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By: Westane, Jeff Torres
Jan 30 2012 10:11am
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Updating For 2012

Well, it's a new year and we're on the verge of a newish block format. Contrary to what I wrote at the end of my previous article, I decided to keep the name, but scrap the old banner. It looks simple enough, heavily inspired by turn of the century JRPG's, but this time I had enough sense to make the image very modular, and extremely easy to alter when the need arises.

All in all, I'm fairly happy with it... and now I'm going to go play Final Fantasy VII for the first time in about 12 years...


Pile of Junk

In ISD block constructed so far, my first line of thought whenever building a new deck has been, how can I cram all available planeswalkers into a single deck? DKA furthers that thought process by introducing Sorin, and my mind immediately jumped to WBG Junk. Having some kind of Swords to Plowshares variant in this set would have put this deck over the top, but even still I'm finding it to be extremely solid in the testing I've been able to do.

When the set becomes legal you're going to see a huge surge of BW Tokens, GWb Tokens, GW Tokens, and all manner of aggro decks. As a result, decks not following such a strategy are sure to be heavy on sweepers like Blasphemous Act. Having solid answers that are resilient to such board wipes is going to be key to winning in the format, and we have access to some very solid 'walkers.

Planeswalker Junk - v0.1
Lands: 27
4 Isolated Chapel
4 Woodland Cemetery
3 Evolving Wilds
2 Clifftop Retreat
2 Shimmering Grotto
2 Grim Backwoods
1 Vault of the Archangel
4 Forest
3 Plains
2 Swamp

Creatures: 7
4 Avacyn's Pilgrim
3 Bloodgift Demon

Planeswalkers 10
4 Garruk Relentless
3 Liliana of the Veil
3 Sorin, Lord of Innistrad
Other Spells: 16
3 Sever the Bloodline
3 Blasphemous Act
2 Curse of Death's Hold
2 Lingering Souls
1 Army of the Dead
1 Harrowing Journey
1 Increasing Ambition
1 Naturalize
1 Ray of Revelation
1 Unburial Rites
Sideboard: 15
4 Dead Weight
3 Thalia, Guardian of Thraben
3 Tribute to Hunger
2 Curse of Death's Hold
2 Tree of Redemption
1 Ray of Revelation

It's clearly a rough draft, but I'm anxious to get some form of this deck into the queues. There's a lot of singletons in the deck, but they're pretty much all there to do the same thing. The creature base is pretty standard, and the strong token theme helps fuel the very strong Grim Backwoods, a card I may up to three in the list if not for my fear of getting mana screwed. Curse of Death's Hold and Ray of Revelation are both solid against the tokens decks, and there's even more anti-aggro in the board.

Thalia is a experiment, and I can't say with any amount of certainty whether or not she'll stay in the deck. Against any blue-based control, that is, control with blue in it, I can see her making a decent impact on the game, while not doing much to hurt me.


Pull the RUG Out From... Nevermind

RUG is a deck I wanted very badly to work in the current ISD Block format, but it just didn't. The closest incarnation was 4cc Snapcaster control, and even that is slipping in terms of competitiveness. My current build for post-DKA RUG looks like this.

RUG - v0.1
Lands: 26
4 Sulfur Falls
4 Hinterland Harbor
3 Evolving Wilds
2 Kessig Wolf Run
1 Haunted Fengraf
4 Forest
4 Island
4 Mountain

Creatures: 14
4 Huntmaster of the Fells
3 Hellrider
3 Daybreak Ranger
3 Snapcater Mage
1 Manor Gargoyle
Planeswalkers 4
4 Garruk Relentless

Other Spells: 16
4 Brimstone Volley
3 Forbidden Alchemy
3 Devil's Play
2 Blasphemous Act
2 Think Twice
2 Faithless Looting
Sideboard: 15
3 Rolling Tremblor
2 Tree of Redemption
2 Blasphemous Act
2 Ancient Grudge
2 Naturalize
2 Sturmgeist
2 Dissipate
1 Manor Gargoyle

I was originally running a full set of Delver of Secrets until I remembered this isn't Legacy and I can't play Brainstorm. Testing proved with the amount of spells in the above list, he just wasn't good enough. He is what I cut to make room for the Hellriders and Manor Gargoyle, which I've been much happier with. I considered the Hellrider + Curiosity combo, but couldn't find the room to justify it.

The draw engine is solid and the deck has a very hard time running out of steam, though I really should add a couple or so Shimmering Grottos so as to flash back Forbidden Alchemy later in the game.

The deck is in a fairly good position to handle what I expect the meta to be... though I said the exact same thing about RUG before the ISD Block events started last year, so, time will tell.


Zombie Redux

Another set, another excuse to build a zombie deck!

Zombie - v2.0
Lands: 22
22 Swamp

Creatures: 26
4 Diregraf Ghoul
4 Gravecrawler
4 Black Cat
4 Highborn Ghoul
4 Geralf's Messenger
3 Bloodgift Demon
3 Mikaeus, the Unhallowed
Other Spells: 12
4 Sever the Bloodline
3 Moan of the Unhallowed
3 Victim of Night
2 Curse of Death's Hold
Sideboard: 15
4 Wooland Cemetery
2 Shimering Grotto
4 Crushing Vines
2 Curse of Death's Hold
3 Liliana of the Veil

Highborn Ghoul and Black Cat make for a pair of potent 2-drops, something the deck desperately needed given Walking Corpse is formally all we had. The sideboard plan against Grafdigger Cage is suspect at best, and may not even be necessary in the long run.

The deck wants to be all out aggro, relying on small cheap creatures, a steady stream of zombies, and the Undying mechanic to keep the beats on. I guess, really, it's a pretty brain dead deck... go figure.


Bringing Back Stompy

The last list I've been running through the ringer is good ol' stompy. I'm partial to decks like this and zombies, simply because the mana is just so good. Ironically, I think this is the deck that would be most affected by the cage besides Burning Vengeance, but handling it really shouldn't be an issue either. Here's my current list.

Mono Green Stompy - v0.1
Lands: 22
18 Forest
4 Hinterland Harbor

Creatures: 24
4 Young Wolf
4 Wolfbitten Captive
4 Strangleroot Geist
4 Ambush Viper
4 Predator Ooze
4 Vorapede
Planeswalkers: 4
4 Garruk Relentless

Other Spells: 10
4 Prey Upon
4 Tracker's Instincts
2 Creeping Renaissance
Sideboard: 15
4 Naturalize
3 Bramblecrush
3 Tree of Redemption
3 Hallowhenge Scavenger
2 Gnaw to the Bone

Simple mana, good protection and recovery, and very solid creatures. I think the deck has potential in the meta, assuming it can deal with token decks. I'd love to have a Viridian Shaman dude in the set to incidentally handle Cage, but I'm not really complaining.

Undying is proving to be an incredibly relevant ability, hampered only by a few cards including Dissipate and Sever the Bloodline. Being able to survive board wipes and block small creatures all day long is very powerful, and I think this deck takes very good advantage of that. I think in terms of power level, it's competing directly with Dredge, so we'll have to see where each deck ends up.


Conclusion

I'm not going to write up on BW tokens, I really don't see the point. Everyone is playing it and frankly I haven't done a lot of testing with it. What I can tell you from my testing is this:

  • Grafdigger Cage is a very real card... but not so much in this format
  • Planeswalkers will remain as beastly as ever
  • Evolving Wilds may be the most relevant card in the set
  • Undying is deceptively powerful, and will play a big role for aggro and possibly midrange decks
  • The set can't be released fast enough

 Next week I want to talk about how DKA will affect existing ISD Block decks... and I just might do that!

Until next time!

-Jeff Torres

6 Comments

cant wait either by BOBBAKAKE at Mon, 01/30/2012 - 19:00
BOBBAKAKE's picture
5

good article i agree with most of everything. just wondering why there is no unbreathing horde in the zombie deck. no biggie just wondering. good to see u put down the minepick for a decent game too. ff7 was one of the top 5 rpg in all time imo. also dont think there has been a good ff since. well i did like 9 alot so nvm. GOOD NITE AMERICA!

Unbreathing Horde proved to by Westane at Mon, 01/30/2012 - 20:30
Westane's picture

Unbreathing Horde proved to be... not good in the current zombie deck, so, I didn't include him in this one either.

FF7 really isn't my favorite of the bunch, but it's an undeniable classic. FF6, FF9, FF12 and FF4 are my favorites... in that order. Well, no, Chrono Trigger is by far my favorite Final Fantasy...

Splashing red in your by char49d at Mon, 01/30/2012 - 19:27
char49d's picture
4

Splashing red in your Planeswalker deck is just not where you want to be, ever. Splashing for the flashback on cards is fine (Ray of Revelation, Ancient Grudge, etc) but you are destroying your mana base for 3 Blasphemous Acts that probably aren't as good as you think. I am not a fan of Shimmering Grotto either, except in decks that can really abuse it.

Your deck also has an incredibly low chance to land a turn 1 Avacyn Pilgrim, and the odds on turn 2 aren't drastically better. It isn't even busted in this deck since you have no 3 drops.

Ray of Revelations, Naturalize maindeck? Unburial Rites with 7 creatures, 3 of which are actually worth getting back? Harrowing Journey is probably unplayable except in limited (although that's just a guess) and if you can cast it reliably, lingering souls should be a 4-of. Thalia also kills your deck, you have 26 spells to 7 creatures.

Those are just my impressions. Your Rug deck has curve problems, and the zombie deck seems fine, I'm sure the best version of that will come out quickly since it always does.

(Side Note - don't take this as article criticism, because I liked the article. I figured you would want insight on ways to make the decks better, and I consider myself experienced in block deckbuilding and tuning.)

I'll take any feed back I can by Westane at Mon, 01/30/2012 - 20:35
Westane's picture

I'll take any feed back I can get :)

The decklists posted are rough at best, and slopped together at worst. I know splashing red for B. Act is janky, but it is actually working. I thought about Divine Reckoning instead, and I may just go that route.

I think having the MD Naturalize and Ray isn't as bad as you say, only because they're making for a solid catchall in the meta. Curse of Death's Hold, Intangible Virtue, Burning Vengeance, Graffdigger's Cage and even Parallel Lives are all real cards and are all heavily played. As for Unburial Rites... yeah I'm not gonna argue with you on that one, it'll either become a 4th Demon or another creature. The pilgrims are probably out too, too bad they couldn't be Birds...

Thanks for the comment!

I could see potentially by char49d at Tue, 01/31/2012 - 00:46
char49d's picture
4

I could see potentially running a single naturalize MD once the meta establishes itself, but before that it doesn't seem worth it to me, same with Ray. If you are going to run one, definitely Naturalize, since hitting artifacts is definitely relevant.

Cards like Graffdiggers Cage and Parallel Lives aren't going to beat you, and getting lucky and drawing a 1 or 2 of vs Burning Vengeance's 4 of (and the amount of draw and filter in that deck) really doesn't make sense. Better to have a streamlined game 1 and an absolute hoser of a sideboard to dominate games two and three. Replace those with 2 Tragic Slip, and thank me later :)

I honestly think if you just replace B. Act with removal in your colors, you will be fine. You only have to worry about flyers the deck will take over the late game itself. Instead of the Pilgrim you might want to try the green Sakura Tribe Elder wannabe, the 2/2 elk. It doesn't penalize you for T1 CIPT lands, you don't have any good turn 2 plays, and it helps mana fix and make sure you get to 4 lands, not to mention it can chump or trade. Having 2 toughness is huge in this format as well.

If you do follow my advice, make sure to have at least 1-2 non-targetted removal, such as Tribute to Hunger miandeck. Nobody wants to be drawing dead vs Geist/Stalker. I'm not a fan of divine reckoning but I'm sure you'll work it out.

G/Uxx Dredge by RoninX at Wed, 02/01/2012 - 21:03
RoninX's picture

...I know, everyone wants it to work and its awful.

Yet, we have several new dredge enablers for the beaters and 1/2 spiders trump (or at least trade with) X/1 tokens. Dredgeable green enchantment and artifact removal. Am I totally crazy to think we might be headed in a direction where this deck actually fits in the meta?

Too bad we don't have access to GSZ in *this* block!