As I mentioned in my last two posts, this weekend represents the
first time that Standard Mtg will be played with Innistrad. As a
result, the internet is furiously buzzing with deck ideas, with
everyone trying to get a leg up on the other. I am, of course, no
different in this, and I've been furiously brewing for the last weeks
(along with my comrades, who have come up with some pretty
disgustingly good lists on their own.) From all counts, the format
appears to be wide open, with there being no clear best deck, and
more archetypes than I can count.
I expect that to narrow down over the next few weeks – especially
after the first few Star City Games Open Tournaments. (First one is
this weekend, in Indianapolis. If you live in the area and enjoy
magic, you should stop by, even if you don't feel up to competing!
Big gatherings like this are always a blast.) In the meantime,
though, I'll be attending a local event at my shop. Personally, I'll
be running the UW Puresteel list that I built and tested over the
last two days, but I've also got a friend coming down from New York,
and he...well, he loves his control decks.
He, as far as I know, doesn't have a list at the moment, so I took
the evening to brew one. Admittedly, this is a little self-serving,
since I hope to eventually run a UW draw-go style deck myself. So,
consider this a preliminary deck.
A little bit of insight into my deckbuilding process. There's
basically two points that I can start at, which depends entirely on
if I'm building off an established archetype or not. In this case, UW
Control has been theorycrafted to hell and back, twice, within the
last block, so we've got a solid starting point. I'm personally using
the U/W/x Control thread from MTGSalvation as a resource here. When
in doubt, use more people.
Seriously. There's dozens of people on that thread, and most of the
threads over there. They're all testing and theorycrafting and trying
to find the same edge that you are. It's not cheating to use their
answers – as long as you understand the answers. That's the flaw
with netdecking. (For those who don't know, the process of grabbing a
decklist from the internet and copying it wholesale) Netdecking
doesn't give you the nuts and bolts knowledge that you need to play a
deck at it's best. It's the kind of thing you only get after the
fifth time you get blown out by an aggro deck in a row, or just can't
quite get there with your last five damage before they land Gideon
with counter backup and can't close out the match.
However, as you get more experience playing in general, you can kind
of cheat a bit.
My friend has been playing magic for a long time. He remembers
Mirrodin, the first time. As a result, he's got a ton of play
experience below his belt, and he can leverage that into knowledge of
an unknown format. There's tons of graveyard play? Flashback? I
remember that mechanic from Time Spiral! Midnight Haunting is kind of
like a less-good Spectral Procession, while the basics of control all
stay fairly constant. Even Sword of Feast and Famine is vaguely
reminiscent of the untap mechanic from Urza's block.
We have a frame of reference here, even if the picture itself is a
little blurry.
I'll admit straightaway that I've never designed a pure control deck
– much less a control deck in the draw-go style. The closest I've
come is the draft deck I put together, and dozens upon dozens of
games against Jace, the Mind Sculptor and Gideon Jura.
I hate those guys.
Here's what I came up with:
My first reaction is that of an aggro
player. There aren't nearly enough threats in this deck. Even most of
the control players from the last year are probably wincing more than
a little – control over the last year has bowed it's head to the
insane card advantage of Squadron Hawks and Swords. They'd be more
properly be called Aggro-Control than anything else – true hybrids.
We're back to basics here, kids! We
don't run threats! We stop threats.
Then drop one card that WILL win the
game for us.
As long as we can get to that point
intact, we can win.
Let's get there.
So, immediately, I'm going to say
something – I'm leery of this strategy. Not because I don't think
it'll work, but because I have no frame of reference to compare it
to. By all logic, the things that I'm talking about doing – making
blockers at instant speed, counterspelling, being able to board wipe,
recurring all my cards twice – seems good. I just don't know if
it's good in practice, and I sadly have hit the second snag of all
players.
I don't have time to test this tonight.
Tomorrow, my friend arrives around
7-8pm. With any luck, we'll have the deck proxied up and testing it
against some random decks before the night is out, and we'll have a
list for him by the next morning, when we head out to All-Star's
Collectables for some spell slinging.
That'll be tomorrow's article, by the
way. Our two-man test bed, iterating on the deck, possibly even
switching to a different archetype. I'll be documenting our thoughts
as we go and posting lists when we've got a testable version.
Until then, sleep and work in the morning. Here's
hoping that tomorrow's testing goes well.
-Andrew
-Andrew
The Gitaxian Probes seem loose. Test with Forbidden Alchemy instead.
ReplyDeleteIf you need some help early/mid game, test Delver of Secrets and Lantern spirit.
GOOD LUCK!!! :)