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By: ShardFenix, Matthew Banister
Jul 12 2010 11:52pm
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Hello everyone, and welcome to your weekly report of all things tribal.  This week we will take a look at the metagame for the first week post-banning.  And what a week it was.  I will also give my thoughts on some of the new cards in M11 as well as actually discuss a few of the banned cards and why they are like that.  Which I failed to do last week.  As always we hold this event on Saturdays at 12:30pm EDT.  All you have to do is sign in to the client and type /join Tribal in a text box.  You can also find the weekly event thread here.  We also have a community group where information regarding banlists will be congregated and eventually information for new players will be posted.  Let's not waste any more time.  Due to the success of this weekend we have about nine decklists to get through.

2-1 Decks

 

Dragons and Nothing..Dragons Are All You Need
Fliebana
Creatures
4 Dragon Whelp
1 Canopy Dragon
4 Predator Dragon
4 Hellkite Charger
3 Flameblast Dragon
4 Shivan Dragon
20 cards

Other Spells
3 Khalni Heart Expedition
1 Comet Storm
4 Incinerate
3 Sulfurous Blast
1 Comet Storm
4 Armillary Sphere
2 Tranquility
18 cards
Lands
4 Forest
12 Mountain
4 Valakut, the Molten Pinnacle
4 Khalni Garden
24 cards
 
Flameblast Dragon

First of the decks is Fliebana's Dragons.  Dragons are always a personal favorite tribe of mine.  I mean in all of fantasy there are not many things stronger than dragons.  Fliebana has a plan of early defense, sweepers and a little ramp, to get things ready for dropping some dragons.  Overall it's an interesting deck.  My only suggestion is adding a couple Bear Umbra.  It's in color and can give you infinite attacks or make your Flameblast Dragon hit that much harder with correct trigger stacking.

Jhoke13 gets in the money again with his take on Bant Wizards.  Some obvious choices show through here with Qasali Pridemage protecting against some of the more annoying enchantments in the game, while Magus of the Moat provides the same protection as Moat though slightly more vulnerable. The minor combo of Privileged Position and Primeval Light can also turn a stalemate into a winning proposition.

Newcomer ChrisMH77 did well with his Angel deck this week.  I don't know where is inspiration for the deck came from, but if anyone read LordErman's Casually Good article from the other week, this is a great example of how to port his Angel deck into Tribal Wars.  Playing against this deck was a constant uphill battle with the removal, sweepers and reanimation.  Overall a very strong deck really only lacking in early creatures.  Thought with the only option there being Angelic Page..{Wizards, come on make Angelic Wall an angel already}, his reliance on Swords to Plowshares and Path to Exile was certainly a better way to go.

All Thanks to Me
JustSin
Creatures
3 Cemetery Reaper
2 Creakwood Liege
4 Death Baron
2 Gutless Ghoul
2 Lord of the Undead
4 Putrid Leech
2 Withered Wretch
3 Carnophage
22 cards

Other Spells
3 Diabolic Edict
4 Doom Blade
4 Hymn to Tourach
3 Maelstrom Pulse
4 Putrefy
18 cards
Lands
4 Bayou
4 Forest
8 Swamp
4 Verdant Catacombs
20 cards
 
Creakwood Liege

Yes the title of this deck is sort of selfish.  But I'm taking all the credit for this one.  I didn't design it, I didn't tweak it, I didn't play it for him...So wait what did I do?  Well JustSin was unsure what deck to play this week.  It was this or shaman I think.  JustSin told me to pick one and I picked zombies.  So thanks to me he was able to get in the money.  What?  I didn't do enough to deserve the credit?  Well too bad, its MY article.  Kidding aside, this deck is really well put together.  It has more removal than you can shake a stick at and enough pump to make the creatures threats no matter what point in the game you are at.  A well protected Creakwood Liege is a great example of inevitability here. 

Yes another deck named after Fullmetal Alchemist, It's one of my favorite stories of all time.  AJ brought the tribe of Golems this week.  A tribe of multiple members and near infinite possibilities.  His nice little trick here though was Spreading Plague.  Getting this down early enough really laughs at mono-colored decks or heavy gold decks.  Meanwhile his lovely beasts of colorless proportions are still free to do anything they want.  Yet another evil deck of AJ's where I'm honestly mostly just bitter that he thought of the concept before I did.

Allies are back in Tribal as of now.  Raf brought the Bloodbraid Elf powered Allies to the table this weekend and it served him well.  The Goblin Bushwhacker was an interesting choice but as a singleton can be a good card to grab with Ranger of Eos for the game-ending damage boost.  Dauntless Escort provides a cost efficient attacker as well as a counter to all the regular sweepers that see play.

Sliver Evolution
BlippytheSlug
Creatures
3 Blade Sliver
3 Bloodbraid Elf
1 Brood Sliver
1 Might Sliver
4 Muscle Sliver
4 Plated Sliver
2 Talon Sliver
3 Heart Sliver
3 Quick Sliver
4 Sinew Sliver
2 Two-Headed Sliver
30 cards

Other Spells
3 Harmonize
4 Lightning Bolt
7 cards
Lands
6 Forest
4 Jungle Shrine
6 Mountain
6 Plains
22 cards
 
Blade Sliver

While this is not the first time someone brought Slivers to the party.  It is the first time I remember doing well with them.  Slivers have always been in the back of my mind as a deck to watch out for.  They aren't that bad.  Really no more synergistic than Elves, Goblins, or Merfolks and 12 of their lords.  It was nice seeing a Sliver deck finally emerge.  I'm wondering about the lack of Virulent Sliver but then I'm sure he had his reasons.  Though this has inspired me to finally build my RUG Slivers for the event.

Due to the number of entrants we ended up with 2 players undefeated at the end of 3 rounds of swiss.  In order to have a final champion the two of them faced off in a battle of the ages.  These were the results

Ranth is once again hanging out in his favorite place.  Which is always as close to the top as he can possibly get if not the top.  His build of Blue/Black Rogues with a White splash for Silence carried him to a 3-1 finish this week.  Utilizing the discard power of (Oon's Blackguard) he pummeled his way through the first three rounds.  Unfortunately mana issues held him back in the finals.  (Oon'a Prowler) is a great low-costed 3/1 flyer.  I remember it being quite popular when Lorwyn first debuted as it's ability is a lose/lose for opponents.  You either take three or give up a card in hand.  Neither of those is a great choice.

Ok I'll be honest.  I have an unhealthy love/hate relationship with Rage Forger.  Ability wise it is one of my all time favorite cards.  I love this guy.  Tribal wise, I really really hate Shaman.  If this guy had helped Elementals or Goblins or something, I would play him every week.  Enough with that though.  This Black Red shaman deck is quite creative.  Normally its the mono-Red or Red-Green Shaman we see around here.  The black splash added some interesting card choices.  The Shadow of Doubt came into play a few times as a I saw it foil a few activations of Fetchlands throughout the event.  Meanwhile Fulminator Mage further crippled opponent's mana options.  The end game of declare attackers and take eight due to double Rage Forger is also highly brutal and hard to recover from.

That is it this week deck wise.  Now time to look at some M11 goodies.  I'm only going to look at a handful of the newer cards and none of the reprints.  These are only cards that I think may make an impact on the format.

Squadron Hawk-Squadron Hawks here should see some play in some of the more fringe Bird decks we see from time to time.  Being able to search out all the copies is a great ability in many ways.  This is abusable with obvious cards like (Jace, the Mindsculptor) as well as the same set card Fauna Shaman.

Knight Exemplar-We already have access to tons of Knights in tribal.  Knight Exemplar just makes all your White Knight, Silver Knight, Sigiled Paladin and more that much better and INDESTRUCTIBLE!.

Fauna Shaman- (Survival of the Fittest) on legs.  I don't know how much I have to actually say to show how good this is.  Tribal wise its already an Elf Shaman two great tribes that already see play.  Also there is always the possibility of Turn 2 Fauna Shaman, Turn 3 activate it discarding Vengevine for Bloodbraid Elf, Turn 4 Bloodbraid Elf hitting an number of cheaper elves in the deck.  Let's say Elvish Archdruid.  Now you get back the Vengevine and have 11 power you can attack with on turn 4.

Angelic Arbiter- Angelic Arbiter is certainly worth consideration in the big white decks we see.  It greatly restricts your opponents options and leaves them forced to use removal on it.  And if they don't have removal then things can get very hairy indeed.

Aether Adept- Wizards now also gets an on-tribe (Man o' War) in Aether Adept.  I certainly expect to see this coming down across the table really soon.

Conundrum Sphinx- If anyone chooses to revisit Sphinx post-M11 I fully would expect to see this guy as a 4-of.  Not only is he a great creature but his ability is amazing with cards like Preordain, Ponder, and Halimar Depths.

Scroll Thief- Obviously had to give a shout-out to the Merfolk Ophidian.  Scroll Thief will almost certainly see play in some versions of Fish.

Garruk's Companion- Garruk's Companion.   A 3/2 trample for 2 green mana.  This is a boon for more budget-minded players like myself and will certainly fit in mono green or green/red beast decks.

Obstinate Baloth- Obstinate Baloth.  Another great beast creature who may be Garruk's Companion's partner in crime.  I'll be buying four for sure.

Honorable Mentions: All the Titans obviously, Roc Egg, Gaea's Revenge and Miotic Ooze.  These all will surely see play I'm just not sure how much.  Neat combo:  Roc Egg+Sun Titan.  Block, get a bird, bring it back the next turn.

That's it for White, Green, and Blue.  I will give my opinions on Red, Black, and the Artifacts next week.  Note: This list is not all-encompassing this are just the cards that jumped out at me.

The Bannings

As many of you already know we recently did a rather large overhaul of the banned list for Tribal Apocalypse.  I meant to do this last week but at this time I will explain why various cards were banned.

Iona, Shield of EmeriaProgenitusEmrakul, the aeons torn- These three were banned because in all honesty, they were just getting unfun.  Very very few people, in fact one person to my knowledge, ever hardcast any of them.  The majority of the time they were cheated into play by turn four, normally signaling game over.  They kept people from playing and were causing more issues than banning them causes.

helm of obediencePainter's Servant- These two got the axe from various combos.  Helm of Obedience is in a combo with Leyline of the Void.  It was chosen over the Leyline, since the Leyline does have other uses.  Only far flung fringe examples or people purposefully trying to prove me wrong will use Helm.  Painter's Servant was also paired with Grindstone.  It got the axe because of how much it can combo with other cards versus Grindstone.  Ranth has a detailed list he went other with me showing the amount of game-locking abuse servant can cause.  Hence it's banning.

Sneak Attack- this card is just never used for anything productive.  It's farts out large, hard to stop creatures and wins.  The earliest it can go off reliably is turn 4 in my opinion.  So turn four drop even just 2-3 of the Mythic Eldrazi well, that's game.  Games like that are not what we are going for.  You have legacy for that.

Doomsday- this card is evil.  The ability to pull any 5 cards into a new library screams combo.  And if you're going down to only five cards its nearly guaranteed that combo is nothing people want to mess with.

Mystical Tutor- this is tribal, why are you searching for combo pieces.  At least Enlightened Tutor gets equipment and (Worldy Tutor) gets creatures.  Play the format don't break it.  Not too mention It's only ever used to get combo pieces. 

Hermit Druid- Turn 2 41/41 Hasty tramplers is fun for no one.  NO ONE.

Ok those are the reasons.  Yes most cards were banned with an eye towards avoiding game ending combos.  The format is Tribal.  I'm trying to push the event in a creature based direction and so far it seems to be working out nicely.

 

Alright well that is all for this week.  Thanks everyone for reading, and please let me know if you have any questions, comments, or suggestions, in the comments below.

-Shard

13 Comments

"The minor combo of by Paul Leicht at Tue, 07/13/2010 - 02:08
Paul Leicht's picture

"The minor combo of Privileged Position and Primeval Light can also turn a stalemate into a winning proposition." You mean Enchanted Evening and Primeval Light. A very powerful extended combo as I recall from last year. Not at all in the spirit of creature dominance imho.

ye enchanted evening...though by ShardFenix at Tue, 07/13/2010 - 02:21
ShardFenix's picture

ye enchanted evening...though i wouldnt call it a powerful extended combo. Maybe in casual but i dont recall it seeing much competitive play. And if he is casting it on turn 10-12 it was deserved...no 1v1 should that long except for control mirrors. Most matches for us are down by turn 8.

Ah but it's not turn 10-12, by Flippers_Giraffe at Tue, 07/13/2010 - 02:30
Flippers_Giraffe's picture

Ah but it's not turn 10-12, its turn 6 at the latest if you hard cast Enchanted Evening without mana ramp.

yes but the one game I saw by ShardFenix at Tue, 07/13/2010 - 08:15
ShardFenix's picture

yes but the one game I saw him cast the combo in was turn 10 or or so. He only has 2 of the pieces and one top to look...so getting it early is not guranteed.

The combo was... by Element H at Tue, 07/13/2010 - 10:14
Element H's picture

The combo was essentially how you described it in the article. It was a way for me to gain an advantage (admittedly, a huge one IF it worked) when the game went long. Most games I never even seen it or if I did manage to get it into play, I still had to find the Primeval Light to maximize it's effectiveness.

I think me and Jhoke must by Flippers_Giraffe at Tue, 07/13/2010 - 02:28
Flippers_Giraffe's picture

I think me and Jhoke must have played the longest tribal game ever........It was a really nice deck but Enchanted Evening can act as a double edged sword as well especially when the other player kicks off Pernicious Deed before Primeval Light resolves, say goodbye to all the lands.

Agreed by Element H at Tue, 07/13/2010 - 07:12
Element H's picture

Game one, when you played Pernicious Deed after I dropped Enchanted Evening, I got to be on the receiving end of the big sweep. It is a risky little combo and with only two in the deck, it was hard to actually get the card into play without a little help from Sensei's Divining Top.

Our second match was one of the longest I've ever played but I had a great time during the match. I enjoy games like that though because it really put my skills (and luck :P) to the test.

Nice turn out, It would seem by menace13 at Tue, 07/13/2010 - 06:38
menace13's picture

Nice turn out, It would seem like more bannings keep the games appropriate(creature wars). Still surprised you have not placed Mind's Desire on the ban list- the thing csan goldfish turn 4 easily thanks to hi density of mana Drain into x4 Desire and Personal Tutor-.

@AJIMPY- Would The Abyss be faster in coming down, although it wouldn't (almost)sweep the board it would destroy 1 every turn.

Maybe one day WotC will give me an all dwarf set with good Dwarves( and why not blue has a lot of good tribes).??

Bear in mind the manabase: in by AJ_Impy at Tue, 07/13/2010 - 08:27
AJ_Impy's picture

Bear in mind the manabase: in terms of speed the abyss and plague are about the same, given there are only 5 black sources and a further 8 means to search for them. A key part of the deck is hitting big mana fast, and using it to its fullest. Destroying one isn't going to cut it against most decks, but keeping them down to one whilst I fill my side of the board with titans and collossi is plenty sufficient. In my game against Rav's impressive allies, the plague absolutely crippled him. In the game he lost against me, he had three bloodbraid elves in a row, with their card advantage totally negated.

The other important thing to note are the Transguild Couriers. With a plague out, they're wrath effects. Indeed, hitting 9 mana and dropping both in one turn happened a couple of times.

The Abyss is banned in by Flippers_Giraffe at Tue, 07/13/2010 - 10:50
Flippers_Giraffe's picture

The Abyss is banned in tribal.

ahh gotcha, AJ, the by menace13 at Tue, 07/13/2010 - 11:28
menace13's picture

ahh gotcha, AJ, the Transguild wrath is hotsauce didn't see that. heh abyss is banned( this format's banned list is like WotC played 5 games and w/e they couldn't beat got axed and the things they didn't think of were just left off)

thats a fairly accurate by ShardFenix at Tue, 07/13/2010 - 12:00
ShardFenix's picture

thats a fairly accurate description. When the format was first used heavily it was all combo decks. Like bomberman and such. And no-stick.

LOL @ you stealing credit for by JustSin at Thu, 07/15/2010 - 20:55
JustSin's picture
4

LOL @ you stealing credit for the deck! (though rightfully so!) I just loved Leech + Leige because that's brutal brutal damage, I feel I should make a few changes (its very grave hatey because I expected more reanimation after bannings), but how can you go wrong with the number of lords zombies have?