Saturday, November 12, 2005
Free Online Standard Tournament
http://forums.mtgnews.com/showthread.php?t=198036
Friday, November 11, 2005
UB Reanimator
Then came StarCity.
By trimming the non-UB cards, adding better card draw and focusing the win conditions, Shenanigans (not actual name) built a very convincingly consistent strategy. The turn-4 Kokusho makes for some pretty quick pacing for a UB deck. Here's the math:
UB Vengeance
4 Sleight of Hand
4 Mana Leak
4 Remand
4 Ideas Unbound
4 Compulsive Research
4 Zombify
4 Vigor Mortis
4 Keiga, the Tide Star
4 Kokusho, the Evening Star
9 Island
5 Swamp
4 Watery Grave
4 Underground River
2 Miren, the Moaning Well
I love the synergy and focus of this build. I read once that a great deck has no card that would be a bad draw on 3rd turn. All of these are card you'd love to see opening hand or mid-game, due to the flexibility allowed by cheap recursion and discard effects, as well as the protection of Miren, The Moaning Well.
Read The Wizards Article
Read The StarCity Post
Friday, November 04, 2005
RWG Creature Control - The Honden Effect
Maybe.
Using Hondens is usually bad deckbuilding; they're expensive enchantments with small-scale game effects. But they are a constant threat. So if you can have major large-scale effects already in place, they become a major annoyance. With some decent acceleration and solid removal, you can handle most threats. I love creaturless decks, and the Genjus make this a viable build. And having Searing Meditation available turns 2 hondens into 3 damage and 2 life every upkeep.
4 Wrath of God
4 Lightning Helix
4 Farseek
3 Genju of the Fields
3 Genju of the Spires
3 Honden of Cleansing Fire
2 Honden of Infinite Rage
1 Honden of Life's Web
3 Kodoma's Reach
2 Final Judgment
3 Pyroclasm
2 Searing Meditation
2 Mirror Gallery
1 Blaze
1 Worship
6 Forest
7 Plains
7 Mountains
RWG Control: Fungus Fires
4 Vitu-Ghazi, the City-Tree
4 Forest
4 Plains
2 Mountain
3 Battlefield Forge
3 Karplusan Forest
3 Brushland
2 Firemane Angel
4 Sakura-Tribe Elder
3 Sensei's Divining Top
3 Sunforger
3 Kodama's Reach
4 Wrath of God
4 Lightning Helix
4 Faith's Fetters
4 Devouring Light
3 Char
3 Seed Spark
As far as the matchups, I'm not really clear on how the deck answers control, but it did pretty well (8th Place) in the Alabama Champs. I'd like to build smething similar to this when I get more of the tools.
Thursday, November 03, 2005
Guildpact

Wednesday, November 02, 2005
MTG.com: Forward Thinking

Read it Here
Sunday, October 30, 2005
Glare of Subdual
Glare Control
Creature 23:
4x Birds of Paradise
4x Llanowar Elves
4x Loxodon Hierarch
4x Watchwolf
4x Selesnya Guildmage
3x Seedborn Muse
Spell: 15
4x Glare of Subdual
4x Devouring Light
4x Fists of Ironwood
3x Scatter the Seeds
Land: 22
4x Temple Garden
4x Brushland
6x Forest
5x Plains
3x Vitu-Ghazi, the City Tree
(Quoted from the Post)
I wouldve gone GWU for this build, but this seems pretty decent. I would add Loxodon Gatekeeper and Nature's Will, though. He's a walking soft lock by himself, and with Glare, he's even worse. Nature's Will has great synergy with your idea, allowing you to actually turn aggro into control.
A point on strategy: I think you should focusing on getting Glare out first, and maybe attacking some, defending some, but mostly getting to the point where you can tap blockers, attack unblocked, then tap lands with Nature's Will.
Friday, October 28, 2005
OnDeck: Gates

lockdown
white-
3 ivory mask
2 story circle
2 loxodon gatekeeper
1 blazing archon
blue-
4 remand
4 thoughtbind
3 telling time
1 meloku, the clouded mirror
green
4 birds of paradise
4 naturalize
3 farseek
3 sakura, tribe elder
3 recollect
gold-
3 watchwolf
7 forest
5 plains
2 islands
4 adarkar wastes
4 brushland

OnDeck: Suicide

Oni Black
4 oni possesion
4 raving oni slave
4 dark confidant
4 nezumi cutthroat
4 foul imp
4 zombify
3 hand of cruelty
3 wicked akuba
3 golgari thug
3 unholy strength
3 umezawa's jitte
1 tomb of urami
2 hall of the bandit lord
4 quicksand
10 swamp

As for match-ups, standard suicide rules apply. Outrun everything.
OnDeck: Migraines

My take on this trend is Aggro-Mill. The idea is too utilize the strongest possible mid-game aggro and blockage with early game control and mid-late game mill.
Migraines
4 moroii
4 drift of phantasm
4 glimpse the unthinkable
4 remand
4 mana leak
3 thoughtbind
3 umezawa's jitte
3 raving oni slave
3 hideous laughter
3 rend flesh/last gasp
2 induce paranoia
2 traumatize
2 halcyon glaze
2 twincast
1 scadek, lord of secrets

Once you establish a small army, you can begin throwing glimpses and twincast over the wall. you decide whether to play aggro or control style based on your opponent, and the mill effects are strong enough to work in small doses. if you dont believe me: play it. if Scadek gets in just two hits, he mills for 15 and becomes a 15/15 flyer. If he sticks around for three attacks, thats 30 cards & 30/30. This alone can win, not to mention tossing in a twin-glimpse.
OnDeck: CellBlock Blue

For my first decklist, I chose the archetype nearest and dearest to my heart, control. And not just average joe control: this one is straight lockdown, no chaser. Countering spells is all well and good, but Cellblock makes sure anything that hits the board is mana wasted. Here's the List;
CellBlock Blue
4 kami of the crescent moon
4 drift of phantasms
4 temporal adept
1 kiega, tide star
4 exhaustion
4 remand
4 rewind
4 hinder
4 boomerang
2 reminisce
4 howling mine
4 icy manipulator
4 quicksand
16 island
My theory is that board control can be more devastating than a fistfull of counters. Once you get more than one permanent control threat on the board like Temporal Adept and Icy Manipulator, you can lock down anything that isnt an instant or sorcery, meaning you now can have a more fair fight.
The Adept is the deck's all-star, since he's your Tradewind Lock. He can even target your permanents to save them from removal, and himself to stay alive. That means the number of non-permanent spells you need to counter drops to include non-removal. Reminisce is MD, not just for mill, but so that you can get your stuff back and always have more counters than you need.
if you do get a lock going with Icy and Adept, you can even win by simply waiting for you opponent to deck himself. That shouldnt be hard if he's picking up 3-4 extra cards/turn.