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By: Tarmotog, Naoto Watabe
Jan 15 2010 3:08am
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Welcome to One Double O where you can read about the 100 card Singleton format.

Today's article is a read through article. I'm going to talk about 2 major archetypes to beat and I'll take a look at the upcoming Yawgmoth's Will with a deck idea ready to rock February 2010.

Intro

In Magic, there are 3 main factors that let you win games.
The first factor is deckbuilding. If you don't have a deck, you can't play a game of Magic. You can either make one yourself or pick a well tuned deck up from the internet since information is so freely available nowadays. As such, deck building as a skill, is not as important as it might have used to be. Once you have your deck, you need to understand that a deck can only do as much as it is designed to do so every deck, within itself, creates some mini rules or conditions that will shape the basic outcome of games.

The second factor is playskill.
Playskill comprises of all the little things that affect the course of a game. Here are some:

-Knowing when to choose to play/draw.
-Knowing when to mulligan
-Playing lands
-Tapping lands
-Choosing when to maximize mana usage and when to make bad mana plays
-Planning attacks
-Blocking
-Maximizing damage
-Trading spells
-Managing stress to and from your opponent
-Bluffing
-Discarding the right card
-Handling the right threat

Good playskill takes time to cultivate but once obtained, it's a skill that stays with you for life. The more meticulous you are, the more real advantage you can get over time. Good playskill is not confined to playing good because "the perfect play" is not always the best play because the game plays more than at the board level. It can sometimes turn into a battle of wits. The recent Terramorphic Expanse debate is a testimony to this. Technically, it is best cracked at the end of turn because there is no real reason not to do so but because not doing so can say a few things in itself, it can also be a valid good play.

The third factor is strategy. Strategy is heavily based on information.  Every piece of information that you see on the screen can contribute to making a simple strategy. Every piece of information you know more of allows you to formulate a more effective strategy.
A game winning strategy is the next level over playskill. There is a limit to how far playskill can get you if you are up against a superior strategy because the superior strategy attacks the weaker strategy at its weakspot. Even without the playskill to carry out the full 100% of the strategy, having a good strategy can greatly increase the odds of winning.

Implementing a strategy will slowly go back to the process of deck building where specific strategies can be reinforced with cards that complement the strategy, depending on what is expected. 

Today, I will cover the main strategies to beat 2 specific archetypes, mono red and survival based decks.

Archetype #1: Mono Red

Coming into the new year, the biggest deck to beat is the mono-red + goblins deck and below is a sample of that deck.

ksh - Mono red + goblins
1st place in 12/25/2009 100 card Singleton Weekend Challenge
Creatures
1 Arc-Slogger
1 Avalanche Riders
1 Boartusk Liege
1 Boggart Ram-Gang
1 Clickslither
1 Dwarven Blastminer
1 Dwarven Miner
1 Flametongue Kavu
1 Frenzied Goblin
1 Gempalm Incinerator
1 Goblin Chieftain
1 Goblin Cohort
1 Goblin Guide
1 Goblin King
1 Goblin Piledriver
1 Goblin Recruiter
1 Goblin Ringleader
1 Goblin Ruinblaster
1 Goblin Sharpshooter
1 Goblin Sledder
1 Goblin Warchief
1 Goblin Wizard
1 Grim Lavamancer
1 Hearthfire Hobgoblin
1 Imperial Recruiter
1 Intimidator Initiate
1 Kiki-Jiki, Mirror Breaker
1 Mogg Conscripts
1 Mogg Fanatic
1 Mogg Raider
1 Mogg War Marshal
1 Mudbrawler Cohort
1 Murderous Redcap
1 Patron of the Akki
1 Siege-Gang Commander
1 Skirk Prospector
1 Sparksmith
1 Voracious Dragon
1 Warren Instigator
1 Goblin Lackey
40 cards

Other Spells
1 Aether Vial
1 Chain Lightning
1 Char
1 Cursed Scroll
1 Dragon Fodder
1 Fireblast
1 Firebolt
1 Goblin Grenade
1 Incinerate
1 Lightning Bolt
1 Magma Jet
1 Molten Rain
1 Pillage
1 Ruination
1 Stone Rain
1 Sudden Shock
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Tarfire
1 Violent Eruption
20 cards
Lands
1 Arid Mesa
1 Barbarian Ring
1 Blinkmoth Nexus
1 Ghitu Encampment
1 Goblin Burrows
1 Keldon Megaliths
1 Keldon Necropolis
1 Mishra's Factory
26 Mountain
1 Mutavault
1 Pendelhaven
1 Scalding Tarn
1 Teetering Peaks
1 Valakut, the Molten Pinnacle
1 Wasteland
40 cards

Warren Instigator


(Disclaimer: The above deck is only a sample deck. It does not necessarily have to have the cards I will be discussing.)

Mono red has become a popular choice in the recent months. Mono red has also taken a large proportion of decks making it into the top 8 of the weekend challenges, with around 2-5 decks punching through the top tables (yes it's somewhat overtaken the format). If you want a deck that can bash into the top 8, you need to be able to take the heat straight in the face.

Mono red + goblins has a slight advantage over plain mono red in that if it can resolve a Goblin Recruiter, it can set up a very strong chain of goblins which is hard to beat because of the sheer power of Goblin Ringleader against decks without counter magic. Goblin Recruiter is, in my opinion, the most powerful card in the deck because of how you tend to be able to win on its setup.
Against a deck with counter magic, a recruiter chain could include Vexing Shusher followed by Goblin Ringleader, Goblin Warchief, Goblin Piledriver and so on.
Against a deck without, you skip the Vexing Shusher and go straight into Goblin Ringleader's draw 4x goblins to push aggressively.
For the opponent to beat that, a perfect flow of pin point responses are required and different arrangements of goblins can be setup with various situations to minimize risks against reactive hands. If you intend to play the deck, this is one of the skills you must pick up: how to set up your goblin chain.

Goblin Recruiter and Magus of the Moon can be searched out via an Imperial Recruiter, making it a solid choice for the mono red + goblins deck if the pilot is comfortable with the loss of pressure in doing so.

How to beat mono red / with goblins

First, we must look at what essentially makes a mono red strategy.
Mono red's main objective is to bring down an opponent's life from 20 to 0. If mono red has a ton of Lightning Bolts, it would require 7 of them to win.
Essentially, the deck is one which needs card volume to win. Unlike other decks that might be able to ride on a single card to win, mono red requires at least a few cards to bring down the opponent's life total.

This is where the plan to beat it comes in. The main plan vs mono red should be to force them to use up their cards on your cards and not on you. The lesser cards they have pointed at you, the more likely you will end up winning. Life gain, creature removals and plain blocking bodies can slow down the game to your advantage. The longer they take to win, the more likely you can take the game away from them. Attack when possible to make them feel pressured to protect their own life totals rather than try to hurl burn spells at you but try not to take too many risks with your life total. In other words, don't over protect yourself but don't leave yourself exposed to possible threats that you can disrupt. Aggressively trade cards so that they run out of cards to push you out of the game.

The strength mono red + goblins gains by going into a more creature oriented strategy is balanced by the fact that the deck is more vulnerable to defensively played aggressive cards where opponents can nitpick on the threatening creatures and rely on normal blocking to deal with the rest of the "not so threatening" creatures. Against more creature based builds, there is a high chance that there are more creatures than burn spells so use that to your advantage. If possible, stop Goblin Recruiter from doing its thing. That is one of the must counter cards in the deck because even if you stop the Goblin Ringleader, there is a string of goblins waiting to drop down every turn for the next few turns. Mana is an important factor for its success. If you somehow can deny mana sources, unless your opponent's hand is filled with them, you can control the flow of the game because the next few draws are totally sealed off. If you have mass removal, try to lure down as many goblins as possible while not putting yourself at any risk of immediate loss so that you can equalize the draw 4 effect.

If you think that this is not enough to worry about, there is always their plan B: their attack of non-basic lands.
Being mono colored in red, they have access to Blood Moon, Magus of the moon, Dwarven miner, Dwarven Blastminer and Ruination which they can use to maximum effect. Fighting these cards are generally a problem for most colorful decks, especially against Blood Moon and Ruination (unless counter magic are played on time). There are generally a few ways to get around this problem:

-play more basic lands
-play colored mana artifacts
-play red removals (for Magus of the moon, Dwarven miner and Dwarven Blastminer)
-have cheap removals
-put out basic lands early
-play cards that are easier to cast such as Repeal which only needs one blue mana

The stronger your deck is against plan B, the more you will be able to focus your attack on the deck's plan A so this goes back to deck building or the process of choosing a deck.

Archetype #2: Survival of the Fittest

Survival of the fittest is a very unique card which can be very problematic. It's both a creature search + combo enabler in one.
It can create a few scenarios that are each hard to handle. This is another hard to beat archetype because every card does something that you need to react to. There are many ways to win with Survival of the Fittest out in play.

Firstly, there is the toolbox function which lets you find something you need.
Most people have a variety of creatures to search for such as:

Genesis / Squee, goblin nabob or even Deadwood Treefolk / Mulldrifter to create card advantage,
Indrik Stomphowler / Wickerbough Elder / Harmonic Sliver / Woodfall Primus to get rid of meddling artifacts/enchantments,
Shriekmaw / Flametongue Kavu to take down creatures,
(Mournwelk) to discard cards...

Attrition is no longer a problem if Survival of the Fittest is out in play.
This is even before cards such as Living Death or Recurring Nightmare come into the picture.

Secondly, it can be used to set up creature based combos as shown in this deck:

Buried Alive Combo
played by Tarmotog to 9th place on 25/12/2009
Creatures
1 Kiki-Jiki, Mirror Breaker
1 Solemn Simulacrum
1 Shriekmaw
1 Vendilion Clique
1 Body Double
1 Pestermite
1 Tarmogoyf
1 Trygon Predator
1 Zur the Enchanter
1 Shadowmage Infiltrator
1 Riftwing Cloudskate
1 Sower of Temptation
1 Glen Elendra Archmage
1 Squee, Goblin Nabob
1 Mulldrifter
1 Loxodon Hierarch
1 Reveillark
1 Noble Hierarch
1 Venser, Shaper Savant
1 Trinket Mage
1 Phyrexian Delver
1 Birds of Paradise
1 Puppeteer Clique
1 Wall of Roots
24 cards

Other Spells
1 Recurring Nightmare
1 Necromancy
1 Thirst for Knowledge
1 Compulsive Research
1 Remand
1 Buried Alive
1 Oversold Cemetery
1 Mana Drain
1 Mystical Teachings
1 Daze
1 Memory Lapse
1 Maelstrom Pulse
1 Survival of the Fittest
1 Counterspell
1 Chrome Mox
1 Enlightened Tutor
1 Cunning Wish
1 Entomb
1 Pernicious Deed
1 Strategic Planning
1 Phyrexian Furnace
1 Force of Will
1 Arcane Denial
1 Animate Dead
1 Ancestral Vision
1 Sensei's Divining Top
1 Condescend
1 Forbid
1 Capsize
1 Mana Leak
1 Smother
1 Living Death
1 Fact or Fiction
1 Mystical Tutor
1 Merchant Scroll
1 Brainstorm
33 cards
Lands
1 Windswept Heath
1 Volrath's Stronghold
1 Wooded Foothills
1 Bloodstained Mire
1 Vivid Marsh
1 Polluted Delta
1 Vivid Grove
1 Flooded Strand
1 Savannah
1 Island
1 Sunken Ruins
1 Drowned Catacomb
1 Underground Sea
1 Flooded Grove
1 Misty Rainforest
1 Scrubland
1 Island
1 Tundra
1 Verdant Catacombs
1 Scalding Tarn
1 Wasteland
1 Tolaria West
1 River of Tears
1 Yavimaya Coast
1 Snow-Covered Swamp
1 Vivid Creek
1 Arcane Sanctum
1 Breeding Pool
1 City of Brass
1 Reflecting Pool
1 Snow-Covered Island
1 Island
1 Underground River
1 Tropical Island
1 Watery Grave
1 Marsh Flats
1 Murmuring Bosk
1 Bayou
1 Island
1 Llanowar Wastes
40 cards

Buried Alive


There are 2 creature based combos used here:
The Reveillark + Body Double soft lock and Pestermite + Kiki-jiki, mirror breaker + Phyrexian Delver / Reveillark 
The first combo just sticks an undying creature into play. Aggressive decks have to try very hard to get past that.
The second is a one turn kill with the classic PestermiteKiki-jiki, mirror breaker combo. Phyrexian Delver kick starts the combo when both pieces are in the graveyard. This can be achieved via Buried Alive or Survival of the Fittest. 8 life is also needed to get the combo working. A dying or evoked Reveillark works fine too.

This particular deck is based on combo-ing off so it has a rather high count of counter magic in it as how many self protecting combo decks would. Here is a more creature oriented version of what a deck with Survival of the Fittest looks like:

4c Rock
played by platipus10 to 1st place on 12/12/2009
Creatures
1 Acidic Slime
1 Baneslayer Angel
1 Birds of Paradise
1 Borderland Ranger
1 Civic Wayfinder
1 Doran, the Siege Tower
1 Eternal Dragon
1 Eternal Witness
1 Fyndhorn Elves
1 Genesis
1 Kitchen Finks
1 Knight of the Reliquary
1 Krosan Tusker
1 Krovikan Horror
1 Llanowar Elves
1 Loxodon Hierarch
1 Man-o'-War
1 Meloku the Clouded Mirror
1 Mulldrifter
1 Noble Hierarch
1 Ohran Viper
1 Qasali Pridemage
1 Ravenous Baloth
1 Reveillark
1 Rhox War Monk
1 Saffi Eriksdotter
1 Sakura-Tribe Elder
1 Shriekmaw
1 Solemn Simulacrum
1 Tarmogoyf
1 Teneb, the Harvester
1 Treefolk Harbinger
1 Wall of Blossoms
1 Wall of Roots
1 Wild Mongrel
1 Woodfall Primus
1 Yavimaya Dryad
1 Zur the Enchanter
38 cards

Other Spells
1 Animate Dead
1 Buried Alive
1 Diabolic Intent
1 Eladamri's Call
1 Elspeth, Knight-Errant
1 Enlightened Tutor
1 Garruk Wildspeaker
1 Living Death
1 Maelstrom Pulse
1 Mind Twist
1 Mystical Tutor
1 Nameless Inversion
1 Natural Order
1 Necromancy
1 Oblivion Ring
1 Path to Exile
1 Pernicious Deed
1 Recurring Nightmare
1 Sensei's Divining Top
1 Survival of the Fittest
1 Sword of Fire and Ice
1 Swords to Plowshares
1 Tainted Pact
1 Tithe
1 Vindicate
23 cards
Lands
1 Arid Mesa
1 Bayou
1 Bloodstained Mire
1 Flagstones of Trokair
1 Flooded Strand
2 Forest
1 Golgari Rot Farm
1 Island
1 Karakas
1 Krosan Verge
1 Llanowar Wastes
1 Marsh Flats
1 Misty Rainforest
1 Murmuring Bosk
1 Overgrown Tomb
1 Plains
1 Polluted Delta
1 Reflecting Pool
1 Savannah
1 Scalding Tarn
1 Scrubland
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Sunpetal Grove
1 Swamp
1 Temple Garden
1 Treetop Village
1 Tropical Island
1 Tundra
1 Twilight Mire
1 Underground Sea
1 Verdant Catacombs
1 Volrath's Stronghold
1 Wasteland
1 Windswept Heath
1 Wooded Foothills
37 cards

Teneb, the Harvester

 

How to Beat Survival of the Fittest

Most people use a "slow death" approach when using Survival of the Fittest which means that it usually doesn't kill within the next few turns of it doing its thing. The main reason why this is so is because the strong creatures don't actually let someone win immediately. They are good at applying gradual pressure until the opponent can't take it and topple under the card advantage and creature size from the creatures.

The key to beating Survival of the Fittest is understanding the primary source of its power: the graveyard.

 If you can attack the graveyard of the opponent, you greatly limit the possible overwhelming plays that are possible. You can guard against Reveillark or Genesis and this can prevent any further degenerate plays with the partners in crime.
Therefore, even if not in the maindeck, cards such as Puppeteer Clique, or Scrabbling claws / Phyrexian Furnace / Relic of Progenitus to Tormod's Crypt / Withered Wretch / Faerie Macabre should be prepared because Survival of the Fittest is not a card to underestimate. It's a Gifts Ungiven by itself even if it's not a blue instant.

The cards your opponent puts into the graveyard can signal what cards he has in his hand so you should react to minimize the impact of what you believe is in his hand. If you have counters, you should be careful what you counter because it is easy to get baited out on a minor threat. Counter only what you think is important so that you have longer staying power while you try to take over the game because your opponent will need some time to react and he cannot keep answering the same threats easily.

One Double O 2010: Exploring Yawgmoth's Will

 

At the end of the first MOCS season for the year, promo Yawgmoth's Will will be released on Magic Online to the participants. This card is currently not available online. If I am not mistaken, I believe that this is currently the only 100 card format that allows it. 
Back to the card, I would think that it is the perfect card for a TEPs-like ritual based storm deck. Why I say so is that with this card, it is possible to more than double your storm count in a flash.

This is the sequence I am thinking about:

Ritual => Ritual => Tutor (for Yawgmoth's Will) => Card Draw => Yawgmoth's Will
=> Ritual => Ritual => Tutor (for Tendrils of Agony => card draw => Tendrils of Agony.
This gives a storm count of 10 for a 20 point Tendrils of Agony based on just 4 cards: 2 rituals, a tutor and a card draw.

Essentially, Yawgmoth's Will removes the need to win based off Mind's Desire or anything similar. With it, the idea boils down to whether or not there is sufficient mana to go off with sufficient storm count and most importantly, whether or not the key tutor can be obtained.
Counting mana would be a very crucial step when initiating the sequence because mana is needed to replay the spells from the graveyard. Part of designing the deck has to take into account for the colored mana portion needed to go off.

(Doesn't it look like a classic deck is ready to be made?)

The main complication with the deck is actually getting it to go off properly. Let us take the above example to analyze the intricate plays which are involved in playing such a deck.

Going off with the above 4 cards requires at least R/B +1UU or RUB2. The U mana is needed to cast Personal Tutor for both Yawgmoth's Will and Tendrils of Agony which cannot be created with Chromatic Star because you need the star to draw you the tutored card. Another thing to take note is making sure that you leave the right mana up when you cast Yawgmoth's Will. You would need to leave U mana again or the whole sequence fizzles and also keep in mind that Chromatic Star is a crucial card draw into the win condition. Messing up generally means GG for you.

Creating the deck

The critical cards: Yawgmoth's Will, Tendrils of Agony, Personal Tutor, Mystical Tutor, Grim Tutor
Needless to explain, this is the core of the deck.

Tutors for tutors: Merchant Scroll, Mystical Teachings, Lim-Dul's Vault, Muddle the Mixture, Dizzy Spell
These cards search for the crucial tutor except for Muddle the Mixture which has to make one round to get Merchant Scroll into Mystical Tutor.

Rituals: Dark Ritual, Cabal Ritual, Rite of Flame, Desperate Ritual, Seething Song, Reshape for Lotus Bloom, Lotus Petal, Channel the Suns, Tinder Wall, Chrome Mox, Simian Spirit Guide, Elvish Spirit Guide, Mox Diamond
These are more mana boosting cards but these should suffice.

Mana fixing: Chromatic Sphere, Chromatic Star, Darkwater Egg, Manamorphose, Pentad Prism, Wild Cantor, Terrarion
Of these, Terrarion is the worst when drawn when going off but it is always better to play beforehand.

Draw fixing: Brainstorm, Ponder, Impulse, Peer through Depths, Sensei's Divining Top, Night's Whisper, Serum Visions, Sleight of Hand, Portent, Opt, Lat-Nam's Legacy, Dark Confidant, Ancestral Vision, Compulsive Research, Fact or Fiction
Half of the time, you will be trying to find the crucial tutor via card draw. Try to use them early because most require U mana which you probably won't have too many to spare later on.

Protection: Duress, Thoughtseize, Recoup, Vendilion Clique, Force of Will, Pact of Negation, Burning Wish, Arcane Denial, Remand, Magma Jet, Electrolyze, Chain of Vapor
Burning Wish works as a safety to let you get out of some odd situations. The burn spells are to buy some time while building up.

Add storm count: Summoner's Pact, Jeweled Amulet, Quicken
Summoner's Pact searches for Tinder Wall, Wild Cantor and Elvish Spirit Guide. It basically acts as a ritual. Jeweled Amulet lets you store the crucial colored mana that you need later on or can be used to add storm count. Quicken allows you to go off on your opponent's turn if you have a Mystical Tutor.

Ancient Spring

Mana base: Ancient Spring, Geothermal Crevice, Irrigation Ditch, Sulfur Vent, Tinder Farm, Dwarven Ruins, Ebon Stronghold, Havenwood Battleground, Ruins of Trokair, Svyelunite Temple

The 10 ritual lands that let you go off faster than you normally would.

Dwarven Ruins

Crystal Vein, City of Traitors, Ancient Tomb, Dreadship Reef, Cascade Bluffs, Sunken Ruins, Lake of the Dead, Urborg, Tomb of Yawgmoth, Tolaria West
Here are the lands that also boost or fix mana. Tolaria West acts as both a tutor for Pact of Negation and maybe for one of these lands. Lake of the Dead and Urborg, Tomb of Yawgmoth is a combo but there are some swamps to sacrifice so it works without. You probably need to make some effort to get "swamps" into play.

Krosan Verge, Tropical Island, Tundra, Bayou, Scrubland
This is the Krosan Verge package to let you jump up one mana.

Watery Grave, Underground Sea, Steam Vents, Volcanic Island, Badlands
Polluted Delta, Bloodstained Mire, Flooded Strand, Wooded Foothills, Scalding Tarn, Arid Mesa, Misty Rainforest, Marsh Flats, Verdant Catacombs
Here are the fetches and dual lands that support the deck. Try to do your shuffling effects before you attempt to go off just in case you end up having to shuffle away the card you tutored for after you exhausted all your lands. Be careful with these.

Yawgmoth Storm 2010
By Tarmotog
Creatures
1 Tinder Wall
1 Simian Spirit Guide
1 Elvish Spirit Guide
1 Wild Cantor
1 Dark Confidant
1 Vendilion Clique
6 cards

Other Spells
1 Yawgmoth's Will
1 Tendrils of Agony
1 Personal Tutor
1 Mystical Tutor
1 Grim Tutor
1 Merchant Scroll
1 Mystical Teachings
1 Lim-Dul's Vault
1 Muddle the Mixture
1 Dizzy Spell
1 Dark Ritual
1 Cabal Ritual
1 Rite of Flame
1 Desperate Ritual
1 Seething Song
1 Reshape
1 Lotus Bloom
1 Lotus Petal
1 Channel the Suns
1 Chrome Mox
1 Mox Diamond
1 Chromatic Sphere
1 Chromatic Star
1 Darkwater Egg
1 Manamorphose
1 Pentad Prism
1 Terrarion
1 Brainstorm
1 Ponder
1 Impulse
1 Peer through Depths
1 Sensei's Divining Top
1 Night's Whisper
1 Serum Visions
1 Sleight of Hand
1 Portent
1 Opt
1 Lat-Nam's Legacy
1 Ancestral Vision
1 Compulsive Research
1 Fact or Fiction
1 Duress
1 Thoughtseize
1 Recoup
1 Force of Will
1 Pact of Negation
1 Burning Wish
1 Arcane Denial
1 Remand
1 Magma Jet
1 Electrolyze
1 Chain of Vapor
1 Summoner's Pact
1 Jeweled Amulet
1 Quicken
53 cards
Lands
1 Crystal Vein
1 Ancient Tomb
1 Dreadship Reef
1 Cascade Bluffs
1 Sunken Ruins
1 Lake of the Dead
1 Urborg, Tomb of Yawgmoth
1 Tolaria West
1 Krosan Verge
1 Tropical Island
1 Tundra
1 Bayou
1 Scrubland
1 Watery Grave
1 Underground Sea
1 Steam Vents
1 Volcanic Island
1 Badlands
1 Polluted Delta
1 Bloodstained Mire
1 Flooded Strand
1 Wooded Foothills
1 Scalding Tarn
1 Arid Mesa
1 Misty Rainforest
1 Marsh Flats
1 Verdant Catacombs
1 Ancient Spring
1 Geothermal crevice
1 Irrigation Ditch
1 Sulfur Vent
1 Tinder Farm
1 Dwarven Ruins
1 Ebon Stronghold
1 Havenwood Battleground
1 Ruins of Trokair
1 Svyelunite Temple
1 City of Traitors
38 cards

Sideboard
1 Empty the Warrens
1 cards
Tendrils of Agony

 
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Last Words

I'm looking forward to see how the Yawgmoth's Will storm deck plays out in the format. I think it has quite some potential but the format is overcrowded with red decks at this point in time. Worldwake is the next big thing which might change the scene again with its promised good blue cards. Maybe control will gain more staying power in the near future. (I will definitely be playing with counter magic again.)
See you again.

Tarmotog on MTGO
Tarmotog on myMTGO.com

3 Comments

Yawg Will Chain correction by rukcus at Fri, 01/15/2010 - 19:47
rukcus's picture
4

In your initial Yawg Will chain, you cannot use Chromatic Star, because it has a g/y trigger which Will overrides. If you replace this with Chromatic Sphere, the chain still works to allow you to draw a card from the tutor.

I don't think it works with by jayhoegh at Sat, 01/16/2010 - 03:26
jayhoegh's picture

I don't think it works with the sphere because the card draw is a part of the resolution of the mana ability then, drawing you the card before the tendrils is placed on top of the library

I see the point ruckus is by Tarmotog at Sat, 01/16/2010 - 03:59
Tarmotog's picture

I see the point ruckus is making.. the draw card is a trigger when the star goes into the yard.. Yawgmoth's will exiles everything that goes into the yard so the draw won't happen. I'm not too sure how replacement triggers work but good catch.
Looks like there are a few more details to take note of... @_@