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By: Culex, Law Hart
Jan 30 2008 1:11am
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Introduction

After reading dozens of articles and discovering how Mtgo is a real extension of magic and not just a cheap sell-out I decided to invest in MTGO. A big plus from paper magic is how easy it is to just instantly click you collection together. If you lived nowhere near a cardstore and used online shopping for your cards they would arrive a week at best. MtgoTraders has been my store of choice and I hope this system of buying will exsist as long as MTGO exsists.

Onslaught block was the main block that me and local players around me started with and it has been a big influence to me on how I see magic. With only a few boosters amonth to play off my card pool was pretty limited, but luckily there were many neatinteractions.  Aphetto Dredging was the nuts card advantage bringing back such heavy hitters such asTwisted Abomination and Gempalm Polluter   which fueled Vengeful Dead.

Although maybe not the best designed set wizards ever made it made them connect blocks better with their new philosophy of block by block design. Legions is probaly the most loved and hated set as having one hundred percent creatures made a very different set from the UG Madness control season. One tribe I will look at this deck build will be wizards. This deck is meant for the CASUAL rooms, so no counterspells. I also want this to be a focused deck type, not just a four of random good creature build.

Wizards were an underpowered tribe in onslaught block, as a certain Patron Wizard would have made wizards as much of a problem as goblins were in the Odyssey and Onslaught block standard. Luckily there have been some powerful and reletively cheap wizards in the last couple of blocks. This is ironic as their "lord", Azami, Lady of Scrolls and their Goblin Piledriver equivalent Meloku the Clouded Mirror was printed in a set where the main creatures were spirits and a collection of samurai, snakes, and foxes.

Since there are a lot of good decks in the tribal (Classic) rooms so we will want to have some creature control and seeing as how Hollowed Fountains go for ten tickets a piece and the majority of wizards being black or blue we will seek help from the color black as it provides the weenie wrath via Infest.

Aphetto Dredging
Wow, pick up three awesome zombies!
Sower of Temptation

One of the pricier wizards, but a 2/2 flying Persuasion that is also one colorless mana cheaper is nothing to complain about.

Tricky Wizards v 1.0

Wizard Creatures

4 Linessa, Zephyr Mage
4 Serendib Sorcerer
4 Sower of Temptation
3 Information Dealer
3 Vedalken AEthermage
3 Voidmage Prodigy
2 Supreme Inquisitor
2 Jushi Apprentice
2 Meloku the Clouded Mirror
1 Azami, Lady of Scrolls

Glasskites

2 Kira, Great Glass-Spinner

Instants

4 Divert
2 Telling Time

Sorceries

4 Infest

Lands

4 Watery Grave
6 Swamp
11 Island

Azami, Lady of Scrolls

 

Azami proves that cleavage is not the defining part of being a good wizard  

Game Reports for Tricky Wizards v 1.0

Game 1: Wizards vs Samurai

He plays out a Bushi Tenderfoot  and two Devoted Retainers which baits me into not blocking for a couple of turns. I play a lone Information Dealer which is followed by a Sower of Temptation.  He plays a No-Dachi and equips it to a Devoted Retainer, which quickly becomes mine via another Sower of Temptation. The game is over pretty quickly as I use my Information Dealer to set up my draws and beat down with my two Sowers and the two tempted samurai.

Game 2: Wizards vs Treefolk

He plays a Krosan Verge and proceeds to make a lot of lands very quickly via Rampant Growths and Search for Tomorrow. My hand consists of two Linessa and one Sower.  I play a Serendib Sorcerer which gets Routed. He plays a Mirari's Wake with ten forests in play the plays my now most hated fatty in the casual room Verdeloth the Ancient.  The monster comes into play with eleven 3/3 saproling buddies. I have two Infests in my hand but only three Swamps and three Islands. It is at this time I debate whether there is not an entity that laughs at these situations.

Game 3: Wizards vs Lorwyn Goblins

He played an early Tarfire then uses Boggart Harbinger to fetch up more harbingers. I allow him to do this as I have doule Infest in my hand so I let him overextend. I get a three for one then use Vedalken AEthermages to fetch Supreme Inquisitor and Azami. The game ends rather quicly as I tear apart his deck and control his creatures with the Sowers of Temptation. I don't know whether or not to consider this a win, as he did not use any synergies and in my mind more than likely just finished up a draft deck into a constructed one.

Game 4: Wizards vs Zombies

I win the roll and see a double Linessa, Zephyr Mage and an Infest which is such a beating to the opponents tempo. I play in Information dealer then Telling Time for a Swamp, Sower of Temptation, and another Linessa. He concedes after I wrath the board and send his only creature, Festering Goblin and leave him with a single swamp to my three islands and one swamp.

Game 5: Wizards vs Merfolk (Lorwyn Good Stuff)

I keep a decent hand of Infest and Sower. He plays a Tideshaper Mystic which then followed by a Merfolk Looter the next turn. I play Serendib Sorcerer to keep any attackers at bay. He plays Silvergill Adept and reveals a Lord of Atlantis. At this point I realize that i will probaly lose but chose to let him play it anyways as I will Infest his board next turn. I get to five mana and pass the turn. He plays Seasinger! Under any normal consequence this would be a terrible situation, until I steal it with my Sower of Temptation. I realize that this may be the bajillionth time you have read it, but a flying 2/2 Persuasion for four mana is just nuts.

I steal a Merrow Reejerey then draw Azami, which produces a crazy amount of card advantage. By turn ten all he had were four meaningless 1/1 and 2/1 merfolk. When he concedes I have two 4/4 Merrow Reejereys and a 4/4 Lord of Atlantis.

Thoughts of Tricky Wizards v 1.0

I have a solid game plan that I want to be the main theme. Cast Infest to clear the board of pests such as Wellwisher and Rotlung Reanimator. It also clears almost all of the "lord" creatures. After there is a reletively clean board cycle a Vedalken AEthermage for what the situation calls for. Linessa has proved to be a very versatile creature and has some synergy with the Aethermage as I can search at instant speed to bounce up to four permanents at instant speed for three mana. As I predicted the Diverts did not send early Lightning Bolts to their creature on turn two. Most of the time I have had to double cast them just to redirect a Last Gasp, which isn't that eficient.

We can drop the Diverts without any worries. Meloku the Clouded Mirror has not really contributed anything to our team and when I did cast him I learned the hard way that he eats up a lot of mana to produce some measly 1/1 flyers. Sower of Temptation will almost always produce a much bigger "pet". Upon searching for my initial wizard count i totally overlooked Fatespinner an awesome way to stall the game which will be crucial to set up our Azami and Information Dealer combo, which when it does work makes you feel like a magic god.

I am up in the air about Linessa, Zephyr Mage as her grandeur ability has not been as one sided as i would have liked it to have been. She is the biggest wizard and can fend off an elf or two. She does have nuts synergy with the Vedalken Aethermages. I'll keep her in for a couple more rounds. Infernal Tutor seems like a decent addition and almost garantees we use her grandeur ability almost three times a game. Given these changes we now have Tricky wizards v 1.1

Tricky Wizards v1

Wizard Creatures

4 Linessa, Zephyr Mage
4 Serendib Sorcerer
4 Sower of Temptation
4 Vedalken AEthermage
4 Fatespinner
2Information Dealer
1 Azami, Lady of Scrolls

Glasskites

2 Kira, Great Glass-Spinner

                                                                                    

Instants

4 Divert
4 Nameless Inversion
2 Telling Time

Sorceries

4 Infest
4 Infernal Tutor

Lands

4 Watery Grave
6 Swamp
11 Island

Game Reports for Tricky Wizards v 1.1

Game 6: Wizards vs Zombies (Nameless Inversion tech)

His first turn he plays a swamp and passes. I play a Watery Grave tapped and pass the turn. He plays Withered Wretch. I stare at my hand and try to figure out how to play this matchup. I don't have any Linessa's but I have a Sower of Temptation so I play an Island then pass the turn. He plays Lord of the Undead then smashes with a 3/3 wretch.

Zombies I play a swamp then play Serendib Sorcerer which is my only hope of stopping the beatdown. He plays his fourth swamp then out comes Soulless One. I giggle as he attacks for five. I play my fourth Island and tempt myself a 4/4 Zombie avatar. This was a big play error as I had Kira, Great Glass-Spinner in hand and could have chumped and reduced another blocker to a 0/2 to survive the next attack, oh well. He plays a Nameless Inversion on the Sower and I see the horror that is a recurring +3/-3 everyturn. My next turn I cast the legendary glasskite and pass the turn. He recurs the Nameless Inversion and targets Kira, only to have it countered...

My next two draws are Sowers which now have shroud, well not really shroud, but it is close enough with their now new best buddies Lord of  the Undead and Soulless One.

Game 7: Wizards vs Spectres(The Rack for MASSIVE DAMAGE)

My opponent plays a Watery Grave and passes the turn. I play an Island then pass.  My hand consists of two Serendib Sorcerers and a Sower, which is usually a good start to most matches. His next play hits me so hard that I almost cry. Cursed Totem comes into play which is probaly the single best card to nullify my deck with. I lay a Watery Grave untapped and play Information Dealer. He casts a Dark Ritual then plays Blizzard Specter and The Rack. This is what most players call a "biggy". I play another Island than pass the trun. He plays his second swamp then Recoils my Watery Grave. then hits with with the spectre. The game is over quickly as he casts another Blizzard Specter. Infernal Tutor laughs at my pity, as there no answers in my hand.

Game 8: Wizards vs Zombies (Onslaught Good Stuff)

The first couple of turns he plays out a Withered Wretch and two Lord of the Undead. I am unable to stop the early beatdown as he has a 4/4 and two 3/3 lords before I can even use Serendib Sorcerer. I had almost stabalized the board when he cycled Gempalm Polluter. I Nameless Inversion the Wretch but it is not enough, as I only have two life.

Game 9: Wizards vs Elves (Synergy = over 9,000)

He plays a Forest then casts Essence Warden then passes the turn. I play a Watery Grave tapped then pass the turn. Wellwisher comes into play turn two and another one on turn three. I stare at my hand which only contains a Linessa and an Infernal Tutor. I play Kira not forgetting my lesson last time. He then plays Privileged Position and then continues to play more elves and i can't stop the onslaught of cheap elves and an opponent at 58 life.

Game 10: Wizards vs Golems (Affinity Combo)

He plays Darksteel Citadel and the rest of its ilk on turns one two three and four while playing Darksteel Ingot and some Frogmites. I wait to cast my Sower to see what he would play. He then played Mycosynth Golem and "went off".

Thoughts of Tricky Wizards v 1.1

This version requires a lot of participation from the opponent's side. I am more of a active player and some games it becomes frustating to no be able to lay guys and swing, with the biggest creature I could possibly play was a 3/3.

I may update this deck if you, the reader would like to see the deck evolution of tricky wizards continue, but my next evolution will be on more combat oriented tribe, and hopefully being more budget than tricky wizards.

Please leave any comment/suggestions.