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By: SpikeBoyM, Alex Ullman
Sep 10 2007 12:39pm
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PDC is an all player run format on Magic Online. It consists of competitive games using exclusively commons cards. Games can be found in the "/join pdc" room and events can be found on the Magic Online official message boards. For more information please visit paupermagic.com

PDC Standard is a format that is currently defined by creature combat. Currently, the format has one huge limiting factor: Saps. This deck is aggro-combo, pumping out hordes of tokens and then using a mass pump effect, such as that on Pallid Mycoderm to pull off an Overrun style kill. This deck is fast and redundant. Because of this, any standard deck has to be able to handle creatures on the first few turns of the game; doing this shuts off Saps main offensive source of power. However, doing this tends to weaken the deck against the other dominant deck of the format: Mystical Teachings based control. Although these decks come in many different varieties, their main course of win is the same: card advantage through a Teachings engine. Recently, Orzhov strategies using Momentary Blink and Blightspeaker to reuse and abuse Blind Hunter and Aven Riftwatcher have jumped into the metagame. The final major player is a gap deck; with decent to good matchups against both of these decks, and that is an Izzet special that combines card advantage with removal and large creatures, usually referred to as Steam Machine. This format will exist until the Lorwyn online release, so understanding this triad is important. Here are some lists for reference:

Approaching this format from a deck designer’s perspective presents many interesting obstacles to overcome. It is a combat phase format: battles are won and lost on life totals and creature removal. This makes cards that do either very important. However, it is a format limited by the speed of Saps, meaning that every spell has to be highly efficient- there can be no dead cards. This means that any card that is part of a good interaction must be multi-functional.

Competitive Standard decks also need to have an early, middle, and late game plan. All of the big three have these (with the exception perhaps of some Saps builds) and to have a chink in the armor at any point prove lethal. Removal is a must and your deck must be able to handle having a significant portion of your army targeted. Being able to sweep the board is an important tool against Saps and other swarm style decks that pop up. You can not just have removal, however, as the slower decks of the formats often run a Grim Harvest engine. Rather, a deck needs additional disruption where ever it can be found.

In addition to this, building a deck for standard requires one to be aware that there will be a number of aura based decks. These decks are expert at card-disadvantage. They load up Silhana Ledgewalkers with as many pairs of pants as possible and swing in. It is not uncommon for these decks to play eleven creatures and sixteen auras. I am not saying the decks are good, only that they are played and even have won events.

Your deck must prepare for Saps:

The old saying goes a failure to plan is planning to fail. Every deck must have a way to stop the fungal swarm from ending the game on their terms. There are a few ways to accomplish this task. First is to overload on removal, playing upwards of twenty spells specifically to answer creatures. In this case, the removal has to exist on a curve with an overload in the two mana slot. This way, the removal can match the curve of a Saps deck and hopefully keep their army off the board. Sometimes, this does not work, as the removal drawn comes at odd times, hence the overload at the second mana slot. Here, Momentary Blink is a virtual card advantage engine, but also serves as a counter for removal. Fortify could conceivably do the same thing, either ending the game or saving your creatures. Terror and Last Gasp are key spells, as are cards like Skred and Tendrils of Corruption. Feast of Flesh also helps at the start of the removal curve.

Another option is the sweeper:

 

Finally, some decks go for the lifegain route:

Most Often these decks combine Momentary Blink with Blind Hunter and Aven Riftwatcher. These combinations gave rise to the various Orzhov Teachings builds, helping them survive until their card advantage hopes to take over.

 You must prepare for control:

Along the same lines, many feel that the best way to overcome Saps is to out attrition them. This means quite a bit of removal and other denial cards. These decks also tend to win with a large creature, so having resiliency and answers is important in the current Standard environment. There are few successful true Draw-Go style decks due to the fact that there is no spell that can really stop Saps from them on turn two, leading to more decks on the board control side of the spectrum.

A strong Rebel chain helps against control with uncounterable threats and Evolution Charm is always versatile but rarely amazing.

Your deck must have a plan for each stage of the game:

Even if this plan is "build up resources" it must be well thought out. Standard games start on turn one and against some of the decks, end before turn five. Ignoring any step along the way, as I said, exposes a chink your armor that is almost always lethal. Although Saps dominates the early game, it is the control decks that rule the late game (obviously). This means that your early to mid-game plan should include answers to aggro and your mid-game to late plan should have answers for control. Again, removal is a star here as is Grim Harvest.

Your deck must have answers to the graveyard:

 

You must be ready to face jank: Even though the decks listed above are the ones I feel are the best, many other decks make appearances (including the aforementioned Aura based decks). Not expecting decks that you might consider "bad" is almost as bad as not preparing for one of the tried and true strong decks.

Using these guiding principles, I went into the tank as they say to develop a deck for the current Standard environment. Based on the fact that removal is a must as is having access to a sweeper, I knew Red was going to be one of my colors. Similarly, few colors can play the late game in PDC like Black thanks to that color's graveyard theme in the form of Gravedigger and Grim Harvest. I then focused on the colors' aggressive tendencies and found a nice little aggro deck that had a serviceable matchup (post-board) with Saps. The deck also had a nice late game thanks to chaining Pit Keepers together to use the graveyard as a resource in an updated form of the Digger-D (the strategy by which MBC would chain Gravediggers together to create a perpetual blocker). After initially testing a twenty land build, I upped the count to twenty-one and added a second Harvest as that little instant helps get the engine rolling for this deck.

*Taken from a song title from The Flatliners, quite possibly the best song title ever.

The deck plays the aggro game early and then shifts to aggro-control once it hits five lands and is holding a Harvest. It is full of little synergies that help get the deck going against the control decks and being aggro is good against the random decks you will encounter. Against Saps, Mother Teresa will side out its discard and expensive removal for the
Skreds and Martyrs, hoping to hit the early drops with removal or sweeping the board. In fact, if in game two or three you draw a hand with out Terror, Skred, or Martyr, I would mulligan into such a hand. Cry of Contrition is a stellar card here thanks in no small part to Emberwilde Augur and Keldon Marauders; these creatures almost guarantee that the Haunt will work in your favor. Shred Memorys in the board are more useful against Orzhov builds of Teachings than regular Teaching builds. In those cases, side out the Cry for the Shreds and mess with their Haunt tricks and Blinks. This will help to slow down their virtual advantages and may give you the edge you need. Skreds more useful than the Shocks.

Mother Teresa wants to beat down. Its ideal start is to lay down a beater or two and then go to town on life totals until the graveyard is full of creatures. At that point, the Keepers and Harvests come online to help keep the pressure going and reuse the damage dealing creatures.

In my limited testing, this deck performs just under even against Saps, which is good enough for me. Against regular Teachings, this deck just goes to town, exhausting their resources and then beating down with regrown monsters. Both the Blink Teachings and UR Aggro-Control matchups are this side of favorable, but are not auto-win by any stretch of the means. Against Blink, side out the discard as per above.

So here's to Standard, at least for the time being.

When does Lorwyn get released again?

Keep slingin' commons-

-Alex

                

 

Stinkweed Imp and Grim Harvest make multiple appearances in numerous decks. Because of this, having cards that are able to remove cards from the graveyard can be important. Blink and Teachings both abuse the graveyard.

 

 

Rain of Embers does not cut it here, as Saps often runs Veteran Armorer or Lumithread Field. Subterranean Shambler and Martyr of Ashes both provide better options, with the latter being played more often due to its ability to deal quite a bit of damage.

 

 

 

 

0 Comments

Broken article? by jamuraa at Mon, 09/10/2007 - 13:25
jamuraa's picture

This article seems broken to me - there are a lot of missing ends of sentences, is it just me?

by JXClaytor at Mon, 09/10/2007 - 13:44
JXClaytor's picture

Yeah I have no idea what happened here, I'll go back over the editing log and see where I messed up.  Please be patient with me guys, I'm in the middle of a learning process here, and Alex, I'm very sorry that I messed it up, I'll get it fixed as soon as possible.