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By: Tarmotog,
Nov 18 2009 3:09pm
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One Double O congratulates the Community Cup Team on their victory against the Wotc team. We rejoice together with everyone with our Momir Vig avatars. Just look at the team's gleaming faces in the picture they have with the trophy!

Also recently, the myMTGO.com's 100 card Singleton tournament has concluded with Louigi winning the event with GW elves, JPit coming second with MonoRed and Tarmotog in third place with UGB Goodstuff.
Decklists can be found here, with a very obvious naming system: http://mymtgo.com/browse_deck_category.php?cid=12
Not all the t8 lists are there now but they'll be up soon.

Today, I'll be looking at the 8 100 card singleton lists that the Wotc team brought out of the Magic home grounds. The lists (and the event coverage) can be found here: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/eventcoverage/mtgoccup09/welcome#8

Intro to the format

Before I start going into the lists, let me describe the situation so that we can understand or appreciate the format a little better.
Other than the fact that the decks are played in the 100 card Singleton format, there is a restriction that allows the whole team of 8 to play a particular card.
So, 8 players from each team (the wotc team and the community team) have to bring 8 decks that have been coordinated in a way that allocates the cards in the "best" way.

Cards like fetchlands, duals and tournament staples are the first cards that have to ironed out because every blue deck wants a Fact or Fiction but it can't work that way.

Another characteristic of this rule is that it creates a lockdown of both specific threats and answers one would encounter.

In other words, the odds of a player encountering a particular card is 1 in 8 at best. This means that greedier strategies, or strategies that make use of specific threats that need to be answered are going to be much more valuable.
More non-basic lands can be played because only one person would have Blood moon and other non-basic hate while another a Wasteland so the value of karoo lands go up significantly as well.
The graveyard is going to be a very powerful zone to manipulate because there is no way to consistently guard against it over 8 decks.
Powerful enchantments are also going to matter greatly because odds of a player having an enchantment hate is significantly lower in this format too.

Enough said, let us look at the decks. There would first be a short introduction on the archetype followed by a decklist and then some comments on the decks.

#01 RG Elves

Of the possible combinations, RG is probably not one of the first combinations that one would tend to associate elves with. The more common two are white and black, which tends to have more synergy with the tribe from its selection of support cards.

White is good because GW is traditionally a color that supports a creature strategy. There are a number of cards available that support the deck well as seen from http://puremtgo.com/articles/fake-formats-100singleton-gw-elves-primer. Black is also a possible color because of how the Lorwyn block has pushed elves into the GB combination. It basically gives some removals and it opens up to using cards like Profane command or even Living death which beats wrath effects.

Elves is a strong but fragile archetype. White gives suppression and consistency while black offers resilience and disruption. What about red?

RG Elves
 
Creatures
1 Birchlore Rangers
1 Bloodbraid Elf
1 Boreal Druid
1 Caller of the Claw
1 Chameleon Colossus
1 Civic Wayfinder
1 Devoted Druid
1 Elvish Archdruid
1 Elvish Champion
1 Elvish Harbinger
1 Elvish Hexhunter
1 Elvish Scrapper
1 Elvish Vanguard
1 Elvish Visionary
1 Essence Warden
1 Farhaven Elf
1 Fyndhorn Elves
1 Heritage Druid
1 Imperious Perfect
1 Jagged-Scar Archers
1 Leaf Gilder
1 Llanowar Elves
1 Llanowar Mentor
1 Lys Alana Huntmaster
1 Nettle Sentinel
1 Nullmage Shepherd
1 Primordial Sage
1 Quirion Ranger
1 Regal Force
1 Rhys the Redeemed
1 Seeker of Skybreak
1 Selesnya Guildmage
1 Skyshroud Elf
1 Sylvan Messenger
1 Timberwatch Elf
1 Viridian Shaman
1 Viridian Zealot
1 Wellwisher
1 Wirewood Channeler
1 Wirewood Herald
1 Wirewood Hivemaster
1 Wirewood Symbiote
1 Wood Elves
43 cards

Other Spells
1 Beacon of Creation
1 Beastmaster Ascension
1 Chord of Calling
1 Concordant Crossroads
1 Earthcraft
1 Eldrazi Monument
1 Elvish Guidance
1 Elvish Promenade
1 Fecundity
1 Garruk Wildspeaker
1 Glimpse of Nature
1 Goblin Bombardment
1 Harmonize
1 Kaervek's Torch
1 Lightning Greaves
1 Natural Order
1 Nature's Lore
1 Overrun
1 Punishing Fire
1 Sarkhan Vol
1 Squirrel Nest
1 Staff of Domination
1 Summoner's Pact
1 Sylvan Library
1 Utopia Sprawl
1 Wild Growth
26 cards
Lands
22 Forest
1 Grove of the Burnwillows
1 Gruul Turf
1 Mountain
1 Pendelhaven
1 Stomping Ground
1 Taiga
1 Wirewood Lodge
1 Wooded Foothills
1 Oran-Rief, the Vastwood
31 cards

Wooded Foothills


The red mana here is for: Bloodbraid Elf, Goblin Bombardment, Kaervek's Torch, Punishing Fire (which combos with Grove of the burnwillows) and Sarkhan Vol in the maindeck and also for an Ancient Grudge in the sideboard. One can tell that the red is not a major contributor towards the functionality of the deck but rather a minor splash to add an alternate style of playing.

My guess it that the refrain from black or white is so that another deck can use the lands (the GBW rock deck) or just wanting to use red.
Personally, i think that getting non-green mana is not that difficult in an elf deck (as long as not more than one) even without the use of many non-basic lands so it wouldn't hurt the other decks to go into their colors.

The deck houses the Earthcraft + Squirrel Nest combo.
Earthcraft, by itself, is a permanent Heritage Druid that does not need 3 elves to work.
Squirrel Nest is a good chump blocker.
Together, the combo spits out infinite 1/1 squirrels which should take a few games.

Interestingly, in standard, a deck called "Eldrazi green" has emerged but looks like Wotc already knew the power of Eldrazi monument or is it just plain good that it belonged in the deck anyway? Who could resist flying indestructable elves?

Fecundity is a very strong card to have here because every elf, insect and squirrel turns into an additional card. Incidentally, it combos with Goblin bombardment by letting you turn your creatures into damage and cards.

Elves as an archetype is very straightforward. You cast creatures, try to have some small combos and try as much as possible not to lose steam. I think Weird harvest might be a neat card to run. Odds are that you can play everything faster than your opponent can.

#02 Mono-red / Goblins

People like to mesh mono-red and goblins together for the strengths of both archetypes which blend rather well together.
Mono-red basically wants to kill the opponent with fast drops and burn spells.
Goblins wants to get its tribesmen out as they tend to amplify each other in a strong way.
Goblins is simply substituted into the "fast drops" part of the mono-red equation and this is probably the direct result of that.

Mono-red / Goblins
 
Creatures
1 Arc-Slogger
1 Avalanche Riders
1 Ball Lightning
1 Blistering Firecat
1 Boartusk Liege
1 Boggart Ram-Gang
1 Clickslither
1 Countryside Crusher
1 Frenzied Goblin
1 Gempalm Incinerator
1 Giant Solifuge
1 Goblin Chieftain
1 Goblin King
1 Goblin Matron
1 Goblin Piledriver
1 Goblin Recruiter
1 Goblin Ringleader
1 Goblin Warchief
1 Greater Gargadon
1 Grim Lavamancer
1 Hearth Kami
1 Hellspark Elemental
1 Imperial Recruiter
1 Intimidator Initiate
1 Jackal Pup
1 Keldon Marauders
1 Magus of the Scroll
1 Mogg Fanatic
1 Mogg War Marshal
1 Murderous Redcap
1 Siege-Gang Commander
1 Slith Firewalker
1 Stigma Lasher
1 Tattermunge Maniac
1 Vexing Shusher
1 Wort, the Raidmother
1 Zo-Zu the Punisher
1 Goblin Bushwhacker
1 Goblin Guide
1 (Goblin Lackey)
1 Goblin Ruinblaster
1 Goblin Shortcutter
1 Warren Instigator
43 cards

Other Spells
1 Ankh of Mishra
1 Chain Lightning
1 Char
1 Dragon Fodder
1 Elemental Appeal
1 Fire Ambush
1 Fireblast
1 Firebolt
1 Flame Javelin
1 Genju of the Spires
1 Goblin Grenade
1 Incinerate
1 Molten Rain
1 Rift Bolt
1 Seal of Fire
1 Shard Volley
1 Sulfuric Vortex
1 Tarfire
1 Volcanic Hammer
19 cards
Lands
1 Barbarian Ring
1 Blinkmoth Nexus
1 Ghitu Encampment
1 Goblin Burrows
1 Keldon Megaliths
30 Mountain
1 Mutavault
1 Teetering Peaks
1 Valakut, the Molten Pinnacle

38 cards

Clickslither


At the personal level, I find it difficult to understand why goblins would want to be diluted with mono-red cards (such as burn and non-goblins) especially since the tribe is so highly synergistic with each other as seen from the goblin lords, the very powerful Goblin Ringleader, (Goblin Lackey) and Warren Instigator (which don't do as much as with more friends). However, this style has been proven to be successful at the very least.

There isn't much to say because of the straightforwardness of the deck. You need to be dedicated in its hate to fight it.

#03 GWB Rock

This deck would definitely be one of the greedy decks in the shared format. I suspect that 3 colors for a rock deck is the maximum going into this format because of how much more dedication must be given to the mana base to add one more color.

The rock is a traditionally made as a hotpot of powerful, versatile spells, beating down with powerful creatures for the win. With so many possible combinations of cards from 3 colors, a rock deck can look like anything as long as the playstyle matches the description. The main similarity amongst the different builds would lie in the fact that they would all try to buy time to get into the mid-game because of the fact that they have to get all 3 colored mana out to run effectively and what other way would be better?

GBW Rock
 
Creatures
1 Akroma, Angel of Wrath
1 Angel of Despair
1 Baneslayer Angel
1 Birds of Paradise
1 Cloudgoat Ranger
1 Doran, the Siege Tower
1 Elves of Deep Shadow
1 Eternal Witness
1 Genesis
1 Golgari Grave-Troll
1 Hermit Druid
1 Kagemaro, First to Suffer
1 Knight of the Reliquary
1 Kokusho, the Evening Star
1 Loxodon Hierarch
1 Phyrexian Plaguelord
1 Putrid Leech
1 Qasali Pridemage
1 Reveillark
1 Sakura-Tribe Elder
1 Shriekmaw
1 Stinkweed Imp
1 Tarmogoyf
1 Teneb, the Harvester
1 Tidehollow Sculler
1 Tilling Treefolk
1 Wall of Blossoms
1 Wall of Roots
1 Wild Mongrel
1 Yosei, the Morning Star
1 Bloodghast
1 Lotus Cobra
1 Ob Nixilis, the Fallen
1 Yavimaya Elder
34 cards

Other Spells
1 Animate Dead
1 Behemoth Sledge
1 Buried Alive
1 Dread Return
1 Entomb
1 Farseek
1 Greater Good
1 Grim Discovery
1 Harrow
1 Insidious Dreams
1 Into the North
1 Living Death
1 Maelstrom Pulse
1 Makeshift Mannequin
1 Mirari's Wake
1 Necromancy
1 Oversold Cemetery
1 Pernicious Deed
1 (Rancor)
1 Reanimate
1 Sylvan Scrying
1 Vindicate
22 cards
Lands
1 Arctic Flats
1 Cabal Pit
1 Dakmor Salvage
1 Diamond Valley
1 Fetid Heath
1 Godless Shrine
1 Golgari Rot Farm
1 Krosan Verge
1 Mosswort Bridge
1 Mouth of Ronom
1 Murmuring Bosk
1 Nantuko Monastery
1 Orzhov Basilica
1 Overgrown Tomb
1 Savannah
1 Selesnya Sanctuary
8 Snow-Covered Forest
2 Snow-Covered Plains
3 Snow-Covered Swamp
1 Temple Garden
1 Terramorphic Expanse
1 Twilight Mire
1 Vitu-Ghazi, the City-Tree
1 Vivid Grove
1 Vivid Meadow
1 Volrath's Stronghold
1 Wasteland
1 Windswept Heath
1 Wooded Bastion
1 Bayou
1 Karakas
1 Marsh Flats
1 Scrubland
1 Verdant Catacombs
44 cards

Teneb, the Harvester


This is a rock deck with a partial reanimation theme, spotting dredgers such as Golgari Grave-Troll and Stinkweed Imp or more reanimation friendly cards like Hermit Druid and Entomb.
Greater Good is also in the deck, functioning as a powerful dredge engine, a sacrificial outlet for Yosei, the Morning Star as once used in a standard deck at worlds or just a plain card drawing engine which gets better with (Rancor). Also worth noting is that in this particular deck, both Golgari Grave-troll and Stinkweed Imp can be hardcast without being irrelevant to the playstyle.

As a rock deck, it plays a gauntlet of utility creatures that act as spells that are reusable with Oversold Cemetery, Volrath's Stronghold or reanimation spells.
Kagemaro, First to Suffer => Wrath effect
Loxodon Hierarch  => Lifegain
Shriekmaw => Terror
Eternal Witness => Regrowth
Angel of Despair => Vindicate
Qasali Pridemage => Disenchant
Reveillark => Can be used as a card advantage loop by evoking it to get Eternal Witness and another 2 power or less creature, returning Reveillark back ot hand to repeat after Eternal Witness dies.
Tilling Treefolk => faux Life from the loam

These utility creatures can be tutored out with a single Buried Alive which can get Genesis and the creature you need. Since the graveyard would theoretically be under the least attacks (due to the limitations of this format), this combo will be very powerful going into the mid-game.
The fact that the deck plays very defensively, dragging games into the mid-game is probably not going to be a real problem. especially since it spots 44 (!!) lands. I suppose there will be many games where Akroma, angel of wrath can be hardcasted.

To compensate for the large amount of lands, the deck is tactfully created to make each spell worth more than a card, playing minimal cards that trade on a 1-for-1 basis such as Putrefy and Mortify which are both absent from the deck.

#04 Boros Weenie

White weenie is a very possible good choice for the format because it is unique in its card selection.
The archetype here has a red splash.

Boros Weenie
 
Creatures
1 Benevolent Bodyguard
1 Blade of the Sixth Pride
1 Boros Guildmage
1 Eight-and-a-Half-Tails
1 Elite Vanguard
1 Exalted Angel
1 Figure of Destiny
1 Goblin Legionnaire
1 Goldmeadow Harrier
1 Hand of Honor
1 Hokori, Dust Drinker
1 Icatian Javelineers
1 Isamaru, Hound of Konda
1 Kami of Ancient Law
1 Knight of Meadowgrain
1 Knight of the Holy Nimbus
1 Knight of the White Orchid
1 Leonin Skyhunter
1 Loyal Sentry
1 Mistral Charger
1 Order of Leitbur
1 Order of the White Shield
1 Ranger of Eos
1 Ronom Unicorn
1 Samurai of the Pale Curtain
1 Savannah Lions
1 Serra Avenger
1 Silver Knight
1 Soltari Monk
1 Soltari Priest
1 Soul Warden
1 Stormfront Pegasus
1 Weathered Wayfarer
1 Whipcorder
1 White Knight
1 White Shield Crusader
1 Emeria Angel
1 Kor Aeronaut
1 Kor Skyfisher
39 cards

Other Spells
1 AEther Vial
1 Ajani Goldmane
1 Ajani Vengeant
1 Armageddon
1 Boom/Bust
1 Boros Signet
1 Burst Lightning
1 Chrome Mox
1 Crusade
1 Divine Sacrament
1 Glorious Anthem
1 Glory of Warfare
1 Honor of the Pure
1 Journey to Nowhere
1 Land Tax
1 Lightning Bolt
1 Lightning Helix
1 Magma Jet
1 Mask of Memory
1 Mox Diamond
1 Oblivion Ring
1 Path to Exile
1 Raise the Alarm
1 Ravages of War
1 Spectral Procession
1 Steelshaper's Gift
1 Sword of Fire and Ice
1 Tithe
1 Winter Orb
29 cards
Lands
1 Battlefield Forge
1 Boros Garrison
1 City of Brass
1 Eiganjo Castle
1 Flagstones of Trokair
1 Gemstone Mine
1 Horizon Canopy
1 Kjeldoran Outpost
2 Mountain
15 Plains
1 Rugged Prairie
1 Sacred Foundry
1 Undiscovered Paradise
1 Windbrisk Heights
1 Arid Mesa
1 Emeria, the Sky Ruin
1 Plateau
32 cards

Figure of Destiny


This deck is essentially white weenie but with red mana for the following cards: Boros GuildmageGoblin LegionnaireAjani Vengeant, Boom/Bust, Burst Lightning, Lightning BoltLightning Helix, Magma Jet in the maindeck and Orim's Thunder, Ruination and an unlikely but still possible 2x mountain enhanced Duergar Hedge-Mage.
From this, we can see that the red in the deck gives more removals, "reach" and an additional Armageddon effect in the form of Ruination.

However, the odds of being able to get a red mana source consistently is not high since there are only 11 possible red sources so I foresee that that might be a big weakness going into games.

Exalted Angel has been allocated here, possibly to give the deck some mid-game power. That might be debatable since Exalted Angel is better in the mid-ranged decks which might want it more.

All in all, the deck looks fine as an extension of white weenie but there are some choices such as Kjeldoran Outpost or Gemstone Mine that might end up hurting games. I think this deck suffers from not being able to have more fetches that would be able to help it to get the red mana more consistently.

#05 Crosis Control

I'm not sure why both teams liked Crosis Control as an archetype even though there is the shared list component (making it a choice that would strain the "land sharing" constrains) but it's rather heartening to see an archetype I personally put into the metagame. The key to making this archetype work (especially under the shared lists restrains) is to minimize the risk of not being able to cast spells because it is a very progressive deck that is very capable at buying time and creating card advantage.

I'm not sure how many times I've talked about the deck but I might as well again.

The deck progresses slowly, struggling to gain control of the game at a slow but constant pace. It plugs the early turns with removals, tries to get back some advantage with counter magic during the turns it can't do anything and it does uses the "it's okay to tap out" belief to fight for an advantage in the progression o the game. The deck, at most points in time, tends to fluctuate in its board position. Even the best cards such as Cruel ultimatum or Nicol bolas, planeswalker do not guarantee a win unless the board position has been totally locked down. As such, I have found myself casting Cruel ultimatum twice or even thrice in a game before the game ended.

The unexpected MVP might be Nucklavee which creates 2 soft locks with the rise half of Rise/Fall and Cryptic command, both of which can bounce the creature to reuse the second effect. Cruel ultimatum on a dead Nucklavee is also very annoying for the opponent.

Crosis Control
 
Creatures
1 Bogardan Hellkite
1 Flametongue Kavu
1 Izzet Chronarch
1 Nucklavee
1 Oona, Queen of the Fae
1 Shadowmage Infiltrator
1 Skeletal Vampire
1 Twisted Abomination
1 Sphinx of Jwar Isle
9 cards

Other Spells
1 Ancestral Vision
1 Banefire
1 Beacon of Unrest
1 Bituminous Blast
1 Blightning
1 Braingeyser
1 Broken Ambitions
1 Capture of Jingzhou
1 Chainer's Edict
1 Chandra Nalaar
1 Coalition Relic
1 Concentrate
1 Condescend
1 Confiscate
1 Counterspell
1 Crosis's Charm
1 Cruel Ultimatum
1 Cryptic Command
1 Damnation
1 Darksteel Ingot
1 Deep Analysis
1 Dismiss
1 Electrolyze
1 Essence Scatter
1 Exclude
1 Fact or Fiction
1 Fellwar Stone
1 Force of Will
1 Jace Beleren
1 Lash Out
1 Liliana Vess
1 Mana Leak
1 Mind Twist
1 Mystical Teachings
1 Mystical Tutor
1 Nicol Bolas, Planeswalker
1 Oblivion Stone
1 Pact of Negation
1 Ponder
1 Prophetic Bolt
1 Recoil
1 Repeal
1 Rise/Fall
1 Smother
1 Sorin Markov
1 Tainted Pact
1 Temporal Manipulation
1 Terminate
1 Time Warp
1 Urza's Rage
1 Void 
51 cards
Lands
1 Bad River
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Cascade Bluffs
1 Crumbling Necropolis
1 Dimir Aqueduct
1 Dragonskull Summit
1 Dreadship Reef
1 Drowned Catacomb
1 Exotic Orchard
1 Graven Cairns
3 Island
1 Izzet Boilerworks
1 Molten Slagheap
1 Mountain
1 Oboro, Palace in the Clouds
1 Polluted Delta
1 Rakdos Carnarium
1 Reflecting Pool
1 River of Tears
1 Rocky Tar Pit
1 Rupture Spire
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Steam Vents
1 Swamp
1 Underground Sea
1 Vivid Crag
1 Vivid Creek
1 Vivid Marsh
1 Watery Grave
1 Magosi, the Waterveil
1 Scalding Tarn
1 Volcanic Island
40 cards

Nicol Bolas, Planeswalker

 
The rules allow this deck to progress in a way not possible in the normal 100 card singleton format. With the risk of encountering a deck with moons and miners at the minimum, the mana base can be made into a more daring one especially since the urgency of protecting the lands drops by a great factor. The incremental progression of the deck made putting karoo lands very unfavorable because even one Wasteland could set the deck back by a large margin, denying it from its heavy mana consuming plays and crippling the needed advancement to deal with the aggressive decks.

This deck plays almost every possible planeswalker available to its color combination except for Chandra Ablaze which is probably the planeswalker with the least love at the moment. As a compliment to the planeswalkers, Time warp of 3 variations can be found in the deck. Extra turns not only let the planeswalkers reach their "ultimate" faster or rather with less disruption, the game progresses in a very biased way as planeswalkers don't hinder the extra turn with any mana constrains, provided you get them to stick around. The Time warps + Izzet Chronarch can be quite annoying especially when the deck is given more opportunity to develop.

Chandra Nalaar is going to be a very powerful card in this format where the odds of facing a deck with creatures (that can be targeted) are much higher than in a normal 100 card Singleton game where you can encounter random creatures such as Troll Ascetic or you can easily meet a few creature-lite decks in a row.

Magosi, the Waterveil works as a mini-Time warp too. A well placed loss of a turn for one later on can be very strong, especially in such a deck (which can do powerful stuff) and in such a format (where the odds of the land being destroyed is very low).
Nevinyrral's Disk over Oblivion stone might be better here because the stone pops planeswalkers which the deck has many of.

The abyss in the sideboard is a rather odd choice because from the naked eye, none of the creatures played are either artifacts or have shroud. The abyss would somewhat hamper the ability of the deck to win using creatures, as improbable as it might seem to most. Oona, Queen of the Fae and Skeletal Vampire (its bats actually) might be able to hang around so that might be one of the reasoning for their presence other than being good finishers that survive a large number of removal spells.

Other than these comments, what more can I say that I have not already?

#06 Monoblack

Monoblack is a very difficult deck to build because although black has access to a wide range of effects, the cards it uses tends to have specific functions that depend greatly on the situation.
For example:
You need your opponent to have cards in hand for your discard spells to work.
You need a targetable non-black creature on the opposing side to play your Doom blade on.
You can't hit the correct creature with Chainer's Edict.
You need at least 3 life to cast your Sign in Blood.
The wrong situation can be thus created to limit the capabilities of the monoblack deck.
The color itself has a hard time dealing with permanents such as artifacts, enchantments and planeswalkers.

Some people like to build the deck more aggressive while some more controllish. There isn't really a popular build at the moment but I recall one making a top 8 in the weekend event some time ago.

What did Wotc bring here?

MonoBlack (Aggro)
 
Creatures
1 Ashenmoor Gouger
1 Black Knight
1 Carrion Feeder
1 Child of Night
1 Dark Confidant
1 Dauthi Horror
1 Dauthi Slayer
1 Dusk Urchins
1 Faceless Butcher
1 Fledgling Djinn
1 Foul Imp
1 Graveborn Muse
1 Hypnotic Specter
1 Inkfathom Infiltrator
1 Knight of Stromgald
1 Marsh Flitter
1 Mesmeric Fiend
1 Nantuko Shade
1 Nekrataal
1 Nether Traitor
1 Nezumi Cutthroat
1 Nezumi Graverobber
1 Nezumi Shortfang
1 Oona's Prowler
1 Order of the Ebon Hand
1 Restless Apparition
1 Sewer Rats
1 Skulking Ghost
1 Stillmoon Cavalier
1 Stromgald Crusader
1 Sygg, River Cutthroat
1 Vampire Nocturnus
1 Withered Wretch
1 Gatekeeper of Malakir
1 Guul Draz Vampire
1 Juzam Djinn
1 Surrakar Marauder
1 Vampire Hexmage
1 Vampire Lacerator
1 Vampire Nighthawk
40 cards

Other Spells
1 Bad Moon
1 Beseech the Queen
1 Bitterblossom
1 Bloodchief Ascension
1 Choking Sands
1 Consume Spirit
1 Cursed Scroll
1 Dark Ritual
1 Drain Life
1 Duress
1 Grim Tutor
1 Hideous End
1 Hymn to Tourach
1 Loxodon Warhammer
1 Night's Whisper
1 Phyrexian Arena
1 Profane Command
1 Sarcomancy
1 Sign in Blood
1 (Snuff Out)
1 Sudden Death
1 Sword of Light and Shadow
1 Tendrils of Corruption
1 Thoughtseize
24 cards
Lands
1 Cabal Coffers
1 Leechridden Swamp
1 Mishra's Factory
32 Swamp
1 Urborg, Tomb of Yawgmoth
36 cards

Nantuko Shade


This build goes the creature route, supporting with a handful creature removals, discard and card drawing, not excessive in one.
The deck plays similar to a white weenie but with less evasion. I'm surprised not to see a Necropotence here. Other than that, the performance of the deck would depend greatly on the situations that arise. Aggressive decks tend to have less problems.

#07 UG Midranged

UG midranged is probably the most successful archetype in the weekend challenges. That deck had counter magic and strong mid game cards. Seeing that a large number of the good counter magic and a prominent Eternal Witness has already been used up, let us see Wotc's take on the archetype.

UG Midranged
 
Creatures
1 Acidic Slime
1 Borderland Ranger
1 Brine Elemental
1 Carven Caryatid
1 Clone
1 Coiling Oracle
1 Desecrator Hag
1 Draining Whelk
1 Duplicant
1 Glen Elendra Archmage
1 Indrik Stomphowler
1 Jungle Barrier
1 Kitchen Finks
1 Krosan Tusker
1 Man-o'-War
1 Mulldrifter
1 Mystic Snake
1 Ninja of the Deep Hours
1 Noble Hierarch
1 Patagia Viper
1 Phantom Centaur
1 Plaxmanta
1 Riftwing Cloudskate
1 Sakashima the Impostor
1 Scryb Ranger
1 Seedborn Muse
1 Sower of Temptation
1 Spellstutter Sprite
1 Tradewind Rider
1 Triskelion
1 Troll Ascetic
1 Trygon Predator
1 Uktabi Orangutan
1 Vedalken Heretic
1 Vedalken Mastermind
1 Vendilion Clique
1 Venser, Shaper Savant
1 Vesuvan Shapeshifter
1 Vine Trellis
1 Wistful Selkie
1 Yavimaya Dryad
1 Mold Shambler
1 Raven Familiar
1 Sphinx of Lost Truths
43 cards

Other Spells
1 Capsize
1 Compulsive Research
1 Cowardice
1 Crystal Shard
1 Kodama's Reach
1 Opposition
1 Primal Command
1 Rampant Growth
1 Repulse
1 Rude Awakening
1 Search for Tomorrow
1 Simic Signet
1 Spitting Image
1 Tawnos's Coffin
1 Three Visits
1 Upheaval
1 Vedalken Shackles
1 Voidslime
1 Whispers of the Muse
19 cards
Lands
1 Breeding Pool
1 Faerie Conclave
1 Flooded Grove
11 Forest
11 Island
1 Llanowar Reborn
1 Lonely Sandbar
1 Miren, the Moaning Well
1 Riptide Laboratory
1 Simic Growth Chamber
1 Temple of the False God
1 Tranquil Thicket
1 Treetop Village
1 Vesuva
1 Yavimaya Coast
1 Misty Rainforest
1 Tropical Island
37 cards

Patagia Viper


Because of the shared lists format, this particular build of UG lacks counter spells but makes up for this with Glen Elendra Archmage, Spellstutter Sprite, Mystic Snake, Venser, Shaper Savant and has one in the form of Voidslime. With minimal protection, the deck would have to be fundamentally strong in order to make up for that loss.
The true power of this deck comes from the fact that almost every creature has a "come into play" ability (enters the battlefield now but...).
(Splitting Image), Clone, Vesuvan shapeshifter and (Sakashima the imposter) work well with a subset of these creatures.

Crystal Shard is a card that REALLY shines in this deck because of how the abilities on the creatures can be reused or bounce can also be used to reset persist creatures. Vedalken Mastermind is a weaker Crystal shard and did anyone notice Riptide Laboratory there?

Opposition and Tradewind Rider can greatly alter how the game is played by locking a player out.
Opposition can be used to tap creatures and tap lands during a player's upkeep. Tradewind rider can be used to lock the opponent off a land drop. Clones makes the lock stronger. The reason why these 2 cards are so powerful is because they don't require any use of mana to work. The deck also has the "pickles" combo of Brine Elemental + Vesuvan Shapeshifter to lock down the opponent.

The sickest card in the deck? Upheaval of course!
Upheaval allows the deck to turn any board position around. At the very worst, the game is reset with bad life totals but with you going first. It gets exponentially better when excess mana is used to cast creatures out against an empty board. Can you beat a turn zero 3 power creature on a life total of 10? It is not impossible but in all seriousness, Upheaval just ends games that don't necessarily have to end.

This deck in its entirety, looks like a blast to play. A very nice way of getting around the restrictions of the format. Personally, I think that Worldly tutor would probably be better in this deck than in the SB of the elves deck...

#08 UW Control

One of the most classic control archetypes in the format, it also happens to be one that is very flexible in regards to what it wants to do.
Typically, it has a healthy amount of blockers, creature removals and counter magic. Some people like creature finishers while others like combo finishers. The only thing one can be sure of is that if you don't win the game early, you'll be in for a hard time because this archetype tends to be geared up for the late game.

UW Control
 
Creatures
1 Auriok Salvagers
1 Court Hussar
1 Eternal Dragon
1 Meloku the Clouded Mirror
1 Painter's Servant
1 Sanctum Gargoyle
1 Solemn Simulacrum
1 Trinket Mage
8 cards

Other Spells
1 Abeyance
1 Absorb
1 AEther Spellbomb
1 Akroma's Vengeance
1 Arcane Denial
1 Azorius Signet
1 Brainstorm
1 Chromatic Star
1 Complicate
1 Condemn
1 Conjurer's Bauble
1 Decree of Justice
1 Elspeth, Knight-Errant
1 Engineered Explosives
1 Enlightened Tutor
1 Fabricate
1 Fieldmist Borderpost
1 Fire/Ice
1 Grindstone
1 Guardian Idol
1 Hallowed Burial
1 Humility
1 Impulse
1 Into the Roil
1 Isochron Scepter
1 Kiss of the Amesha
1 Lat-Nam's Legacy
1 Mana Drain
1 Martial Coup
1 Mind Spring
1 Mind Stone
1 Mindslaver
1 Moat
1 Muddle the Mixture
1 Nevinyrral's Disk
1 Opt
1 Orim's Chant
1 Pithing Needle
1 Quicken
1 Remand
1 Reshape
1 Salvaging Station
1 Scroll Rack
1 Sculpting Steel
1 Sensei's Divining Top
1 Sunbeam Spellbomb
1 Sword of the Meek
1 Swords to Plowshares
1 Talisman of Progress
1 Tezzeret the Seeker
1 Thirst for Knowledge
1 Thopter Foundry
1 Tidings
1 Wayfarer's Bauble
1 Wrath of God
55 cards
Lands
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Den
1 Ancient Tomb
1 Azorius Chancery
1 Cephalid Coliseum
1 Coastal Tower
1 Flood Plain
1 Flooded Strand
1 Forbidding Watchtower
1 Glacial Fortress
1 Great Furnace
1 Hallowed Fountain
7 Island
1 Mikokoro, Center of the Sea
1 Minamo, School at Water's Edge
1 Mystic Gate
1 New Benalia
1 Nimbus Maze
6 Plains
1 Seat of the Synod
1 Thawing Glaciers
1 Tolaria West
1 Tundra
1 Urza's Factory
1 Sejiri Refuge
37 cards

Auriok Salvagers


Let us take a look at what this deck has:

#1 Thopter Foundry + Sword of the Meek combo.
Creates 1/1 fliers for 1 mana.

#2 Grindstone + Painter's Servant combo.
Mills the opponent out with a total of 6 mana. Most vulnerable to creature kill but can be protected with the Orim's Chant or Abeyance from the maindeck.

#3 Muddle the Mixture which searches for:
- either parts of the Thopter Foundry combo
- Martial Coup
- Mind Spring
- Isochron Scepter or a few things you might want to put onto one

#4 Isochron Scepter + Orim's Chant combo
The scepter chant lock is brutal against decks that have zero outs against it. A very good choice for the shared format because of the lower chance of encountering an instant artifact removal.
Silence from the sideboard probably goes in against a deck that likely has no way to kill the Isochron Scepter.
Abeyance on an Isochron Scepter can be quite disruptive against decks that wants to cast instants (counter magic) and sorceries. At the very least, it draws you a card per activation.
Fire/Ice on an Isochron Scepter spells doom to decks with small creatures.
Into the Roil kicks on the scepter like how Orim's chant does.

#5 Auriok Salvagers / Salvaging Station engine which recurs:
- AEther spellbomb
This gives infinite bounce spells.
- Chromatic Star
Simple cantrip.
- Conjurer's Bauble
You can put back cards that you might need back into the library, plus it cantrips. 
- Engineered Explosives
A powerful removal that is capped at 3 in this deck, the 3rd color only possible with the lone Great Furnace or a Chromatic Star.
- Pithing Needle
- Sensei's Divining Top 
- Sunbeam Spellbomb
Wayfarer's Bauble

and from the sideboard:
- Dispeller's Capsule
- Phyrexian Furnace 

It's a pity the red splash is not carried out a little more to include Pyrite Spellbomb which could possibly become a creature killing engine together with Salvaging Station which works by burning creatures and untapping Salvaging Station, when the creatures die, to get the spellbomb back into play.

#6 Academy Ruins and Sanctum Gargoyle for some recursive action.
These two cards back up most of the threats in the deck (artifacts).
Unfortunately, (Wanderer's Map) isn't in the list. That would have possibly made the deck more difficult to fight by giving easier access to Academy Ruins.

#7 Trinket Mage, Tezzeret the seeker and Enlightened Tutor to search out trinkets.
Combo piece? An answer to threats? Voila!

From the whole list of tech in the deck, one can tell that this deck will be able to get the most card advantage amongst all the other decks played. The sideboard even gives access to the Future Sight + Sensei's Divining Top = 1 mana: draw a card combo.
The deck itself gains maximum value in this format by having many things to that that need rather specific answers which are unlikely to pop out in the format, especially when they are protected at a few levels with counters and recursion. The only other line of attack would probably be the graveyard... but how many graveyard hate are there to spread over 8 decks?
I can't really figure out what the Sculpting Steel is supposed to do other than win more with Isochron Scepter and Salvaging Station or double a defensive Pithing Needle or some sideboard options. I might be missing something so do let me know if you see something.

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Last Words

There you have it. The 8 lists from the Wotc side. If I recall reading correctly, all 8 lists were made by Aaron Forsythe? Although I also read that there were changes made even just before the showdown, it is very difficult to pull this off unless one is very versed at making Singleton 100 decks and can think across a large scale of more than 800 cards while managing 8 decks. *Respect!*

It has been rather interesting to see how specific cards such as Wasteland have greatly impacted the format and see the various strategies employed in these decks. I heard that EDH is very popular at Wotc. Maybe that's where a good amount of info comes in?

By the way, do try to support the Weekend challenges, especially 100 card Singleton. It's not getting enough love to start although the seats are almost always full but just lacking a few more supporters. At least 3 packs for the top 16 at the cost of 6 tix so why not? (Good EV!) It also gives out a nice promo that is only available to the 4 weekend challenges.

Tarmotog@hotmail.com
Tarmotog on myMTGO.com

14 Comments

Weenie deck by Rerepete at Wed, 11/18/2009 - 18:25
Rerepete's picture

Seems strange to me that none of the decks running white used Idyllic Tutor, or Balance. IMO, both of these, as well as Zuran Orb and Crucible of Worlds belong in the Weenie deck

Balance is banned, IIRC by Anonymous (not verified) at Wed, 11/18/2009 - 18:41
Anonymous's picture

Balance is banned, IIRC

Balance is banned in the by Paul Leicht at Wed, 11/18/2009 - 18:42
Paul Leicht's picture

Balance is banned in the format as is Crucible. Orb is situational. You really don't want it when you are behind on tempo. It is best when you have the renewable lands (which you can't really get because Life from the Loam is also banned.) Idyllic Tutor for Land Tax though...That's a nice start. As is Enlightened Tutor.

Zuran Orb by Rerepete at Wed, 11/18/2009 - 21:36
Rerepete's picture

Orb has two functions, with the main one being to drop your land count to utilize Land Tax every turn. The other is get value from Armageddon (& Ruination)

Both very true, however I by Paul Leicht at Wed, 11/18/2009 - 22:49
Paul Leicht's picture

Both very true, however I find this is often not enough to regain tempo once you lose it. And in fact trying to set up for Land Tax can cause you to be unable to deal with threats on the table. Not saying it isn't a good strategy. I've used it often enough, but it can be risky.

Unfortunately, balance and by Tarmotog at Wed, 11/18/2009 - 18:48
Tarmotog's picture

Unfortunately, balance and crucible of worlds are banned. (Balance being banned is understandable cos of how powerful it is but crucible seems like a mistake that's been around for some time. At least Life from the loam shouldn't be banned.)

Balance in WW? Would't that self-wrath?
Idyllic tutor in WW?

Well, Idyllic is not a bad card. A possible reason why it's not in one of the lists could be that the UW deck (which has enlightened tutor), is centered more around artifacts. It might help in the rock deck with cards like Necromancy or Oversold cemetary but I suppose it wasn't really needed there too.

Balance by Rerepete at Wed, 11/18/2009 - 21:26
Rerepete's picture

Not really since you usually won't have more creatures due to the lack of good card draw. And with Emeria, the Sky Ruin out, you can bring them back again...

Id love to Tarmo if I had the by Paul Leicht at Wed, 11/18/2009 - 18:56
Paul Leicht's picture
5

Id love to Tarmo if I had the tix. Not really sure I'd be top16ing but the experience would be nice. Steel has a lot of viable targets in that deck and also can be useful to make a double of a card an op plays such as duplicant etc.

edit: didnt catch this till 2nd read through
"Unfortunately, (Wanderer's Map) isn't in the list. That would have possibly made the deck more difficult to fight by giving easier access to Academy Ruins."

Explorer's Map I assume.

expedition map. by Anonymous (not verified) at Wed, 11/18/2009 - 19:18
Anonymous's picture

expedition map.

Yes lol *bangs head* by Paul Leicht at Wed, 11/18/2009 - 20:06
Paul Leicht's picture

Yes lol *bangs head*

sculpting steel is a very by me, myself and i (not verified) at Wed, 11/18/2009 - 18:47
me, myself and i's picture

sculpting steel is a very versatile card, especially in 100cs, maindeckable in a few decks.

Looks odd there... Looking at by Tarmotog at Wed, 11/18/2009 - 18:53
Tarmotog's picture

Looks odd there... Looking at the other 7 lists, if they tested their decks together, steel would probably be dead most of the time cos of there fact that there are only 2x swords and 1x duplicant running around all the decks combined. hmm...

Again though it has plenty of by Paul Leicht at Wed, 11/18/2009 - 18:57
Paul Leicht's picture

Again though it has plenty of good targets in the deck itself. It doesn't need to be used to copy opponent's cards to be good. You might be dismissing it because it doesn't hit the power level you want but I see it as another piece of the combo soup.

Great stuff as usual, by hamtastic at Wed, 11/18/2009 - 23:31
hamtastic's picture

Great stuff as usual, Tarmotog!

I'll just say that Aaron's deck (U/W Control + combos) was absolutely brutal. Also, I don't think that the WotC team played their decks against each other very much. From the sounds of it they had Aaron build and test them for the most part and he was spotted quite frequently playtesting the 100CS decks online.

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