Sunday 31 July 2016

BG Land Destruction


Today’s deck has been a work-in-progress for quite some time. This might seem strange at first, as the theme and general strategy of it are pretty straightforward; so why was it so hard to create? If you believe that restrictions breed creativity to be true, then the opposite of that must also have some truth to it, no? The fact is, there are a lot of cards that do what this deck wants. So what is that? Simple - today we are going to be looking at Land Destruction.

The main difficulty of today’s deck was deciding which colour(s) to play. There are good cards in several of them, so deciding on what to include can becomee somewhat difficult. Because of this, I am going to break down my thoughts on each colour, and why or why not I have decided to include them in the deck.

White. When most people think of land destruction, they think of the original bad boy - Armageddon. I decided not to play this colour because this version does not employ the same strategy as a deck such as Ehrnamgeddon. How? We want to stop them from having access to their mana, while retaining access to our own. While the addition of green would somewhat mitigate this, I decided to simply go another route instead.

Blue. Nope.

Black. Speaking of iconic land destruction in a colour; Black has (arguably) the best one in Sinkhole. Because of its colour intensive mana cost however, this might not seem like an attractive option unless you go pretty heavily into Black. What else could that mean? Well, Encroach is not technically a land destruction spell, but it is certainly good at depleting the opponent’s early access to their lands. Hymn to Tourach is another great option that can also hit other things. A T1 Dark Ritual followed by a Sinkhole/Hymn and an Encroach can outright win you the game. Ok, we’re going to include Black.

Red. When most people think of Red’s land destruction, they think of Stone Rain. The fact is, Red actually has several cards that are capable of this effect. I am not going to go into this colour more because I might write about it in another land destruction-themed deck in the future. It is probably correct to play this as your second colour along with Black, but I didn’t this time.

Green. Considering it’s the colour of mana creation/ramp, it is shocking just how good green is at destroying land as well. Ice Storm is a great example of this, but so is Winter’s Grasp. Because many spells in the deck contain either BB or GG, I decided to include some copies of Birds of Paradise to help smooth out the mana. Along with mana fixing, Birds is also good at allowing turn 2 Ice Storm/Grasp or other 3-cost spells, including the main win condition – Terravore. Green is in.

Colourless. I think the inclusion of the colourless cards is pretty self-explanatory here. Dingus Egg acts as another win condition, and Mox Diamond is great for ramp in a deck that contains a high number of lands. Speaking of which, the lands which generate non-coloured mana also act as great sources of land destruction too. Awesome.

I had considered Ankh of Mishra in the deck, as it seems like another obvious inclusion. This is not a tempo deck however, and the effect is symmetrical. Combine that with any sort of direct damage or fast creatures that the opponent might cast, and we could be at 0 before the opponent. I do think there is a place for the card in some type of build however, and I encourage you all to find it. Happy Brewing!


BG Land Destruction

Land

4 Bayou
4 Swamp
1 Forest
3 Dustbowl
4 Wasteland
1 The Tabernacle at Pendrell Vale
7 Fetch lands

Total: 24

Creatures

3 Birds of Paradise
4 Terravore

Total: 7

Spells

1 Dingus Egg
4 Dark Ritual
4 Mox Diamond
4 Sinkhole
4 Innocent Blood
4 Ice Storm
4 Hymn to Tourach
4 Winter’s Grasp

Total: 28

Sideboard

4 Tormod’s Crypt
4 Duress
1 Naturalize
3 Desert Twister
3 Infest

Monday 18 July 2016

Sneaky Cauldron


Double, double toil and trouble; Fire burn and cauldron bubble. Amongst the most famous lines in English literature, did you know that the meaning behind them was actually a shout out to today’s deck? I didn’t think so! The inspiration behind the name lies in one of its key cards; can you guess which one? Here’s a hint: Sneaky Cauldron.

Despite that strange introduction, Sneaky Cauldron’s main source of damage is not the card I was referring to, but rather it is Sneak Attack. This is because it is easy to cast and becomes a recursive source of getting creatures into play for cheap. How is it recursive? In conjunction with numerous creatures, Karakas and Cauldron Dance, you are able to re-use Sneak Attack to hit your opponent down to 0. I assume you are now going to look at what the heck Cauldron Dance does. Allow me to save you the trouble in the next paragraph.

Cauldron Dance. I had never seen this card before doing some research for today’s deck. In short: it allows you to “Sneak Attack” a creature from your hand and/or graveyard, before placing it in your graveyard and/or hand. Lost? Ok ok, go ahead and search the card. While it is a bit costly to cast, this is mitigated via the Sol lands. Dance also works great after you’ve already used Sneak Attack, provided you don’t have a Karakas in play to return the creature to your hand.

I put in Quicksilver Amulet as a 1-of because it can get around the reliance on coloured mana and works very nicely with the Sol lands. The deck also contains 4 copies of Akroma, Angel of Wrath, whose Haste can make Amulet a conditionally better version of Sneak Attack. Despite including it however, I had considered dropping the card completely as 9 Sneak effects might be too many. I certainly recommend you try the deck with and without the card, so as to make an informed decision on your own.

Winds of Change. This is a bit of an obscure card, but I think it is one of those underused gems. Yes, it gives you card disadvantage, but it has so many uses that make it great. For example, it can help replace the unneeded cards in your hand with ones you can use. Not only that, but Winds can also be a sort of hand disruption as well. How? Ever wanted to screw over a Storm player who has spent their time sculpting a hand? This is a very neat card that I recommend you try out.

Amongst the main cards considered for the deck that didn’t make the cut was Shifty Doppelganger. The card offers a lot of potential and perhaps deserves further consideration, but I chose not to include it due to its lack of synergy with both Cauldron Dance and Karakas. I think it could be quite strong however, maybe even stronger than the current build, and I encourage everyone to try tinkering with the deck to suit their playstyle. Happy Brewing!



Sneaky Cauldron

Land

1 Mountain
1 Swamp
4 Badlands
4 Karakas
4 Ancient Tomb
3 City of Traitors
7 Fetch lands

Total: 24

Creatures

4 Nicol Bolas
4 Akroma, Angel of Wrath

Total: 8

Spells

4 Sneak Attack
4 Cauldron Dance
1 Quicksilver Amulet
4 Lotus Petal
4 Duress
4 Lightning Bolt
4 Winds of Change
1 Chain Lightning
1 Smother
1 Enlightened Tutor

Total: 28

Sideboard

4 Tormod’s Crypt
2 Red Elemental Blast
1 Pyroblast
1 Symbiotic Wurm
1 Wasteland
3 Swords to Plowshares
1 Disenchant
2 Pyroclasm

Sunday 3 July 2016

Underworld Tide


Normally, I am not a fan of decks that live and die by a single card. Today I am going to make an exception however, as the card in question is both unique and awesome. Heck, it was even restricted in Type 1 at some point, so why not try it in Ancient, right? Did you somehow ignore the title and are curious which card it is? Well then, let’s start talking about Underworld Tide.

When a deck relies on a certain card to win, three things then become crucial: finding it, playing it and protecting it. In this case, the card in question is Underworld Dreams. Quite frankly, relying on one card to win the game is not something that I generally recommend. There are several decks that do just that however, and some of them only contain 1-2 copies of their win condition. So how do we do these things?

Duress and Counterspell. Duress is a great turn 1 play that allows you to remove any threats to Underworld Dreams, while also granting a peek at your opponent’s hand as an added bonus. This information can be crucial to planning your next play (or even plays). Counterspell acts as another form of protection for Dreams, but because the deck contains several cards with double blue mana in their casting cost, they also raise the importance the Rituals in the deck.

Diminishing Returns and Time Spiral. Anyone who has ever played a High Tide deck knows how crucial the latter card is. The former might be a bit less known however, which I always thought was a bit strange. It’s a 4-mana spell that puts seven cards in your hand. Yes, you remove the top 10 cards of your library from the game, but that should very rarely matter outside of Vintage. Originally I had put in 4 of each, but I decided to remove 1 Returns for the Cabal Ritual.

Wheel and Deal. Ok ok, the card sort of sucks. Yes, I am aware. So why include it? As a 1-of, it can be used as a finisher with Underworld Dreams out in play. I do not recommend adding more copies. In fact, you might even want to remove it from the deck entirely. I decided to leave it in though, because it is easier to cast than Time Spiral or Diminishing Returns, as they each require 2 blue sources of mana to be cast. It’s also a pretty sweet homage to Wheel of Fortune.

The Tabernacle at Pendrell Vale. Not only can it help lock their mana, but it also helps limit the number of creatures (and thus threats) they have on the board. Slowing the game down so you can get your win condition(s) in hand and then on the board can be very important to the deck. Maze of Ith had also been considered, but I thought Tabernacle made it unnecessary, as you do not want a bunch of lands that do not create mana.

Originally the deck focused more on being a traditional Underworld Dreams deck, but the addition of the High Tide pieces really can offer the deck some added speed and combo-y goodness. How you choose to build your version is entirely on you. Happy Brewing!


Underworld Tide

Land

4 Underground Sea
4 Underground River
3 Island
4 Swamp
7 Fetch lands
1 The Tabernacle at Pendrell Vale

Total: 23

Creatures

Total:

Spells

4 Underworld Dreams
4 Dark Ritual
1 Cabal Ritual
4 Duress
4 Brainstorm
4 Force of Will
3 Diminishing Returns
4 Time Spiral
1 Wheel and Deal
4 High Tide
4 Counterspell

Total: 37

Sideboard

4 Tormod’s Crypt
4 Ostracize
4 Chain of Vapor
3 Hymn to Tourach