Tuesday, July 30, 2013

White Weenie Sideboard

He looks like a natural Bantchantments destroyer, right?
Hey guys, it's GuitarSlam.

I've finally got my sideboard figured out for this weekend's tournament.  We'll go over every card in it and talk about what kind of match ups I will bring it in for, but first, here it is:

Total Cards: 15

Dryad Militant
Rest in Peace
Fiend Hunter
War Priest of Thune
Frontline Medic
Nearheath Pilgrim

Dryad Militant: Hurts the UW/UWR flash decks and the U based control decks of the format.  Not being able to flash back anything really hurts their card advantage program, and it completely blanks Snapcaster.

Rest in Peace: Also hurts the flash decks but is primarily there as a win condition against Junk Reanimator.

Fiend Hunter: Great against other aggro decks because it removes a threat and then can block well.  Also has some utility against Jund because it can remove their good creatures (but I do admit that that's kind of weak).

War Priest of Thune: I actually love this guy.  He's a 2/2 for 2 that fits on theme and destroys enchantments (which is extremely important with the popularity of Bantchantments).  What's not to love?

Frontline Medic: This comes in against other aggro decks.  Being able to alpha strike with all of my creatures gaining indestructability is extremely good.  The opponent either takes a ton of damage of loses all of their creatures, while you still have yours for next turn.

Nearheath Pilgrim: This is probably my least favorite card in here, but he's still not bad.  You can use him against other aggro decks to gain some extra life.

My two concerns with the sideboard are:

#1: I feel weak against Jund.

#2: I'm not sold on Nearheath Pilgrim.  He may be better as an Oblivion Ring.

I'll keep testing the board and get back to you guys as to what I like better.  I'm also going to be posting about my final playtesting sessions before Saturday.  You guys will also be getting a full tournament report about Saturday as well, so look forward to that!  Until then, any suggestions that you guys have are welcome.  Please comment if you have any :)

See you guys later.


Saturday, July 27, 2013

Fair Decks in Modern?

Is this the only consistent way?

Hey guys, it's GuitarSlam.

I've been doing a lot of thinking about Modern recently.  As many of you know, I've been playing a UW Tempo list lately (which I have posted about a couple of times) and generally it's not a bad deck, but I can't help shake off the feeling that I should just be playing combo instead.  I proxied up a Storm deck and began testing it and while it doesn't win every time, I feel like it is just a significantly more powerful deck (which frightens me, honestly).  I've also been considering working with Elf Combo (as most recently inspired by Travis Woo's deck (here).  It has a lot of ways to go infinite with both creatures and mana, thus allowing for general beatdown or Craterhoof shenanigans.

So my general question for you guys is: are combo decks the best way to win in Modern, especially on a budget?

I know that a lot of the best decks in Modern aren't combo driven (Jund, Junk, Tron, Zoo, Affinity, etc) but all of these decks are fairly expensive (Fetchlands, Tarmogoyfs, Karns, and Mox Opals, just to name a few), which pushes me away from them.  I know that it's only a one time investment in the cards, because of Modern being an eternal format, but I still hate spending all that money.  So, keeping that in mind, I'm beginning to feel like the best thing that I can do for myself as a budget player is to break down and just play combo.  Not that combo's necessarily a bad thing, but it usually doesn't play very interactive games of magic (which is the idea behind tempo and many other "fair" decks).

Just as a note: when I say fair, I'm not saying that the decks don't have unfair cards.  Take Jund for example.  It's a much more "fair" deck than Storm because it plays interactive magic, but no one would ever say that Liliana of the Veil, Tarmogoyf, Dark Confidant, and Thoughtseize are fair cards.  It's the play style of the deck that determines whether it's fair or not.  In short, interactive is fair, solitaire is not fair.

I hope to hear your opinions on Modern as a whole and the budget side of the format as well.  I really am enjoying Modern the more I play it, but this is becoming something that I feel is true, and I hope that I can be told otherwise.  I'm most certainly not a combo player at heart, and while I do enjoy the strategies of Storm or Elves somewhat, I would almost always prefer to play out a real game of magic.

See you guys later.

Wednesday, July 24, 2013

White Weenie Update: Fiendslayer Paladin

Return of the Jedi

Hey guys, it's GuitarSlam.

I'm still working on the White Weenie deck for that upcoming TCGPlayer tournament, but one change that I want to try out is adding in Fiendslayer Paladin.  I was able to get three of them yesterday so I figure that they could be a pretty good addition to the deck.  Of course (being the nit-picky guy that I am) I wish that it was a 3/3 so that it could survive battles with Beast tokens, but that's just me being overly anal.  It's still a 2/2 First Strike and Lifelink hate-bear that survives most of the removal in Standard right now.  Seems pretty good when you look at it like that :P

The changes that I'm making to fit him in are:
-2 Judge's Familiar -1 Knight of Glory
+3 Fiendslayer Paladin

Judge's Familiar is decent in some matches but bad in others (specifically aggro mirrors).  It's always really nice to delay your opponent's Farseek ramp but if that's best job that I can find for Judge's Familiar, I would rather try out our Jedi friend.  Knight of Glory wasn't trimmed down because he's actually bad, but you don't lose much putting him to 3, so it seemed like a fine choice to make some more room.

As a general update on the deck, it's seeming pretty consistent so far.  There are some pretty nutty openings that you can have where unless your opponent wraths on t4, you're going to win (and if you did have the nut draw, they'll be either dead by t4 or nearly dead anyway).  So overall I'm liking this deck quite a bit.  I'll do more playtesting with it and update you guys again.

See you guys later.

Monday, July 22, 2013

Control in Standard?? Is this possible??

I always seems to write about U or W, huh?

Hey guys, it's GuitarSlam.

As many of you know by reading my posts so far, I'm an avid lover of control decks.  I know that my last article talked about an aggro deck, but my mind has wandered back to the land of few creatures, card advantage spells, and 45 minute long matches.  Ever since M14 came out I began thinking of Trading Post and how it could best be used in a control deck for the current Standard environment.  It saw play a year ago when it was initially printed because the Scars of Mirrodin block was still legal (mainly because of how powerful the artifacts were) and ever since then nobody seems to play it... until now (well, mainly just me, but that's a start).  There's one card in M14 that really got me thinking about Trading Post, and that would be Angelic Accord.

As many of you know, control decks try to grind the game down until their opponent runs out of resources and they have a dominant card advantage.  From here, it's easy for a control player to win the game by resolving one threat and riding it to victory.  In the current Standard environment, the deck that I've played the most is Esper control and the main problem that I have with it is how long it takes to win.  Now don't get me wrong, I understand that I'm playing a control deck, but damn, Esper runs so few win conditions it's unreal how long it takes to win a game.  Sure, if you can resolve a Jace and mill them for 10 every turn you'll win fairly shortly but with how long it takes to cast him (because you have to wait until he's safe) and the fact that you only run a couple of him, the games take absolutely forever.

Now with that aside over, let's bring this back to Angelic Accord and Trading Post.  In comparison to how long it takes Esper to win, these two cards together allow for you to put out a 4/4 Flying Angel token every single turn.  Your opponent has spot removal to kill your creature?  Make another one.  You're forced to wrath because your opponent put out a strong rebound creature?  Make some more angels.  People aren't running artifact removal at the moment and yes, some decks do have enchantment removal because of the prevalence of Bant Enchantments, overall your Angelic Accord is safe.  Is this combo kind of slow?  Ya.  Is it really slow?  Ya.  But what does control have going for it that many other decks don't?  It loves slow games.  You don't want to play an Angelic Accord on t4 or t5, so only running 2 copies seems fine, thus helping to reduce clunky draws.  Trading Post is much more versatile, which allows us to run more copies because seeing a Trading Post on t4 is actually pretty good.

I'm going to make this an Esper deck instead of strictly UW mainly because of Doom Blade.  It's the best removal spell that we've had in Standard since, well..., Doom Blade last year.  Seems kind of odd, but it's true.  So here's the list.

Creatures: 5

AEthering
Snapcaster Mage
Obzedat, Ghost Council

Instants / Sorceries: 22

Terminus
Supreme Verdict
Doom Blade
Far // Away
Sphinx's Revelation
Dissipate
Azorius Charm

Artifacts: 6

Trading Post
Elixir of Immortality
Haunted Plate Mail

Enchantments: 2

Angelic Accord

Lands: 25

Hallowed Fountain
Godless Shrine
Watery Grave
Glacial Fortress
Drowned Catacomb
Isolated Chapel
Island
Plains
Swamp
Encroaching Wastes

I feel like now that Doom Blade's back this deck is going to have a much better plan against aggro.  You can Doom Blade their creature on t2, Away their creature on t3, and then even wrath them with Supreme Verdict on t4 if it's still necessary.  Snapcaster helps to add longevity and AEthering wins easily in just a couple turns.

I've already explained the rest of the deck, but one quick card I want to hit is Haunted Plate Mail.  This is definitely a boarderline bad card, but it may just be in a deck slow enough to work.  You can wrath at any time and still crack in for 4 damage on the same turn, or even equip it to one of your angels and hit for 8.  It may not actually be that great, but I want to give it a shot.

Also, for anyone that's new to control, don't be afraid to use your life total as a resource.  Going down to 10 or below life isn't that bad if you're going to be able to stabilize soon after.  Be selective as to when you're going to use your removal spells.  It's always good to hurt your opponent in the early game, but sometimes it's best to wait it out and see what comes next.  This can only be learned through practice (and undoubtedly making the wrong decisions) but eventually you'll get better at it.  I hope you guys give this deck a try and comment with any questions or playtest results!

See you guys later.

Monday, July 15, 2013

Budget Deck Time! Standard White Weenie (Post M14)

Well, not with him exactly, but the same idea :P

Hey guys, it's GuitarSlam.

So recently I've decided to turn my eyes back towards Standard after a little diversion into the Modern format.  There's a large TCGPlayer tournament that's coming to a game store only an hour away from my house, so it seems like a pretty good opportunity to start playing Standard again.  I'll probably take this deck to an FNM or two before the actual tournament, but the point is that, at least for a few weeks, I'm focusing on Magic's most popular format once again.

As I've said in my previous blog posts, I'm a control player at heart.  I love being able to grind out a win, slowly depleting my opponent's resources as I assemble enough card advantage to drown in... but that's not what I want to play right now.  I've played multiple different control decks in Standard since Return to Ravnica came out; 4-Color Self Mill control, Esper control, and USA control.  To be quite honest, I'm sick of not getting any time off in between my rounds... it's such a grind to play control every week.  I'm ready for a change.  I want to play an aggro deck, but I don't like R based decks that much.  I don't know why exactly, it's just personal preference, I suppose.  Based on this, I've decided to build a White Weenie deck.  Before I talk about how the deck functions, here's the list.

Creatures: 31

Champion of the Parish
Boros Elite
Judge's Familiar
Thalia, Guardian of Thraben
Imposing Soverign
Knight of Glory
Precinct Captain
Silverblade Paladin
Banisher Priest

Other Spells: 7

Brave the Elements
Path of Bravery

Lands: 22

Plains

The goal of this deck is simple: play your creatures and turn them sideways.  You play a lot of cheap creatures that can overwhelm the opponent quickly.  Even if your opponent has spot removal or board sweepers, you have a lot of other creatures that you can draw to get you out of the situation.  Not to say that you're looking forward to having your creatures killed, but it's good to know that if they do die, you have plenty of ways to come back.

There's really not much else to say about the creatures.  Champion gets huge because you play so many humans and he is clearly your best threat.  The rest of the creatures either slow down your opponent (Thalia, Judge's Familiar, and Banisher Priest) or just power out a lot of damage.  Banisher Priest can actually help in this aspect as well because she'll allow you to clear away a blocker if you need to push through more damage.

The card that made me want to play this deck was the reprint of Brave the Elements.  This card is an absolute powerhouse.  It protects your creatures from spot removal, allows them to block profitably if necessary, or allows you to alpha strike when needed.  Without it, the deck still functions well, but this card helps push this deck over the top.

One note is that if you either have Cavern of Souls or you can pick them up, make sure to get them for this deck.  Virtually all of your creatures are humans and making them uncounterable against control decks is very important.  I would love to play them, but I just want to invest the money in them right now.

I'll make sure to update you guys as I begin testing this deck out.  It's a simple concept, but it's a powerful aggro deck that can certainly take the field by storm.  If you're looking for something different to play or are looking to save some money, give this deck a try.

See you guys later.

Friday, July 12, 2013

UW Tempo Modern Update - Esper Tempo?

Hey guys, it's GuitarSlam.

So as I mentioned in yesterday's post, today I was able to get in some testing with my new UW Tempo deck.  Admittedly, I only got in three games (all of which were against WB Lifegain) but I still feel like the deck was decent.  I lost the match 2-1, but in game three I felt like I had the game in control for about the first three turns... then everything went sour.  I started well with a t1 Delver (I was on the play), blind flip it revealing a Deprive (which I used to counter his t2 play).  He didn't have a t1 play so after my 3rd turn I had dealt 6 damage and was facing against a board of Plains and Isolated Chapel.  Things seemed good for me, but my friend was able to start slamming Soul Sister after Soul Sister, eventually finding an Ajani's Pridemate which became an 11/11.  After such a good start, I just lost control of the board.

Due to this complete overrun that I suffered, I'm now debating whether I should have more spot removal in the deck.  I believe that I'm going to have 2 Supreme Verdicts in the board (maybe main if I have to) but if I want more removal, I would have to go into a third color.  The best options are either red or black.  Red gives me Lightning Bolt, Lightning Helix, and Izzet Charm.  Removal, burn damage, or card draw in a pinch.  Black gives me Dismember, Doom Blade, and Inquisition of Kozilek (I'm not going to pay for Thoughtseize).  I'm kind of born between these two ideas.  I really like the concept of a burn tempo deck (which is what I did well with in my first FNM) but there's something to be said about being able to flat out kill something with Doom Blade.

The last part of the equation is that I really would like to keep the deck just two colors.  I know that it's not necessary or common in Modern to do this, but I really prefer to keep the mana consistent.  I also feel like it allows you to focus more on the core strategy of the deck instead of spreading the resources thin by adding in an extra color.  Do you guys know about any good U or W cards that I could fit in to help fix this problem?  I've thought about Condemn, but that doesn't get rid of the important value creatures that my opponent refuses to attack with.  If you guys have any suggestions for me I would love to hear them!  I'll keep testing this deck more (against multiple decks next time) and I'll make sure to post an update after that.

See you guys later.

Thursday, July 11, 2013

Modern Deck Tech - UW Tempo



Hey guys, it's GuitarSlam.

So here's my first "real" post for you guys!  As the title says, I'm going to be going over the UW Tempo deck that I brewed up for Modern tonight.  I have yet to test it (I'll be doing that tomorrow) but I figured I would go over the concepts now so that there's something to compare it to after some actual playtesting.  

Something that is going to be helpful for you guys to know early on in this blog's life is that I'm a blue mage at heart.  I absolutely love control decks; my favorite card is still Venser, the Sojourner and my favorite color combination is UW by far.  Based on this, the majority of my decks are either straight control, u-based tempo, or combo (I love Splinter Twin and Storm decks for whatever reason).  Now that we've got that out of the way, here's the deck.

Creatures: 19                                                   
Delver of Secrets                                          
Squadron Hawk                                              
Wall of Omens                   
Kitchen Finks                     
Restoration Angel               
Snapcaster Mage               

Other Spells: 19
Path to Exile                        
Mana Leak                              

Lands: 22
Island
Plains

One quick note about the creature line-up.  I should be running both Vendilion Clique and Geist of Saint Traft, but I don't have the money for them.  Both are fantastic creatures that would easily make this deck better.  They're both just way too expensive for me to get at the moment, especially in multiples.  If you have the resources to get them, definitely add them to the deck.

Now, back to the overview.  The plan with this deck is to play cheap threats and then back them up with counter magic and removal. If you're able to equip a Sword to your creature you're doing even better. The advantage provided by the swords are immense, not only because of their powerful effects once you deal damage to your opponent, but also because of the protection from specific colors that they provide.  It makes blocking a disaster for your opponent and also can make their spot removal useless against your creature.

Delver is the best early creature that you can play; having a 3/2 flyer on turn 2 is very powerful in any format (as shown by his success in Legacy as well).  The best part of your creature package is that you don't mind too much if your opponent uses a removal spell on any of them.  With how cheap your creatures are, I would gladly see my opponent burn their Lightning Bolt or a Path to Exile on my 1 mana creature.  I will easily be able to recover and just play another cheap creature or two.

Restoration Angel is a fantastic card to top out your low mana curve. She has a 3/4 body, which is big enough to dodge being killed by both Lightning Bolt and Lightning Helix, two of the more popular removal spells in Modern.  Obviously, a 3/4 flying flash creature is good on it's own, but being able to reset a Kitchen Finks that already has a -1/-1 counter on it or getting to draw an extra card off of Wall of Omens is especially sweet.  It's even decent to flash in Restoration Angel to blink your flipped Delver to save it from removal.  Sure, the Delver will flip back over to it's 1/1 side, but assuming that you're able to transform it again (which isn't that hard) you now have 6 total power of flying creatures on the field, and your opponent is down a removal spell.
The spells are fairly straight forward.  There are three main purposes for your instants and sorceries: draw cards, counter your opponent's spells, or remove your opponent's creatures.  Serum Visions both draws a card and sets up the top of your library to hopefully flip Delver.  Gitaxian Probe also draws you a card but, more importantly, it gives you invaluable information about what your opponent is playing and what they have in their hand.  Being able to use this information to your benefit is one of the most important things that you can do when playing a tempo deck.  There are going to be decisions that you have to make about whether it's worth countering something or if your opponent is trying to bluff you.  By knowing what cards your opponent holds, you can much more easily make the decisions as to how important every resource is.  Remember, you're looking to stick one or two creatures and ride them to victory by trading resources constantly with your opponent.  Don't waste your counter spells or removal spells if you know that you don't have to.

Mana Leak and Path to Exile are common cards to see in Modern, so they need little explanation.  They're both just extremely good at doing what they were designed to do.  The card that does need some discussion, however, is Deprive.  It's not a card that you often see people playing because of the tempo that's lost by returning a land to your hand.  I want to try it out because, most importantly, it's a 2 mana hard counter spell.  That's extremely powerful.  The fact that I return a land doesn't kill me because the majority of the deck is low mana cost, so the tempo hit doesn't seem like it will be that bad.  Maybe after some testing I will find out that I don't like Deprive as much as I think I'm going to, but at the moment it seems like a card that will fit very well into the deck.

The lands are basic.  Plenty of dual lands and even a few man lands to give some extra reach in the late game.  I don't run any fetchlands for multiple reasons.  The first is that I simply don't have any at the moment, but in a two color deck like this I don't feel like they're completely necessary anyway.  I'm able to fit in plenty of dual lands and, like I mentioned, the Celestial Colonades so for now I feel like the mana base is just fine.  I want to try out the one Moorland Haunt to give extra attackers once my regular creatures die.  It may not be needed, but it seems like it's worth trying out.

Well, that's the deck, I hope you guys like it.  I don't currently have a sideboard built, but if I end up liking this deck and want to take it to a tournament, I'll make one and put up a post about it.  Like I said earlier in this post, I'll be testing this deck soon so I'll make sure to talk about those matches and see what updates I will be making.  Until then, make sure to play some Magic and, if you're interested in tempo decks, give this deck a try!  I would love to hear what you think of it :)

See you guys later.
                                           

The Obligatory Intro Post

Hey guys, it's GuitarSlam.

Before I dive into some Magic stuff, let me introduce myself.  I'm a college student who's currently working on an Education degree to become either a History or an English teacher (whichever I can get hired for).  I go to school full time and work at a part-time job throughout the year as well.  My main two hobbies are definitely bowling (which I have been doing for nine years now, including two years of collegiate bowling) and, as you would expect by the title of this blog, Magic: The Gathering.

I've only been playing Magic for two years, as I really started to play and research the game when M12 came out.  Prior to that I played Yugioh very competitively for a few years (some of you may even know me from YouTube) but ever since I started learning about Magic, I've completely switched over.  I've only attended a few Magic tournaments (probably less than 10 total) but I watch videos and play with my friends all of the time.  I actually managed to get 2nd place at my first FNM event ever back in December 2011 with UR Delver (a deck I was very proud of at the time) but generally since then I've played mostly control decks, specifically UW Venser control last year and Esper control during the last few months.

I've focused mainly on the Standard format from the time I started playing until now, with the occasional EDH/Commander and Modern deck interesting me as well.  Currently, I'm really getting into Modern heavily with one of my friends, as the format seems to be more fun than Standard is at the moment.  This blog is going to primarily focus on my Standard, Modern, and EDH thoughts.  I'll have general discussions, deck lists, and even some tournament reports.  I really appreciate budget decks, so I'll probably also have a segment dedicated to finding ways to save money but still be competitive at events.  I hope you guys are as excited for this blog as I am!  I'm really looking forward to posting and I hope that you guys enjoy reading and discussing Magic with me as well :D

See you guys later.