Thursday, May 24, 2012

Building Standard UWr Miracles!

Tuesday, I threw out a pretty simple question regarding this post. Since I didn’t have any tournaments to report on, I figured that my best bet would be to build a deck from scratch and show you all my process. I enlisted suggestions from the community, and you guys came through for me. I had plenty of suggestions to go through to find the one I wanted to work on.

I started the culling process with 9 potential decks and decided to whittle them down with great sweeping cuts in order to give me one deck that would get constructed. It occurs to me that I’ve invented something about as original as a reality TV show by doing this, but hey – it’s not like any of us watch those, right?

Right?

The first category I eliminated was decks that are already showing promise in Standard. These are all decks that I’ve seen plenty of lists for and know back and forth. They’d be interesting entries for later blogs, but when all the work has been done already, it doesn’t seem profitable to try and recreate an untuned list when tuned versions exist already. Based on that, I cut RW Humans, Grixis Kamikaze,  UG Self-Mill (Heebs actually has this deck) and UR Delver (Marshall is running this and reports that it’s a blast).

From there I turned to decks that appeared to be inferior versions of other decks. Mono-Green Infect was interesting, but I don’t think you gain anything at all from being mono-green. You’d be significantly better served by adding Blue for Artful Dodge, at the very least. Wild Defiance is an awesome card though. I also cut UB Zombie Mill for being both a subpar Zombies deck, and a subpar Milling deck. If you want to do one or the other – great! But I don’t think the mixture of the two is going to be viable.

That left us with three finalists on the Island – Ramp Land Destruction, WRb Tokens, and Miracles. While Ramp Land Destruction was clearly the most interesting of the three, I also think that it’s least likely to be viable. The Developers have made a conscious push away from Land Destruction in recent years, which does a lot to damage it as an archetype. I think that the best angle to take for this one is a Beast Within/Bramblecrush/Acidic Slime strategy using Deadeye Navigator to lock them out of the game in conjunction with Mist Raven/Aether Adept and Acidic Slime.

WRb Tokens was a close contender, but I felt it was very similar to the things I’ve done already in all my tokens write-ups. Adding Hellrider and Rally the Peasants are more or less the only changes I’d make, plus stretching the mana base significantly. I can’t see this being much better than just straight BW.

So, Miracles in Standard! If you follow the professional scene at all, you’ll know that the most recent Pro Tour was just played in Barcelona.


Not a bad view from the hotel room


Man, I really need to win a PTQ.

If you followed the coverage, you’ll also know that it was won by none other than Alexander Hayne, who piloted a block deck that he amusingly called Hallelujah! The deck is a UW Control shell that uses the advantage of extremely powerful draw steps to cause miracles to be less luck and more a simple matter of time. With that said, his version was designed for the block format, and porting it over to Standard will make things a little more powerful, at least in the abstract.

I’m going to start out on a limb here and say that we should change the colors he chose. Hayne played UW straight, but the manabases in block are much more restrictive than what Standard has available.

To that end, I’d like to splash Red for Desolate Lighthouse and Bonfire of the Damned. Both of these cards are extremely powerful effects that synergize very well with the game plan. That, however, is something for later on. For now, I think that we should start with the deck’s primary colors.

White
White has everything a miracle deck needs on a raw-power scale. We get to run Terminus, arguably the most powerful of our miracles, and Entreat the Angels, which will be one of our primary kill conditions. Any spell that makes multiple evasive flyers seems exceptionally good in my books. Because the format is so aggro heavy, I wouldn’t be against running Day of Judgment in some numbers. Any deck running white should have some number of Oblivion Rings as well, simply as a catch all solution to problems.

Some other cards that I think merit consideration are Timely Reinforcements and Gideon. Again, it may seem like overkill against aggressive decks here, but they really are the vast majority of the format, and we should be able to sideboard against control.

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An aside here about deck construction: At most competitive events, there will be a lot of decks, and a lot of rounds. You can usually afford to lose one, sometimes even two, and make it to the top tables. This is because it is impossible to have a winning matchup against every deck in the room. It just doesn’t happen. When it does, something has gone horribly wrong and needs to be banned. If your deck beats everyone, it’s overpowered, and if there isn’t enough diversity in the opposing decks, that’s equally bad. One way or another, someone will beat you. The real question is how to minimize how often that happens.

Back during Caw’s height, right after Splinter Twin hit the scene in a big way, Valakut players were stuck with a problem. They couldn’t beat Splinter Twin. It wasn’t that they were losing more than they were winning – they just couldn’t put a dent in it. They had no defense against a 4-toughness creature that could – allowing only instant speed responses – make infinite copies of itself and kill you while backed up by counterspells. At first, many tried adding tons of Flame Slash and other removal for the deadly combo, just to try and make the matchup into something you could fight.

The breakthrough came later. If Splinter Twin had an 80% game win percent against you, you weren’t going to turn it around without a complete transformational sideboard for them. It wasn’t worth your whole sideboard just to make the matchup 50-50. They ignored the matchup and hoped not to hit it, instead improving their %’s against the rest of the field.

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Blue
While the miracles available in white are potent, Blue is where the dynamics of the deck start to come into their fullest. We have Think Twice and Thought Scour to draw cards on their turn. Temporal Mastery serves as a ghetto-Explore, which is just fine. We’re buying time and draw steps, which is all this deck wants to do.

Ponder serves to fix our draws and ensure that we get lands and spells when we’d like them, Devastation Tide is nearly as good as Terminus, and locks the board down in combination with Tamiyo and Gideon.

Red
While red has a number of spells that I’d consider in a deck like this, I’m going to have to say that I don’t think they’re better than the ones we already have. Pillar of Flame is a good answer to a number of relevant threats, but it’s fairly low impact compared to the rest of the deck. Slagstorm is more of a color commitment than I’d be willing to make. Bonfire of the Damned, however, serves as a late game fireball and board wipe all in one. We could do much worse.

On the other hand, once I started actually putting the deck together, I realized that the amount of slots we have for cards is already extremely tight. I found myself cutting core cards to attempt to fit in the Bonfires. It may be correct to do this, but without extensive tests, I wouldn’t be comfortable with it. I cut the Bonfires from the maindeck, leaving us with only a very light splash for Desolate Lighthouse, and a single Bonfire in the sideboard, just in case.

Here’s the deck list that I came up with.


Some of the highlights of the deck include Gideon and Tamiyo, who effectively act as a tag-team. If both of these are on the field at once, it’s very difficult to lose. Tamiyo can tap something down for Gideon to kill. Gideon can taunt their team, allowing Tamiyo to draw you a ton of cards unopposed. Gideon can protect Tamiyo as she builds to her ultimate while protecting Gideon with her own tapdown.

Gideon’s ultimate is perfectly serviceable as a win condition, and Tamiyo’s can also serve as a rapid fire Angel factory with Entreat the Angels, or an alternate win condition with Thought Scour milling their deck dry (when you’re not pointing it at yourself for a virtual Ancestral Recall.)

And while they’re doing this, a single miracle of any sort sets your opponent so far behind that coming back would take something even more miraculous. I can’t explain enough how much these two walkers were made for each other. They dovetail perfectly. I’m considering building a deck designed to emphasize these two even more than they already are.

With 13 main deck aggro hosers, the matchup should be great against any deck that turns guys sideways. Since this is the vast majority of the current metagame, this makes this a very well positioned deck.

On the other hand, I think that we’re very very weak against Control and Ramp. While Control is probably a matchup we don’t need a spectacular amount of hate for, given its relative absence from the metagame, Ramp is pretty much inexcusable. The plethora of bounce and board wipe spells should help there, and we can always shut them out with planeswalkers, but I’m putting some Dissipates in the board to help slow them down. We may not be able to counter Primeval Titans anymore, but we can certainly stop Green Sun’s Zenith and enough Ramp Spells that we’ll get to deploy Tamiyo and Gideon to victory.

I’d wanted to do some testing on Magic Workstation (my online testing service of choice), but unfortunately, my evening last night was booked solid with other things, so I’ll have to leave you with this deck untested. It’s likely far from ideal, and could use some definite tuning, but the principles are there.

During the quarterfinals of the Pro Tour, John Finkel commented that you could probably write a computer program to determine how many times this deck just wins the game. During the last IQ I was at, a Zombies player snap-kept a triple Gravecrawler hand, only to fall victim to the turn 2 Terminus flip. One of the shining words of advice for any format is to do the most unfair thing that you can, and every miracle in this deck does exactly that – gaining massive value for little cost.

Top deck your way to victory, my friends!

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This weekend, I’ll be attending the Redcap’s Corner PTQ in the Philadelphia Convention Center. It starts on Saturday at 10am, and promises to be good fun. The format is Standard. If you’re planning on being there, let me know, and we can chat about our decks. Who knows, maybe you and your deck could be featured here next week! I also hope to attend a Game Day on Sunday, but we'll see how that goes.

This Tuesday will be the first entry in a series aimed mostly at beginning deck builders. We’ll go into some of the fundamentals of building a deck, and talk about some common issues with freshman attempts at putting together a pile of sixty and winning with it.

Thanks for reading, and as always, I’ll be watching the comments for any questions from you guys. Keep reading, and I’ll keep watching.

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