelerates your mana, and Sergeant accelerates your draw when you have mana to spend, for added synergy.
Sword of Fire and Ice: The equipment of choice for my meta. Protection from U and R is huge, it gives card advantage, kills creatures and buffs to boot. It’s a perfect fit with the deck’s many evasion creatures and the 3 cc bypasses a Chalice for 1 or 2.
Serra Avenger: Great synergy with Vial allows you to play it turn 3 rather than 4, if you drop Vial on turn 1. Also a very good topdeck with or without Vial, as you’ll usually have less land than your opponent.
Exalted Angel: I couldn’t fit 4 in the deck, but all the acceleration pieces of Angel Stompy are still here (and then some), so why not run this lady? Turn 1 Mom, Turn 2 Angel is a very good play, and quite feasible. Also a good top deck mid game, since you have mana to spend with all the acceleration going on.
Soltari Priest: A good creature against goblins, that can also carry a sword to the dome even against formidable opposition like Faerie Stompy. Also uncounterable from a Vial set at 2.
Knight of the Holy Nimbus: Slightly weaker than Silver Knight against red, but a house against threshold. It comes out uncounterable from both a Vial and a Ramosian Sergeant, it goes toe-to-toe with Nimble Mongoose, and works well against all random aggro, since paying two just so they have to possibility to kill it seems like a bad deal when they have threats they’d rather play.
Mother of Runes: Of course.
True Believer: This bear extraordinaire is an uncounterable Gilded Light in disguise. Vial it out as a response to Tendrils. You won’t pull it off every game against IGGy Pop, but when you can, you will win. There’s also the added comfort of black disruption immunity, forcing burn to waste resources on your creatures etc.
Children of Korlis: An additional silver bullet against Tendrils, that can be played pre-emptively on turn 1 if you happen to draw it, come out fast from a vial with only one counter on turn 2, or come out at any time in reponse from a Ramosian Sergeant.
Whipcorder: A utility creature that can be tutored by Sergeant. Use it do deny equipment, keep a fatty tapped until you can play a matching creature of your own or remove it, deny activated abilities etc. Or just a simple bear for attacking if you have no other uses for it.
Swords to Plowshares: Of course. Makes for a nice removal package with fetchable Quicksand and SoFI.
SIDEBOARD
Chalice of the Void: Wrecks many decks that don’t run Vial. Chalice for 1 is bad for threshold and 43land, while a chalice for 2 completely destroys the Loam engine. It can also defeat combo at an appropriate setting – at times even for free with a Chalice at 0.
Rule of Law: Most of my spells aren’t usually “played”, so this will hardly affect the deck. It will hit hard against anything with draw, counters, manaacceleration, recursion etc. In short, it will wreck combo and many other things.
Abolish: I don’t think this is worth running in game 1. It comes in against certain decks to destroy key components, or if I expect a sideboarded pithing needle or other nuiscance in games 2 or 3. It attacks the acceleration of 43land, which they can’t recur with Loam. Of course, the reason to pick Abolish in particular is the Chalice friendly cc and synergy with Wayfarer.
Tormod’s Crypt: Threshold, 43land and many combo decks are hosed by the crypt. The 0 cc means it will often bypass a Chalice in place.
MATCH UP ANALYSIS
Returning to the list above...
1) Ux-aggro: Very favorable. I have uncounterable threats and removal, stronger creatures, and a formidable sideboard with both chalice, rule and crypt.
2) Vial Goblins and goblin variants: Very favourable. It’s not quite as strong as Angel Stompy against goblins, but it doesn’t have to be. I may win 8 games in 10 instead of 9 games in 10.
3) 43land: The most difficult match-up to anticipate main deck. I choose a defensive route, with land resilience and ways to escape the lock. I have fetchable Ghost Quarters against problem lands, and can play around Tabernacle/Maze fairly well. Games 2 and 3 hold lots of hate with Chalice at 1 or 2, crypt and Abolish. A favourable MU.
4) IGGy Pop: I have quite a few main deck answers to Tendrils, and uncounterable ones at that. The board seals the deal with Chalice and Rule. A favourable MU.
5) Random aggro: Difficult to say, but many creatures, lots of removal and protection often means you can take on aggro fairly well. Should be favourable.
6) Random control: This is likely an even game 1. The opponent has a hard time responding to my threats, but it may very well be that I have a hard time responding to the opponent too. Chalice, Abolish and Rule of Law may all be of use against different deck types. An even MU.
7) Random combo: An unfavourable match-up. I will most likely loose game 1, but Chalice, Crypt and Rule of Law holds promise for games 2 and 3. You can’t win ‘em all.
Revelations 16:1
And I heard a great voice out of the temple saying to the seven angels, Go your ways, and pour out the vials of the wrath of God upon the earth.
1) Ux-aggro: A broad category. We see a lot of successful UGx-threshold (a wonder dog variant won the nationals), some UG-madness, a few Faerie Stompy and some random aggro decks with counters. Top priority to defeat.
2) Vial Goblins and goblin variants: A common archetype, but not very successful mostly due to poor players. High priority.
3) 43land: Two of them placed top 8 in a small, recent tournament that only had 3 of them total. Success is likely due to unoptimized goblins opposition and innate uncounterability against Ux-aggro. High priority.
4) IGGy Pop: Combo is not that common here, but our latest nationals saw a very good iggy player place second. Not something you can ignore.
5) Random aggro: A very broad spectrum that has met little success. Anything from rogue RG decks, a pretty decent slivers deck, perhaps an odd Survival-build etc.
6) Random control: Fairly common, and can sometimes place top 8. May be stax-ish, blue-ish, chant on a stick etc. You’d want a decent game one against this, and some additional sideboard support.
7) Random combo: The least common of them all. Which means that when they DO arise, they can often place top 8 (lower half) just from being rogue and not anticipated in the sideboard.
I first turned to Angel Stompy, which is really good against goblins, and one of the worst MU for Faerie Stompy. I wanted to improve it’s resilience against counters and thought about a Vial concept, and about borrowing some land resilience from Wayfarer White Weenie. To make a long story short, this is the present result of my efforts and the contributions of others:
Vial Angels by Urdjur
LANDS
6 Plains
3 Flagstones of Trokair
2 City of Traitors
2 Ghost Quarters
1 Quicksand
ACCELERATION
4 Chrome Mox
4 Weathered Wayfarer
4 Aether Vial
3 Ramosian Sergeant
3 Sword of Fire and Ice
CREATURES
4 Serra Avenger
3 Exalted Angel
4 Soltari Priest
4 Knight of the Holy Nimbus
4 Mother of Runes
3 True Believer
1 Children of Korlis
1 Whipcorder
OTHER SPELLS
4 Swords to Plowshares
SIDEBOARD
4 Chalice of the Void
4 Rule of Law
4 Abolish
3 Tormod’s Crypt
Concept: Sneak in under the counter/removal radar with time bombs like Aether Vial, Ramosian Sergeant, Weathered Wayfarer and Mother of Runes. Spew forth uncounterable creatures, removal, and tech, while maintaining board position with the protection mechanism.
Card Explanations
Lands, Mox and Weathered Wayfarer: Flagstones of Trokair + Ghost Quarter offer the same land thinning as fetch lands, with the added benefit of Armaggedon resilience (Flagstones) and response to problem lands (in 43land mostly). If you tap a flagstone and target it with quarters, you will get a tapped and an untapped plains back for no net loss of mana or tempo. You can use Weathered Wayfarer in response to Ghost Quarters. Wayfarer will also get you City of Traitors if you draw into Angel or Sword and uncounterable removal (Quicksand) that kills goblins, meddling mage, dark confidant etc. All non-basics sacrifice somehow, to keep your opponent’s land count higher and give added wasteland resilience. Chrome Mox has great synergy here too, as it doesn’t just accelerate your first turn, but helps keep the land count down throughout the game.
Aether Vial and Ramosian Sergeant: These turn one drops provide you with uncounterable threats at instant speed. Vial accelerates your mana, and Sergeant accelerates your draw when you have mana to spend, for added synergy.
Sword of Fire and Ice: The equipment of choice for my meta. Protection from U and R is huge, it gives card advantage, kills creatures and buffs to boot. It’s a perfect fit with the deck’s many evasion creatures and the 3 cc bypasses a Chalice for 1 or 2.
Serra Avenger: Great synergy with Vial allows you to play it turn 3 rather than 4, if you drop Vial on turn 1. Also a very good topdeck with or without Vial, as you’ll usually have less land than your opponent.
Exalted Angel: I couldn’t fit 4 in the deck, but all the acceleration pieces of Angel Stompy are still here (and then some), so why not run this lady? Turn 1 Mom, Turn 2 Angel is a very good play, and quite feasible. Also a good top deck mid game, since you have mana to spend with all the acceleration going on.
Soltari Priest: A good creature against goblins, that can also carry a sword to the dome even against formidable opposition like Faerie Stompy. Also uncounterable from a Vial set at 2.
Knight of the Holy Nimbus: Slightly weaker than Silver Knight against red, but a house against threshold. It comes out uncounterable from both a Vial and a Ramosian Sergeant, it goes toe-to-toe with Nimble Mongoose, and works well against all random aggro, since paying two just so they have to possibility to kill it seems like a bad deal when they have threats they’d rather play.
Mother of Runes: Of course.
True Believer: This bear extraordinaire is an uncounterable Gilded Light in disguise. Vial it out as a response to Tendrils. You won’t pull it off every game against IGGy Pop, but when you can, you will win. There’s also the added comfort of black disruption immunity, forcing burn to waste resources on your creatures etc.
Children of Korlis: An additional silver bullet against Tendrils, that can be played pre-emptively on turn 1 if you happen to draw it, come out fast from a vial with only one counter on turn 2, or come out at any time in reponse from a Ramosian Sergeant.
Whipcorder: A utility creature that can be tutored by Sergeant. Use it do deny equipment, keep a fatty tapped until you can play a matching creature of your own or remove it, deny activated abilities etc. Or just a simple bear for attacking if you have no other uses for it.
Swords to Plowshares: Of course. Makes for a nice removal package with fetchable Quicksand and SoFI.
SIDEBOARD
Chalice of the Void: Wrecks many decks that don’t run Vial. Chalice for 1 is bad for threshold and 43land, while a chalice for 2 completely destroys the Loam engine. It can also defeat combo at an appropriate setting – at times even for free with a Chalice at 0.
Rule of Law: Most of my spells aren’t usually “played”, so this will hardly affect the deck. It will hit hard against anything with draw, counters, manaacceleration, recursion etc. In short, it will wreck combo and many other things.
Abolish: I don’t think this is worth running in game 1. It comes in against certain decks to destroy key components, or if I expect a sideboarded pithing needle or other nuiscance in games 2 or 3. It attacks the acceleration of 43land, which they can’t recur with Loam. Of course, the reason to pick Abolish in particular is the Chalice friendly cc and synergy with Wayfarer.
Tormod’s Crypt: Threshold, 43land and many combo decks are hosed by the crypt. The 0 cc means it will often bypass a Chalice in place.
MATCH UP ANALYSIS
Returning to the list above...
1) Ux-aggro: Very favorable. I have uncounterable threats and removal, stronger creatures, and a formidable sideboard with both chalice, rule and crypt.
2) Vial Goblins and goblin variants: Very favourable. It’s not quite as strong as Angel Stompy against goblins, but it doesn’t have to be. I may win 8 games in 10 instead of 9 games in 10.
3) 43land: The most difficult match-up to anticipate main deck. I choose a defensive route, with land resilience and ways to escape the lock. I have fetchable Ghost Quarters against problem lands, and can play around Tabernacle/Maze fairly well. Games 2 and 3 hold lots of hate with Chalice at 1 or 2, crypt and Abolish. A favourable MU.
4) IGGy Pop: I have quite a few main deck answers to Tendrils, and uncounterable ones at that. The board seals the deal with Chalice and Rule. A favourable MU.
5) Random aggro: Difficult to say, but many creatures, lots of removal and protection often means you can take on aggro fairly well. Should be favourable.
6) Random control: This is likely an even game 1. The opponent has a hard time responding to my threats, but it may very well be that I have a hard time responding to the opponent too. Chalice, Abolish and Rule of Law may all be of use against different deck types. An even MU.
7) Random combo: An unfavourable match-up. I will most likely loose game 1, but Chalice, Crypt and Rule of Law holds promise for games 2 and 3. You can’t win ‘em all.
Revelations 16:1
And I heard a great voice out of the temple saying to the seven angels, Go your ways, and pour out the vials of the wrath of God upon the earth.