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Today I really don’t have a solid lesson plan. When I started here at Mananation Trick told me that he really liked my articles that cover game play/ deck building fundamentals. I like to write about strange and kooky decks that exist in the Tier 2 realm. We compromised and decided that at least every other week I would present a “lesson” and the other weeks I would have free reign. Turns out that even on weeks where I presented a strange deck to you I was able to show some minor learning theme as well. So I’m going to do a little craziness.
This week I am going to reveal not one but two decks that I really like. I have seen neither anywhere else but both use elements of popular decks. Because of the similarities they are both easy to pick up and play. Also both have strengths in the right meta but unfortunately they still exist on the fringe of competitive.
The first deck started this summer and I’ve already shared that with you here. I was really trying to make Warp World work. Turns out I was barking up the wrong tree. I keep forcing more and more cards that gain permanents so my actual Warps were devastating but the ability to get to a Warp decreased. Thanks to a couple of other decks I’ve discovered a better way. Instead of maximizing my Warps I’ve turned to minimizing my opponent’s warps.
The first glimmer of inspiration came from Gerry Thompson’s ‘Spread ‘Em’ deck. If you are unfamiliar with it, the basic idea is to use Spreading Seas and Convincing Mirage to disrupt your opponents mana base. Since so few decks at the time ran Islands it was rather powerful. Gerry also ran Cascade cards to insure that one of the Enchantments was available on almost every turn. It was quite the deck in the Jund heavy environment since the mana base is probably Jund’s biggest issue. I really thought this deck was unique and refreshing but I never played it. The mana base seemed to be having the same issue as Jund and I try to avoid inconsistent mana.
The second deck that contributed to my final concoction was Magical Christmasland by Conley Woods. At its core the purpose is the same. Mana denial. Instead of converting the color of mana available it completely destroys it. Once again demolishing many Jund hopefuls. While its own mana base is more solid than Spread ‘em it has the speed issue. Without a living Lotus Cobra the Land Destruction package can often land a turn too late.
Still I didn’t put two and two together until I saw this list from Conley himself on another web site.
I really fell in love with this list. Now instead of stretching our mana out to hit a turn 4 cascade into Seas we can hit a turn 4 straight up destruction and a 2/1 hasty stick with it. I started building the deck and then my only original thought hit me like a ton of bricks. There are only 3 cards that don’t stick in a Warp World casting. One of them could be replaced by a Warp itself and the other two have plenty of strong Warp options. First and foremost would be Siege-Gang Commander. That leaves only one slot to figure out.
Turns out I switched a few more cards but the basics play out like this. Early game drop Seas to limit your opponent’s options. Mid game hold you opponent down by destroying their workable lands and adding a minor army of your own. Then finally either ride the back of a finisher or blast a very lopsided Warp and establish an even better field position. Here is my final deck that I affectionately call Warpsies.
Believe it or not this deck has game. Especially if your meta is full of multicolored decks. I can honestly boast at least a 70% win rate vs. Jund and almost as good vs. Naya Lightsaber. I haven’t tested the Naya matchup as extensively as I have the Jund so those results maybe inconclusive. Mono-red decks have demolished me repeatedly. It’s still too early to tell about the RWU control matchup but in theory I think I have the better game and I know a resolved Warp will win every time.
I really like this list but I am still toying with a few slots. Mold Shambler was on the list for awhile and deserves a sideboard slot if facing anything that tries to abuse a Planeswalker. Turntimber Ranger was also considered because of the cool synergy with Master of the Wild Hunt so I have him and the extra Master in the board for creature intense games.
I want to hear what you think! Please post comments. I would really like to finalize the board and I ALWAYS appreciate hearing from my readers.
The next deck I want to show you today is in its infancy so be gentle. It is able to be both refined and scrapped. Once again comments will be appreciated.
At my Local FNM we were discussing Extended as is most of the Internet community. My personal thoughts are that some form of Zoo is the deck of choice for most players. While our definition of what is a “Zoo” deck becomes more and more broad I think we can agree that Zoo has two major components. A strong Creature to Expected Turn of Play value and a good burn/removal game are in every deck. While some decks like Rubin Zoo have a slower clock for the Expected Turn of Play their creature value is still well beyond the norm.
While saying my opinion a fellow player mentioned how dominant Mono-red Burn was online and how good of a match up it had against Zoo. That much is true. Zoo’s mana base places its life total easily within range of Mono-red Burns capable damage. This happened last Extended PTQ season as well. People started playing Zoo because it won a lot and then a fortunate few snuck in blue envelopes playing Mono Red because of the Zoo heavy field. At the one PTQ I attended that season I anticipated a lot of Burn Decks since it had one in the preceding weeks. I was wrong on that account but the deck I played never lost to any Mountain based philosophy.
The deck I want to present to you today is a blending of Zoo and the deck I played back then. It has the ability to make up for Zoo’s self destructive shortcomings. However the strength of creatures is weaker than regular Zoo as is the burn package used for removal. Because of that I’ll avoid calling it a Zoo deck. Instead let’s just call it a Pets deck since it has smaller cats. Here it is, remember any feedback would be appreciated.
As I said before this deck is really untested and exists only in the hypothetical right now. I can envision a weekend during the upcoming months where Mono-Red is on a tear and this version can raise it life gaining head. I don’t see it surviving much in a varied field but it has potential. There could easily be games where its gain could just put it out of reach of Scapeshift. Recurring a Baneslayer through Emeria can win against slower control decks. And its potential speed can slip it under Fae’s capabilities. But can it do it every game. I don’t know but I’m thinking about finding out. What do you think? Share in the comments.
Class Dismissed. Remember to post your ideas.
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Ben Stark recently build a deck around a Martyr of Sands strategy also, although it was quite different.
His deck deck involves more an early ‘gain life to stay alive strategy’ to get things going and uses Emeria + Necrotic Sliver as an end game combo.
Your end game seems to be a more regular beatdown.
However a card that he put in that I think could seriously benefit your deck also is Proclamation of Rebirth. It alows you to get more value out of your Martyrs and should keep your life totals even higher. I would think that once you get Emeria going in combination with Baneslayer the game is pretty much yours :-)
Looks like a fun deck to play, tho my budget won’t allow it ;-)
I thought about the Proc but figured the Emeria would do the job. Versus a LD deck its a potential sideboard card as Emeria obviously gets destroyed.
It is a beatdown deck so I wanted to save the slots for Creatures.
Ranger of Eos and Figure of Destiny probably should be in for a mix of O rings and hounds
Good article Dan, I loved watching Warpsies come out last week, way to show off warp world!
I don’t know if that print button is new or if I never noticed it, but THANKS!
It’s new and all for you. We work hard to keep everyone happy!
First of all i love your articles! Your original warp world article was one of the first that i read when i started playing magic about 2 months ago and it really helped me find and solidify my inner johnny-spike. I have a clan mate who, when i linked this article over clan chat, just so happened to have the cards necessary to make this deck so he made it and he loves it. I want to make this deck but according to your article and my clan mate the matches against aggro decks and other mono colored decks (ie vamps) are really just silly and pretty much an auto lose.
Based on that fact –and the fact that you basically have game against any other deck in standard right now– i want to make a sideboard (possibly a transformational one) that can help deal with aggro decks.
So far i have come up with the idea of possibly adding wall of frost or something of that nature to fend off hits and still add a perminant. Also when worldwake comes out Kazul Tyrant of the Cliffs will probably be a staple sideboard card in this deck since you can probably get it out on the field turn 3 using lotus cobra and then if your opponent puts a creature down and attacks you will have a 3/3 blocker or they have to wait until next turn to pay the ‘toll’ as it were.
Ill make my version of this deck on tcgplayer.com and put up a link in a little bit
http://magic.tcgplayer.com/db/deck.asp?deck_id=532490&Page=all
this is my version of warpsies (i call it warpseas because i <3 punz) post-worldwake