Delver is strong.
Spirits are rising.
Huntmaster of the Fells is on the upswing.
Dungrove Elder is back, with friends.
Sword of War and Peace is where you want to be right now.
One by one, we find our decks. We choose the weapons we’ll do battle with. Some test, others work on pure theory, still more iterate on the decks that came before. The professionals go to war – Grand Prix, Star City Open, Pro Tour. Results pour in.
And then, the event for the rest of us. Game Day.
That would be this weekend, for those of you who don’t know. Magic Game Day: Dark Ascension is this weekend, 25 February 2012, and the prizes are greater than normal. Of course, there’s the usual full-art promos (and a nice one at that!). Foil promos and packs for those who rank highly. This time around, a new prize for the champion: a Playmat.
Now, I’m not a pro. I mean, I wouldn’t mind playing at a higher level than the one that I am currently playing at, but I’ve never played in a main event of a Grand Prix. I’ve never done a Star City Open. I’ve never done anything but side events at the Pro Tour. That said, for once, I think I’ve got a deck that can compete on the highest levels and win. I think that with good play, I could win that playmat.
And I want to do it.
Maybe it’s my inner Spike coming out, but I’ve got the bug. A month ago, when I was just hashing out details and slowly collecting cards, watching the metagame shift in tournament reports, I would never have imagined feeling confident about winning a tournament. Now, a month later, I feel like the only limiting factor on my deck is my ability to play it perfectly. Things have happened in the meantime. A third place finish at a Grand Prix Trial with over 80 players has encouraged me. They way my deck is playing has bolstered that confidence. I look at the other decks in the format and can safely say that there isn’t another deck that I’d rather be playing.
What deck is it that’s got me aiming for the top prize?
This deck has some legs. If you’ve
been following things since Dark Ascension was spoiled, you’ll have
no doubt seen the tokens lists popping up. Sorin and Lingering Souls
have electrified players with their easy-to-build archetype that
combines raw power with evasive flyers and enough gas to weather the
worst that a control deck can bring against them. Nevertheless,
despite the initial hype, token decks have notoriously
underperformed. It could have been the existence of Ratchet Bomb in
multiple sideboards that caused the trouble. Maybe it was people’s
reluctance to buy Sorin at his initial price. Perhaps the problem was
just that people were looking to the wrong places. Tokens was a turn
too slow, and not quite powerful to make the splash that some people
hoped for.
This deck is not the Black/White tokens
that has lost again and again to Delver and Spirits.
The Core:
The core of the deck is simple, use
your powerful token generators, in concert with multiple anthem
effects and light permission, to attack with multiple mid-sized
creatures around turn 4-6. To this end, we have a large number of
token generators (Lingering Souls, Midnight Haunting, Blade Splicer,
Gather the Townsfolk) that each put multiple bodies onto the field
immediately. Sorin, Lord of Innistrad and Intangible Virtue (as well
as Honor of the Pure in the sideboard) provide those creatures with
massive bonuses, making their evasive attacks even harder to stop.
Vigilance is key here – the ability to attack without fear of a
counter-swing wins games outright. This deck maintains all the power
that the normal B/W lists provide and more. Gavony Township makes
every creature in the deck into a game ending threat.
The deck has an amazing resilience that
allows it to fight through even multiple sweepers, flashing back
Lingering Souls with multiple anthems on the field allows the deck to
repopulate it’s threats almost immediately while managing to avoid
overextending into the next one.
The Twist:
The addition of green provides the BW
tokens deck with a number of additional options, all of which are
strong enough to warrant it’s addition to the deck. Adding six mana
dorks allows us to accelerate on the play into a 3 drop like Blade
Splicer that will immediately put more controlling decks on the back
foot. They’ll have to use reactive answers, rather than proactive
counterspells, and as a result, will be tapped down on your turn more
often. Landing a larger threat immediately also provides trouble for
the aggro decks of the format, who can find their Zombie or Delver
based assault stymied by a 3/3 first strike on the second turn.
While the additional speed is useful,
it also provides a number of other benefits. Adding green allows us
the use of Gavony Township, which is one of the most influential
lands in standard. When battles are being won by granular differences
in power and toughness, a repeatable pump effect is invaluable,
especially as early as turn four. Even more dangerous, the effect
allows your mana dorks to take to the Red Zone and actually make a
difference in combat. It is not uncommon to transform a Bird of
Paradise, via Gavony Township, Sorin’s Emblem, and a Battle Cry
into a credible threat once it’s outlived its use as a mana source.
With the addition of green, we also get
access to an easily splash-able Garruk Relentless. With his token
generation and spot removal capabilities, alongside his ability to
create Deathtouch creatures (buffed by the rest of your effects) and
even tutor for your answers in rare circumstances, he is a fearsome
threat that can land as early as the third turn.
Weaknesses:
For all its strengths, this deck does
still have a few glaring weaknesses. First, the lack of a strong
removal package leaves it very vulnerable to a well constructed
reanimator deck. A fast Elesh Norn leaves us with only two ‘outs’
in the whole deck, both sorcery speed and vulnerable to removal
themselves. I would be unhappy to see my foe with Unburial Rites most
of the time. The solution here is to apply pressure early and hard,
forcing them to use their mana on answering your threats, rather than
letting them go about their business and getting their finisher on
the field as fast as possible.
Furthermore, while I haven’t tested
the matchup extensively, I suspect that Wolf Run with Huntmaster and
Slagstorm is a terrible matchup all around. Post board, their ability
to bring in up to 6 sweepers, as well as value creatures that cause
persistent problems for any kind of slowly gathering offence makes it
a nightmare. As noted before, we have only a few answers to a Titan
once resolved – and no permission to stop it from resolving at
that. This matchup broadly comes down to a race, usually with tokens
trying to throw evasive damage past a resolved titan for the last few
points before a Kessig Wolf Run depleted your life faster than a
resolved Splinter Twin.
Sideboard:
The sideboard for this deck is very
much tailored for the current metagame, and as a result, is extremely
prone to shifting suddenly and without notice. The board listed above
was primarily prepared for the weekend of the 18th, when I attended a
GPT. I expected the metagame to broadly mirror those of the
professional circuit, and admittedly, was mostly correct. I plan on
making some changes for the upcoming weekend at my local shop, since
I expect the metagame there to be slightly lower caliber (sorry
guys!) so that a strong, centralized strategy with answers to broad
archetypes would have the best chance of doing well, rather than
specific bullets for individual decks.
With that said, here's some of the justifications for the pieces that I played last weekend.
The pair of Hero of Bladehold shouldn't surprise anyone. The card is a beast, and only gets stronger with the support offered in this shell. I would have four main deck, except for Vapor Snag's place as the best removal spell in standard.
The solitary Thrun is my nod to the control match up, but it's also useful against Delver style decks where a 4/4 that can't be fooled or tricked is worth it's weight in gold. I'd play a second if I could, and I might make that change in the coming weeks.
Three naturalizes are useful in a number of match ups, from Tempered Steel to Sword Decks, to Pike decks, to Heartless Summoning decks. I wouldn't consider going below three.
Three Stony Silences were put in entirely to respect the power of Ratchet Bomb, however, it also comes in useful against a number of decks that rely on powerful artifacts. Infect, Sword, and Pike decks come directly to mind, but if you have a Wolf Run deck pinned on Ratchet Bombs, it will also turn off their Sphere of the Suns. Best off, it's a proactive answer to it, stopping them before the spell is even cast.
Elsepth Tirel was a relatively late addition to the list, and one I was very unsure of going into the GPT. I found myself not boarding her in for most of my match ups, but come the final round of Swiss, as soon as my opponent landed his turn 1 Diregraf Ghoul, I knew Elsepth would have her chance. I'll spare you the details and tell you that she single-handedly won every game I cast her in. She's absurd. Play her. Learn to love her.
The last four spots go to a quartet of Honor of the Pure. This was originally a plan to help deal with Wolf's Run decks of all flavors, but I found them extremely useful in the Spirits match ups. As those battles tend to favor whomever happens to have more anthem/lord effects, loading up on more seemed a good way to gain an edge in that match up. As of this writing, I haven't gotten to test it against Wolf's Run, but I suspect that match up is probably still pretty bad. Will consider more options against it - possibly bringing Nevermore in, but we'll see.
Conclusion:
I think that Junk Tokens is, at the moment, attacking the metagame in a unique and powerful manner. I'd strongly suggest suiting it up and taking it for a spin, see if you like it. It's certainly the type of deck that I'm loving, and I plan on iterating on it for a good long time.
Feel free to ask questions in the comments below. I'll be answering questions about the deck for the foreseeable future. Expect to see some tournament reports in the coming weeks as I report on the deck's progress.
With that said, here's some of the justifications for the pieces that I played last weekend.
The pair of Hero of Bladehold shouldn't surprise anyone. The card is a beast, and only gets stronger with the support offered in this shell. I would have four main deck, except for Vapor Snag's place as the best removal spell in standard.
The solitary Thrun is my nod to the control match up, but it's also useful against Delver style decks where a 4/4 that can't be fooled or tricked is worth it's weight in gold. I'd play a second if I could, and I might make that change in the coming weeks.
Three naturalizes are useful in a number of match ups, from Tempered Steel to Sword Decks, to Pike decks, to Heartless Summoning decks. I wouldn't consider going below three.
Three Stony Silences were put in entirely to respect the power of Ratchet Bomb, however, it also comes in useful against a number of decks that rely on powerful artifacts. Infect, Sword, and Pike decks come directly to mind, but if you have a Wolf Run deck pinned on Ratchet Bombs, it will also turn off their Sphere of the Suns. Best off, it's a proactive answer to it, stopping them before the spell is even cast.
Elsepth Tirel was a relatively late addition to the list, and one I was very unsure of going into the GPT. I found myself not boarding her in for most of my match ups, but come the final round of Swiss, as soon as my opponent landed his turn 1 Diregraf Ghoul, I knew Elsepth would have her chance. I'll spare you the details and tell you that she single-handedly won every game I cast her in. She's absurd. Play her. Learn to love her.
The last four spots go to a quartet of Honor of the Pure. This was originally a plan to help deal with Wolf's Run decks of all flavors, but I found them extremely useful in the Spirits match ups. As those battles tend to favor whomever happens to have more anthem/lord effects, loading up on more seemed a good way to gain an edge in that match up. As of this writing, I haven't gotten to test it against Wolf's Run, but I suspect that match up is probably still pretty bad. Will consider more options against it - possibly bringing Nevermore in, but we'll see.
Conclusion:
I think that Junk Tokens is, at the moment, attacking the metagame in a unique and powerful manner. I'd strongly suggest suiting it up and taking it for a spin, see if you like it. It's certainly the type of deck that I'm loving, and I plan on iterating on it for a good long time.
Feel free to ask questions in the comments below. I'll be answering questions about the deck for the foreseeable future. Expect to see some tournament reports in the coming weeks as I report on the deck's progress.
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